Next up, we have Carcassone. My library system’s gaming committee sent our first bin of games over, so I have 10 copies each of Carcassone and 10 of 7 Wonders. I’m still trying to work out 7 Wonders, so we played Carcassone.
I initially brought the game home to playtest with my kids, so I’d be able to figure out modifications, if necessary, for my younger kids, but this was pretty straightforward out of the box, so let’s go.
Carcassone has been around for over 20 years; it’s won awards; it’s been translated into 22 languages; it’s got expansions. It’s considered, according to Wil Wheaton, to be “one of the four pillars of classic European-style board gaming”; Settlers of Catan, Alhambra, and Ticket to Ride forming the other 3 pillars. It’s a tile-laying game that’s surprisingly straightforward to play and teach.
The Plot: You and your fellow players are creating the French medieval city of Carcassone. To do this, you’ll turn over tiles to reveal different parts of the landscape, and you must create and claim your lands.
Medieval gerrymandering? No, it’s Carcassone! (my photo)
There are rules all players must adhere to: roads (those squiggly beige lines) must connect to other roads. Cities (the walled brown areas) must connect to other parts of the cities. Meeples (the cute little blue guys you see in the above photo) claim different areas as you build them. There are five groups of Meeples: green, red, blue, black, and yellow. Choose your color, and start building. As you play each tile, use your Meeples to claim area. Meeples placed on roads are highwaymen, for those folx who love a bad guy; claim the cities and be a knight; lay your Meeple down on the green areas to be a farmer; claim a monastery (the pointy buildings in the center of the photo) and be a monk. Each of these areas get scored differently:
- Putting your meeple on a road claims that road, but you do not score points until the road is complete. It has to lead from somewhere to somewhere. Each tile your road touches is worth one point; my road above leads from one monastery to another, and touches 5 tiles, so that’s 5 points.
- Putting your meeple on a city means you’re a knight protecting that city. You do not score points until the city has been completed. See my Meeple above, next to the monastery? That city touches 3 tiles; those tiles are worth 2 points each, so my Knight has 6 points. See that larger city toward the left hand side of the picture? That is a much bigger city, AND has several shields. Those shields are worth an additional 2 points per shield, so that city, which was still under construction when I took this picture, is worth 22 points: 16 points because it spreads across 8 tiles, plus 6 points for the 3 shields within.
- Monasteries get 1 point for every tile enclosing them in the area – basically, monasteries get 9 points; they’re surrounded by 8 tiles, and the monastery makes 9.\
- Farms are big points, because farmers are scored by the number of completed cities that touch their fields. Start Your Meeples has an excellent way to describe scoring farm points, and I highly recommend this article. Farmers get 3 points for each city.
As you complete your areas, you take your Meeples back, ready to guard (and rob) the next area of the burgeoning city. Use the scoreboard to keep track of your scores.
Okay, a couple of observations during gameplay. You will inadvertently help your opponents sometimes, depending on the tile you draw. My son and I, on our first couple of plays, initially thought we could undercut one another by placing tiles that didn’t connect to anything, to block progress. Don’t do that! After reading more blogs and watching several gameplay videos, we figured out that Carcassone is kind of cooperative, kind of not in that way. Think of it like you’re building a map. It needs to make sense at the end of the day.
Play the short game and the long game for best use of your Meeples! Can you build a 2-tile city? YES. Don’t get hung up on only building gigantic cities, because I promise you, it will bite you on the backside. Ditto for starting roads that have no end. If, toward the end of the game, you have no Meeples to place, you get no points for tiles laid! Make that 3-tile road; build that 2-tile city; get your Meeples and keep going.
Wil Wheaton calls the River Expansion a great way to get beginners used to the process of laying tiles, and he’s right. There are 12 river tiles that must be played first, and you can’t put Meeples on the river, so it’s just a nice, easy way to start the game; scoring goes as usual, and we got into the swing of things without stressing where to place Meeples by doing this. I didn’t play the Abbots part of the expansion yet, though, so if you have played it and want to share your thoughts, PLEASE do.
After a few plays at home, my son and I got into a good rhythm of gameplay, and I was easily able to show our library’s after-school coordinator and one of our children’s librarians how to play. I’m looking forward to reporting back on how the kids took to it this coming Tuesday!
All in All: A fun, creative game that guarantees you’ll never play the same game twice. Easy to explain to younger kids; I think our middle graders and middle schoolers are going to be a strong group for this game, and I feel like the few teens I get (hopefully more, by this summer!) will be into this. As popular as Carcassone is, I’ve yet to meet more than a handful of folx who’ve actually played it (kind of like me, with Settlers of Catan).
If you’d like to watch gameplay videos, I highly recommend Wil Wheaton’s Tabletop episode and Watch It Played’s Carcassone episode, both of which I’m embedding here. Both YouTube accounts are great for learning gameplay for a wealth of different games and are worth subscribing to the feeds.