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A classic tile-laying game set in Carcassonne, the walled city in southern France, where you draw and add one tile at a time to complete cities, roads, monasteries, and farms. The heart of the game is deciding, every single turn, whether to place a meeple (follower) on the tile you just laid and where to put it. A completed feature scores at once and gives the meeple back so you can use it again.
👨👧👦 Played with our kids
Played with children aged 7 and 5. We only started playing by the rulebook recently.
A full walkthrough of Carcassonne with diagrams: lay tiles to build roads, cities, monasteries and fields, place your followers, and score. It also covers the river tiles and the abbot rules that the new edition includes by default.
| Component | Count | Note |
|---|---|---|
| Land tiles | 72 + 1 start tile | The start tile has a darker back, so it is easy to pick out |
| River tiles | 12 | Includes the spring and the lake. Darker backs. They replace the start tile when you play with the river |
| Followers (meeples) | 40 (5 colors × 8) | Red, blue, yellow, green, black |
| Abbots | 5 (1 per color) | For the abbot rules. You can leave them out of your first game |
| Scoreboard | 1 | One follower is used as your score marker |
If this is your first game
The rulebook suggests putting the river tiles and the abbots back in the box, playing two or three games with the basic rules only (roads, cities, monasteries), and then adding farmers, then the river, then the abbot.
The youngest player starts, then play continues clockwise. Placing a follower is optional, but placing a tile and scoring are not.
How to get in anyway
Put a follower on a separate, unconnected piece of road or city, then later place a tile that joins the two pieces. Now one feature holds several followers, and the 'more than one follower' rule below decides who scores.
A road is complete when both ends are closed. An end is closed when it runs into a village, a city or a monastery, or when the road loops around and closes on itself. A completed road scores 1 point per tile.
It does not matter who completed it. If someone else's tile completes your road, you still score it.
A city is complete when it is fully closed by its walls with no gap left inside. A completed city scores 2 points per tile, plus 2 more points for each coat of arms inside it.
A monastery is always in the middle of its tile. It is complete once all 8 spaces around it (orthogonal and diagonal) are filled, and it scores the 8 surrounding tiles plus its own tile = 9 points.
Farmers never come back
A follower laid in a field stays there until the game ends. How many of your 7 followers you are willing to tie up as farmers is the heart of Carcassonne strategy.
The 12 river tiles replace the start tile. If you play with the river, put the start tile back in the box.
Pulling the abbot out early from a monastery or garden that will probably never be surrounded gets you the points and frees the abbot for your next turn. The cost is that you place no follower that turn.
The game ends when the last tile has been placed and there is nothing left to draw. Features that were completed already scored during the game, so the final scoring only covers the unfinished features that still hold a follower.
| Feature | During the game (completed) | End of game (unfinished) |
|---|---|---|
| Road | 1 point per tile | 1 point per tile (the same) |
| City | 2 points per tile + 2 per coat of arms | 1 point per tile + 1 per coat of arms (half) |
| Monastery · garden | 9 points (8 around + its own tile) | 1 point for its own tile + 1 per filled space around it |
| Field (farmer) | — (no points during the game) | 3 points per completed city touching the field |
Add the final scoring on top, and the highest total wins. A tie is a shared win.
The player whose follower is on it. It does not matter who completed it. Every feature completed that turn is scored in step 3 of that turn.
Yes. A road that closes on itself counts as having both ends closed, so it is complete.
It is not complete. A city must be closed by its walls with no gap inside. It completes the moment that gap is filled.
No. A follower may only go on the tile you just placed, so you can only place a monk on the turn you place the monastery tile itself.
They do not. At the end of the game they score 3 points for each completed city touching their field, and that is that.
Yes, the usual rules apply. Only the river itself is off limits.
No. You may only take the abbot back if you did not place a follower in step 2. It is one or the other.
Placing a follower is optional, so just place your tile and move on. Followers come back from completed features and can be used again. The trick is not to tie up too many of them as farmers.
| Item | Detail |
|---|---|
| Designer | Klaus-Jürgen Wrede |
| First published | 2000, Hans im Glück (Germany) |
| English editions | Rio Grande Games, now Z-Man Games |
| Awards | Spiel des Jahres 2001 · Deutscher Spiele Preis 2001 |
| Korean release | First brought over in 2001 by Paper Iyagi, later by Korea Boardgames |
There have been two big changes of edition. The artwork was redrawn in 2014, and the 3rd edition (2021) that is sold today folds in the river and the abbot, which used to be bought separately. This guide follows that 3rd edition.
| Major expansion | Released | Korean edition |
|---|---|---|
| The River | 2001 | Included in the 3rd edition box |
| The Abbot | 2016 | Included in the 3rd edition box |
| Inns & Cathedrals | 2002 | Released in Korea in 2016 (hard to find now) |
| Traders & Builders | 2003 | Released in Korea in 2021 |
| The Princess and the Dragon | 2005 | No Korean edition |
| The Tower | 2006 | No Korean edition |
| Abbey and Mayor | 2007 | No Korean edition |
There are many more expansions
There are more than ten big expansions, and counting the mini expansions and spin-offs (Hunters and Gatherers, The Castle, South Seas and others) the total passes twenty. The table above lists only the best known ones and those you can buy in Korea. The Hunters and Gatherers spin-off was published in Korea by Popcorn Games.
Which editions are in print changes over time. Check with the seller before you buy.
Sources
Z-Man Games official rulesheet (Carcassonne, 3rd edition)Z-Man Games supplement rules — farmers, the river, the abbotCross-checked against Wikipedia: Carcassonne (board game)Cross-checked against Namuwiki: Carcassonne (Korean)Rule summaries are reference content written by us, not quotations from the official rulebook. Always check the official rulebook for exact rules. Diagrams are original schematics, not rulebook illustrations.
Spotted a mistake? Tell us in the comments below →
Last updated 2026-09-06
💡 Master tip
A farmer ties up a meeple for the rest of the game, but pays 3 points for every completed city next to it, so claiming a large field early comes back as big points later. You only have 7 meeples, so reaching into too many cities leaves you short — place them where a feature is likely to be completed.
If this one has gotten too easy, try these — same feel, one step up in weight.
Not built yet. Let us know if you want one — it goes on the list.
Farmer (field) area scoring guide
A visual aid for telling where one farm area ends and the next begins
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