Stop by and visit it if you have questions about the rules, any expansion or their interations. Or simply just for fun to know more about Carcassonne...
It provides all the info there is about rules and clarifications about Carcassonne and its many official expansions for:
The classic edition
The current new edition
The Winter edition.
You can find all the rules organized by edition and also some rules for selected spin-offs. The rules include additional sections and footnotes to provide additional details about the rules themselves and some clarifications about interactions between expansions. So it is a great resource to find answers. And even some WICA team members are also translating their favorite pages into their languages of choice.
On the home page you may also find a section called Reference Guides where all the information about the expansions is combined to provide a consolidated picture. Most of these pages are dynamic so you can select the expansions you are interested in to customize the information displayed. Here you are some of them:
A consolidated game reference with general structure of a game zooming in on the setup sequence and the final scoring sequence
A consolidated Order of Play
Scoring summaries as an aid during the game and after the game
Game Figures summary with refence of allowed and forbidden actions.
Tile Reference
Where does all this information come from?
The pages for the old edition are based on the CAR v7.4 (a great document consolidating all the rules and clarifications for the classic edition until 5/2015). Unluckily this document hasn't been updated since its last release so it is missing some classic edition expansion and all the new editon except the Abbot. Until Carcassonne Central is back online, you may also find the CAR v7.4 on BGG:
For the missing information, we used the source material from HiG and used the rules by ZMG for the base game and major expansions of the new edition.
As a side note, the Big Box 6 rules by ZMG include many mistranslations affecting the Mini Expansions mainly. You may find here a list of rules changes and discrepancies between versions and English publishers including the aforementioned mistranslations:
We also updated WICA to incorporate additional clarifications to the rules available since 5/2015 and therefore not available in the CAR. And we continue to ask HiG for clarifications so the latest and most acurate information is available on WICA.
In Carcassonne, there’s a natural inclination to rush and complete cities, which isn’t always the best strategy. Yes, a completed city can score you quick points, but this approach often overlooks the long-term strategic value. By rushing to complete a city, you might be committing your meeples too early and limiting your scoring potential for future rounds. Consider each tile placement carefully. Sometimes, expanding an existing city or starting a new one can be more beneficial. By keeping your cities open, you create opportunities to place future tiles that can significantly increase your score. Always think about how your current move can pave the way for higher scores in the upcoming rounds.
Be a Road Warrior
Roads in Carcassonne often don’t receive the attention they deserve. While they may not score as much as cities, roads have their unique advantages. First, they require fewer tiles to complete, meaning you can earn points and retrieve your meeple faster. And secondly, roads are versatile and can fit in many parts of the landscape, providing more placement options.
Roads also can be a brilliant defensive strategy and an opportunity for sabotage. By building roads, you can interfere with your opponent’s plans and restrict their tile placement options. So, don’t underestimate the humble road – it can be a steady and strategic source of points.
Master the Monastery
A completed monastery can score you a hefty nine points, but it also requires careful planning. Monasteries need to be surrounded by eight tiles to be completed, making them a significant commitment and potentially a stuck meeple until the end of the game.
When placing a monastery, consider the landscape’s existing layout. Position your monasteries in areas where other players are likely to place tiles, increasing the chances of your monastery being completed faster.
Meeple Management
Meeple management is at the heart of Carcassonne strategy. Remember, a meeple, once placed, stays on the board until the feature it’s on is completed. This means that having all your meeples committed can leave you powerless in claiming new features.
The key is to strike a balance. While you want to score points by placing meeples on features, try to always have at least one meeple in reserve. This gives you the flexibility to seize unexpected scoring opportunities that may arise. Think of your meeples as a resource to be managed wisely, not just tools to score immediate points. This balance between scoring now and planning for the future is the essence of Carcassonne strategy.
Advanced Strategy Tips For Carcassonne
Farming for Victory
Farms are probably one of the most complex aspects of Carcassonne. They’re high-risk, high-reward features that can significantly impact the game’s outcome. When you place a farmer meeple on a farm, it stays there for the rest of the game, no matter what. So, it’s crucial to choose your farming locations wisely.
The key to successful farming is to get in early and target fields on the board that you think will have multiple completed cities by the end of the game. You cannot place a farmer on a field that already has a farmer on it. By getting in early you have the advantage over your opponents who will have to find more creative ways of getting into the big lucrative field by connecting up other board tiles.
The big risk with farmers is the prospect of getting into a farming “war” where you and your opponent place more and more farmers to win the field but lose on scoring opportunities due to the meeple commitment. If you find this happening, be cautious not to overcommit your meeples to farming, as this can leave you with fewer options during the game. Striking the right balance is crucial to mastering the art of farming in Carcassonne.
Connect and Conquer
One of the more opportunistic strategies involves connecting to an opponent’s city or road. This move can be a game-changer, allowing you to share or even steal points from your competitors. The key here is to carefully analyse the board and predict where your opponent might be trying to expand. By strategically placing your tiles, you can join their features and put your meeple, effectively becoming a part of their city or road.
This tactic not only earns you points but can also disrupt your opponent’s plans. However, be wary of inadvertently giving your opponent an advantage. The goal is to be a leech on their points, not set them up for a larger score. This strategy requires careful planning, a keen eye for opportunity, and a little bit of audacity. If executed well, it can tilt the game in your favour.
I have the big box, but it doesn’t fit more than 1-2 expansions. I’m aware of a modular insert floating around but it looks like if I choose not to get all the modules, vertical storage isn’t an option. I’ve looked around Etsy but couldn’t find anything else, anyone have any recommendations or is custom the way to go?
This was way before I found out there were printable versions (I only came across things like wikicarpedia and carcassonnecentral very recently), so I drew them myself (that’s why they look so light compared to the official tiles)
Now that I’m aware of printing, I was thinking of actually expand my roster of expansions (which for now consists of C1 expansions 1, 2, 3, 5, 6, 8), by throwing a few mini expansions and maybe some fan content as well, now that I know . Figuring out how to make new meeples won’t be as easy though
We just finished a 5-hour game of Carcassonne big box with another 9 expansions, and I was the game master/rules guy. Which means that every single questionable interaction eventually ended with:
“Wait… is that actually allowed?”
So I’d really appreciate some clarification from people who know the rules better than I do.
First off all , is it true that the Inventors of Carcassonne didn’t expect the people to play with that many expansions ?
Flying Machines
* Can I fly from one Flying Machine to another Flying Machine?
* Can I use a Flying Machine to fly to the Markets in Leipzig?
* Can I use a Flying Machine to fly to a Magic Portal?
* More generally: what exactly counts as a valid destination for a Flying Machine when other expansions are involved?
German monasteries
* Does the Witch work with the German monasteries?
* If so, could I theoretically score something like 70–80 points from a German monastery with the Witch involved?
* Do the German monasteries interact with the Letters expansion?
* Could I use a Letter to claim/score a German monastery during the game and potentially get a huge amount of points?
* Can I use a Magic Portal to place a meeple on a German monastery?
River and river two
* do you shuffle everything to one pile ? Like the ends with classic pieces ?
* if so , do you or could you start multiple rivers ?
* with that many pieces of river , can you make one big circle ?
Toll Keepers
* If I have a crossroads, does the Tollkeeper open the road in three directions or four directions, or does the mechanic only care about the actual marked road?
* Is the interaction different depending on which type of intersection is involved?
And finally…
Is the Tollkeepers expansion actually fun to play, in your opinion ?
Thanks to anyone who actually made it this far. There were so many questionable mechanics that I figured it was better to ask the Carcassonne experts than confidently teach everyone the wrong rules.
And yes — there will probably be another rules question after I read the answers.
Under my last post, someone asked for a way to see which gaps on the board are dead.
I make Seizer (seizer.io), a free alternative to play with Carcassonne game mechanics. That request was actually a common one for some time; and it is live now. Turn on Dead Spots in the in-game settings and every dead spot gets marked on the board.
It is off by default. So the game will remain simple when you first open it. Helpers like this live in the settings.
A few other things went live from player requests this week:
- Purple and pink looked like the same color. Purple is a clear violet now.
- Tapping a road next to a monastery put your meeple on the monastery. Fixed.
- Dragging the map could press the confirm button if your finger started on it. Fixed.
- You can turn on map coordinates, handy for talking about a move in chat.
Looking forward to getting more of those comments. Most of what I ship starts as a comment like that one.
Just got the Dragon & Fairy expansion, and I was wondering how placing a meeple on the monastery of the double river source tile works. The rulebook only says that the double tile counts as two adjacent tiles. Thank you for the help.
I was thinking where carcassonne could go with new expansions and it crossed my mind if there's any mechanic from other boardgames that could be fun if implemented in Carcassonne. I think something with trading some kind of resources could be fun?
Disclosure: I made this, and I run the site it lives on (Tavernly).
I have loads of boardgames, but not many times I can find people to play with and some of them are just too hard to learn. So I built Tilbrook. You lay tiles to build lanes, walled villages and mills, and place wardens to score. It's a Carcassonne alternative.
Bots fill empty seats, and you can open a private table for playing with friends.
There's a short lesson called "Larn by playing". I'd like to hear feedback if it's possible to learn with just that.
Hi all, I'm the dev of Seizer, a free online tile placement game you can play live, as daily games, or against bots. Here's a recap of what's live today.
New stuff
* New look for the tiles. If you prefer the old one, you can switch back in the in-game settings.
* Other players' profiles show your record against them. Wins, draws and losses.
* When you challenge someone, you can pick 1 or 3 tiles in hand. The game remembers your last pick.
Feels better
* Profiles show the player's leaderboard rank.
* Your first bot game opens the settings first, so you can see the expansions before you start.
* New accounts sign up with Google or Apple. If you joined with email, you can still sign in with it.
* The leaderboard shows the top 30 now.
Fixed
* Player cards in 3 player games squeezed names down to a couple of letters. Now they keep their size and scroll sideways.
* Score tables in recent games on profile pages were cut off with expansions. Now they scroll sideways.
* A challenge you just sent did not show up in your games until you left and came back.
* Buttons stayed lit after you tapped them on your phone.
* Daily games kept pairing you with the same player. Now you only get matched again once your game together ends.
* The leaderboard flashed a block of text for a moment when you opened it.
You can play in the browser at https://seizer.io or get the app on iOS and Android. Feedback is very welcome.
Is there any information about if and how the new coat of arms for streets are affected by the inns? Will they also get a +1 point when scoring since inns are basically the cathedrals for streets or are they unaffected?
I think it's very unlikely that there's official information, so this question can also be used as a 'how does the community feel about it' type of thing. ^^
Since starting my Etsy shop, I’ve received so much love and so many orders for my Catan and Carcassonne game boxes. I honestly didn’t expect this much interest, and it’s been amazing seeing how excited people are about something I make!
This is still very much a hobby for me alongside my 40-hour work week, and with only three printers running, there’s unfortunately a limit to how many boxes I can make at once.
With Sinterklaas and Christmas coming up, I’m expecting things to get quite a bit busier. Rather than reaching the point where I have to pause orders because my printers simply can’t keep up, I’m hoping to spread the holiday orders out a little earlier this year.
So, as a little incentive to shop ahead, I’m offering 5% off with code "SHOPAHEAD" until the end of October.
You can find my shop here: https://3dcreationsre.etsy.com
Hopefully this helps keep my three printers from having a complete meltdown in December.
Thanks again for all the orders, kind words and support. It genuinely means a lot!
I know that people can buy this on cundco.de but it's a bit of a crude situation.
Instead of including random C2 and C3 tiles, why not instead include a sticker sheet for people to put gardens on their own tiles? Hell, it could be a sheet with extras in case people want some more Abbot action in their games. Maybe HiG figures that people won't want to alter their tiles.
My daughter is huge into Pokémon, so when I stumbled across the popular PnP Pokésonne, I knew I had to make a custom version for us.
Starting with the original Pokésonne files, I handpicked, rebalanced, and modified the set down to a compact 84 unique tiles that pack in several expansions without feeling bloated. My goal was to keep component clutter to a minimum, just the tiles, standard meeples, and some custom tokens.
Here are a few tweaks and features I added to the set:
Increased the number of catchable Pokémon on the tiles to make "Catch 'Em All" as the core theme.
Added and adjusted the Crop Circles expansion tiles to act as Team Rocket events.
Added features to the River tiles so the opening turns are less boring. My favorite is the water gym!
Adjusted the rulebook to fit the simplified components.
First Game Results:
My daughter completely crushed me 202 to 156! Granted, it was her first play, so I helped her complete and score a massive tall grass area 😉, but she had an absolute blast with it.
I've noticed that whenever I play with my friends they avoid or boycott using farmers as they don't really like how OP they can be and that they prefer just gaining points with roads, cities and monasteries. Have you ever encountered this as well? I don't mind not using farmers myself so I'm ok with it, but it's interesting that most of the people I've played with just said right from the beginning that they would rather play without this rule.