The River adds a new way to set up and get started! To use the River, place the two-tile starting tile in your play area, and shuffle up the remaining River tiles. As mentioned earlier, shuffle the two end pieces and place them on the bottom of the stack.
To score gardens, treat them the same as monasteries (both complete and incomplete). As a bonus, if you did not place a meeple during the Place a Meeple step, you may instead immediately score your Abbot and return them to your supply. That monastery / garden is considered incomplete, for future tile effects.
I've been playing a fair amount of Carcassonne with the basic tiles and the original River expansion. What other expansion packs will add a bit of variety to the game but without changing the character too much? I've heard Inns and Cathedrals is pretty good but don't know about any of the others. I'm especially interested in any that work well with 2 players.
The chance with the builder to draw two tiles can make a huge impact on the game so it adds a dimension all on it's own. I however personally prefer not playing with the Traders part (the cloth, wine and grain tokens) just the builder and the tiles.
Pretty straight forward expansion that adds Inns (a road with an inn somewhere along it's path is worth 2 points when complete (0 if left unfinished) per tile. Cathedrals are in cities and makes the city tiles worth 3 points if completed (0 if not completed) per tile. Great ways to remove others points if drawn late in the game. Also the big meeple/guy is in here iirc.
Finally I just recently started added Carcassonne: The Cult to my bag. Works just like cloisters but if you put it next to a cloister only the one scoring first gets any points. So far it's fun but it's only some 5 tiles or so.
The only expansion I have besides the original River is Inns & Cathedrals, but I'd say it's a necessity. In addition to ramping up the stakes and adding some interesting tiles, it adds the big meeple, with adds a lot of fun to hostile takeovers.
My wife and I regularly play with Inns & Cathedrals and Traders & Builders. We're mostly interested in having more tiles for a longer game, but the extra rules do add some variety. We sometimes ignore the expansion rules and just use the tiles, especially if we're feeling lazy or playing with less experienced players.
We use this one primarily for the extra tiles and the big Meeple. A lakeside inn has little effect in 2p unless one player finds a way to hog them and complete those roads. We score more total points, but they're usually split evenly. A cathedral becomes a late game screw-you tile in 2p (our games get kinda cutthroat). Play it on a big city to make it unfinishable and thus worth 0 points.
The builder meeple is critical in 2p. You have to make good use of him or else the other player is going to run away with the extra turns. As for trade goods, I usually see them as an equalizer against bad tile draws. You can finish your opponent's city in exchange for a chance at +10 or even +20 points at endgame. That's not always a good play in 3+ player games, but it can help a lot in 2p. Assuming one of every trade good ends up in a completed city, somebody is going to at least get a 10 point advantage. That's a big deal in 2p games.
Carcassonne is one of the most expanded board games around. Last time I checked there were 8 full expansions, and 10 mini-expansions. The River is an example of a mini-expansion, and Inns and Cathedrals an example of a full expansion.
I have only played a few of these expansions, so cannot offer my view of them all, but when choosing an expansion, I went for Traders and Builders. It adds a little more dynamism to the game by encouraging cities to be completed sooner, and makes farming more beneficial. This generally suits my preferred style of game, which is why we bought it.
The other expansion bring different dynamics to the game. I would encourage you to check out the link below, and see which one sounds good to you, and hopefully others who have used other expansions can tell you their findings as well.
I would highly recommend the Inns and Cathedrals for a reason no one has listed that I've seen. If you play with Inns and Cathedrals, it allows you to play with 6 players. I often like to invite a couple of couples over to play board games with us, and 5 players is a rather odd number to be playing with...
Inns & Cathedrals is essential. It's a great expansion containing meeples for a 6th player, the big meeple, and some nice extra tiles. Traders and builders is also good. It contains the builder and trade goods. Both these expansions are really good and are sensible to get as your first expansions. Next could be Abbey & Mayor, which contains the mayor, the barn, the abbey and the cart.
Well, when You have couple of expansions (four or more) they could destabilize the entire game. Since only one exp add features to roads (and road sucks with official exp's), You could print some exp from carcassonne central. Roads to Victory, Seasons, or By the Order od King, they adds very much to game.
Expansion that i have and i do not recommend:-Princess and dragon-Tower Basically those are based on meeple removal that is a feature id do not like. Also keeping track of the fairy is so annoying.Interesting point from princess and dragon is that it adds 30 tiles to game, so maybe it can be bought for this.Other mini expansion ( 1 - 2 and 4 and 6 ) looks like useless.Bazars
Carcassonne (/ˌkɑːrkəˈsɒn/) 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)[2] in English.[3] It received the Spiel des Jahres[4] and the Deutscher Spiele Preis awards in 2001.
It is named after the medieval fortified town of Carcassonne in southern France, famed for its city walls. The game has spawned many expansions and spin-offs, and several PC, console, and mobile versions. A new edition, with updated artwork on the tiles and the box, was released in 2014.
The game board is a medieval landscape built by the players as the game progresses. The game starts with a single specific terrain tile face up and 71 others shuffled face down for the players to draw from. Each player's turn consists of three distinct phases:
If any feature (except a field) is completed during a player's turn, the score for the completed feature is counted for the player that controls that feature; after scoring, the controlling "meeple" is removed from the board and returned to the player's stock. Each player has eight followers; since one is used to keep track of the player's score, only seven can be in play at any moment.[6]
The game ends when the last tile has been placed. At that time, all incomplete features (including fields) score points for the players with the most followers on them. The player with the most points wins the game.[6]
There are two older editions of Carcassonne, differing in scoring of cities and fields. The current scoring rules were introduced in the German version in 2004, but until 2008, the first edition scoring rules were still included with the English releases of Carcassonne, third edition rules[9][10] are now included with all editions (including the Xbox 360 and travel versions), and are assumed by all expansions in all languages.
Consider sample game #2 on the 610 board. In this example, followers are stationed on the board according to the capital first letter of the color name: "R"ed, "Y"ellow, "G"reen, "B"lue, and "P"urple, where purple is substituted for "B"lack to avoid confusion with blue.
There are three completed cities at [C2]*[D2]*[C3]*[D3], [F1]*[E2]*[F2]*[F3] and [H2]*[I2]. It is not possible to complete the city at [G4]*[G5]*[G6]; by examination of the available tiles, there is no tile that will fit in [H5] to continue all four edges, which also means the city in [H6] cannot be completed.
Similarly, because any piece that can be placed in [E1] must continue the three bordering edges, that piece in [E1] will connect the two fields that are currently claimed by the green farmer in [G1] and the red farmers in [C2] and [D2] alongside the yellow farmers in [H4], [H1], and [J3]. If no one else adds a farmer, yellow would claim the field by having the most followers in that merged field. The other shared-field situation is the red farmer in [D4] sharing a field with one blue farmer in [G5]. However, if a tile is played at [F6], it will connect to the field to the southeast; even though blue would have two farmers in the merged field, including the farmer in [G6], and would control the merged field, that field still does not touch any completed cities and would score no points unless the city at [C6]*[D6]*[E6] is completed.
There are two fields that have been completed and enclosed by loop roads in [I1]+[I2]+[J2]+[J1] and [C3]+[D3]+[E3]+[F3]+[F4]+[E4]+[D4]+[C4]. Neither of these fields touch any completed cities and so they would each score zero points. The Green farmer in [C5] is at risk of being enclosed in a loop and cut off from any completed cities.
The three cloisters at [H3], [E5], and [F5] include stationed monks because they are not completely surrounded by eight tiles; the two cloisters that are surrounded, at [G3] and [D5], are vacant because the claiming player(s) have scored those points. A tile played at [F6] would complete the surroundings for the blue monks at [E5] and [F5], scoring eighteen points for those followers.
Red has one knight follower in [D1], two thief followers in [B3] and [C4], and three farmer followers in [C2], [D2], and [D4]; this means that Red has only one follower remaining that can be stationed unless the roads or city are completed to score and return those followers to their stock. In contrast, purple only has one monk follower on the board at [H3] at this time, but that monk is effectively stranded until the end of the game: there is no possible tile that can be played in [I3] as there are only two single-road tiles (with a cloister) and those are already on the board at [H3] and [D5]. However, that monk will score eight points (one for the cloister and seven for the surrounding tiles) at the end of the game. Worse, the green knight follower in [H6] will not score any points and is stranded because the city will never be completed. Yellow has three farmer followers, one knight [J4], and one thief [I5]; both the knight and thief remain active and can be returned by completing that city and road, respectively.
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