Carcassonne

Carcassonne: South Seas

Carcassonne: South Seas keeps the familiar tile-laying gameplay of the original Carcassonne, with players adding a tile to the playing area each round and optionally placing a token on the tile to claim ownership of...something. Instead of the familiar cities, roads and farms, however, players in Carcassonne: South Seas use their meeples to gather bananas, shellfish and fish, then ship those goods to traders in exchange for points.

Carcassonne: South Seas is the first game of a new series titled "Carcassonne Around the World".

Carcassonne

Carcassonne is a tile-placement game in which the players draw and place a tile with a piece of southern French landscape on it. The tile might feature a city, a road, a cloister, grassland or some combination thereof, and it must be placed adjacent to tiles that have already been played, in such a way that cities are connected to cities, roads to roads, etcetera. Having placed a tile, the player can then decide to place one of his meeples on one of the areas on it: on the city as a knight, on the road as a robber, on a cloister as a monk, or on the grass as a farmer. When that area is complete, that meeple scores points for its owner.

During a game of Carcassonne, players are faced with decisions like: "Is it really worth putting my last meeple there?" or "Should I use this tile to expand my city, or should I place it near my opponent instead, giving him a hard time to complete his project and score points?" Since players place only one tile and have the option to place one meeple on it, turns proceed quickly even if it is a game full of options and possibilities.

Carcassonne: Hunters and Gatherers

Carcassonne: Hunters and Gatherers is a standalone game in the Carcassonne series set in the stone age.

As in other Carcassonne games, players take turns placing tiles to create the landscape and placing meeples to score points from the map they're creating. The player with the most points at the end of the game wins.

Instead of cities, roads, and farms, Carcassonne: Hunters and Gatherers has forests, rivers, lakes, and meadows. Players' meeples can represent hunters (when placed in the meadows), gatherers (in a forest), or fishermen (on a river segment). They also have huts, which can be placed on rivers or lakes to get fish from the entire river system.

It includes many of the familiar mechanics from Carcassonne with a few new rules, including:
- A player who completes a forest with a gold nugget in it gets to immediately draw and place a tile.
- A meadow is worth 2 points for every animal in it, except tigers, which negate certain other animals.
- A river segment is worth the number of tiles in the segment plus the number of fish in the lakes at each end.
- A fishing hut scores at the end of the game and is worth the number of fish in all the lakes connected by rivers.

The Devir edition includes (the relevant part of) the Carcassonne: King & Scout expansion.

Carcassonne: The Discovery

The Discovery is a new stand-alone Carcassonne game.

The inhabitants of Carcassonne have discovered a new region far away from their homeland - one that consists of meadows, mountains and seas. The followers, of which each player only has four (with a fifth for the scoring track) get placed as robbers (in the mountains), seafarers (on the seas) or explorers (on the meadows). On a player's turn, he must place a tile and may then place a follower on it.

As in the original game, tiles may only be placed so that identical landscape types match up. A follower may only be placed when no other follower has been placed there yet. When the follower is removed, however, then the size of the region in which the follower is located brings points - regardless of whether the region has been closed off or not, although closed off regions score considerably more points. There's also an additional rule that lets mountainous regions increase in value, even if they've already been completed.

This is a distinctly simpler version of Carcassonne than the original. This was the goal during the development of the game. It should have simpler rules, but offer greater strategic depth. What is interesting about the game is that regions aren't scored automatically any more (when they are closed off), this is a decision left to the player (the removing of the follower). Since the regions can only get more valuable, this ensures many agonizing decisions.

(From Gamewire and Spielbox)

This game is part of the Carcassonne series.