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Carcassonne is an easy-to-learn and rewarding-to-master tile placement game, set in the picturesque French city of the same name. Each session has the players competing to score more points in creating cities, roads, monasteries, and farms, with the landscape’s final appearance being unique with each session.
This year the format shifts to 2-players only.
Players with copies of the game should bring them! If games are in short supply, priority will be given to players who brought a copy of the game.
Rules clarifications:
- Players may not keep private notes by any means during the match, for example to track which tiles remain. Any notes taken may be examined by your opponent.
- Players may however review the tile manifest that comes with the game, or an equivalent tile list, so long as no notes are taken during play
- City tiles: are worth 1 with no banner (2 if in a completed city), and 2 with a banner (4 if in a completed city)
- Farm Scoring (current Rio Grande Rules): 3 points for each city adjacent to a farm for the player(s) with the majority of farmers in the field
- Player 1 is determined randomly, and a meeple may be placed on the starter tile (the one with the dark background on its face-down side)
Byes: If an odd number of players in a round, an eliminator will be used if possible. An eliminator is a non-advancing player, for example one who either doesn’t wish to continue or has already been eliminated. If no eliminator is available in a round, a bye will be determined as follows. For Round 1, the first bye offer will be to a past Carcassonne WBC champion, most recent WBC first, and then working back to previous years. After Round 1, the first bye offered will be to the player who had the highest score in the previous round, then to the next highest score. No player can receive more than one bye in the tournament.
In-game Tiebreakers: In the event of a tie game, the following tiebreakers will be used:
- The player with the most points after the final tile is placed, but before Final Scoring begins (i.e. before scoring incomplete roads/monasteries/cities and all farmers)
- The player with the most unused meeples in their supply at the end of the game
- The player with the fewest farmers on the board
- High dice roll until a winner is determined
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