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© 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


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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