Introduction: What is Carcassonne?
Carcassonne is a classic tile-placement board game designed by Klaus-Jürgen Wrede. Players build the medieval landscape of the French city of Carcassonne one tile at a time, strategically placing followers (meeples) to control features and score points. The game balances simple rules with deep strategic decision-making, making it accessible for families yet engaging for experienced gamers.
Game Overview:
- Players: 2-5 players
- Age: 7+
- Playing Time: 30-45 minutes
- Game Type: Tile placement, area control
Game Components
- 72 Land Tiles showing various combinations of:
- Cities
- Roads
- Monasteries
- Fields
- 40 Followers (Meeples) – 8 in each player color
- Scoring Track around the perimeter of the box
- Starting Tile (distinctive back)
- Scoreboard and Scoring Markers
Setup
- Place the starting tile face-up in the center of the table
- Shuffle the remaining land tiles face-down in several stacks
- Each player chooses a color and takes all 8 followers in that color
- Each player places one follower on space “0” of the scoring track
- Determine the first player randomly
Core Gameplay
On Your Turn
Draw and place one land tile
- Must connect to at least one existing tile
- Features on connecting edges must match (roads to roads, cities to cities, fields to fields)
- If a tile cannot be legally placed, discard it and draw another
Optionally place one follower on the tile just placed
- Can only place on a feature without any other followers
- Once placed, followers remain until the feature is completed
Score any completed features
- Return followers from completed features to their owners
- Features are completed when they have no open edges
Game End
- The game ends immediately after the turn when the last land tile is placed
- Final scoring occurs for all incomplete features and fields
- The player with the highest score wins
Feature Rules & Scoring
Cities
Status | Scoring | Notes |
---|---|---|
Completed City | 2 points per tile + 2 points per pennant | A city is completed when completely surrounded by walls with no gaps |
Incomplete City at Game End | 1 point per tile + 1 point per pennant | Cities with gaps in the walls at game end |
Followers on Cities:
- Place a follower as a knight on a city segment
- Only one knight per city unless cities later merge
- When cities merge, multiple players may have knights in the same city
- The player with the most knights scores all the points (ties result in all tied players receiving full points)
Roads
Status | Scoring | Notes |
---|---|---|
Completed Road | 1 point per tile | A road is completed when both ends terminate in a crossing, city, or monastery, or if it forms a complete loop |
Incomplete Road at Game End | 1 point per tile | Roads with open ends at game end |
Followers on Roads:
- Place a follower as a highwayman on a road segment
- Only one highwayman per road unless roads later connect
- When roads connect, multiple players may have highwaymen on the same road
- The player with the most highwaymen scores all the points (ties result in all tied players receiving full points)
Monasteries
Status | Scoring | Notes |
---|---|---|
Completed Monastery | 9 points | A monastery is completed when the monastery tile is completely surrounded by 8 land tiles |
Incomplete Monastery at Game End | 1 point per tile (including the monastery tile) | Count the monastery tile plus all orthogonally and diagonally adjacent tiles |
Followers on Monasteries:
- Place a follower as a monk on a monastery
- Only one monk per monastery
- Monastery completion is not affected by the features on surrounding tiles, only that spaces are filled
Fields
Important: Fields are only scored at the end of the game.
Status | Scoring | Notes |
---|---|---|
Fields at Game End | 3 points for each completed city bordering the field | Fields are areas of green space separated by roads, cities, and the edge of the map |
Followers on Fields:
- Place a follower as a farmer lying down on a field segment
- Farmers remain on the board until the end of the game
- Only one farmer per field unless fields later merge
- When fields merge, multiple players may have farmers in the same field
- The player with the most farmers scores all the points (ties result in all tied players receiving full points)
- Note: Field placement is often the most strategic and complex element of the game
Special Tiles & Rules
Cloisters/Monasteries
- Monastery tiles typically feature a road or city on the same tile
- The monastery and other feature can be claimed by separate followers
City Tiles with Pennants
- Pennants are small flag symbols in some city tiles
- Each pennant adds 2 additional points to a completed city (1 point if incomplete at game end)
Garden Tiles (in some versions)
- Gardens score exactly like monasteries
- A follower placed on a garden is scored when the garden is surrounded by 8 tiles
Common Mistakes to Avoid
- Field Confusion: Remember fields are separated by roads and cities, not by tile edges
- Follower Placement: You can only place a follower on the tile you just played
- Feature Sharing: You cannot place a follower on a feature that already contains a follower, even your own
- Field Scoring: Fields only score at the end of the game, not during play
- Monastery Scoring: Monasteries score for each of the 8 surrounding tiles plus the monastery tile itself
- Road Completion: Roads must end at both ends to be considered complete
Strategy Tips
Early Game
- Consider placing followers as farmers early (fields can be very valuable)
- Focus on quickly completing small cities (4-6 points) rather than starting large ones
- Try to place tiles that make it difficult for opponents to complete their features
Mid Game
- Be strategic about follower management – don’t run out too quickly
- Look for opportunities to join your features with other players’ to share points
- Consider “stealing” large features by connecting to them when an opponent has fewer followers
Late Game
- Complete monasteries that are nearly surrounded
- Focus on completing cities with pennants for maximum points
- Try to connect roads to gain points while retrieving followers for final moves
Expansions Quick Reference
Inns & Cathedrals (1st Expansion)
- Inn Tiles: Roads with inns score 2 points per tile if completed (0 if incomplete)
- Cathedral Tiles: Cities with cathedrals score 3 points per tile + pennants if completed (0 if incomplete)
- Big Meeple: Counts as 2 regular meeples for majority control
Traders & Builders (2nd Expansion)
- Trade Goods: Completed cities yield goods tokens (wine, grain, cloth)
- Builder: Allows placing an extra tile when building on a feature with your builder
- Pig: Increases field scores by 1 point per completed city when placed on a field
The Princess & The Dragon (3rd Expansion)
- Dragon: Moves around board removing followers
- Fairy: Protects followers from dragon and grants bonus points
- Princess: Can remove a knight from a city
- Magic Gates: Allow placement of followers on previously placed tiles
Final Scoring Sequence
- Roads: Score all incomplete roads (1 point per tile)
- Cities: Score all incomplete cities (1 point per tile + 1 point per pennant)
- Monasteries: Score all incomplete monasteries (1 point per tile, including the monastery)
- Fields: Score all fields (3 points per completed city bordering the field)
Quick Reference Table: Follower Roles & Scoring
Feature | Follower Role | During Game Scoring | End Game Scoring |
---|---|---|---|
City | Knight | 2 pts per tile + 2 pts per pennant | 1 pt per tile + 1 pt per pennant |
Road | Highwayman | 1 pt per tile | 1 pt per tile |
Monastery | Monk | 9 pts when surrounded | 1 pt per surrounding tile (including monastery) |
Field | Farmer | Not scored | 3 pts per completed city touching field |
Resources for Further Learning
- Official Rules: Carcassonne Central
- Tutorial Videos: Search “How to Play Carcassonne” on YouTube
- Digital Version: Available on mobile devices and Steam
- Tournament Rules: World Championship Carcassonne
- Expansions List: Over 10 major expansions available to enhance gameplay
Remember that Carcassonne is a game of strategic placement and opportunistic scoring. Balance completing your own features with blocking your opponents, and always keep an eye on the developing landscape for high-scoring opportunities!