![]() ![]() Road and monastery scoring is the same, points = tiles, cities are worth half as many points. End of Game - If you still have meeples on the board once the title are gone, you can still score them, with some adjustments.Remove meeple once scored.*Note: When you remove your meeples from their locations, they can be reused as long as the game continues. Then the figure is passed to the next player and the game proceeds according to the same principle. Carcassonne ( / krksn /) is a tile-based German-style board game for two to five players, designed by Klaus-Jrgen Wrede and published in 2000 by Hans im Glck in German and by Rio Grande Games (until 2012) and Z-Man Games (currently) 1 in English. Beginning with the player whose turn it is, the players then take turns to place their tiles. Variation b): Distribute the tiles face up, so that all players can see the tiles. Monastery - Monasteries are completed when they are completely surrounded, so box it in like a sardine! It is worth 1 point for itself as well as each surrounding tile (up to 9 total). Variation a): Distribute the tiles face down.City - If a city is surrounded on all sides, congrats, you kept the peasants out! Score 2 points for each tile that is part of your city, and 2 more points for any coat of arms icons in a completed city. Discard the starting tile place the assembled City in the middle of the table, with the count in the castle district of the City place the spring next to the City with the river leading away from the City, set one lake/end tile (with a volcano, if in use) and the branch tile aside, face up, and shuffle the remaining river expansion tiles and.The new tile must be placed in a way that extends. Roads- If your meeple is on a completed road, meaning there is a city/village/monestary on each end, you can take him off of it and gain 1 point for each tile that has a piece of your road. On each turn a player draws a new terrain tile and places it adjacent to tiles that are already face up.The Start tile is placed face-up in the center of the table. Scoring happens at the end of every turn, so don't forget to do it if you don't want to fall behind. After the final scoring, the player who scored the most points is the winner. Shuffle the light-back tiles into a few stacks, face-down. Flip this face-up in the middle of the table. (Again, keep those in the box.) The thirteenth is the ‘start tile’. I'm splitting up the different types of scoring, just to make sure no one gets confused along the way. Turn all the square tiles so they’re face-down. ![]()
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