Carcassonne Rules

Carcassonne Rules Rating: 5,5/10 9408 votes

Followers can take many different roles in Carcassonne—knights, monks, farmers. Carcassonne rules Carcassonne Supplementary Rules.

This mod includes all official expansions for Carcassonne (ver. 1)It also includes scripted setup, rule enforcement, and automated scoring for the following expansions.Major expansions:.

Inns & Cathedrals. Traders & Builders. The Princess & The Dragon. The Tower. Count, King & Robber. Abbey & Mayor.

Hills & Sheep. Wheel of FortuneMinor expansions:. The River (all types).

The Flier. The Ferries. The Goldmines.

Games Quarterly. Russian Promos. The PhantomsMore expansions will be added in the future, provided there is interest. Leave a comment below to request your favorite expansion. My public road-map can be viewed here. FAQ.

Why do some of the buttons not work on the control panel? If a button is disabled, that means it hasn't been coded yet. Most of the tiles should work for major/minor expansions, but not necessarily the features of those expansions. If you want to use those features, you'll need to do it by hand. What about Carcassonne II/Abbot?

I only have tiles imported for the base game + river. These work, but you'll need to pull them out of the bags manually before the game is started, then substitute the base starting tiles and/or base stack with the v2 tiles.

Sorry, no control panel support. IssuesNOTE: I don't accept random friend invites, so if you need to talk to me you should post in the comments section.Should you run into any issues, it would be very helpful if you can provide a save file. Know that if you do run into any problems, you may be able to recover your game by saving your game, then loading it. This should reset most of the values to a working state.

Carcassonne game

You may have to do some manual cleanup and/or score adjustment, if a partial turn had been done.The following issues are already known:. Rewinding doesn't always work - The game currently doesn't handle coroutines, timers, and moveToPositionSmooth very well when it comes to rewind states.

The most common problem would be the state is saved while a piece is being moved, in which case it would have stopped moving and fallen to the table. If this happens during the scoring phase, it is possible for a follower to be scored twice (either on the same feature or a completely different one).

Also, if a tile is being drawn via code (ie. AI or a buried hill), it will draw another tile from the top of the stack when loaded. If the new tile collides with the old tile, it may combine and cause even worse problems. On the rare occasion that you rewind to a broken state, simply rewinding again might give you a better state.I tried to work around some of the most common issues, but decided it would be best not to bother with the more complex ones.

I did, however, suggest a change to the API that would make things much easier:. Playing with a lot of tiles will cause stutters during auto-saves - Could also be fixed by the above.

Another solution could be to not store tile data within tiles themselves. The downside to this would be that users would no longer be able to copy-paste tiles to play with multiple sets. For now I'd recommend playing with smaller sets. I think deleting the setup bags after the game starts should help a bit too. Shuffling the tiles can lead to weird problems, including images failing to load and tile script data failing to load - Recommend letting the mod shuffle tiles on it's own. If you mess something up and need to put a tile back and reshuffle, do so at your own risk. Bug here:.

Rotating a tile after it has been dropped is ignored by the scripts - This can be easily worked around by picking the tile up and dropping it again. Otherwise, there currently there is no event to notify the script when this happens. To fix it, the event will need to be added. Suggestion here:. Notebook logging feature doesn't work - Caused by this bug in TTS:.

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For more small quirks, see the Mod FAQ in the mod's notebook. @HellBlazer, Hey I looked at the code + rules again. Here is what I see in CAR v7.4:'If you don't possess the relevant expansions, the inn, volcano, and pig-herd tiles have noparticular significance.The player who places the volcano may not deploy a follower to this tile, but should placethe dragon on the tile instead. The player may therefore take another tileimmediately, thus beginning the normal game.' It isn't 100% clear, but I originally interpreted this to mean: if you're not playing with The Princess and the Dragon, then the second paragraph is ignored.As I said, it isn't perfectly clear, but I don't see any compelling reason to debate it, so I'll probably leave the implementation as is. Fantastic mod! Quite impressive how the rules for scoring and various expansions were implemented.I did notice a tiny mistake in the rules.

In the River II expansion, the player who places the final volcano lake tile is supposed to play again right away and place the first normal tile, according to the rules as written. The mod ignores this and gives control to the next player as normal. I don't know if this would be easy to fix, but I assume it's possible since consecutive turns are handled correctly when using the builder. It's a small thing, of course. Just thought I'd point it out.Thanks for the great work! @moonsweater, thanks for the great feedback! Glad you're enjoying it!@Buschty, I'm glad you're enjoying it:)1.

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There are actually a few expansions that only support the tiles, but not the features on those tiles. If you cannot choose a specific feature, it is because it hasn't been coded yet (and probably won't be). Sorry that it isn't very clear from the control panel.2. Adding Carcassonne II support is something that's been on my todo list for quite a while.

I made a decision a while back to wait until someone is able to import tile images for a number of Carcassonne II expansions before I add control panel support. Sadly I don't have time to do it myself and no one has followed-through with any offers. In the meantime, you can manually pull the Carcassonne II tiles + abbots from the bag before starting the game. You'll then need to manually swap the starting tile and replace it with the v2 starting tile. Sorry I don't have a better solution right now.