©
Jerry Capria for Boulder Games. All rights reserved.
CARCASSONNE
a review by Darrell Hanning
When
you take your first look at CARCASSONNE, you'll swear you've been duped
into playing one of those Ravensberger games for children. There isn't
a heckuva lot here - a set of 72 square tiles, 40 wood people in 5 colors,
a scorecard, and some rules. But this game doesn't need much in the
way of components, and yet it can still fiddle with your head. Not every
decision is nail-biting, but some choices have big scoring implications.
CARCASSONNE is suitable for 2 to 5 players,
but even makes an interesting solitaire exercise - there's nothing players
hide from each other, so it's easy enough to explore on your own. Each
player starts with 7 "followers" - the aforementioned, wood
people. (The 8th piece of each color is used for scorekeeping.) The
tile reserved for starting is placed in the middle of the play area.
The tiles will contain one of the following:
- A road leading from one side
of the tile to one or two other sides
- A road with a junction in it
- A portion of a city, extending
to cover one or more sides of the tile
- An abbey (wherein monks reside)
A
tile with a city portion or an abbey may also contain a road segment.
Additionally, all tiles but one contain open field, surrounding whatever
other objects may be found on the tile. At the start of the game, the
tiles can be placed face-down in the game lid, or some other suitable
container. (I prefer a cloth sack.) On a player's turn, he draws one
of the tiles, places it adjacent (horizontally or vertically, but not
diagonally) to an existing tile in the playing area, and has the option
to place one of his followers on the tile. A follower becomes one of
four types, when placed:
- A monk, when placed in a abbey
- A thief, when placed on road
- A knight, when placed in a city
- A farmer, when placed in field
Any
follower still on the board at the end of the game is considered for
scoring at that time, but most followers score sooner than the end of
the game. Whenever a city is "completed" (that is, there are
no open ends to a collection of contiguous city tiles), the knights
therein compete to score, and are returned to their owners. Whenever
a road is completed (both ends of the road end in junctions or buildings),
thieves on that road compete for scoring, and are returned to the owners.
Whenever a abbey is surrounded by nine, adjacent tiles, the monk scores
and is removed. Farmers are the only followers that always stay on the
board until the end of the game. As you start with only 7 followers,
it's clear that you may want to be very selective with
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the farmers you put on the board.
Scoring is a simple matter, too. A thief
garners one point for every tile comprising part of "his"
road. A monk will score one point for every adjacent tile (plus the
abbey tile), and thus will always score 9 points during the game.
If his tile isn't completely surrounded by the end of the game, then
this means he'll be worth something less than 9 points. A knight scores
2 points for every tile that is part of a closed city, plus 2 more
points for every city tile containing a "shield" symbol.
If the city is not completed by the end of the game, each tile is
worth only 1 point (plus 1 for each shield symbol).
Farmers
score rather differently than the other pieces. A field is contiguous
through all adjacent tiles, its limits being defined only by roads
and cities. Therefore, a farmer "supports" any and all closed
cities that are adjacent to his field. This can mean that a farmer's
reach can extend all the way across the board, in supporting several
cities. For each city a farmer is found to support, the player collects
4 points. This can be a real kicker, at the end of the game, and cause
a substantial reversal of fortunes. I've seen farmers collect for
8 cities, and 32 points are enough to complete reverse one's fortune.
Unfortunately (or fortunately, depending
on your point of view), players often have an opportunity to contest
for the point collection. Now here's the twitchy part - you can have
more than one thief on a road, but you cannot place a thief on a road
which already has a thief. How can this be, you ask? It's like this:
If
Bruce places his thief (Thief A) on the bottom right tile, and then
Arnold places the upper left tile, and his thief (Thief B) on that
tile, this is a legal play, as the two road sections do not connect.
However, Harrison plays next, and plays a tile as shown:
Now,
the two road sections are one road section, and Bruce and Arnold share
control of that road.
Whenever two or more players have equal
control of something in Carcassonne (that is, the same number of thieves
on a road, same number of knights in a city, etc.), then they each
collect the full amount of points for scoring. If, instead, any players
sharing control of something have more followers than anyone else,
then only those players score, and the rest collect nothing. Referring
back to the above example, if Bruce had another thief somewhere else
on the same road, he would collect the points for the road (once it
was completed, or - failing that - once the game ended), and Arnold
would collect nothing.
And so, a lot of the game strategy revolves
around trying to place a tile in a position that doesn't connect its
road segment, city portion or field with that of another tile controlled
by another player, but does offer the potential for eventually connecting,
thereby giving you a stab at the points for it. This element works
well for roads and fields, but reduces considerably the chances for
a city ever being completed. As a rule of thumb, the more tiles involved
in an uncompleted city structure, the less chance there is of the
city getting completed before the tiles run out. This is because a
city generally grows outward, requiring an increasing number of tiles
to eventually close it off. Too, whoever isn't at least tied for the
most knights in that city is disinclined to help in its completion.
That person will choose, instead, to place another "potential"
piece of the city in which he can place a knight. As a consequence,
the potential, physical scope of that city increases, and this in
turn increases the number of tiles required to close the thing off.
Generally speaking, there is a much better chance of sharing a road
or field.
Abbey placement, too, can be a bit of
a puzzle. Your best chance of getting a abbey enclosed by 8 adjacent
tiles is, ironically, next to another person's abbey, as the overlap
in adjacent tiles needed increases the chance that more than one player
will contribute. You then end up
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