CARCASSONNE RULES
The rules of the game are easy and simple; it is less complicated as no one gets eliminated. The time taken to play the game is pretty fast. It takes only 45 minutes to play. The element of luck plays a vital role in this game. However, a sound knowledge and good tactics enhance the chances of winning the game. To get a complete grip on the game, having a fair knowledge of the game is essential.
Carcassonne is a game for 2-5 players. The game may start in different ways. The traditional setup consists of a single designated tile as the ‘start tile’. This tile is placed in the center of the game table. Each player starts the game with seven followers, placing the eighth piece on the scoring track. Then, starting with the youngest player, players take turns clockwise around the game area. At the start of a player’s turn, if the Fairy stands on the tile with that player’s meeple, that player gains 1 point. The player must draw a tile from the draw bag. If a Dragon tile is drawn and the Dragon is not in play, set aside the drawn tile and draw another until a non-Dragon tile is drawn. If a Volcano tile is drawn, shuffle all Dragon tiles that were set aside to the draw bag. After placing the tile, if the player could place a meeple but chose not to do so, the player may move the fairy to any tile with a meeple of that player. If a Dragon tile is placed, beginning with the player whose turn it is, each player must move the Dragon exactly one tile horizontally or vertically. The Dragon always moves 6 tiles, regardless of the number of players (exception: Dead End.) The Dragon cannot step on a same tile twice and it may not move to a tile with the Fairy on it. Each time the Dragon enters a tile with a meeple on it, the meeple is removed and returned to its owner. When the dragon lands on a tile, from which it cannot legally move farther, the Dragon’s movement ends on this tile. If, by placing the tile, it completes cities, roads, or cloisters, they are scored. Then, return the meeples placed on the scored feature to their owner. Instead of moving the Fairy before the Dragon is moved, the player may only move the Fairy at end of his/her turn, if the player could place a meeple but has chosen not to do so. This is a more logical way to handle the Fairy bonus of 3 points when completing a structure.



