Depending on how much of the game is left to play, the “gift” of a single city tile might be outweighed by the reduction in points they receive at the end of the game. If an opponent is one tile away from completing their city then one of those tiles would make it a lot harder for them to finish it. There’s a tile that’s all city and several tiles that are cities on three sides. The most generous way to do this would be to expand their city, widening its borders and making it harder to complete. Perhaps you can help them fail? Sabotaging Pink’s city by increasing the number of edges that need to be closed. But if they fail to complete the city by the end of the game they’ll only get half the number of points. If an opponent finishes building a city they’ll get a decent injection of points. Whilst you’re busy scoring points, your opponents are too… unless you stop them. You win Carcassonne by having more points than your opponents. Now that we understand this common misconception, let’s look at just what we can do with those tiles. Luck is which specific tile you draw on a turn, skill is knowing what to do with it. Every tile can be used to further your own score or hinder your opponents. Beginners complain about the luck of the draw, competent players understand that Carcassonne is as much about minimising your opponents’ scores as it is maximising your own. Here is the first golden rule you should remember when playing Carcassonne: What tile you get to play on your turn is entirely random, but… that doesn’t mean that luck determines the winner. This rookie error achieves two things – it robs Carcassonne of its depth and slows the game down. Some people draw multiple tiles at a time to try to ‘fix’ Carcassonne’s ‘luck problem’. Some seem ‘better’ than others and there are times when you may be waiting for a specific configuration to complete your road/city, only for it never to be drawn on your turn. There are 72 tiles in the basic game of Carcassonne, with a decent mix of features on them. Let’s start with the biggest fallacy about Carcassonne – it’s down to the luck of the draw. Once you start really playing to win it’s hard to go back to the gentle and relaxing game you once knew. This farmer will score points for the 6 completed cities in its field. In this Strategy Guide we’ll be going with Hans im Glück’s definition. Hans im Glück, the publishers of Carcassonne, have stated that meeple is a single tantum (a noun with no plural form) “as the etymology of the word (“People”) already indicates a plural” and therefore it’s meeple, no matter how many you’re talking about. *Should the plural be meeple or meeples? Lexico says meeples, whilst Wiktionary and Grammarist say either form is fine. Most points win.īut you knew all this already, you’re here for the good stuff – how to maximise your point scoring. At the end of the game unfinished features are scored and then the majority holders in each field get points for the number of completed cities in those fields. Only the player with the majority of meeple on a feature gets that feature’s points. Meeple* can’t be placed onto a feature that’s already been claimed, but claimed features can be joined with some clever tile placement. Players can place their meeple onto the different features on the tiles and get points when those features are either completed or at the end of the game. Any features (roads, cities, monasteries and farms) depicted on each placed tile must match up to any adjacent tiles. In a game of Carcassonne players take turns placing square tiles to build the medieval landscape of Southern France. Note: The strategies discussed here are for the base game, although they generally still apply when playing with expansions. If you’d like to join the latter camp then read our Carcassonne Strategy Guide to find out how you can CarcassOWN your opponents! Those who enjoy a pleasant 45 minutes spent creating the rustic landscape of Southern France.There are two kinds of Carcassonne player:
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