The players develop the area around Carcassonne and deploy their followers on the roads, in the cities, in the cloisters, and in the fields. The skills of the players to develop the area and use their thieves, knights, farmers, and monks will determine who is victorious.
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.
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 tableEach 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 adjacent and 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, respectively, 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.
After the player places a land tile, he may deploy one of his the field segment is continued
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:
� 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.
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 cloisters, roads and cities
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. If you pass 50 on the scoring track, lay your marker down to indicate a score greater than 50 and continue along the track.
A COMPLETED CITY
A city is complete when the city is surrounded by a city wall with no gaps in the wall nor holes in the city. 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 1 pennant).
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.
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).
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, farmerknight, 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, cloister, or city 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.
Connected field segments are called farms. Farms are not scored when completed during the game. Players may deploy farmers on field segments, but they only score at the end of the game. A farmer remains in the field segment where it is deployed for the entire game and is never returned to the player�s supply! 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 are played.
At the end of the player's turn during which the last land tile is placed, the game ends.
Then follows the 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.
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 city a farm supplies, the player who deployed the most farmer(s) in the farm earns 3 points, regardless of the size city. If players tie with the most farmers, each scores 3 points.
� A farm can supply (score) several cities if they border the farm.
� Several farms can supply a single city. In such a case, each farm is than black.
� 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.
� To make scoring easier, remove followers as you score the unfinished roads, cities, and cloisters.