Make your own free website on


By Klaus-Jurgen Wrede



This pamphlet outlines all of the rules for Carcassonne and its expansions along with some variations and alternate rules.  Where applicable, rules specific to an expansion are identified as such.  The following expansions and variations are covered herein:



Carcassonne (The River)

Carcassonne (Inns & Cathedrals)

Carcassonne (Traders & Builders)

Carcassonne (King & Scout)

Carcassonne (The Count of Carcassonne)

Carcassonne (The Cathars)

Carcassonne (The Princess and the Dragon)


With respect to all alternate rules, all players must agree before gameplay begins whether the alternate rule should be an aspect of the game play.  Many of the alternate rules are from as user suggestions, while others are simply preferences derived from having played the game several times.



Carcassonne is a game for 2-5 players.

Inns & Cathedrals:  2-6 players


Each player starts the game with seven (7) followers, placing the eighth piece on the scoring track.

Inns & Cathedrals:  +1 large follower

Traders & Builders:  +1 pig, +1 builder

The Princess and the Dragon: +1 fairy, +1 dragon (both pieces are not owned by any player)


Turn Summary

A turn consists of the following:

The Princess and the Dragon:  At the beginning of a player’s turn, if the Fairy stands on the tile with that player’s meeple, that player gains 1 point.

·          The player must draw a tile from the stack (or the draw bag).

The Princess and the Dragon:  If a Dragon tile is drawn and the Dragon is not in play, set aside the drawn tile and draw another until a non-Dragon tile is drawn.  If a Volcano tile is drawn, shuffle all Dragon tiles that were set aside to the stack (or the draw bag).

·          The player places it on the board.

·          The player may deploy one of his followers from his available supply on the tile just played, if the tile does not prohibit the player to do so.

The Princess and the Dragon:  If a Dragon tile is placed, beginning with the player whose turn it is, each player must move the Dragon exactly one tile horizontally or vertically.  The Dragon always moves 6 tiles, regardless of the number of players (exception: Dead End.)  The Dragon cannot step on a same tile twice and it may not move to a tile with the Fairy on it.  Each time the Dragon enters a tile with a meeple on it, the meeple is removed and returned to its owner.

NOTE: When playing with The Count of Carcassonne, the Dragon cannot enter Carcassonne as Carcassonne is well fortified and can fend off the Dragon.

Dead End: When the dragon lands on a tile, from which it cannot legally move farther, the Dragon’s movement ends on this tile.

·          If, by placing the tile, it completes cities, roads, or cloisters, they are scored.  Then, return the meeples placed on the scored feature to their owner.

The Count of Carcassonne:  If a tile was placed such that at least one of a player’s opponents scored while the placing player scored nothing, the placing player may, at the end of his turn, place one (1) follower from his supply into any Carcassonne city quarter.  This placement is in addition to any follower placed as part of the player’s normal turn.  When a follower is placed in Carcassonne, the player may also choose to move the Count to another quarter of the city (the Count never leaves the city).  Followers placed within Carcassonne cannot leave the city except during the scoring of a road, city, cloister, or farm.  NOTE:  when scoring later on, the Count prevents followers in the same quarter from being moved at all.


The Cathars: At end of a player’s turn, if there is a cloister on the direct border of a Cathar tile (also diagonally), the player may return one of his meeple from the besieged city.

The Princess and the Dragon:  At end of a player’s turn, if the player has not placed a meeple, the player may move the fairy to any tile with a meeple of that player.

Placing a Tile

In order to place a tile, it must be placed according to the following rules:


·          With at least one edge abutting one previously place tile (they cannot be placed corner to corner).

·          So that all field, city, and road segments on the new tile continue to the same terrain on the abutting tile.


Traders & Builders:  When a city is completed that has 1 or more trade good symbols, the player who placed the tile to complete the city takes a trade good token for each trade good symbol in the city.  NOTE:  It does not matter whether the player has any followers within the city.  These tokens will contribute to end-game scoring.

The Cathars: If a Cathar tile is placed next to a city, the city counts as besieged.  Multiple besieging of a city has no further effect.

The Princess and the Dragon:

-          If a Volcano tile is placed, put the Dragon on that tile and the player may NOT deploy a meeple on the tile just played.

-          If a Princess tile is placed, if the player set this tile in a city where there are already meeples in it, the player must choose one meeple and return it to its owner.  If there are no meeples in the city, the player can place a meeple normally.

-          If a Magic Gate tile is placed, the player may set a meeple on this tile or any other tiles following the Deploying Followers rules.

In the rare event that the drawn tile cannot be placed legally on the board (and all players agree), the tile is discarded and the player draws another tile.

Alternate Rule (home rule):  the tile is simply returned to the stack (or the draw bag).

Alternate Rule (Hans Andersson):  When a tile is placed within a ‘hole’ (an empty space where a tile can be placed wherein three or four (3+) sides are already occupied), the player receives a bonus turn (similar to the Traders & Builders builder rule).  Only one bonus turn can be received at a time.  The bonus turn takes place immediately following the scoring as is exactly like another turn.

Deploying Followers (Meeples)

In order to play a follower, the following rules apply:


·          only one (1) follower may be deployed per turn

·          the follower must be taken from the player’s available supply

·          the follower can only be deployed to the tile just placed

·          followers may NOT be deployed on a field, city, or road segment if that segment connects to a segment on another tile occupied by another follower, regardless of distance.  Furthermore, if the placed tile connects tiles on which followers from multiple players are connected, a follower may not be placed on the connecting terrain, even if the player placing tile already occupies a part of the road, city, or farm.


Followers can be deployed as any of the following types:


·          Knight: knights reside in cities.

·          Thief: thieves reside on roads.

·          Monk: monks reside in cloisters.

·          Farmer: farmers reside in the fields.  Farmer tokens should be placed lying down in the fields so as to more easily distinguish them from their knight, thief, and monk counterparts.


Followers are not returned to the player’s pool of available followers until the road, city, or cloister is scored (that is, until it’s completed).  Farmers, once played, are never returned to the player – they remain in play until the end of the game for final scoring.

Inns & Cathedrals:  A large follower is placed exactly like the other followers in the game.  When scoring the various road, cities, and farms in the game, it counts as two (2) normal followers.

Traders & Builders:  A pig may be placed in a field on the played tile in which the player already has at least one (1) farmer.  Like a farmer, the pig remains there for the duration of the game.  When the farm is scored at the end of the game, if the player owns the field with farmers, the player earns an additional point for each supplied city.  Pigs do not count towards field ownership.  Deploying a pig is equivalent to deploying any other type of follower; that is, no other follower may be deployed during the turn.

Traders & Builders:  A builder may be played on a road or a city in which a player already has followers in order to gain a double turn.  The following procedure identifies how the player get the double turns:

1.       The player plays a thief or a knight.

2.       In a later turn, the same player extends the road or the city and places his builder on that new tile.

3.       In yet another turn, the same road or city is again extended or completed.  After completing the turn (placing a follower and scoring), the player receives another turn (e.g. he may draw another tile, place a follower and possibly score).

-          Only one extra turn is allowed (further extra turns are not allowed).

-          The builder must remain on the road or within the city on which it was placed until it is completed.  Upon completion, the follower(s) and the builder are returned to the player.

-          If the road or city is completed with the placement of the first tile (thus returning the follower and builder to the player), the player may possibly place the builder on the second tile (i.e. the tile placed in the double turn).

The Count of Carcassonne:   In conjunction with Inns and Cathedrals, large followers may be placed within Carcassonne and moved from it just like other followers.  Also, in conjunction with Traders & Builders, if a player is allowed a second turn due to his builder and causes opponent scoring (and not his own), he may place a follower in Carcassonne.


The Princess and the Dragon:  At the beginning of a player’s turn, if the Fairy stands on the tile with that player’s meeple, that player gains 1 point.

Once a road, city, or cloister is completed, it is scored (Note, that the object is scored, NOT the followers therein).  The followers ultimately determine who gets the points, but not the number of points.


In-Game Scoring

Completed Road

1 point per tile

Completed Road (with Inn)

2 points per tile

Completed City (city < 3 tiles)

1 point per tile  + 1 point per pennant

Completed City (3+ tile city)

2 points per tile + 2 points per pennant

Completed City (with Cathedral)

3 points per tile + 3 points per pennant

Completed City (besieged)

1 point per tile

Completed City (besieged, with Cathedral)

2 points per tile

Completed Cloister

1 point per surrounding tile + 1 point for the cloister (9 points)


Completed Road:  A road is complete when the road segments on both ends connect to a crossing, a city segment, a cloister, or when the road forms a complete loop.

Completed City:  A city is complete when the city is completely surrounded by a city wall and there are no gaps in the wall.

Completed Cloister:  A cloister is complete when the tile containing the cloister is completely surrounded by tiles.


The Princess and the Dragon: If the Fairy stands on the tile with the player’s meeple in the scored feature, that player gains 3 points.  The meeple is returned to its owner and the Fairy stays on that tile.


It is possible through clever placement of tiles for there to be more than one knight in a city or more than one thief on a road.  When this occurs, the player with the most knights or thieves earns all of the points.  When two or more player tie for the most followers, each player earns the total points for the city or road.


NOTE:  It is allowed that a player places a tile, deploys a follower to the tile, scores the city/road/cloister, and has the follower return to the player in the same turn.

The Count of Carcassonne:  When a city, road, cloister, or farm is scored, all players (in turn order starting with the next player ending with the player whose turn it is) may move zero (0) to all of their followers from Carcassonne before the majority is determined to the feature being scored (unless the Count is standing in that quarter of Carcassonne).  Followers not moved will remain in Carcassonne.  Followers may be moved as follows:

Castle à City

Blacksmith à Road

Cathedral à Cloister

Market à Farm (followers on the Market may only be moved at game end to the farm)

King & Scout:  When a player places a card that completes the first city, the player received the King card (the first road completed yields the Scout card).  Later in the game, if another player completes a larger city or road (by counting # of tiles, not road/city segments), the appropriate card passes to that player.  These cards yield a bonus 1 point for each completed city/road at the end of the game.

Start of Game

The game may begin in many different fashions.  The traditional setup consists of a single designated tile as the ‘start tile’.  This tile can be easily identified by the backing of the tile; it is inverted compared to the other tiles.  This tile is placed in the center of the game table.  Then, starting with the youngest player, players take turns clockwise around the game area.

The River:  The default starting tile is not used.  This expansion consists of 12 tiles containing river tiles.  Set aside the lake and spring pieces and shuffle the remaining 10 pieces.  Starting with the spring tile, players alternate turns drawing tiles from the stack.  The tiles must be placed such that the river is extended and does not U-turn or double back upon itself.  Playing these tiles is equivalent to playing other tiles in the game (that is, players may choose to place followers on these tiles).  Once all of the river tiles have been placed, the last player places the lake and play continues with the normal tiles.  NOTE: for determining farmlands at the end game, the farm wraps around the lake, but not around the spring.

The Count of Carcassonne:  The default starting tile is not used.  Before the game, the 12 expansion tiles (which are numbered 1-12) are placed such that they form the large city of Carcassonne in a 4x3 grid.  The Count figure is placed in the Castle quadrant of the city.  The city acts as the starting point for the game; all drawn tiles are placed adjacent to the tiles representing the city.  This variation may be played with other start-of-game expansions (such as The River), but The Count of Carcassonne is always placed first.  In the case of The River, the city of Carcassonne is assembled first, with the river tiles placed such they flow away from the city.

End of Game

When all available tiles have been played the game ends, and all final scores are tallied.


First, all incomplete cities, roads, and cloisters are scored (one point for each tile + one point for each city pennant).  Normal rules are employed to determine majority for incomplete features.  As each road, city, or cloister is scored, the follower token should be removed from the board to facilitate farm scoring.

Inns & Cathedrals:  Players with thieves on incomplete roads with at least one inn or with knights within incomplete cities with at least one cathedral receive zero (0) points for each tile.

Traders & Builders:  Trade good token may earn points for players at the end of the game.  The player that holds the most wine tokens earns 10 points at the end of the game.  The same holds true for the player that holds the most grain tokens, and for the player with the most cloth tokens.  Players that tie for any trade good token type each receive the full 10 points.

King & Scout:  The player with the King card scores one (1) point for each completed city on the board.  The player with the Scout card scores one (1) point for each completed road on the board.


In order to score a farm, follow these steps:


1.       Identify each completed city.

2.       Count the total number of farmers adjacent to the city in all adjacent fields.  These farmers are said to supply the city.

3.       The player with the most farmers supplying the city earns the 4 points (5 if that player also has a pig in an adjacent field).

4.       Consider placing a token or a marker of some sort in each scored city; this may make it easier to accurately tally the points by identifying the cities that have already been scored.


The following table summarizes the end-of-game scoring:


End-Game Scoring

Incomplete Road (without Inn)

1 point per tile

Incomplete Road (with Inn)

0 points per tile

Incomplete City (without Cathedral)

1 point per tile + 1 point per pennant

Incomplete City (with Cathedral)

0 points per tile

Incomplete City (besieged)

0 points per tile

Incomplete Cloister

1 point per surrounding tile + 1 point for the cloister

King Card

1 point for each completed city

Scout Card

1 point for each completed road

Completed City

4 points for player with most supplying farmers +1 if supplying player has pig in adjacent field

Completed City (besieged)

8 points for player with most supplying farmers +2 if supplying player has pig in adjacent field

Most Wine Tokens

10 points

Most Grain Tokens

10 points

Most Cloth Tokens

10 points