![]() At first, each road or city is a separate, small feature, but they could connect, as shown in the photo on the right. Since you cannot place your meeple on a feature that already has a meeple, you may be wondering how there could ever be more than one meeple when scoring a feature. Blue and yellow score 34 points each because there are 14 tiles and three shields, each worth two points. The green player only has one meeple, so they do not score any points. Since the blue and yellow players have two meeples, they will score points. The blue player finally gets the piece they need to complete this huge city. Unlike roads and cities, other tiles cannot expand monasteries, so only one player can place a meeple on each one. The player whose meeple is on the monastery gets nine points. Monasteries will score points when eight tiles surround it. They also will get two points per shield icon in that city. Regardless of who placed the tile, the players who control the city get two points per tile that make up that city. The players who have the most meeples on that road will score one point per tile that road is on.Ī city is complete when the wall bordering the city is complete, and there are no missing tiles in the city. You complete a road when both sides of the road hit another feature like a city or the road loops back to itself. Then, players return all their meeples from that feature to their reserve. If so, the player who has the most meeples on that feature will score points for it. Once you place a meeple or choose not to, you’ll check if you completed any features. You may place a meeple on a road, city, or monastery as long as no other meeple is already on that feature. Roads must connect to roads, cities to cities, and fields to fields.Īfter placing your tile, you may place a meeple from your reserve on the tile you placed. All of the sides that will touch other tiles must match. The square tiles can go in any orientation but must touch at least one other tile. ![]() On your turn, you’ll pick a tile from a face-down stack and add it to the city of Carcassonne. After placing the tile, the player can place a meeple on the city or the road on the new tile. They could’ve placed the tile differently by connecting the other side of the road, city, or field to the starting tile. The placement is valid because the roads connect. ( Nikhil Vyas) The player places a tile to the left of the starting tile. Any other graphics on the tiles are meaningless in the base game. ![]() The tile on the right shows a monastery surrounded by fields. ![]() It has a road going from the left to right side and a city on the top. The rest of the tiles form a few face-down stacks. You’ll also place the starting tile in the center of the table. One of your meeples goes on the score track, and you’ll keep the rest in your reserve to play the game. How to PlayĮach player will get meeples, wooden pieces shaped like people. Without further ado, let’s look at how this gateway level game gets people into the hobby and its legacy in board game history. They’ll score points by completing roads, cities, and monasteries with their people in them. Throughout the game, players will draw tiles and place them to build the city of Carcassonne. However, Carcassonne appeals to more people because it is a gateway level game, slightly more complicated than classic games like Monopoly and Clue. Up to five players can play Carcassonne, and games take about 30 minutes to play. This week, we’re going to take a look at a popular game: Carcassonne, designed by Klaus-Jürgen Wrede and currently published by Z-Man Games. During the game, players connect roads, cities, and fields as they place tiles and build Carcassonne. ![]()
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