Carcassonne Game Rules:
BoardGameRatings.com would like to thank Rio Grande Games for allowing us to reprint these instructions.
Overview
The players place land tiles turn by turn. As they do so, the roads, cities,
fields, and cloisters emerge and grow. On these, the players can deploy their
followers to earn points. Players score points during the game and at the end.
The player with the most points after the final scoring is the winner.
Preparation
Place the starting tile face up in the middle of the table. Shuffle the remaining
land tiles face down and stack them in several face-down stacks so that all
players have easy access to them. Place the scoring track near one edge of the
table to leave room for the players to place land tiles in the middle of the
table.
Playing the
game
Players take turns in clockwise order beginning with the starting player. On
a player's turn, he executes the following actions in the order shown:
1. The player must
draw and place a new land tile.
2. The player may
deploy one of his followers from his supply to the land tile he just
placed.
3. If, by placing
the land tile, cloisters, roads, or cities are completed, they are now
scored.
Placing land
tiles
First a player
must draw a land tile from one of the face-down stacks. He looks at it,
shows it to his fellow players (so they can advise him on the "best"
placement of the tile), and places it on the table, using the following rules:
- The new tile
(with red borders in the examples) must be placed with at least one
edge abutting one previously placed tile. The new tile may not simply be placed
corner to corner with a previous tile.
- The new tile
must be placed so that all field, city, and road segments on the new tile
continue to field, city and road segments on all abutting tiles (cloisters
are always complete within single tiles).
In the rare circumstance
where a drawn tile has no legal placement (and all players agree), the player
discards the tile from the game (into the box) and draws another tile to place.
Deploying followers
After the player
places a land tile, he may deploy one of his followers, using the following
rules:
- The player must
only play 1 follower on a turn
- The player must
take it from his supply
- The player may
only deploy it to the tile he just placed
- The player must
choose where to deploy the follower on the tile: knight (in a city segment),
thief (on a road segment), farmer (in a field segment), or monk (in a cloister)
- The player may
not deploy a follower on a field, city, or road segment if that segment connects
to a segment on another tile (no matter how far away) that already has a follower
(from any player) on it.
When a player has
deployed all his followers, he continues to play land tiles each turn. Although
a follower may not be recalled, followers are returned to players when cloisters,
roads, and cities are scored.
Scoring completed
cloisters, roads and cities
If a cloister,
road, or city is completed by the placement of the land tile, it is now scored.
Completed road
A road is complete
when the road segments on both ends connect to a crossing, a city segment, or
a cloister, or when the road forms a complete loop. There may be many road segments
between the ends. The player who has a thief on a completed road scores one
point for each tile in the completed road (count the number of tiles; separate
segments on a tile count just once).
The player moves
his scoring marker forward on the scoring track a number of spaces equal to
the points earned. If you pass 50 on the scoring track, lay your marker down
to indicated a score greater than 50 and continue along the track.
Completed city
A city is complete
when the city is completely surrounded by a city wall and there are no gaps
in the wall. There may be many city segments in a city. The player who has a
knight in a completed city scores two points for each tile in the city (count
the number of tiles; separate segments on a tile count once). Each pennant on
segments in the city earns the player 2 points.
What happens
when a completed city or road has more than one follower?
It is possible
through clever placement of land tiles for there to be more than one thief on
a road or more than one knight in a city. When this occurs in a completed road
or city, the player with the most thieves (one a road) or the most knights (in
a city) earns all the points. When two or more players tie with the most
thieves or knights, they each earn the total points for the road or city.
Completed cloister
A cloister is complete
when the tile it is on is completely surrounded by land tiles. The player with
a monk in the cloister earns 9 points (1 for the cloister tile and 1 each for
the other tiles).
Returning followers
to players' supplies
After
a road, a city, or a cloister is scored (and only then), the followers
involved are returned to the appropriate players' supplies. The returned followers
may be used by the players as any of the possible followers (thief, farmer,
knight, or monk) in later turns.
It is possible
for a player to deploy a follower, score a road, city, or cloister, and have
the follower returned on the same turn (always in this order).
1. Complete a road
or city by placing the new tile.
2. Deploy a knight
or thief.
3. Score the completed
city or road.
4. Return the knight
or thief.
The farms
Connected field
segments are called farms. Farms are not scored. They exist only as places to
deploy farmers. Farmers are only scored in the final scoring. Farmers remain
in the field segment where they are deployed for the entire game and are never
returned to the players' supplies! Farms are bordered by roads, cities,
and the edge of the area where the land tiles have been played.
Game end
At the end of the
player's turn in which the last land tile is placed, the game ends. Then follows
the final scoring.
Final scoring
First, all incomplete
cities, roads, and cloisters are scored. For each incomplete road and city,
the player, who has a thief on the road or knight in the city, earns one point
for each road or city segment. Pennants are worth 1 point each. For incomplete
roads and cities with more than one follower, use the rules for completed roads
and cities to determine who scores. For an incomplete cloister, the player with
the monk on the cloister earns 1 point for the cloister and 1 point for each
land tile surrounding it.
As farmers supply
cities, they score points accordingly
Farmers score as
shown below:
- Only completed
cities are used for scoring farmers
- The farm must
border a completed city to supply it. The distance of the farmer to the city
is unimportant.
- For each city
a farm supplies, the player who deployed the farmer earns 4 points, regardless
of the size of the city.
- A farmer can
supply (and score) several cities when they are adjacent to his farm.
- Several farms
can supply a single city. In such a case, the player with the most farmers
in the farms supplying the city earns the 4 points. If two or more players
tie with the most farmers, each of those tied for most earns 4 points.
In this way, all
cities are scored one by one. When all cities have been scored, the final scoring
is complete. The player with the most points is the winner!
Tips:
- Place farmers
so they are lying in their fields so that all players can more easily see
which fields they are in.
- Remove followers
as you score the unfinished roads, cities, and cloisters. This will make scoring
the farms easier.
Variants using
the 12 expansion river tiles
Remove the special
starting tile from the game. Instead, begin the game by laying the spring that
starts the river. Set aside the lake tile and shuffle the remaining 10 river
tiles face down and draw from these before drawing from the tiles from the normal
game. These tiles are played and followers may be played as in the normal game
with one exception: a river tile may not be placed so that the river makes a
"U" turn. Followers may not be placed on rivers. Once these 10 river
tiles have been played, the next player plays the lake and then play continues
with the normal tiles.