Roads to Victory - zasady, gry planszowe
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1
Carcassonne – Roads to Victory
A
Carcassonne Central
expansion by JPutt927
As Carcassonne grows, thieves continue to prosper through the trading of
valuable jewels and the emergence of pickpockets, who roam the lands in
hopes of stealing from the wealthy; And as postal routes are established,
outposts have been constructed in an attempt to govern the widespread
thievery across Carcassonne’s wide network of roads.
E
XTRA
P
IECES
•
20 jewel tokens
•
11 road tiles
•
10 roads with jewel tiles
•
5 outpost tiles
•
4 stable tiles
•
6 post house tokens
(1 in each player’s colour)
•
6 pickpockets
(1 in each player’s colour)
(1 in each player’s colour)
(1 in each player’s colour)
A
DDITIONAL
R
ULES
Preparation
Though not essential, it is recommended that this expansion be played with the
Inns & Cathedrals
and
Traders and Builder
expansions.
At the beginning of the game, shuffle the 20 road tiles with the rest of the tiles. The 20 jewel tokens should be placed in a
concealed pouch near the playing area. All players should place a pickpocket and a post house of their corresponding colour
next to the board.
1. Place a tile
All new tiles are to be placed in accordance with the normal rules.
2. Deploy a follower
A player may deploy a follower to any feature on the road tiles, as per the normal Carcassonne rules. A player may not
deploy a follower to either the outpost or stable featured on the tiles. The icons on the tiles impact the scoring of the roads in
which they reside next to (specific details are described below).
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Carcassonne – Roads to Victory
Wells
In accordance with the rules established in
meepleater’s
Wells
expansion, a road earns an additional point for each well
placed along it. The value of a well is determined by the value of an individual road tile. For example, if a road tile is worth
2 points (due to the placement of an Inn or Stable), any wells placed on that road would also be worth 2 points each.
Stables
When a tile containing a stable is drawn and placed on a road, the entire road will be worth +1 point per segment of that
road (and well). The stable works very similar to the inn from the
Inns & Cathedrals
expansion. Just like an inn, multiple
stables located on the same road
do not
continue to compound bonus points. However, the stable and the inn can be placed
on the same road, both of which provide a +1 bonus per tile, adding a potential of +2 points per segment of the completed
road. At the end of the game, an incomplete road containing a stable is worth 0 points.
In this example, the green player earns a total of 8 points for the completed road.
The road in this example contains both an inn and a stable. Therefore, each road segment (and well) is worth
3 points, making the road worth a total of 15 points.
Outposts
When a tile containing an outpost is drawn and placed on a road, the entire road is worth -1 point per tile of that road once
completed. Similarly, wells placed alongside the road are worth -1 point per well. Multiple outposts on a road
do not
have
an increased impact on the road. Regardless of how many outposts are placed on a road, the road is still worth only -1 point
per tile (and well) of the road.
In this example, the placement of the outpost causes the road to be worth one less point per tile (and well). Since
the road is now complete, the blue follower will score 0 points (instead of the usual 8), and should take their
follower back into their supply.
The road in this example contains an inn, a stable, and an outpost. The outpost subtracts 1 point from every
road segment and well placed on the road. With the road complete, the yellow player scores 16 points for the
road and is returned back to the respective player’s supply.
Jewel Tiles
All tiles containing a jewel icon are placed in accordance to the usual Carcassonne rules. The player that completes a road
containing a jewel icon receives 1 jewel token for every jewel icon placed along the completed road.. The jewel token must be
chosen from the supply at random, without looking at the value it contains. Once receiving a jewel token, the player may look
at the value but should keep it’s value hidden from the other players. At the time of drawing a jewel token, a player may
instead choose to steal a token from a player who already has one (or several) in his or her possession. Without looking at it’s
value, the player may choose any other player’s jewel token and place it into their possession. The player who has a token
stolen from them must then draw a replacement jewel token from the remaining supply (and may
not
steal from another
player). At the end of the game, players must add (or subtract) the total number of points resulting from their collected jewel
tokens. Additionally, the player with the most tokens collected, regardless of their total value, receives a bonus of 10 points.
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Carcassonne – Roads to Victory
If playing with the
Traders and Builder
expansion, the jewel tokens containing the barrel, wheat, and cloth trade good icons
should be added to the random supply of jewel tokens. At the end of the game, a jewel token containing a trade good icon
may count as either a jewel token,
or
a trade good token of its respective type. A jewel token containing a trade good icon
cannot
be used to determine the majority of
both
the jewel and respective trade good tokens.
be used to determine the majority of
The Post House
The Post House
Each player begins the game with their own post house token. Throughout the game, the post house may only be placed
once, and can never be removed. A post house must be placed on a 2, 3, or 4-way junction of roads. The junction of roads
must
not
contain any claimable features on that junction.
The tiles pictured here are all good examples of acceptable road junctions in which the
post house can be placed.
These tiles are examples of junctions in which a post house cannot be placed. The first
tile contains a claimable cloister, while in the second tile the roads never meet at a
junction. Though not a claimable feature, the post house cannot be placed on the third
tile containing a bakery it’s junction.
The post house can be placed on a road junction at the end of a player’s turn instead of deploying a follower, or any other
“moving of the wood” action. A post house must be placed on a junction following the placement of the junction tile itself, or
following the placement of any road tile that extends or completes one of that junctions’ roads. The roads branching from a
post house junction are considered to be a post house’s “route”.
As shown in these examples, a post house may be placed
when adding to a junction’s road, or when placing a
junction itself.
The post house is not scored until the game is over. At the game’s end, a post house scores points for every
completed
feature, with the exception of roads,
that touches any of the road tiles branching from the post house junction. The
branching road itself
does not
need to connect to the completed feature. Instead, the feature simply needs to have a portion
of it located on the same tile as a branching road. At the time of scoring the post house, a player earns 4 points for every
complete feature on it’s route. However, if every road on a post house route is complete, a player earns 5 points for every
complete feature located on the route.
The post house in this example contains 4 complete features within it’s route. Because the route (all 3
roads splitting from the post house junction) remains incomplete, the 4 complete features lying on the
route are worth 4 points each. Therefore, the post house scores the blue player a total of 16 points.
The post house in this example contains 4 complete features within it’s route. Because the route (all 3
roads splitting from the post house junction) remains incomplete, the 4 complete features lying on the
route are worth 4 points each. Therefore, the post house scores the blue player a total of 16 points.
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Carcassonne – Roads to Victory
In this example, the postal route contains 5 complete features (4 cities and 1 cloister). Because
every road on the route is complete, the blue player scores 5 points per complete feature on the
route. Therefore, the post house in this example is worth a total of 25 points.
If playing with the
By Order of the King
expansion, the post house introduces an additional rule. If a feature belongs to an
established postal route
and
contains an opponent’s follower, that follower
must
draw a new King’s Order card from the
draw pile upon the completion of that feature. When this happens, it does not matter how many King’s Order cards a player
has in their possession. In other words, it is possible for a player’s hand to exceed 5 King’s Order cards.
The red follower in this example possesses a feature lying within the blue player’s postal route.
Upon completion of the city, the red player
must
draw a King’s Order card from the draw pile.
The Pickpocket
The Pickpocket
Every player begins the game with a pickpocket of their respective colour. A pickpocket may be deployed to the playing area
through the completion of roads. In order to deploy a pickpocket, a player must complete an
unoccupied
road consisting of
at least
3 tiles. At the time of completion,
instead
of placing a normal follower and scoring for that road, a player may
choose to deploy their pickpocket to the completed road. No points are scored for the completion of the road.
Instead of placing a follower and scoring 4 points, the yellow player opts to deploy
their pickpocket to the unoccupied road upon completion.
their pickpocket to the unoccupied road upon completion.
Once deployed, the pickpocket may be moved on any future turn. The pickpocket’s movement must occur instead of the
placement of a follower, or any other “moving of the wood” action. If a player chooses to move their pickpocket, the
pickpocket may take up to 3 actions in one turn. An action is considered
(1)
moving any number of tiles within the same
feature,
(2)
moving to a different connecting feature (including farms), and
(3)
stealing from another player’s follower. A
player may choose to use any or all of these actions during their pickpocket’s movement, provided the number of actions does
not exceed 3. However, a pickpocket may only steal from the same follower
once per turn
. Once deployed, a pickpocket
may not
be removed from the board, unless by the dragon, tower, knock-out token, etc. The pickpocket may also be
removed by another player’s bribery (more details below).
Examples of several pickpocket turns can be seen on the following page.
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Carcassonne – Roads to Victory
Example A - The pickpocket (1) moves from the road to the connecting farm, then (2) moves within the farm, and finally (3) moves into the
dfddfdfd
jkjel
connecting city.
Example B - The pickpocket (1) moves within the farm to a new tile, then (2) moves from the farm to the connecting cloister, and finally (3) steals
from the follower occupying the cloister.
Example C - The pickpocket (1) steals from the red player’s follower, then (2) moves within the city to the tile containing the green follower, and
ends it’s turn by (3) stealing from the green player’s follower.
Once the new world tile has been placed, tiles may be connected to the tile as according to the usual tile placement rules.
The scoring of features will work exactly the same in the new world as it does in the normal Carcassonne game. All players
may deploy followers and earn points for completed features in the new world. The discoverer of the new world will receive 2
points any time another player places a tile in the new world area. That is, any tile that does not connect to the main playing
area and lies in the separate area established by the new world tile. Any player that did not discover the new world will be
allowed to draw an additional tile immediately after placing a tile into the new world (which resulted in the discoverer
receiving 2 points). This effect is similar to that of the builder, and will only work once per turn. If the additional tile is
placed in the new world, the discoverer will once again receive 2 points.
If a builder is deployed within the new world
by a player other than the discoverer, it will NOT provide an additional tile on top of the one already
provided.
In other words, there is no benefit to deploying the builder within the new world if the player did not discover the
new world. The player who discovered the new world will NOT receive 2 bonus points when adding a tile to the new world,
and they will NOT be allowed to draw an additional tile when adding on
to the new world, unless adding on to a feature containing the
discoverer’s builder.
When a pickpocket steals from an opponent’s follower, that player receives -1 point and the player that owns the pickpocket
receives +1 point. There is no limit to how many times a player may choose to steal from an opponent in consecutive turns.
When choosing to steal from an opponent’s follower, the pickpocket
must
be located within the same feature
and
on the
same tile as that follower. An example of this can be seen above in Example C.
When a feature is scored that contains a pickpocket, 3 points from that feature
must
be rewarded to the player controlling
the pickpocket. The remaining points earned from the feature should be allocated as normal to the followers maintaining
majority within the feature. For example, if the cloister in Example B (above) is completed, the red player will earn 6 points
while the yellow player will earn 3 points (for the pickpocket). If there are multiple pickpockets in the same feature,
each
pickpocket will earn 3 points worth of the point total, and the remaining points should be allocated as normal.
In this example, the road is worth a total of 4 points. Upon completion, the
pickpocket (belonging to the yellow player) receives 3 points, and both the blue and
green players receive the remaining 1 point. The blue and green followers are removed
from the completed and the pickpocket remains in place.
As soon as the new world is connected to the rest of the main playing
area, it will no longer be governed by the new world rules. That is,
added tiles will no longer provide 2 bonus points to the discoverer, and
will no longer provide an additional tile to non-discoverers that add on to
the new world. The player that places the tile that connects the new world area with the main playing area will receive 5
points.
As mentioned above, a pickpocket may be removed from the playing by another player’s bribery. At any time during the
game, another player may choose to “bribe” another player’s pickpocket. The player who bribes the pickpocket must subtract
5 points from their score and the player controlling the pickpocket receives +5 points. When this occurs, the player controlling
the pickpocket
must
remove the pickpocket from play. The pickpocket may return to the playing area at anytime by
following the usual pickpocket deployment rules (as described above).
The Map Tiles
Final Scoring
As stated above, a player that draws a tile containing a map icon should place the tile and perform their turn as they normally
would. When that player’s turn is over, that player should reach into the draw pile and draw the appropriate amount of tiles
pertaining to the number of players.
At the end of the game, any incomplete road containing an inn, stable or outpost is worth 0 points. Wells placed on an
incomplete road are worth +1 point per well at the end of the game (unless the road contains an inn, stable, or outpost).
2 players:
8 tiles
3 players:
9 tiles
4 players:
12 tiles
5 players:
10 tiles
6 players:
12 tiles
All players should add (or subtract) the points earned from their respective jewel tokens. Furthermore, the player with the
most total jewel tokens should receive a bonus of 10 points. Remember, a jewel token containing a trade good icon on it’s
back must count as
either
a jewel token,
or
that respective trade good token, but not both.
These tiles should all be placed face up so that all players may see them. Instead of drawing from the draw pile, players must
choose one tile from those that are placed face up. This will continue until all of the face up tiles have been used. If a player
is awarded an additional tile after placing their face up tile (as a result of either the builder, or the new world), they must draw
their extra tile from the draw pile. In the event that the game is almost over and no tiles remain in the draw pile, the extra tile
may be taken from those that have been displayed face up.
All post houses must be scored only at the end of the game. Specific details of scoring are detailed above.
Finally, a pickpocket at game’s end should receive 3 points from the feature it is placed within, assuming the feature is
providing points during the end of the game scoring.
The Explorer
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