Professional Documents
Culture Documents
Star Wars Carcassonne Play Aide and Tile Manifest
Star Wars Carcassonne Play Aide and Tile Manifest
Play Aide
Initial Forces
Each player starts the game with 5 Meeples: 4 small and 1 Large
Placement
Meeples may be placed on just positioned Trade Routes (=Merchants), Asteroid Fields (= Explorers)
or on Planets (=Conquerors) provided there are no other Meeples on such feature. NO FIELDS. May
also be placed on a planet if you position a tile adjacent to such, including diagonally – this is the
only time you may position a Meeple on a tile that already has an opponent’s Meeple on it (and
leads directly to a battle) without having to merge the features.
Combat
Combat occurs when Meeples from different players are positioned on same feature.
Max 3 dice. Highest single roll wins. In case of draw, score and then roll again.
In-game Scoring
Scoring occurs whenever a feature is completed (and Meeples placed), or after a battle.
A tied battle scores 1 point for each of those involved in the tie
A lost battle scores a number of points equal to the number of dice rolled (max 3)
o A won battle either scores (if feature is complete) as follows, or leaves your Meeple
on uncompleted feature for later scoring
Trade Routes are complete once each end contains an intersection or leads to an Asteroid
filed or Planet or they meet each other, and scores 1 point per tile, +2 points for every
symbol on it (regardless of what faction said symbol belongs to)
Asteroid fields are complete once it is completely surrounded by cosmos offering no more
openings, and scores 2 points per tile, +2 points for every symbol on it (regardless of what
faction said symbol belongs to)
Planets are complete once they are completely surrounded by other tiles, and score 11
points: 1 for each of the surrounding 8 tiles, 1 for the planet tile itself, and 2 for the faction
symbol (again, regardless of who it belongs to) on the planet
End-game scoring
Additional points are scored at the end of the game for every feature on which there are Meeples, as
follows:
1 point for each tile on a Trading route, +2 points for each faction symbol on said route
1 point for every tile in Asteroid field, +2 points for each faction symbol in said field
1 point for every planet, +2 points for faction symbol on planet, +1 point for every adjacent
tile
Tile Manifest
2 side-by-side 1 2 2
sided Asteroid
field
2 sided Asteroid 1 1 2 1 5
field, side by side
2 sided Asteroid 1 1 1 3
field, opposite
sides
3 sided Asteroid 3 1 4
field
Planet 2 2 2 6
Straight, 1 side 4 (INCLUDES 4
Asteroid field STARTING
TILE)
Turn, 1 side 6 6
Asteroid field
Turn, 2 sided 5 5
Multi feature
Asteroid field
Leading into 3 1 1 2
side Asteroid field
T-junction, 1 side 3 3
Asteroid field
Leading into 1 1 2
Planet
Planet, 1 sided 2 1 1 4
Asteroid filed
43 11 11 11 76
Lightsabres and Blasters1
The first expansion to the base games adds an extra player, new tiles, and a slightly more
complicated combat mechanic, through the use of Lightsabres and Blasters.
The rules, as written, allows each player to place 1 Lightsabre and 1 Blaster to their pool of Meeples:
when placing a Meeple, a player may opt to also give them either a Lightsabre or a Blaster (not both)
(provided said weapons are not already in play). A lightsabre simply adds 1 to a single combat dice
result, whereas a Blaster substitutes a regular d6 for, essentially, a d6+2.
My idea is similar but, I feel, slightly more thematic: rather than a Lightsabre adding +1 to a die
result, it allows you to force your opponent to re-roll a single die (said re-roll, however, does not
score any extra points) with the 2nd result standing, whereas a Blaster simply replaces a d6 with a
d102.
1
I use LEGO pieces to represent each
2
Why not a d8? The lowest possible roll on a d6+2 is 3, whereas you can roll either a 1 or 2 on a d8. To
compensate, a d10, while also allowing you to roll lower than the d6+2, also allows you to roll higher.