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Big Box 2 - Carcassonne
Big Box 2 - Carcassonne
The southern French city of Carcassonne is famous for its unique Roman and Medieval fortifications. It was an important city in southern France during medieval times. The players develop the area around Carcassonne and deploy their followers on the roads (as thieves), in the cities (as knights), in the cloisters (as monks), and in the fields (as farmers). The skills the players employ to develop the area and use their thieves, knights, farmers, and monks will determine who is victorious. But all will have fun playing!!
Contents
72 landscape tiles (including 1 starting tile with a different back), which picture city, road, and field segments and cloisters.
48 followers in 6 colors: Each follower can be used as a knight, thief, monk, or farmer. One of each players followers is used as his scoring marker. 1 scoring track: This tracks the players points. 1 rule booklet and 1 rule summary
field segments
cloister
city segments
road segments
crossings
Overview
The players place land tiles turn by turn. As they do so, the roads, cities, fields, and cloisters emerge and grow. On these, the players can deploy their followers to earn points. Players score points during the game and at the end. The player with the most points after the final scoring is the winner. front of starting tile
Preparation
Place the starting tile face up in the middle of the table. Shuffle the remaining land tiles face down and stack them in several face-down stacks so that all players have easy access to them. Place the scoring track near one edge of the table to leave room for the players to place land tiles in the middle of the table. Each player takes the 8 followers in his color and places one as his scoring marker in the large space at the lower left of the scoring track. Each player places his remaining 7 followers before him on the table as his supply. The players decide among themselves who will be the starting player, using any method they choose.
Placing land tiles First a player must draw a land tile from one of the face-down stacks. He looks at it, shows it to his fellow players (so they can advise him on the "best" placement of the tile), and places it on the table, using the following rules: The new tile (with red borders in the examples) must be placed with at least one edge abutting one previously placed tile. The new tile may not simply be placed corner to corner with a previous tile. The new tile must be placed so that all field, city, and road segments on the new tile continue to field, city, and road segments on all abutting tiles (cloisters are always complete within single tiles).
In the rare circumstance where a drawn tile has no legal placement (and all players agree), the player discards the tile from the game (into the box) and draws another tile to place.
Deploying followers After the player places a land tile, he may deploy one of his followers, using the following rules: The player may only play 1 follower on a turn. The player must take it from his supply. The player may only deploy it to the tile he just placed. The player must choose where to deploy the follower on the tile, either as a:
thief knight monk farme
on one edge the city segment is continued and on the other edge the field segment is continued
here or or or or here
on a road segment
in a city segment
in a cloister
The player may not deploy a follower on a field, city, or road segment if that segment connects to a segment
on another tile (no matter how far away) that already has a follower (from any player, including himself) on it. See the following examples.
Blue can only deploy a farmer as there is already a knight in a connected city segment
Blue can deploy his follower as a knight or a thief, but only as a farmer in the small field where the red arrow points. In the larger field area, there is already a farmer on a connected field segment.
When a player has deployed all his followers, he continues to play land tiles each turn. Although a follower may not be recalled, followers are returned to players when cloisters, roads, and cities are scored.
The players turn is over and the next player in clockwise order takes his turn, and so on. Remember: If, through the placement of the tile, cities, roads, and/or cloisters are completed, these are scored before moving on to the next player.
Scoring completed roads, cities, and cloisters A COMPLETED ROAD A road is complete when the road segments on both ends connect to a crossing, a city segment, or a cloister, or when the road forms a complete loop. There may be many road segments between the ends. The player who has a thief on a completed road scores one point for each tile in the completed road (count the number of tiles; separate segments on a tile count just once). The player moves his scoring marker forward on the scoring track a number of spaces equal to the points earned (see also page 5).
A COMPLETED CITY
A city is complete when the city is completely Red earns 8 points surrounded by a city wall and there are no gaps (3 city tiles in the wall. A city may have many city segments.
and The player who has a knight in a completed city scores two points for each tile in the city (count 1 pennant). the tiles, not the segments). Each pennant on segments in the city earns the player 2 points.
Red earns 8 points (4 city tiles, and no pennants) When a tile has 2 segments in a city, it still counts for just 2 points (1 tile).
It is possible through clever placement of land tiles for there to be more than one thief on a road or more than one knight in a city. In a completed road or city, the player with the most thieves (on a road) or the most knights (in a city) earns all the points.
When two or more players tie with the most thieves or knights, they each earn the total points for the road or city.
A COMPLETED CLOISTER
The new land tile connects separate city segments to complete a city.
A cloister is complete when the tile it is on is completely surrounded by land tiles. The player with a monk in the cloister earns 9 points (1 for the cloister tile and 1 each for the other tiles).
Red earns 9 points. RETURNING SCORED FOLLOWERS TO THE PLAYERS SUPPLIES
Red and Blue each score the full 10 points for the city as they tie with 1 knight each in the completed city.
After a road, a city, or a cloister is scored (and only then), the followers involved are returned to the appropriate players' supplies. The returned followers may be used by the players as any of the possible followers (thief, farmer, knight, or monk) in later turns. It is possible for a player to deploy a follower, score a road, city, or cloister, and have the follower returned on the same turn (always in this order). 1. Complete a road, city, or cloister with the new tile. 2. Deploy a knight, thief, or monk. 3. Score the completed city, road, or cloister. 4. Return the knight, thief, or monk.
THE FARMS
Connected field segments are called farms. Farms are not scored. They exist only as places to deploy farmers. Farmers are only scored in the final scoring. Farmers remain in the field segment where they are deployed for the entire game and are never returned to the players supplies! To emphasize this, place the farmer on its side on the field segment. Farms are bordered by roads, cities, and the edge of the area where the land tiles have been played.
Note: the player who played the new land tile may not deploy a farmer because the connected field segments already have farmers.
All 3 farmers have their own farms. The city and road segments separate the farms from each other.
With the placement of the new land tile, the 3 players each have 1 farmer on the farm.
Record all points on the scoring track. The track is round with 50 spaces. Players can traverse the track several times if their scores exceed 50, 100, or more. When a players scoring marker first passes the 50 space, he takes one of the point cards and places it in his play area with the 50 side showing. If his scoring marker passes the 50 space again, he turns the point marker over to the 100 side. If his scoring marker passes the 50 space again, he takes a second point marker and places it in his play area with the 50 side showing. If a players marker continues to pass the 50 space, he continues using the point markers as described above.
Game end
At the end of the player's turn (after the scoring of any completed cities, roads, and cloisters) during which the last land tile is placed, the game ends. Then follows the final scoring.
Final Scoring
SCORING OF INCOMPLETED ROADS, CITIES, AND CLOISTERS For each incomplete road and city, the player, who has a thief on the road or knight in the city, earns one point for each road or city segment. Pennants are worth 1 point each. For incomplete roads and cities with more than one follower, use the rules for completed roads and cities to determine who scores. For an incomplete cloister, the player with the monk on the cloister earns 1 point for the cloister and 1 point for each land tile surrounding it. FARMER SCORING (for supplying the completed cities) Red earns 3 points for the incomplete road. Yellow earns 5 points for the incomplete cloister..
Only completed cities are used for scoring farmers. The farmer must be in a farm that borders a city to supply it. The distance of the farmer to the city is unimportant. For each completed city a farm supplies, the player who deployed the most farmer(s) in the farm earns 3 points, regardless of the size of the city. If players tie with the most farmers, each scores 3 points. A farm can score several cities if they border the farm. Several farms can supply a single city. In such a case, each farm is scored separately, as descibed above
Indicates the order the tiles were placed.
Blue earns 3 points for the incomplete city on the lower right. Green earns 8 points for the larger incomplete city on the left. Black earns nothing, as Green has more knights in the city than black.
Blue earns 6 points. Red earns 3 points. No farmer scores for the incomplete city.
Red owns the large farm as he has the most farmers there. Thus, he scores 6 points for cities A and B. Blue owns the small farm and scores 3 points for city A.
In this example, Red and Yellow tie with the most farmers in the large farm and each earn 6 points for the two cities (A & B). Blue earns 3 points for city A, as he owns the small farm.
Remove followers as you score the unfinished roads, cities, and cloisters. This will make scoring the farms easier.
When all completed cities are scored in this way, the scoring and the game is over. The player with the most points is the winner. If players tie with the most, they rejoice in their shared victory.
Placing followers
Each player adds one large follower to his 7 normal followers. He may place the large follower in the same way as his normal followers. When a road, city, or field is scored, a large follower counts as 2 normal followers when determining which player has the most followers in the completed road, city, or field. only blue scores 3 points for the road After scoring, the player takes the large follower back and may place it on his next turn just as he does with normal followers. If a player places his large follower on a field, it will remain there until the end of the game just as normal followers placed on fields.
Inn on the Lake (6 tiles) If one or more of the segments of a completed road contain an Inn on the Lake, the thief earns 2 points per road segment (number of tiles) for the player. If such a road is not completed by the end of the game, the thief scores 0 points for the player!
Cathedral (2 tiles) If one or both Cathedral tiles are located in a completed city, the knight earns 3 points per city segment (number of tiles) and pennant. If such a city is not completed by the end of the game, the knight scores 0 points for the player!
Blue scores
24 points
Placing followers
Instead of placing a small or large follower on the tile, the player can choose to place his builder or his pig, if he meets the placing criteria described below.
THE BUILDER Placing: a player can only place his builder on the tile he just played and only on a road or city segment that is connected to a road or city segment where he has already placed a follower. Thus, a player must first place a follower on a road or city. On a later turn, when he adds to the road or the city he can place his builder on the added road or city segment. The road or city may contain knights, thieves, and builders from other players. There may be any number of road/city segments between the thief/knight and the builder. A builder can be placed on a road or city and later (after it is scored and removed) be placed on a city or road. A player may never place a builder on a field.
Using the builder: whenever a player places a landscape tile that adds to a city or road with his builder on it, he is allowed to take a second turn after he finishes the turn where he placed the tile that added to the road or city. Thus, after he places a follower (or not) and scores (if required), he takes another complete turn (places a tile, places a follower if he wishes, and scores if required). Then his turn ends. He may not take a third turn in a row!
1) 2) 3a) 1) Place a thief. 2) Place the builder. 3a) Add to the road. 3b) Draw and place a 2nd tile.
3b) 2
nd til
The player may not continue past the second turn in a row! If the player adds to the city or road with his second tile placement, he may not take a third turn. As long as the city or road remains incomplete, the builder remains there. The player may not voluntarily remove it. When the city or road is completed and scored, the player takes back the builder and any appropriate followers. The player may place a follower on either or both tiles placed in a double turn. If the city or road is completed on the first turn, the player can place the returned builder on his second turn. The builder does not count as a follower for determining follower majority on a road or city.
1) 2) 3a) A player can, for example 1) Place a thief. 2) Place the builder. 3a) Complete the road and place a knight on the city segment on the new tile. (The road is scored and the player takes back his follower and builder). 3b) 2nd tile 3b) Draw and place a second tile, adding to the city and place the builder there. 3b)
3a)
THE PIG Placing: a player can only place his pig on the tile he just played and only on a field segment that is connected to a field segment where he has already placed a follower. The field may contain farmers and pigs from other players.
Using the pig: the pig increases the value of the farmers when scored. During the final scoring, a player with a pig in a field with his farmer will score 4 points instead of 3 points for each city he scores. If he does not earn points for a city, the pig adds nothing. The pig is not counted for determining which player feeds a city. It is not a follower! If the last farmer for a player is removed from a field (due to the effect of a Dragon or other expansion feature), he also removes his pig if it is there. Otherwise, a placed pig remains in the field until the end of the game.
A city with trade goods is completed When a player places a tile that completes a city that has 1 or more trade good symbols pictured, the following occurs: the city is scored in the normal way. The player who placed the tile that completed the city takes a trade good token for each trade good pictured in the completed city (for the trade goods shown). It does not matter whether this player has a knight in the city or scores points for the city!
Red plays the tile to complete the city. Blue earns 10 points and Red takes 2 grain and 1 wine trade token.
Final scoring
Trade good tiles earn players additional points At game end, the player with the most wine trade good tokens earns 10 points. The same happens for the player with the most grain and cloth tokens. If players tie with the most, each earns 10 points.
Example in a 2 player game: Blue earns 20 points, Red earns 30 points.
points
10
10
points
10
10
10 Blue has more farmers that feed the two completed cities. As he also has a pig in the field, he earns 4 points per city for a total of 8 points. Red does not feed either city. Even with a pig in the field, he scores 0 points.
1 wooden fairy
Placing followers
THE FAIRY
At the beginning of the game, the fairy stands off to the side on the table. Whenever a player places no follower on his turn, he may, instead, place the fairy on any tile where he has one of his followers. To place the fairy, the player moves it from the table (if it has not been placed) or from the tile where it stands. The Fairy has 3 effects: The Dragon will not visit a tile that has the fairy. Thus, a follower on this tile is protected from the dragon. If a player starts his turn with a follower on the tile where the fairy is, he scores 1 point immediately! If a player uses his builder to take a second turn, he does not score 2 points for the fairy! When a feature (city, road, cloister, or farm) with the fairy is scored, the player whose follower stands on the tile with the fairy scores 3 points for standing there, and may score for the feature as normal. When scored, the follower returns to its owner, but the fairy remains.
Whenever a player draws a tile with a volcano, he places it as he would normally place a tile, but he may not place any followers (or any other figure, except the dragon) on the volcano tile. Instead, the Dragon immediately flies from his current location directly to this volcano tile, where he stops. No follower may share a tile with the dragon.
THE DRAGON (12 tiles)
Whenever a player draws a tile showing a dragon figure, he places it as he would normally place a tile, and may also place a follower on the tile as he normally could. If placement of the tile completes a feature, it is scored as normal. Then, the game is briefly interrupted while the Dragon moves! Beginning with the player who just placed the dragon tile, and continuing clockwise around the table, each player, on his turn, must move the Dragon to a new tile that is either horizontally or vertically adjacent to the tile where the Dragon is. The Dragon always moves 6 times, across 6 tiles, regardless of the number of players (exception: dead end). The Dragon will not visit the same tile twice on his 6 move journey, so the players must watch carefully to ensure he moves properly. Also, the dragon will never move to the tile where the fairy stands. Whenever the Dragon visits a tile with a follower, a builder, or a pig, the player whose figure stands on the tile takes the follower, builder, or pig from the tile, returning it to his supply. When a players last thief, knight, or farmer is removed from a road or city with a builder, or field with a pig, the player takes take his builder or pig, putting it in his supply. After the Dragon completes his journey, the game continues where it was paused. Dead end: when the Dragon is on a tile from which there is no legal move, he is not moved further on this journey. Note: as long as no volcano tile is drawn, the Dragon remains away from the game board, and will not be moved. In this situation, if a Dragon tile is drawn, the player sets it aside and draws another to play in its stead. As soon as a volcano tile is drawn and placed, the Dragon enters the game, the set-aside Dragon tiles are shuffled face-down with the other tiles, and the game continues.
Example with 4 players: The Dragon starts in the lower right corner. Anna draws a Dragon tile and finishes her turn normally. Then she moves the Dragon to the tile above it. Bob is next and moves the Dragon to the left. Chris is next and moves the Dragon downward. David must move the Dragon left - this is his only possible move. Then, it is Annas turn again and she moves the Dragon up again. Finally, Bob moves the Dragon up again and the Dragons journey ends (6 moves). The blue and the red followers are returned to their owners supplies as they were on tiles traversed by the Dragon. THE MAGIC PORTAL (6 tiles) When a player draws and places a magic portal tile, he may place a follower on this or any previously placed tile. When doing so, he must follow all other placement rules, for example, not on a feature with another follower. In addition, he may not, place his follower on an already completed feature. THE PRINCESS (6 tiles)
When a player draws and places a princess tile, he places it following the normal rules. If he places the tile so that it adds to a city with one or more knights, he must return one of those knights to its player (his choice, and he may choose a large or normal sized follower). In this case, he may not place a follower (or any other figure) on this tile, even on the field or the road. If he removes the last knight from the city that has a builder of the same color, he removes the builder, as well. If he places the tile so that it adds to an empty city, or only starts a new city, he may place a follower (or other figure) in the normal ways.
6 wooden barns
The road is not interrupted. On the lower part, it does not separate the field segment, on the upper part, it does separate the field segments. This is especially important for the farmer scoring.
Abbey
When a player wants to use his abbey, he draws no tile to begin his turn and places the abbey tile. The player may only place the abbey tile in an empty space on the table completely surrounded on four sides (not the diagonals) by other tiles, thus filling a hole in the map. If there is no such place on the table, the player may not place his abbey tile. The player may place a follower as a monk on the abbey tile. In this case, the same rules apply as for a monk in a cloister - that is, it is scored in the same way. If one or more players have not yet placed their Abbey tiles when the last landscape tile is drawn and placed, they may now do so, if possible, in clockwise order starting from the left of the person who placed the last tile. Then, the game ends.
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After a player places his Abbey tile (and, perhaps, placed one Blue places the abbey and of his followers on it as a Monk), all four features adjacent completes the road from the left with the red follower. to the Abbey tile are considered closed on this side. If this The city below the abbey and results in the completion of a road, city, or cloister it is now the road to the right of the scored.
abbey are still uncompleted.
The mayor has a strength of 3 followers (3 pennants). Therefore, Blue earns the 18 points for the city.
Barn Placement
When a player places a tile that creates a junction of four tiles where each of the four tiles has only a field segment at the junction, the player may place his barn instead of a follower. He places his barn at the junction of the four tiles. The player may place his barn even if there are farmers on field segments connected to the place where he A Barn may be placed on the left, but not as in places the barn. The barn remains on this place for the rest of the the example on the right. The two lower tiles have city segments at the junction along with field game.
segments. The barn may only be placed where there are only field segments at the junction.
When a player plays a barn, the farm it is placed on is immediately scored. The Blue player The player with the most farmers in the field earns 3 points for each places his barn. The completed city connected to the farm. It does not matter whether the owner yellow player earns of the barn has farmers on the farm or not. 6 points for the After scoring the farm, the players with followers on the farm return them and takes his farmer to their supplies. The barn, however, remains. back into his supply. When playing with Traders & Builders, a player with a pig on the farm scores 4 points per city instead of 3, if he scores points for the farm. The player takes his pig back afterwards, placing it into his supply.
2 completed cities,
Placing the tile connects the red farmer to the large farm owned by the blue player (barn). Red scores 2 points for the completed cities and takes back his follower.
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Wagon
The Blue player earns 4 On his turn, a player may place his wagon instead of a points for the completed follower. The player may place his wagon on a road, a road. He may then move city, or a cloister that has no other wagon or follower. his wagon to the cloister The player may not place a wagon on a field segment. connected to the road just scored or to the road just below the When a road with a wagon is scored, the wagon counts end of the road just scored. He may just like a follower for scoring purposes. After scoring, not move his wagon to the road with the player may return his wagon to his supply. the Red follower on it, even though it Alternatively, he may move his wagon to an is connected to the road just scored. uncompleted road, city, or cloister that is connected to the feature just scored with the wagon on it. When moving his wagon to a road, city, or cloister, the road, city, or cloister may not already have followers or other wagons on it. A wagon always counts as though it were a follower during scoring. If there is no available connected road, city, or cloister, the player must return his wagon to his supply. If several wagons are involved in scoring a feature, the players move the wagons starting with the player who placed the tile and moving clockwise around the table.
The Blue player earns 2 points for the completed road. He may then move his wagon to the city connected to the road just scored. He may not move his wagon to the road with the Red follower on it, even though it is connected to the road just scored. He may also not move his wagon to the connected completed road.
The Blue player earns 14 points for the completed city. He may then move his wagon to the road connected to the right of the city just scored. He may also not move his wagon to the connected completed road.
36 new landscape tile (marked with ) 1 wooden Count This is a compilation of parts of four small expansions, which can be used together or separately.
Preparation
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The pig herd earns the farmer in that field 1 additional point per city he feeds, if he scores for any cities. If the player has the pig herd and the pig (Traders & Builders expansion rules page 8) he earns 2 additional points Inn on the lake See Inns & Cathedrals rules, page 6 Volcano See Princess & Dragon rules, page 9. Also, the player placing this tile plays no follower on it, but does, immediately, play an additional tile.
The challenge
Once a challenge has been declared, the player (of those two involved in the challenge) who first completes his cult place or cloister scores 9 points as normal. The other player scores nothing and both followers are returned to their players. If a challenge is not resolved by the end of the game, both players receive the usual points as described in the scoring of cloisters at game end. When a player places a tile with a cult place, he need not place a follower on the cult place. He may place a follower on the field, or the city or road when present. Also, he may choose to place no follower at all on the tile.
Placing figures
4 2
Place the wooden figure, the count of Carcassonne, on the castle quarter and begin the game as normal.
When a player places a tile that causes at least one of his opponents to score at least 1 point while the placing player scores nothing, the placing player, at the end of his turn, may place one follower from his supply on the city quarter of his choice. This placement is in addition to any follower he may place as part of his normal turn, but he may place only one follower in Carcassonne per tile placed, regardless of how many scoring opportunities this placement causes.
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Later, during the game, when a city, road, cloister, or farm is scored, all players with followers in the appropriate quarter of Carcassonne (see below), may move their followers from Carcassonne to the scoring feature before the majority is determined in the feature being scored, unless the count is standing in that quarter of Carcassonne. At game end, when any feature is scored (including farms), players may move their followers in the same way. After the players have moved their followers, the feature is scored.
Where and when may players move followers from the city:
from the castle to a scoring city from the blacksmith to a scoring road from the cathedral to a scoring cloister from the market to a scoring farm (only during game-end scoring)
The Count
When (and after) a player places a follower in Carcassonne, he may move the count to any of the four quarters in Carcassonne. No player may move a follower to or from the quarter where the count stands. Example: a city is being scored and the count stands in the castle (castle --> city). No player may move his follower(s) from the castle to the scoring city. The followers in the quarter remain there until the count is moved to another quarter. The count will always be in one of the four quarters - he never leaves Carcassonne!
Special cases with the other expansions Inns & Cathedrals: the large followers may also be placed in Carcassonne. When a large follower is moved from
Carcassonne, he counts as two followers. Traders & Builders: if a player is allowed a second tile placement due to his builder and he causes opponent scoring (and not his own) with both placements, he may place a follower in Carcassonne for each placement. Princess & Dragon: the Dragon may not move onto any of the 12 tiles of the city and, thus, may not remove the Count or any follower in the city. Abbey & Mayor: a player may also move his mayor (castle only) and his wagon (castle, blacksmith, or cathedral only) into Carcassonne. If they are used when scoring, each counts as two followers. River II: after placing the 12 Carcassonne city tiles, place the spring so the river flows from the edge of Carcassonne. Players should try to place the river tiles so the river flows away from Carcassonne. Placing river tiles such that it flows around the city may cause placing problems later.
2008 Hans im Glck Verlags-GmbH Birnauer Strae 15 | 80809 Mnchen Fax: 0 89/30 23 36 If you have questions, comments, or suggestions, please write us at: PO Box 45715, Rio Rancho, NM 87174 or [email protected] or visit us at www.riograndegames.com
Illustrationen: Doris Matthus, Rules layout: Christof Tisch We especially thank Karen & Andreas Leo Seyfarth, who are responsible for a substantial proportion of the creation of the rules had and also made many suggestions contributing to the success of the game. You can find more about Carcassonne at: www.carcassonne.de
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Rule overview
FIGURES
Followers: each of these figures is a follower. Special figures are not followers. Neutral figures: Dragon, Fairy, and Count are neutral: they belong to no player. Turn sequence
1. DRAW AND PLACE LANDSCAPE TILE 2. MOVE WOOD
place small follower (basic game) or place large follower (Inns & Cathedrals) or (Abbey & Mayor) Place Mayor or Wagon, or Barn or Place Builder or Pig (Traders & Builders) or Place or move Fairy or remove knight due to princess (the Princess & the Dragon) if necessary, DRAGON JOURNEY (the Princess & the Dragon)
3. SCORE 4. AFTER THE SCORING
if appropriate, place follower in Carcassonne and move Count if necessary, move wagons
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Scoring overview
DURING the game
Road (thief) Road with Inn 1 point/tile 2 points/tile
uncompleted features
completed features
1 point/tile + 1 point/pennant 0 points/tile + 0 points/pennant 1 point/tile (cloister and each tile around it)
Cloister (monk)
Cloister (monk)
farms
Barn farmer majority as at game-end farmers when connecting to barn 1 point / completed city adjacent to farm + 1 point / completed city with pig + 1 point / completed city with pig herd Fairy 1 point / turn begin Fairy at scoring 3 points / scoring
Farmer majority 3 points / completed city Farmer majority with pig or pig herd 4 points / completed city Farmer majority with pig and pig herd 5 points / completed city Barn 4 points / completed city adjacent to farm
farms
Others in the
family:
.de
16
S
A 2x B 4x C 1x D 4x E
5x F
2x G
1x H
3x
2x J
3x K
3x L
3x M
2x N
3x O
2x P
3x
1x R
3x S
2x T
1x U
8x V
9x W
4x X
1x
These tiles have small variations from tile to tile (small huts, sheep, etc.). S This tile appears as the start tile (with dark back) as well as other tiles.
EA
1x EB
1x EC
1x ED
1x EE
1x EF
1x EG
1x EH
1x
EI
1x EJ
1x EK
2x EL
1x EM
1x EN
1x EO
1x EP
1x
EQ GA
GCty5 1x GCty6 1x
1x
1x GB
2x GC
1x
GCty7
1x
GCty8
1x
GD
1x GE
1x GCult1
1x GCult2
1x
GCty9
1x
GCty10
1x
GCty11
1x
GCty12
1x
GRobberB 1x
GCult3
1x GCult4
1x GCult5
1x
GKing
1x
GRiver1
1x GRiver2
1x GRiver3
1x GRiver4
1x
GRiver5
1x GRiver6
1x GRiver7
1x GRiver8
1x
GRiver9
1x GRiver10
1x GRiver11
1x GRiver12
1x
B1
HA
1x HB
1x HC
1x
HD
1x HE
1x HF
1x
HG
1x HH
1x
HI
1x
HJ
1x HK
2x HL
1x
HM
1x HN
1x HO
1x
HP
1x
HQ
1x HR HWine 9x
1x
HS
1x HT HCloth 5x
1x HU
1x
HV
1x HW
1x HX
1x
HGrain 6x
BA
1x BB
1x BC
1x
BD
1x BE
1x BF
1x
BG
2x BH
1x
BI
1x
BJ
1x BK
2x BL
1x
BM
1x BN
1x BO
1x
BP
1x
BQ
1x BR
1x
BS
1x BT
1x BU
1x
BV
1x BW
1x BX
1x
BY
1x
BZ
1x B1
1x B2
1x
B3
1x
AAbbey
6x AB
1x AC
1x AD
1x
AE
1x
AF
1x AG
1x AH
1x
AI
1x
AJ
1x
AK
1x
AL
1x
AM
1x
B2