Game 304 gameRules, Carcassonne, instrukcje

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A clever tile-laying game for 2 to 6 players aged 8 and up from Klaus-Jürgen Wrede
The southern French city of Carcassonne is famous for
its unique Roman and Medieval fortifications. It was
an important city in southern France during
medieval times. The players develop the area around
Carcassonne and deploy their followers on the roads
(as thieves), in the cities (as knights), in the cloisters
(as monks), and in the fields (as farmers). The skills
the players employ to develop the area and use their
thieves, knights, farmers, and monks will determine
who is victorious. But all will have fun playing!!
Contents

72 landscape tiles
(including 1 starting tile with a different
back), which picture city, road, and field segments and
cloisters.
back of starting tile
cloister
city segments

48 followers
in 6 colors:
Each follower can be used as a
knight, thief, monk, or farmer.
One of each player’s followers is used as his scoring marker.

1 scoring track
:
This tracks the players’ points.

1 rule booklet
and
1 rule summary
field
segments
road
segments
crossings
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.
front of starting tile
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.
Each player takes the 8 followers in his color and places one as his scoring marker in the large space at the lower
left of the scoring track. Each player places his remaining 7 followers before him on the table as his supply. The
players decide among themselves who will be the starting player, using any method they choose.
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
:
The player
must
draw and place a new
land tile
.
The player
may
deploy
one
of his
followers
from his supply to the land tile he
just placed
.
If, by placing the land tile,
cloisters
,
roads
, and/or
cities
are completed, they are now scored.
The player’s turn is over and the next player, in clockwise order, takes his turn in the same manner.
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).
2
roadandfieldsegments
arecontinued
citysegmentiscontinued
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.
ononeedgethecitysegmentis
continuedandontheotheredge
thefieldsegmentiscontinued
Thisisan
i
nvalid
placement
Deploying followers
After the player places a land tile, he
may
deploy one of his followers, using the following rules:

The player may 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, either as a:
thief
knight
monk
farme
here
or
or
or
or
here
onaroadsegment
inacitysegment
inacloister
inafieldsegment
lay farmers on their sides!

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, including himself) on
it. See the following examples.
Blue
canonlydeployafarmeras
thereisalreadyaknightina
connectedcitysegment
Blue
candeployhisfollowerasaknightorathief,butonlyasa
farmerinthesmallfieldwheretheredarrowpoints.Inthelarger
fieldarea,thereisalreadyafarmeronaconnectedfieldsegment.
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.
The player’s turn is over and the next player in clockwise order takes his turn, and so on.
Remember:
If, through the placement of the tile, cities, roads, and/or cloisters are completed, these
are scored before moving on to the next player.
Scoring completed roads, cities, and cloisters
A
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 (see also page 5).
Red
earns4points.
Red
earns3
points.
3
A COMPLETED CITY
A city is complete when the city is completely
surrounded by a city wall and there are no gaps
in the wall. A city may have many city segments.
The player who has a knight in a completed city
scores two points for each tile in the city (count
the tiles, not the segments). Each pennant on
segments in the city earns the player 2 points.
Red
earns
8 points
(3 city tiles
and
1 pennant).
Red
earns 8 points (4
city tiles, and no
pennants)
When a tile has 2
segments in a city, it
still counts for just 2
points (1 tile).
What if 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. In a
completed road or city, the player with the most thieves (on 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.
The new land tile connects separate city
segments to complete a city.
A 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).
Red
and
Blue
each score the full 10 points
for the city as they tie with 1 knight each in
the completed city.
Red
earns 9 points.
RETURNING SCORED FOLLOWERS TO THE 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, city, or cloister with the
new tile.
2. Deploy a knight, thief, or monk.
3. Score the completed city, road, or cloister.
4. Return the knight, thief, or monk.
Red
earns 3 points
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!
To emphasize this, place the farmer on its
side on the field segment.
Farms are bordered by roads, cities, and the edge of the area where the land tiles have
been played.
Note
: the player who
played the new land tile
may not deploy a
farmer because the
connected field segments
already have farmers.
All 3 farmers have their own farms.
The city and road segments separate
the farms from each other.
With the placement of the new land
tile, the 3 players each have 1 farmer on
the farm.
4
Red
earns 4 points
THE SCORING TRACK
Record all points on the scoring track. The track is round with 50 spaces. Players can traverse the
track several times if their scores exceed 50, 100, or more. When a player’s scoring marker first passes
the 50 space, he takes one of the point cards and places it in his play area with the “50” side
showing. If his scoring marker passes the 50 space again, he turns the point marker over to the
“100” side. If his scoring marker passes the 50 space again, he takes a second point marker and
places it in his play area with the “50” side showing. If a players marker continues to pass the 50
space, he continues using the point markers as described above.
Game end
At the end of the player's turn (after the scoring of any completed cities, roads, and cloisters) during which the
last land tile is placed, the game ends. Then follows the final scoring.
Final Scoring
SCORING OF INCOMPLETED ROADS, CITIES, AND CLOISTERS
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.
Red
earns 3 points
for the incomplete
road.
Yellow
earns 5
points for the
incomplete cloister..
FARMER SCORING (for supplying the completed cities)
•Only completed cities are used for scoring farmers.
•The farmer must be in a farm that borders a city to supply it.
The distance of the farmer to the city is unimportant.
•For each completed city a farm supplies, the player who
deployed the most farmer(s) in the farm earns 3 points,
regardless of the size of the city. If players tie with the most
farmers, each scores 3 points.
•A farm can score several cities if they border the farm.
•Several farms can supply a single city. In such a case, each farm
is scored separately, as descibed above
Blue
earns 3 points for the incomplete city on
the lower right.
Green
earns 8 points for the
larger incomplete city on the left.
Black
earns
nothing, as Green has more knights in the city
than black.
Indicates the
order the tiles
were placed.
Blue
earns 6 points.
Red
earns
3 points. No farmer scores for the
incomplete city.
Blue
earns 9 points.
Red
owns the large farm as he has
the most farmers there. Thus, he
scores 6 points for cities
A
and
B
.
Blue
owns the small farm and
scores 3 points for city
A.
In this example,
Red
and
Yellow
tie with the most farmers in the
large farm and each earn 6 points
for the two cities (
A
&
B
).
Blue
earns 3 points for city
A
, as he
owns the small farm.
A further example of farmer
scoring is on page 15.
• Remove followers as you score the unfinished roads, cities, and cloisters. This will make scoring the farms easier.
When all completed cities are scored in this way, the scoring and the game is over.
The player with the most points is the winner. If players tie with the most, they rejoice in their shared victory.
5
1 Inns & Cathedrals
about 15 minutes longer
additional material

18 new landscape tiles
(marked with ) •
6 large followers
(1 per color)
Rule supplements
Placing landscape tiles
The new tiles are placed as before - field to field, road to road, and city section to city section.
Special features of some of the new tiles:
a player may not
place followers on
these 2 segments
this tile has 4
separate city
segments
this cloister
separates the road
into 2 segments
this crossing
separates the road
into 2 segments
the inn lies only
on the right road
segment
this field ends at
the arrow
Placing followers
Each player adds one large follower to his 7 normal followers. He may place
the large follower in the same way as his normal followers.
When a road,, ciity,, or fiielld iis scored,, a llarge follllower counts as 2 normall
follllowers when determiiniing whiich pllayer has the most follllowers iin the
complleted road,, ciity,, or fiielld..
only blue scores 3 points for the road
After scoring, the player takes the large follower back and may place it on his next turn just as he does with normal
followers. If a player places his large follower on a field, it will remain there until the end of the game just as normal
followers placed on fields.
Completed cities and roads
A COMPLETED ROAD
Inn on the Lake (6 tiilles)
If
one or more
of the segments of a
complleted
road contain an Inn on the Lake, the thief earns
2 poiints
per road segment (number of tiles) for the player. If such a road is not completed by the end of the game,
the thief scores 0 points for the player!
Blue
scores 6 points
Blue
scores 6 points
road incomplete at game end:
Blue
scores 0 points
A COMPLETED CITY
Cathedral (2 tiles)
If
one or both
Cathedral tiles are located in a
complleted
city, the knight earns
3 poiints
per city segment
(number of tiles) and pennant. If such a city is not completed by the end of the game, the knight scores 0
points for the player!
Blue
scores
24 points
city incomplete at game end:
Blue
scores 0 points
6
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