About Us
|
Terms & Conditions
|
FAQs
|
Log in
Call us now on +44 (0) 20 8346 2327
Items: -
All categories
ROLEPLAYING GAMES
BOARD GAMES & CARD GAMES
COLLECTABLE & LIVING CARD GAMES
OTHER COLLECTABLE GAMES
HISTORICAL WAR GAMES
MINIATURES WARGAMES & RULES
MINIATURES, PAINTS ETC
MAGAZINES/COMICS/GRAPHIC NOVELS
ACCESSORIES
HOME
NEW RELEASES 29 MAY
NEW RELEASES - Archives
PREORDERS
SUGGESTED GAMES
ROLEPLAYING GAMES
BOARD GAMES & CARD GAMES
COLLECTABLE & LIVING CARD GAMES
OTHER COLLECTABLE GAMES
HISTORICAL WAR GAMES
MINIATURES WARGAMES & RULES
MINIATURES, PAINTS ETC
MAGAZINES/COMICS/GRAPHIC NOVELS
ACCESSORIES
EVENTS (In-Store & Conventions)
SIGN UP FOR OUR NEWSLETTER
CONNECT WITH US
WE'RE WITH BITS & MORTAR
SHOP WITH CONFIDENCE
Main Catalogue
|
BOARD GAMES & CARD GAMES
|
Rio Grande Games
| Carcassonne
Carcassonne
Price: £18.99
(RRP - £19.99)
For 2-5 players No longer includes the \'River Tiles\' expansion. A clever tile-laying game. The southern French city of Carcassonne is famous for its unique Roman and Medieval fortifications. The players develop the area around Carcassonne and deploy their followers on
the roads, in the cities, in the cloisters, and in the fields. The skill of the players to develop the area will determine who is victorious. ++++++++++++++++++++ Counter Magazine review. ++++++++++++++++++++ 2-5 players, 30 minutes designed by Klaus-Jürgen Wrede reviewed by Stuart Dagger Carcassonne is a free-form tile laying game, in the course of which the players create a landscape made of walled cities, monasteries, roads and fields. Each component of the landscape will belong to one of the players, who will score points for it. A scoring component will normally be spread across more than one tile and this will sometimes create tussles for possession. The player with the most points once all the tiles have been laid is the winner. The tiles are square and each one shows between one and three features. Some typical ones are a monastery surrounded by a field, a section of walled city with a road leading to it and three road segments meeting at a junction, with the rest of the tile being field. On your turn you draw a tile and place it next to one of the tiles already on the table. It is your choice which, but you must place the tile so that like features match up. So, if you place a tile with a section of road/city/field next to another tile, then the feature must be matched on the tile it abuts -- road segment joining up to road segment, city area to city area, and so on. Having placed the tile, you then have the option of placing one of your men on one of the features of the tile you have just laid. Put him in a city and he becomes a knight; in a monastery and he becomes a monk; on a road a thief; and in a field a farmer. Cities, roads and fields will, in the normal way of things, spread across more than one tile and there is a restriction on placement which says that you may not place a man on a feature that already contains another man. For example, were you to place a tile which extended a road and were there already a thief on another part of it, then you could not place your own man on the road and would either have to pass up the placement option or place him on one of the other features. You only have a limited number of men and so passing up a placement option isn\'t necessarily a disadvantage. This restriction on placements means that there is not a lot of conflict for possession, but it can occur when parts of roads, cities or farms that began as disjoint fragments join up as the result of the placement of later tiles. When this happens, possession goes to the player with most men on the road -- ties being resolved on an amicable, both/all players score the points basis. Most city segments will show a piece of wall with an area of city on one side of it. Place a certain number of these together and you will create a complete walled city, at which point the owner of the city scores the points for it and all the knights in the city are returned to their owners ready to be re-used. Similarly with roads: the end of a road can be either a city, a monastery or a crossroads and as soon as a road has two legitimate ends to it, it is scored and the men on it reclaimed. With both roads and cities, the bigger/longer they are, the more they are worth. Monasteries are also scored during the game, though here the basis for ``completion\'\' is a bit different. Farms (collections of fields bounded by roads and city walls) don\'t score until the end. Uncompleted features also score points at the end, but not as well as they would have done had they been completed. This is a simple and elegant set of rules which makes your general strategy clear, while still giving you plenty of tactical choices to make on where you place your tiles and where you put your men. Your aim is to build valuable cities, create long roads and `complete\' monasteries while not running out of the men that you need to take advantage of the placement options that the tiles you are laying are creating. As I said earlier, your stock of men is limited and you will need to keep up a steady ``complete a feature, score and reclaim\'\' production line if you are not to run out mid-game and see your score suffer as a consequence. The simple ``draw a tile and place it\'\' mechanism means that the game has a luck element to it, in that there will be times when you may or may not succeed in drawing the tile that fits nicely with your plans. This would be reduced were you to allow each player to have a holding of 2 or 3 tiles and to operate on a ``play and then draw so as to replenish your holding\'\' basis, but doing this would inevitably lengthen the playing time and I don\'t think that the change is actually necessary. Much better to accept the game for what it is, an unpretentious and interesting, middleweight game that lasts exactly the right length of time for the amount of entertainment that it provides.
More ...
WE ALSO RECOMMEND...
Carcassonne: Inns & Cathedrals
£14.99
Carcassonne: Abbey & Mayor
£14.99
Carcassonne Dice Game
£14.99
Puerto Rico
£33.99
Settlers of Catan
£27.99
Ticket to Ride
£32.99
Bohnanza
£16.99
Lost Cities
£19.99
Main Catalogue
|
BOARD GAMES & CARD GAMES
|
Rio Grande Games
| Carcassonne
**sRecentPrefix**
Recently Viewed
**sRecentImageRowPrefix**
**sRecentImageItem**
**sRecentImageRowSuffix**
**sRecentDescRowPrefix**
**sRecentDescItem**
_NAME_
**sRecentDescRowSuffix** **sRecentPriceRowPrefix** **sRecentPriceItem** **sRecentPriceRowSuffix** **sRecentDeleteRowPrefix**
**sRecentDeleteItem**
**sRecentDeleteRowSuffix**
**sRecentSuffix**
**sRecentEmptyList**
Events Calendar, both
In-store & Conventions
Contact Us
Travel Directions
About Us
Site Map
Terms & Conditions
FAQs
New Releases
Notice Board
Leisure Games, 100 Ballards Lane, Finchley, London, N3 2DN
Site maintained by
ITQ Solutions Ltd.