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Travel-Carcassonne - Unlocked (ENG)
Travel-Carcassonne - Unlocked (ENG)
High die
1 2 3 4 5 6
3
Low die
How to play:
Roll two dice, and use the appropriate tile given by counting across with the higher die
and down with the lower. You may rotate (but not reflect) the tiles as required.
Draw roads as lines, cities as shaded, monasteries as squares.
Add your first initial or symbol to represent a Meeple.
When you score a region, cross out the Meeple.
Initial the score track to keep your score.
Use the board margins to track your used Meeples. You start with 7: Write 7x “m” in the
margin nearest you. When you use a meeple, cross out the leftmost. When you retrieve a
meeple, add another one on the right.
The game is over when the board is full, or when a round passes without a playable tile.
Options:
An asterisk in a town counts as a shield.
Use double initial for big Meeple. Use circled initial to represent builder or pig.
Inns: when you get a road with no junction, roll a die. On a 6 there is an inn. Draw a
square touching the road to mark this.
Cathedrals: when you roll double-6, roll another die. On 4-6 this is a cathedral. Draw a
cross in the city to mark this.
Completed (during play) Remaining in play at the end of the game Meeple Name
(unfinished goals)
� Cloister
Cloister 9 points when surrounded by tiles. 1 point for cloister tile and each surrounding tile.
Monk
City 2 points per tile 1 point per tile
� City
� Road
2 points per pennant 1 point per pennant Knight
� Farm Road 1 point per tile 1 point per tile
Thief
Farm N/A 3 points for every completed city attached to
Pennant �
your farm Farmer
0 35 70 105
5 40 75 110
10 45 80 115
15 50 85 120
20 55 90 125
25 60 95 130
30 65 100 135
0 35 70 105
5 40 75 110
10 45 80 115
15 50 85 120
20 55 90 125
25 60 95 130
30 65 100 135
0 35 70 105
5 40 75 110
10 45 80 115
15 50 85 120
20 55 90 125
25 60 95 130
30 65 100 135