The Count of Carcassonne comes in
a small box, containing twelve tiles and a wooden
purple “count” figure. The expansion is a small
one with some interesting changes to the game -
some of the most interesting of the series. I’m
not a big fan of the way the game was packaged,
but I did understand why they did it.
Don’t get me wrong, I love the idea behind the
expansion, and the city the tiles form makes a
tremendous centerpiece for the game. It is
possible that it adds a bit too much “fiddliness”
for some people, but I didn’t mind at all. Will I
play it with Carcassonne fanatics, myself
included? Of course! But for the average person
with whom I play Carcassonne, it’s probably best
just to ignore this expansion unless they need
“more” added to the game. Besides, it adds some
nastiness to the game that, while present in the
base game, is just a bit out of touch here for
many people.
The twelve tiles are put together to form the city
of Carcassonne. The tiles are numbered for the
puzzle-challenged folk, and I wondered why they
used tiles at all - why not a board? I suppose it
was for the packaging, but it means that setup is
that much longer. I personally superglued all of
mine together; they still fit easily in the base
game box, and it’s a snap to set up. The twelve
tiles have the city in the interior, with the
outer ten tiles also having other features, such
as roads and cities; so the whole thing acts as
one giant start tile. (The river can still be
used effectively). The city is divided up into
four quarters - the Castle, cathedral, market, and
blacksmith). The Count figure is placed in the
castle quarter, and then game play begins - using
the city as one gigantic start tile.
Game play occurs as normal, with one notable
exception. Whenever a player places a tile that
scores points for another player - and none for
themselves - they may add one of the meeples to
Carcassonne. They may place the meeple in any of
the four quarters of the city, and they may also
move the count to any of the four quarters they
like. Each quarter of the city matches a feature
on the board (the Castle - cities; the cathedral -
cloisters; the market - farms; and the blacksmith
- roads).
Whenever a feature is scored in the future,
players have the option (before the scoring
occurs) to move their followers from the matching
quarter in Carcassonne to the scoring feature.
Meeples that are in the same quarter as the Count
may not move. This is the only way to use the
meeples in Carcassonne, but it certainly can be
done to a devastating effect. We affectionately
call these meeples “paratroopers”, as they seem to
appear out of nowhere.
The strategy that this adds to the game is
wonderful. Now players have yet another reason to
finish off other player’s features, as they get to
place paratrooper meeples in the city. One must
be careful when building a large city or road,
because another player might come along and share
in the points - or even take them all for
themselves. This really makes the “Geeples”
(giant meeples) even more potent. As
paratroopers, they are extremely dangerous and
effective. Fortunately, players can stop this by
making sure that the Count is in the right section
of the city, tying up the meeples who are most
dangerous to them.
As you can see, this expansion adds a lot of
confrontation to the game. Since the game was
fairly mild to begin with, I don’t mind this at
all. In a two-player game, this expansion adds a
good bit of depth. In a multi-player game, the
expansion adds a bit of nastiness that some people
might want to avoid. I personally enjoy it, and
think that - bang for the buck - this is probably
the most I’ve gotten for my money from a
Carcassonne expansion. However, the “attack”
feeling the expansion gives may turn off some
players. Whether or not to get this expansion
depends on how confrontational you want
Carcassonne to be.
Tom Vasel
“Real men play board games.”