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Carcassonne: Hunters and Gatherers
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Carcassonne: Hunters and Gatherers

2015 edition

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Ages Play Time Players
8+ 35 minutes 2-5

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Product Description

Thousands of years before the first bricks were laid to build the mighty city of Carcassonne, the area was settled by a primitive people. These people hunted wild animals, gathered berries, and caught fish to ensure their survival. Prehistoric cave paintings and archaeological treasures give us an understanding of the lives of these prosperous hunters and gatherers. At the Dawn of Mankind, even the classic Carcassonne rules apply! New tiles, new rules, new roles - it's a whole new Carcassonne with Hunters & Gatherers!

Product Information


  • 72 Land tiles
  • 12 Bonus tiles
  • 1 scoreboard
  • 5 50/100- score tiles
  • 40 wooden tribe members
  • 10 wooden huts
  • 10 wooden discs
  • 1 Rulebook
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Product Reviews


Average Rating: 4.5 in 25 reviews

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by John M.
A Brilliant Follow Up!
November 02, 2008

Well I've just recently purchased the final chapter in this fantastic series of games from Rio Grande and Hans im Gl├╝ck. This I believe was the first spin-off from the parent game, Carcassonne, but I may be mistaken? I have so far reviewed most of the Carcassonne family, I'm just now getting around to finishing off the expansions (major and minor) as well as some other games I've recently played and/or purchased. So with that said, I can offer the casual gamer this word of advice, if you're interested in this series, there is no one bad entry, except perhaps Carcassonne: The Castle, which I think is the poorest attempt of the bunch, other than that you won't hurt your game closet to get any Carcassonne game that's out there.

I really like this version, it's primitive, instead of Castles, you build Forests, instead of Farms you build Pastures for hunting, and instead of Roads, you build River Systems (and segments) for fishing. If you have the one and only expansion (a minor expansion) you can build an extra "Gold Nugget" or bonus tile when you close a forest possessing a nugget. The mechanics are exactly like those of the original, and strategies are equally as similar. The tiles are pretty, a summer theme as opposed to the latest incarnation (New World) which has a fall template. Most of the other versions have a "weather neutral" theme but, one could argue that Carcassonne has a "spring" template. In any event the game plays well, is simple to learn, and is very portable. I don't recommend it as a camping, hiking or travel game, but you could certainly take it over to Grandma's for the holiday festivities. Scoring works very much like the original game, with one exception, the Hut. The hut scores on river systems only, and once down stays down until the end game scoring.

In a word, this game rocks on so many levels, there's a Carcassonne theme to fit every gamer, and like I said, the whole series is a knock out triumph from Europe, with the exception of one poor entry.

And remember, you can't pass GO if you're not playing the game!

Note: this review refers to a different release of this product.
Better than classic Carcassonne
July 09, 2005
This game is different enough from regular Carcassonne that it's worth having both. A nice thing about this game is that you don't need expansions (like regular Carc) to have a rich interesting game. You also don't have to deal with those darn farmers and fields. Perhaps a little more confrontational than regular Carc. Some people have complained about the artwork, but it is actually fine. Great game at a cheap price.
Note: this review refers to a different release of this product.
Sequel isn't equal, it's better!
September 03, 2004

For those new to the Carcassonne 'franchise', there is plenty to like with Carcassonne Hunters & Gatherers: nice graphics, fairly straightforward rules, tons of replayability, etc. For those who like and play the first Carcassonne -- myself included -- they may find this sequel to be far better, less luck, and more interesting 'parts.' Sounds good, don't it? You betcha!

You know the old adage: 'If it ain't broke, don't fix it', and that maxim is nearly as true in board games as it is with movies and their own sequels. So, let's get it out in the open: Hunters & Gatherers is quite derivative of the original Carcassonne. For example, where in Carcassonne (we'll call it 'CC') made large cities and placed knights on them, in H&G (Hunters & Gatherers) you now build forests and place, well...uh...knights on them (well, their called gatherers now, but we're not fooled! =) There is a lot of the same elements here as CC: cities became forests, roads became rivers, and fields became fields (sort of.) There are some significant changes though, don't get me wrong, and all for the better, I think. For one, the scoring system for each of the elements has been altered (all for the better), so, while familiar, new tactics must be employed.

One example is the forests. Where before, in CC, a city might grow to be a sprawling metropolis with many players vying for control, H&G tends to produce small forests (cities). Why? A small tweak in gameplay: if a forest has gold in it, whichever player FINISHES the forest, even if he has no one in it, gets an extra turn which is often a high scoring tile. So players are constantly finishing others' forests to acquire the extra turns. It makes for more checks and balances, and means that a player will very rarely take a 20 point boost from a stolen area (something that happens all too often in CC.) The price is a little less interaction. In my playings, players are far less likely to involve themselves in a competition for forests as they used to for cities.

'Farming' has gotten a lot easier to score and keep track of, which is worth a lot to my enjoyment of the game. Throw out the whole farmers-servicing-cities concept. Now you simply get two points for every animal in your field (farm) except tigers who eat deer. Easier to score, easier to keep track of. This makes it easier to introduce to new gamers, and makes the game less swingy, since now their is a way to contain runaway field points -- keep adding tigers to your opponent's fields. =)

The most original and enjoyable change is how rivers work. Like the CC roads, you score one point per section of river, with the river (CC: road) ending in either forests (CC: cities) or lakes (CC: intersections) but now you also get bonus points for the number of fish in any lakes at either end. Chances are good you can pick up extra points by extending rivers out of lakes.

And the best change is the addition of huts. Thse wooden huts are played on rivers like regular 'meeple', but they score for the ENTIRE fish population of a river system -- all continguous rivers and lakes conected by water to the hut. Really fun scoring system for that, and no equivalent in the original game.

All in all, this game has slightly less 'teaming up', but far more tactical play, closer scores, and more interesting gameplay. Anyone who owns CC may think that they are getting so much of the same game in H&G as to not be worth the purchase. If you are on a tight budget and have CC, I suggest trying H&G before buying, but I do suggest trying. If you don't own CC, H&G is, im my opinion, a far better game. And another catch is that for CC to get interesting, you really need to get the 2nd expansion, Builders& Traders. With H&G you get a better game that doesn't need a $10 expansion!

I rated the original Carcassonne a 4: accessible and cheap, and niec to look at. I give H&G a 5. It is one of the best games I've played, plays well 2-5 players in about 30 minutes. A no brainer for every collection.

Note: this review refers to a different release of this product.

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