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Subject: Settlers of Carcassonne rss

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Ben Taylor
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Hi all!

I like the idea of combining board games, and I have come up with the following. I wanted each game to remain as true to the original as possible while still allowing for interplay and keeping the whole experience balanced. Here are my rules for a hybrid game of Settlers of Catan and Carcassonne!

If anyone plays this I'd love to hear your feedback.

Settlers of Carcassonne

For 3-6 players


* Settlers of Catan base game
* Settlers of Catan 5-6 player expansion (only needed for 5-6 player games)
* Carcassonne base game with rivers and abbott mini-expansions
* Carcassonne Inns and Cathedrals expansion


Set up Catan off to one side of the table and place the river starting tile on the other. The entire table is valid playing area for Carcassonne, except where placement would be blocked by the Catan board. Neither game may be moved.

Include all Carcassonne tiles except for the non-river starting tile. Place the river tiles into their own pile.

Place all big meeples on the largest army card, and place all abbotts on the longest road card. Give each player 2 meeples of their color and place the rest near the Catan resource cards.

How to play

Both Settlers of Catan and Carcassone are played by their original rules, except where noted below. Play moves clockwise, with each player first completing their Catan turn followed by their Carcassonne turn before play moves onto the next player.

The winner of Carcassonne determines the overall winner.

A random meeple is drawn to determine who goes first. These meeples are then used on the Carcassonne scoring track as usual.

Step one: Settlers of Catan turn

Catan is played as normal, with a few exceptions:

* Catan can no longer be won. If a player reaches 10 victory points the game still continues. There is no limit to the victory points that may be earned.
* The Catan longest road and largest army cards are still in play, but they no longer supply victory points.
* If you receive a +1 Victory Point development card, it is immediately revealed to all players (and you immediately gain an additional meeple, more details below).

Roll the two dice as usual and deal out resource cards. You receive a Carcassonne tile on each of your turns after you roll the dice, even if a 7 is rolled. Tiles are kept face up in front of you. If you roll two of the same number on the dice you receive an additional tile. You also receive an additional tile each time one of your cities pays out resources (but not settlements), whether it is your turn or not. All tiles are dealt first from the river pile, then from the remaining piles.

When a 7 is rolled, you lose half of your resource cards (rounded down) if you have 8 or more of them (as per normal). You also lose half of your tiles (rounded down) if you have 4 or more of them, which includes the tile received during the current turn. These tiles are removed from the game. Ignore river tiles, the robber cannot steal these and they don’t contribute to your total.

When a 7 is rolled or a knight is played, the robber can be moved to either a Catan hex as per normal, or to an incomplete town or incomplete road in Carcassonne. If moving to a Catan hex, take one resource at random as per the base game. If moving to a feature in Carcassonne, you may choose and take a single tile from a player who has one or more meeples in that feature. While the robber remains on that feature, it may not be built upon and it cannot provide a score at the end of the game.

Trading may only occur during the Catan phase of your turn. Tiles may be traded with other players, but never to the bank or at harbors. When trading with other players, resources may be traded along with tiles for any combination of the two. River tiles may never be traded.

For each victory point received, you will earn an additional meeple. Therefore players begin the game with only two meeples each (one for each settlement). An additional meeple is received whenever you build a new settlement, you upgrade a settlement to a city or when you receive a +1 Victory Point development card. The longest road and largest army cards no longer provide victory points, and thus don’t reward you with a regular meeple.

When you are awarded the longest road or largest army card, it is placed in front of you. Your associated piece (the abbott for the longest road and the big meeple for the largest army) is now available to be placed during your Carcassonne turn for as long as you retain the card. If you lose the card to another player and the associated meeple has already been placed, it may stay where it is. These special meeples are never returned to your hand, but rather are returned to their appropriate card.

Whenever you place a road piece (either purchased or obtained by the Road Building card), you may place a meeple on it as per usual Carcassonne rules. A road is terminated by either a 3-way intersection, a settlement or a city. The colors of roads, settlements and villages do not matter. Each piece of the road acts as a tile in Carcassonne for the purposes of scoring, and Catan roads are scored as soon as the road is complete (or at the end of the game). Any road piece that runs along the coast functions as an inn (it doubles the score of the road when completed, but if left incomplete it renders the road worthless).

You may purchase 1 Catan resource of your choice from the bank by spending 10 Carcassonne points. You can do this as many times as you like during your turn providing you have the points available to spend.

Step two: Carcassonne turn

Your Carcassonne turn begins when you choose to place your first tile, which can’t occur until you’ve completed your Catan turn. After placing the first tile you may no longer make any Catan purchases, perform any trading or play any development cards during this turn.

All river tiles must be placed during your turn, and these must be placed before any non-river tiles you may have. The river end tile must be played last of all river tiles.

If you have one or more tiles in your possession, you must place at least one of these during your turn. If none of your tiles have a valid placement, choose one of the tiles from your hand and remove it from the game and collect a new tile.

Tile placement is blocked by the Catan board and neither the Catan board nor the placed Carcassonne tiles may be moved.

Each tile placement acts like an independent turn of Carcassonne, in that you may place a meeple (or remove an abbott) and then resolve any completed features after placing it.

If the robber is sitting on a town or road, no tiles may be placed that would extend or complete this feature until it is moved nor does that feature receive any points during the final scoring if the robber is not moved away.

When placing a tile that contains neither a town, a monastery nor a flower garden you may choose to purchase a settlement and place it on the tile. You may only do so if you have the required Catan resources (1 lumber, 1 brick, 1 grain and 1 wool) and you must have at least one spare settlement piece. This counts as your meeple placement for the turn and thus no meeples may be placed on the tile nor may you retrieve your abbott. The settlement acts like a monk in a monastery and is scored in the same way. The settlement does not divide any roads or fields on the tile. Once the feature is completed, the settlement is returned to you. Settlements placed in this manner do not count as Catan settlements and thus do not score you an additional victory point or provide the associated meeple.

When the last tile has been played the game is over and the final Carcassonne scoring takes place. A town or road containing the robber does not receive any points. The winner of Carcassonne determines the overall winner!

Step three: Settlers of Catan special building round (5-6 player games only)

This round takes place as per the usual Catan 5-6 player special building round rules.
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United States
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Did you try this yourself? Why dont you try it and report back first before giving a random variant that may be not up to par?

I suspect this will dilute both games and give the worst of both worlds, honestly.
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Ben Taylor
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We did try it and it feels right, but it took a few iterations.

Originally the purchasing of Carcassonne tiles was done with Catan resources, but this negatively impacted both games. Purchasing tiles reduced the total number of resources in play which slowed down progression while at the same time bringing the end of the game closer (due to tiles being obtained more quickly).

Treating tiles as a resource means the early game is more strongly focuses on Catan and playing that well to build up your meeple reserve. Tiles start coming out more frequently in the late game once many Catan cities have been established, which keeps the late game interesting.

At first tiles weren't paid out when sevens were rolled, but the speed of gameplay didn't feel right. The current 1 tile per turn (except for 1/6 of the time when you will get 2) works well for the early game, before cities start appearing.
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