This module is an expansion of the existing Carcassonne module, rewritten to take advantage of new features in VASSAL 3.2+, and extended to cover the newer expansion sets. As always, usage of this module requires that you own a hard copy of the game. Due to the number of tiles and such added, it will be necessary to expand the minimum heap size used by the module, for it to run adequately; Open the module for edit, and go to 'File/Preferences/General', to set this. It seems to work reasonably, with at least 1024M initial/max settings. This module covers all official expansions through the (recently released) 'Hills & Sheep', as well as several large fan-made expansions: The Oceans (and sub-expansions), The Fishermen, The Forests, The Mountains,and Vanguards Rules for the base game & all 'official' expansions, ( 'Carcassonne Annotated Rules'), can be downloaded from CarcassonneCentral.com; See links, at bottom of this document. CAR: Latest version: Std, 7.0-2 (as of 05/29/14) Ocean CAR covers the Ocean, and its sub-expansions, available from same site; Latest version is : OceanCAR40 (also see additional notes on the Ocean starter tiles, Deltas, and boats, below) Short summaries, on the last 4 expansions (which can also be downloaded from above, links are included at the bottom of this document): Fishermen Adds more rivers; Meeples can deployed as 'fishermen', to claim a stretch of completed river (between any spring, lake, junction, delta, or abbey side). 'Completed' rivers score 2 pts/tile. If also using the Count expansion, followers in the Market may deploy as fishermen, as well as farmers. The 'Fishing Boat' mini-expansion, is also included; The Fishing Boat looks like a normal boat (with an 'R' on the mast, for River/rowboat), and deploys to a river segment. It will be eaten by the Dragon, but -cannot- be captured by a tower. It counts as -2- followers, for control of a river segment. On scoring, it can be moved to an adjoining river segment (like wagons and roads work) - as long as there are no waterfalls or tunnels in the way. Additionally, the 'Kettle of Fish' expansion (adding trade goods to rivers), is installed with this, as well as 'Waterfalls' (which adds 3 more waterfalls) Note that (if selected), river tiles are -normally- moved to the 'Rivers' window, (and Spring & Lake tiles, are individually selectable from there), to simplify the initial River placement stage. Choosing -this- expansion, returns all of those tiles, plus the NEW River tiles added, back to the main Draw Stack. This does NOT include the 'Ocean Deltas' tiles; These tiles will always show up as 'Lakes' above, as they will need to be placed along with the Ocean starter tiles, during setup. Forests Adds forests ( each section, adds 75 tiles ). 'Foresters' (includes wagons) can claim any stretch of forest along a -tile edge-; Small patches of forest NOT along a tile edge (single tile), are handled as noted below, under the 'Fences' expansion in 'Misc'. If NOT using that, they should be considered non-claimable. Single lines and patches of trees, DO break up field features on the tile. Completed forests, score 1 pt per segment, returning the foresters to supply. Wagons used as foresters, can then move to adjacent roads after scoring (and vice-versa). Additionally, 'Forests 1' includes several 'small' expansions related to forests: Apples (which adds Apple trade goods - and specials) Fairy Tales (which also adds a new monster - 5 wolves) Lumber (adding the lumber trade good) Log cabins Merry Men, and Forest Fires (2), a new hazard. - a total of 54 additional tiles, for a total of 129. Mountains Adds mountains. No new follower options (cannot be claimed); Mountain tiles score when -played-, as follows: Shares -1- mountain side, with an existing mountain tile = 1 pt 2 4 pts 3 (and one open side) 9 pts Fills a hole (all 4 sides), & matches -3- sides 16 pts Matches all -4- mountain sides 25 pts ( this means, if placed such that all mountain edges are 'open' at time of placement... it scores no points ) Also included, is the 'Gold Rush' expansion, adding trade goods (Coal), as well as the special 'gold mine' trade good. Other expansion groups, are: Misc This gathers up several 'field' based expansions, that don't fit well in the above categories, and add various new trade goods: Mills & Bakeries (bread), Cleric & Serf ('clerics'), Fruit (pineapples), Lavender Fields (bees), Wells (pennants, for roads), and Fences. For the 'Fences' mini-expansion: The 'small forests' added, can have a woodsman (lumberjack) deployed to them; The tile is considered 'completed' when the surrounding field contains a sawmill, scoring 1 point + a fence token (or 2 points, if no tokens are left). Similarly, forests when scored, if they have a sawmill in an adjacent field, get the same bonus as above. The fence tokens can be played along half of any 'field' tile junction (ie, fields/roads/rivers, but NOT cities or forests), serving to subdivide an existing field (it take -2- fences, to block a -full- field tile side; the river or road serves as a boundary, in the other cases) Seasons This implements various bonuses or penalties for various type of tiles, depending on the current season (which starts with current 'real' season, and then advances whenever a tile with the 'Seasons' emblem is played) The particular effects are shown in the 'Seasons' map window, which displays 4 randomly drawn effects, from a total pool of 47. The Medieval Experience: This adds the concept of 'competitions' ('tournaments', for knights, etc), as well as adding two new tile types - Stocks, and the Gallows, which can be added to cities. The former takes a knight temporarily out of play; The gallows, allows one to 'hang' an opponents piece, taking it -permanently- out of play. Also included here, are several small expansions adding such competions for -other- types of meeples - Archery, for farmers; Brawling, for Foresters; and Fish Farms, for fisherman. See summary below, for details. Families Introduces a second 'noble' family (orange & yellow pennant). These are treated exactly like normal pennants - except that the two families will have nothing to do with each other. A tile may NOT be placed in such a way as to connect pennants from opposing sidea, into the same city. Vanguards Gives each player a card at start, which assigns specific advantages/disadvantages Additional features added to module: As in the previous version, tokens for unused sides can be removed, by using a button on the 'Setup' screen. Certain expansions (The Tower, Little Buildings, and 'Bridges'), distribute tokens based on the current number of active players, so it is recommended this be be done -before- those expansions are enabled. Each expansion can be enabled (or not), from the 'Setup' screen; The various Ocean 'expansions', are dependant on 'The Oceans'; Selecting any of these, will first install 'The Oceans', if necessary. Other rows, have a similar dependence on the expansion at the top of the row (The Oceans, Forests1, Fishermen, and Mountains); The 5 expansions listed immediately above (Misc - Vanguards), are NOT dependant on any others. There is a button in the lower right corner, to select ALL expansions. (Given the large number of tiles added, please allow a minute or more for everything to load, once selected) Next to that, is a button that replaces the 'standard' scoreboard (in the 'Game Window' Map), with a custom, meeple-shaped board I had seen. The 'Wheel of Fortune' expansion, if used, appears in a separate Map window of its own (and the 'large pig' deploys to it, when it's enabled). Only the 19 tiles that have the WoF markers, are added - along with 15 from a fan expansion, that -also- have features from other expansions. 'City of Carcassonne', if selected, 'places' all of its tiles on main board (can not be moved); Any other starter tiles used are -deployed- to main board, but not placed, and can be adjusted prior to starting the game. (All tiles on the board are 'placed', when 'Finish' button is selected in Main Menu - which should be done prior to first player making their move, to anchor starting tiles) Expansions that discard the starter tile, move it back into the main Draw Stack. The Ocean starter tiles deploy as a block, facing South, below the center; If this is not the desired position, a submenu is available, on -leftmost- tile of block, allowing one to move the -entire block- to a new orientation, at a 5 tile stand-off from board center - and they can then be picked up and relocated ('lassoed', to select), once at the desired facing. Also on this menu, is an option to change the number of cargo markers per player; The default value (as used in the Oceans CAR), is 4, but up to 9 can be selected. Ocean Deltas (if being used), can be found in the 'Lakes' stack of the Rivers window, and should be placed in/around the starter tiles at this point, before game begins. Also note that, one of the 'deltas' also has a volcano; If used, this would mean the Dragon will start the game on the board. When the 'Ocean' expansion is active, a 'tile' is added to the main 'Tiles' window, which has a option to extract one -Ocean- tile on demand, from the main Draw Stack. (useful for some common variants) As the 'Catapult' expansion does not lend itself to online play, two extra tokens (the 'Minstrel' & the 'Jester') have been provided, for use with various unofficial variants for this expansion; A link to this variant, is at the end of the document. Several fan variants add tiles analoguous to the 'King'; These have been collected, and will install along with the 'King & Robber Baron' expansion. The full list is: Bonus at final scoring: King - largest completed city 1 pt/ completed city Highwayman - longest completed road road Angler - longest completed river river Archer - largest completed forest forest Serf - most farmers scored by a barn farmer on board; 5/barn Sentinel - tallest -capped- tower tower piece on board Cleric - most cloisters/shrines scored 10 pts + 3/cathedral, 2/abbey Several fan variants also add (more) trade goods: Cloth, Wheat, & Wine - Traders and Builders (official) Apples & Lumber - 'Apple a Day','Timber' Fish - 'Kettle of Fish' Coal & Gold - 'Gold Miners' (gold, is a single token) Pineapples - 'Fruit Traders' Bread - 'Millers & Bakers' Bees - 'Lavender Fields' Clerics - 'Cleric and Serf' (on completing a cloister) Diamonds - 'Turbulant Waters' ( to person completing a trade route from a marked harbor) As normal, the person completing the appropriate feature, gets the token. The trade good -counters-, on the token board, load along with T&B; The tiles that -provide- those goods, load along with the appropriate terrain (the last 4, 'field' items, will load under the 'Misc' expansion). ================ Player tokens now have a right-click menu to deploy to 'currently placed tile' (tile moved to board, AND placed [fixed in place], which is the initial step of a turn) Note that (while this menu option is greyed out in that case), builders and pigs CAN be played to 'all-sea' current tiles, (as 'salvagers' and 'seals', respectively); Just drag the token to the tile. Similarly, a menu option exists to send a token directly to the City of Carcassonne, if that expansion (The Count) is in use; This drops the token at the City center. For pieces with 'roles' [per below], this also tags them as Knights (so that they stay in the upright position); their 'actual' role in game, when they are later removed and scored, will be determined by what City quarter you then place them in, anyway. Just return them directly to supply, after scoring. For meeples & the ubermeeple, dropping them on the Main Map, snaps them to the current tile, automatically (as long as it's already been 'placed') .... and as long as (if using the Ocean expansions) it also has at least one 'land' feature, that they could claim (calls the menu option mentioned above) The above pieces, can now be -assigned- to their roles, in a submenu (farmer/knight/thief/monk, etc) - based on the available features on the currently placed tile; Unavailable choices, are greyed out. Once assigned, all OTHER options are grayed out, until returned to supply (indicating their assigned role, at a glance) If claiming a 'special' feature on a tile (magic portal, Flyer, etc), that actually moves the meeple to a different tile, select 'Special', and follow the directions. 'Unassigned' meeples on the main board, when a new tile is dropped onto board, will -automatically- be converted to farmers. The 'New Lease' option, is intended to facilitate use of the 'New lease on life' rules variant, from p 292 of the CAR; it allows one to reset the role of a previously placed meeple to any of the basic 4 roles, for that purpose (and they can then be 'drop & dragged', to new location). Commodities (cloth/wheat/wine [and diamonds, if using 'Turbulant Waters'] ) are shown at top of each block of the player supply board ('Game Window'), and the 'global' supply, at the unassigned area to right. These -can not- be moved, and the latter, not selected; To claim a trade token when completing a city, select the token for -player-, and use menu to take from (or return to) the global supply. Certain tokens, will automatically deploy to main board, when appropriate tile is placed: Teacher, to School (on selecting that expansion) Gold bars (when a tile from 'Gold Miners' mini-expansion is placed). The 'Mark' menu option lets you change where they snap to, on 'Return to' Ferry (when tile from 'The Ferries' mini-expansion is placed; Position can be rotated) Count (if using City of Carcassonne) - the Count can now -only- be moved between the City quarters, using the right-click menu. Dragon (when volcano tile placed) Leviathan, similarly (and the tiles that cause movement for these monsters, announce as much in the chat screen, once placed - and are NOT playable, if that monster is not yet on the board, as per the CAR, pg 54; if tile is dropped on the board, it will be returned to the Draw Stack) options involving TOWERS, are now handled from the tower base; Accordingly, the Tower tokens on the supply board, are no longer selectable. A (transparent) token is deployed over the tower base, when tile is placed, and can be selected for options, which include: Adding a tower token to the base Capping the tower (with a 'sentry' meeple) Removing (jailing) the sentry When a token is added to a tower, all jailable pieces within range (tower height), will display a transparent grey bar, indicating that the 'Jail' option now exists on the piece's right click menu. In the case of a 'sentry' meeple, the bar will appear at its tower base, as that's where the option exists. Once a piece is jailed, this indicator is cleared, on all affected pieces. It is also cleared at end-of-turn. Note that landbased towers may only capture on the same row or column; Sea-based towers (lighthouses) may also capture on the diagonals. The 'jailing the sentry' entry ALWAYS exists on tower base menus when a sentry is present, to allow for removal of sentry if eaten by the Dragon. When a piece is captured by a tower (jailed), it is moved to the 'Jail' screen. A colored bar appears below the piece there, to indicate who captured it; ONLY the indicated player, can free the piece. Similarly, for independent tokens 'claimed' by a player (King, RobberBaron, Teacher, gold bars), a 'Claim' option appears on piece menu; This places a bar (as above) below the token, to indicate ownership (or moves it to the player's supply, in case of gold bars). For the King & RobberBaron, once claimed, a fixed tile at their original position is revealed, to track the size of the related feature. ================ If using the 'Oceans' expansion: a) Boats can only enter the main board at a harbor (enforced); Just drop boat onto a placed harbor tile - this can include a newly placed harbor tile, if on a island you already know about. Movement for Sailors, is normal drop & drag. b) Boats have roles, similar to standard meeples; The default is 'Sailor', which is mobile. Also available, is 'Fishing boat' (on any water NOT in/adjacent to a Harbor - Farmer analogue) and Pirate (on a reef - Thief analogue) If in a tile with a Mansion, it can be claimed from the 'Role' menu; This moves one of your normal meeples there, and tags it as a 'monk', as that's the analogous role, for Oceans; The boat should then be returned to supply, using its menu. Note that Pirates, once their reef is scored, CAN optionally be converted back to Sailors (return to supply, and redeploy to the adjacent ocean) c) Trade goods (from 'Turbulent Waters') are also implemented, under the base 'Oceans' expansions, as it's part of boats. The number of markers available per player defaults to 4, but is configurable at initial setup, as noted above (max of 9) If the 'Cargo' option on the boat's menu is active, and selected, (it's active if in a harbor, carrying cargo, or if there's 'loose' cargo present in the same tile), it will perform whichever of the following actions is appropriate: When in a Harbor, with no cargo, it will move a trade marker to the harbor, and display the matching marker #, on the boat's sail. If selected when a boat HAS cargo, this drops the trade marker it was carrying, at that tile - which can then be picked up by other boats in that tile, if not sent back to supply. If dropped IN a harbor, the cargo markers from BOTH ends, will simply be removed, indicating the trade route has been completed; (It should therefore be scored -before- doing this, while the 'source' harbor token is still on the board) If a boat is sent back to supply when carrying cargo, it is dropped in place. The 'White Galleon' Treasure can carry up to -3- cargo tokens at once. Therefore the single 'Cargo' option above, has been replaced with a submenu in this case, to select whether one is adding or dropping cargo (works on a last-in, first-out basis) d) It is suggested that boats being used to claim islands, be converted to fishing boats & moved to a land feature ('beached'), for clarity. As per 'Ocean' rules, when later deploying a -normal- follower to a newly placed tile on that island, the boat being used in this fashion as a marker, can then be returned to supply. ================ If using the 'Buried Treasure' expansion, and a 'trap' is drawn from the Treasures deck (located in Tiles window), this also is announced in the main chat screen, and that tile automatically sent to the discard pile. Otherwise, if the tile is dropped in the Tiles window, it shows face up, or if dropped directly to the 'Game Window', it is placed (masked), into the appropriate place in the player's supply (so it remains hidden to all other players, until used; they can see how MANY you have, but not which specific ones). If that -stack- is selected ('lassoed', rather than just top tile selected), and then mouse is hovered there, all tiles in that stack will be displayed to the player by the Stack Viewer (while still masked to other players). To reveal a Treasure, when using it in play, just drop it to the main board. This automatically unmasks it, for all players to see; Dropping it back into your supply, automatically remasks the tile. Treasure maps (from the same expansion), work in the same above fashion. Note that there are only 9 tiles, that have map icons to be claimed. Also, if the 'Stealth Ship' treasure is dropped to the supply area, the possessor will then have then have an additional menu choice present on the right-click menu of all of his ships. Selecting this, turns the token 'invisible' (transparent to the owner, and not visible at all, to other players). Select again, to disable the effect. This option can only be used on one ship at a time; Enabling it on one ship, greys out the option on all others. ================ Also, in my opinion, the buildings on tiles bt033, bt059, mos016, mos016, mos022, and mos023 ARE inns (seaside, rather than lakeside) (as stated at bottom of p 12, in the Oceans CAR: 'Island roads are worth 2 pts, 3 with an inn', when island is scored) =========== Summary of new 'features' & their analogues: Base+exp Wd FM Mtns Ocean TdGds T&B Timber Fish Coal Diamonds Xtra turn (lav fld) Cherry Oyster -- -- (if player has claimed the containing feature) Penn (Well) WdGd FmGd -- -- (+1 per, in feature) King K&RB Outlaw Angler -- -- (C/Sent/serf) (longest/largest, etc) Farmer Farmer Forester Fisherman -- Fishing Boat Monster Dragon/Fairy Wolf -- -- Leviathan/Mermaid (J/M,Mg/Wt) Tourney (Archery) Brawl FishFarm -- -- (see below) Inn Inn Camp Swan (bonus -per tile-, in feature) Chiv - exchange a follower Forest fire: All features in a burning forest, become worthless. Does NOT count towards 'largest forest' Deployed woodsmen in said forest, can be retrieved, by adding a tile to it. Completing forest, DOES score points (1/2 tiles, rounded down) Champions: MUST be claimed when played; NOT eligible for portal. Player w/ (current) majority on feature, is champ (swap, if that changes) Said player, scores as below, when feature is completed... and is then -removed-, and feature scores normally, for remaining players. Jousting champion: 3pt/tile/pen; 2/ if -incomplete-) Bonus pt (4/1), if cathedral. Once scored, if there is (still) a mayor present, THAT player gets 5 pts (as host). Fish farm: all fisherman on ANY connected river branch, compete. When -all 4- branches completed, champion get 1 pt/tile in ALL branches. (or 1 pt/tile, if uncompleted at end; NO points, for others) Archery champ: 4 pts/city, at final scoring (5, w/ pig) Brawling champ: 2/tile (or 1pt per at final, if forest uncompleted) Stocks: meeples in the stocks, DO NOT count, towards control of city If still there when city completes, are returned to player, -before- scoring. Stocks can only be used, when tile is played... with following exception: if played to city -with existing- stocks, all unoccupied stocks, can also be filled. at that time. Meeple is released by owning player, after (a minimum) of 1 turn in stocks, to be placed on any adjoining tile. Gallows : similar to stocks ... except that follower is out of play -until city is completed-, and is returned to owner prior to scoring city. ============= Breakdown of 'fan' tile counts: The Ocean : 120 tiles, + 10 'starter' tiles. Men of the Sea : 44 tiles Buried Treasure : 60 tiles Turbulent Waters : 46 tiles, + 10 (more) starter tiles Ocean Deltas : 12; 3 deltas, + 9 'ocean fair' (catapult) tiles Forests 1 : 129; 75 forest tiles, + 54 'additional' tiles from related expansions, as detailed above Forests 2 : 75 tiles Evergreen : 45 tiles Woodlands : 30 tiles Whispering Woods : 60 tiles Green Dragon : 60 tiles The Fishermen : 93; 60 river tiles + 30 from 'Kettle of Fish', & 3 new waterfalls Swans : 15 tiles Tributataries : 30 tiles Trifecta : 24 tiles (each contains 3 or more features, from new fan expansions above) The Mountains : 57; 45 tiles + 12 from 'Gold Rush' High Places : 36 tiles Dragons Lair : 27 tiles Misc : 70 tiles (as detailed above) The Medieval Experience : 16 tiles - 4 Stocks, 3 Gallows, 9 others Seasons : 12 tiles Wheel of Fortune add : 34 tiles (15 new, 19 from orig) Total, for all expansions: : 1332 tiles. Special tiles: Hurricane (1 each) Ghetto (1 each) Abbey (1 each) Additional counters: The Oceans : 6 ships, each Fishing Boat : 1 each; Loads w/ 'Fishermen' from TW : cargos (4-9 each); Loads w/ Oceans. From BT : 36 treasures & 24 Maps From Seasons : 47 'effects' tiles (4 used) Trade Goods : 12 types + 15 Apples & 1 gold mine King, et al : 7 types (listed above) Vanguard : 7 cards From BT & TW, special counters: White Count White Ubermeeple White Builder White Galleon Pirate Khayr Mermaid Leviathan From Men of the Sea: Betrayal tokens (6) Mutiny tokens (6) From 'Fairy Tales': Wolves (5) Fences (12) =============== Extra supplements, all available at : www.carcassonnecentral.com CAR 7.0-2: .../community/index.php?action=downloads;cat=1 Major fan expansions ( Oceans, Fisherman, Forests, Mountains ) .../community/index.php?action=downloads;cat=3 Medieval supplement (4 mini-expansions, in one pkg) .../community/index.php?action=downloads;sa=view;down=226 Jester & Minstrel (Catapult variant) .../community/index.php?action=downloads;sa=view;down=125 VASSAL software - http://www.vassalengine.org/