Summary and House Rules
Vote for expansions and house rules
- 8 new land tiles
- mage (orange) and witch (purple) figures
Tiles bearing the mage and witch symbol are placed normally. After placing the tile, if it is possible to do so, the active player must move* the mage or witch onto an incomplete road or city that does not already contain either figure. If there is no such unoccupied feature, if it is possible to do so, the active player must remove the mage or witch from the board and return it to the supply.
*to a different feature, not elsewhere on the same feature
A feature bearing the mage figure is worth an extra point per tile*. A feature bearing the witch figure is worth half points (after calculating other modifiers; rounded up). If a feature bearing the mage or witch is scored, return the figure to the supply after scoring.
*don't count pennants
At the end of the game, features bearing the mage or witch figure are scored as in the previous section.
- 2 victory tiles (king and robber baron)
- 2 victory figures (king and robber baron)*
*House rule; ordinarily there is no king figure or robber baron figure.
The king tile and figure start the game in the supply. As soon as a player completes the first city, he takes the king tile and places the purple king figure on the scoring track, indicating the size of the city*. If, during the course of play, another player completes a larger city, then she receives the king tile and moves the king figure.
*Size by tile count; pennants and other features do not modify this.
The robber baron functions in the same way as the king. The player who completes the longest road receives the robber baron tile and places the yellow and black robber baron token on the scoring track.
At the end of the game, the player in possession of the king tile scores 1 poins for every completed city, and the player in possession of the robber baron tile receives 1 point for every completed road.
The house rules in this expansion are not indicated.
- 6 new monastery tiles
- 6 priors in 6 player colors
Each player gets a prior to add to his followers. The monastery tiles are placed with the rest of the land tiles, and four of the original cloister tiles are removed from the game (3 in empty fields, and one with one road)*.
*House rule; ordinarily all six original cloisters are replaced (4 in empty fields, 2 with one road).
The prior may only be placed in a cloister, monastery, or garden (if you can find one). If you do not place a follower during your turn, you may instead score your prior, returning it to your supply. This this is only allowed if your prior is not an abbot (see below).
Monasteries function as cloisters, with the following exception: when a monk (or prior) is placed in a monastery, it may be placed on its back, making the monk an abbot and the monastery an abbey. Abbeys are scored at the end of the game.
When an abbey is scored, it provides one point per contiguous tile in each of the cardinal directions, plus another point for the abbey itself.
Hills & Sheep expansion: Vineyards on tiles scored by an abbey are worth an additional point each.
These house rules coordinate two contradictory expansions, and increase the river's verisimilitude.
At the beginning of the game, place the lake tile in the middle of the table. Empty the tile bag and put in the 10 river tiles. Nominate one player as the navigator, who will take charge of the tile bag until it is empty. The navigator draws two tiles an places them face up on the table in front of the first player as an open-face hand. At the end of each turn, the hand is passed to the next player.
Once five tiles have been drawn from the bag, the navigator adds in the spring tile. Once four more tiles have been drawn (leaving two), the navigator adds in the school tiles. When the bag is empty, the land tiles are returned to the bag and the navigator's duty is complete.
Until the hand is empty, drawing a tile works as follows:
If tiles remain in the bag:
- Draw a tile from the bag and put it in the hand
- Play one of the tiles from the hand
Otherwise:
- Either play one of the tiles from the hand, or play a tile from the bag. You may only play from the bag once while the hand has tiles in it.
The spring tile cannot be played until all of the river tiles have been played.
The two school tiles must be placed adjacently. The first school tile cannot be placed in a way that will prevent the second school tile from being placed. Once the first school tile is placed, no other tile can be placed in a way that would prevent the second school tile from being placed. When the second school tile has been placed, put the teacher figure on the school.
Only one of the lake tiles will be used.
The navigator empties the bag and puts the 18 river tiles in it. After five tiles have been drawn, add the fork tile. After six more tiles have been drawn, add the two spring tiles. Once six further tiles have been drawn (leaving four), add the two school tiles.
The spring tiles cannot be played until the fork tile has been played. The second spring tile cannot be selected until all of the river tiles have been played.
This house rule requires extra equipment.
At the beginning of the game, select tile symbols form the following list; they will be the "randomized" symbols:
- Pennants
- Cloisters
- Inns
- Cathedrals
- Trade goods
- Wheel of Fortune
- Mage & Witch
- The Robber
- Gardens
- Hills
- Vineyards
Place the tokens corresponding to the randomized symbols in the token bag. Choosing cloisters is incompatible with the wagon follower from Abbey & Mayor.
If a player draws a land tile with one of the randomized symbols, treat the tile as if it did not have that symbol. Instead, after drawing a tile, roll a die. If the result is 5 or 6, draw a token from the token bag and place it on the tile. If the token cannot be placed, put it back in the bag and draw again. Repeat until you have a token that can be played.
Pennants: Can only be placed on city segments with 2 or more tile edges.
Cloisters: Can only be placed on tiles with 2 or more road or field edges.
Inns: Can only be placed next to roads.
Cathedrals: Can only be placed on city-only tiles.
Trade goods: Can only be placed on city segments with 2 or more tile edges.
Vineyards: Can only be placed on field segments, on tiles without cloisters.
- The Tower (?)
- Count, King & Robber
- The River II
- The Cult (?)
- Bridges, Castles & Bazaars
- Bridges (too ugly?)
- Castles (too ugly?)
- Bazaars (variant)
- The Phantom
- Little Buildings
- Hills & Sheep
- Hills (?)
- Vineyards
- Sheep
- Klöster in Deutschland
- Dice in player colors (for scoring)
- Custom equipment:
- Better bags (from Chess House)
- Carcassonne 2.0 (for "priors" house rule)
- Abbot figures (incl. gray)
- Garden tiles (by Violet and Telecaster – requires account)
- Playable scoreboard (by drewdane or ex1st – require account)
- Symbol tokens (for "randomized symbols" house rule)
- Carcassonne
- Pennants: 8
- Cloisters: 6
- Inns & Cathedrals
- Inns: 6
- Cathedrals: 2
- Traders & Builders
- Silk: 5
- Wheat: 6
- Wine: 9
- Wheel of Fortune
- 1: 11
- 2: 5
- 3: 3
- Mage & Witch: 8
- The Robber: 8
- Carcassonne 2.0
- Gardens: 8
- Hills & Sheep
- Hills: 8
- Vineyards: 8
- Carcassonne