Overview
Carcassonne: The City is a standalone tile-laying game in the Carcassonne family, designed by Klaus-Jurgen Wrede. Players build the medieval city of Carcassonne by placing tiles depicting streets, residential areas, markets, and historic buildings. The game introduces a unique city wall mechanic: as the game progresses, players construct a physical wooden wall around the city that limits tile placement and can complete features. The tile supply is split into three piles of increasing complexity, and wall segments are added as features are scored.
Components
- Land tiles (split into 3 piles of increasing complexity)
- Wooden city wall segments
- 1 City gate piece
- Followers (meeples) in player colors
- Scoring track
- Guard meeples
Setup
- Place the starting tile in the center of the table.
- Divide the remaining tiles into 3 piles as indicated on their backs. Shuffle each pile separately.
- Begin drawing from the first pile.
- Set aside the city wall segments and city gate.
- Each player takes their followers and places a scoring marker on the track.
Turn Structure
On each turn, a player:
- Draws a tile from the current pile.
- Places the tile adjacent to existing tiles with matching edges (streets connect to streets, etc.).
- Optionally places a follower on the just-placed tile on an unclaimed feature.
- Scores completed features. For each feature scored after the first pile is exhausted, wall segments are added to the city.
Actions
Tile Placement: Draw and place one tile, continuing the landscape. All edges must match adjacent tiles (streets to streets, buildings to buildings, etc.).
Place a Follower: After placing a tile, optionally place one follower on an unclaimed feature of that tile: on a street, in a residential area, in a market, or on a public building.
Feature Scoring:
- Streets: Complete when both ends are terminated. Score 1 point per tile.
- Residential areas: Complete when fully enclosed. Score 2 points per tile.
- Markets: Complete when fully enclosed. Score points based on the number of different goods depicted.
- Public buildings: Special historical buildings that provide unique scoring.
City Wall Mechanics:
- After the first pile is exhausted: Each time a feature is scored, the scoring player places 1 wall segment. The first wall segment placed includes the city gate. Wall segments must be placed adjacent to existing tiles and other wall segments (or the gate).
- After the second pile is exhausted: Each time a feature is scored, the scoring player places 2 wall segments.
- In a 2-player game, the number of wall segments placed is doubled.
- Wall segments prevent tiles from being placed beyond them and can complete features by acting as a boundary.
- Guard meeples may be placed on wall segments to score points for adjacent tiles at game end.
Scoring / Victory Conditions
During the Game: Points are scored when features are completed, with walls potentially completing features by enclosing them.
End of Game: The game ends when:
- All tiles have been placed, OR
- All wall segments have been placed, OR
- The two ends of the city wall are within 5 segments of each other (the city is considered fully walled and any features completed by the wall are scored).
Final Scoring:
- Incomplete features score reduced points.
- Guard meeples on wall segments score points for specific tiles adjacent to their wall section.
The player with the most points wins.
Special Rules & Edge Cases
- The three tile piles introduce progressively more complex features and higher-value buildings.
- Wall segments act as boundaries that can complete features, making wall placement strategically important.
- Guards placed on walls score for adjacent completed features at end of game.
- A feature enclosed by walls is considered complete for scoring purposes.
- The game can end suddenly if the wall segments run out or the wall nearly encircles the city.
- In a 2-player game, wall building is accelerated (double segments per scoring event).
Player Reference
| Feature |
Score (Complete) |
Score (Incomplete) |
| Street |
1 pt/tile |
1 pt/tile |
| Residential Area |
2 pts/tile |
1 pt/tile |
| Market |
Based on goods |
Reduced |
| Guard on Wall |
Adjacent tile points |
End game only |
Wall Placement:
- After Pile 1 exhausted: 1 wall segment per scored feature
- After Pile 2 exhausted: 2 wall segments per scored feature
- 2-player game: Double the wall segments