Carcassonne is a tile laying game about a small city in France. And it is just as exciting as that first sentence makes it sound.
Components: The components are high quality, and they are easy to recognize. There are 8 meeples of 5 different colors made of wood, a bunch of sturdy tiles that make up the game board, and a scoring board. The art on the boards is fine, depicting roads, fields, cities, and monasteries on the map tiles and a scoring track on the score board. When the board is all together, the effects of the different aspects can be quite pleasing, but there are often holes in the board that can jar the eyes of those who go for an aesthetically pleasing board. As a result, some people play to fill in the holes in the board. Aesthetics can occasionally be a worthy goal.
Setup: A start tile is placed on the table, and a player is chosen to go first. Each player takes the 8 meeples of a given color, placing on the zero position of the scoring track and the others in front of themselves.
Game Play: On each players turn, they draw a tile and place it in the map adjacent to at least one other piece. When laying a tile, the edges must match up with the edges it is placed next to. For example, if there is a road on the edge being placed, there must be a road on the adjacent edge, and likewise for cities and prairies, maintaining a consistency in the map and making it so there are no areas that abruptly end.
A player may place a meeple on one of the features of the tile just placed. Meeples can be placed standing up on a city, road, or monastery. Meeples played in prairies are played laying down. Meeples can only be placed on a feature that does not contain meeples in adjoining regions. If there is a meeple anywhere on the road that is played connecting to the played piece, a meeple may not be played on the road, with similar rules for meeples in cities and prairies.
Multiple meeples may end up in any feature besides a monastery by placing meeples in unjoined tiles and later joining the features together. In this way, players can battle for control of cities, fields, and roads.
Finally, if a region is completed by the placement of the tile, the region is scored. If a city becomes completed (there is no open areas of the city where another tile can be placed), the player with the most meeples in the city scores 2 points per tile in the city plus 2 points for each shield in the city. If there is a tie, all tied players score full points for the city. A road is completed if the road has two ends. The player with the most meeples on the road scores one point for each tile in the road. A monastery is completed when it is fully surrounded by tiles. The monastery scores 9 points. Meeples in completed features are removed, and players may use them at future times.
End of Game: The game ends at the end of the turn when the last tile is played. All uncompleted features on the board are scored for the player with the most meeples in them. Roads score as normal. Monasteries score one point for each adjoining tile including diagonal tiles. Cities score one point for each tile and one point for each shield.
Scoring for farmers can be controversial and is based on the version of the rules being used, and a discussion of scoring farmers can be found here:
http://www.boardgamegeek.com/thread/125832 Explaining the Game: The game is very easy to explain. I go over how to take a turn and score each feature, and I am almost done. I do give an example of how to join features containing meeples and how to try to fight for cities and farms. And then we play. This is one of the easier games to explain.
Conclusions: This game is simple to explain, but that is one of the few things I see going for it. While simple rules can lead to interesting decisions, I do not see it in this game. The game just does not grab me. I don’t get excited to play it, and the people I play with all feel the same way. Some may say that we just do not get it, and they may be correct. The general lack of excitement in those I play with may simply be spilling over from my lack of excitement about the game itself. Attitudes can be contagious. The game seems too simple with little excitement driving the play. I still try to play occasionally, only as something to increase the variety in what is played.
I think the game works best as a 2 player game. As the number of players increases, the control a player has over the game decreases to the point where in the 5 player game, a player’s piece can be completely blocked before they get a second turn to expand a feature they are trying to score. And if they do not quickly draw a tile that they can expand the feature with, the feature will be next to useless by the time they get a second chance. Thus, the scores for different players decline with each additional player to the point where I actively try to avoid 5 player games.
While this is generally considered one of the classic gateway games, I don’t introduce it to anyone anymore. All of my teaching of this game occurred in the first 15 plays, and I don’t intend to teach it much in the future. Since I did not enjoy the base game, I have only played the expansion that came with the game:
The River.
The River takes a rather drab game and makes it worse, increasing the power of the farmers by starting the game with at least one if not two large farms. Thus, we never play with this expansion anymore. I won't buy expansions to a game I only think is mediocre in an attempt to improve it. I can buy other games I am more likely to enjoy.
Rating by Number of Players:2: 6
3: 5
4: 4
5: 3