Carcassonne Prison zasady

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A Carcassonne variant by Kevin Graham

(with additional comments and rules by Jonathan Warren)

Trouble is brewing in the region of Carcassonne. Local peasants are becoming increasingly concerned
as they hear stories of robbery taking place within the quiet countryside. Sheriffs have been deployed
to scout the highways and byways of the region and restore trust once again to its citizens.

E

XTRA

P

IECES

6 Sheriff followers (one for each colour)

1

Carcassonne Prison Scoreboard

2

ADDITIONAL RULES

Preparation

At the beginning of the game, each player receives one sheriff in their chosen colour, and places this into their
supply. The prison is placed to the side of the playing area.

2. Deploy the sheriff

A player may deploy his or her sheriff to a road instead of deploying another follower

3

. A sheriff can only be

deployed on roads, and never in cities or farms

4

. A player may not place a sheriff on a road already occupied by a

thief (a follower on a road), including a thief of the same colour

5

. However, a player may place a sheriff on a road

already occupied by a wagon (or wagons).

To capture of an opposing thief, a player would be required to place his or her sheriff on an unoccupied and
unconnected road tile and then connect it to a road containing a thief that is to be capture on a later turn

6

. A sheriff

cannot capture a thief of the same colour and cannot capture the builder or the barn or a wagon

7

. If a player

connects his or her sheriff to a road containing another player’s thief, the thief is taken into custody and placed in
Carcassonne Prison on the number 1 space and the sheriff is returned to the player’s supply.

1

The followers shown are from the Carcassonne game The Discovery, but any followers may be used as long as the players

can differentiate between sheriffs and other followers.

2

A Scoreboard of Carcassonne Prison, especially for use in this variation, can be downloaded from

www.PortlandGamers.com/Carcassonne/CarcassonnePrison.pdf

. Alternatively, you can make your own with spaces

numbered 1 through 6.

3

Or any other action that is carried out instead of deploying a follower such as moving the fairy.

4

A Sheriff cannot be sent to Carcassonne City for deployment.

5

However a sheriff may be deployed to a road occupied by another playerÊs sheriff.

6

The sheriff may capture a big follower.

7

The builder is a special figure and not a follower. Neither are the wagon and the barn.

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A sheriff can capture only one thief at a time. If there is more than one opposing thief on a connected road, only
one of the thieves can be chosen to be placed in the Prison

8

. The other thieves “run away” and are return to their

owner’s supply

9

.


The sheriff is a follower and thus may be captured by the tower or removed by the dragon. A player may also deploy
a builder to the same road as his or her sheriff. The fairy may be moved next to the sheriff in which case all the
effects of the fairy applies to the sheriff. However, the sheriff does not determine the majority of the road that it is
on, so a wagon from an adjacent road may move to a road with a sheriff (or sheriffs) on it.

3. Scoring a completed road with the sheriff

When the road that a sheriff is on is completed, the sheriff is returned back to that player’s supply

10

. If the road is

completed when the road with the sheriff is connected, the thief is removed and sent to the Prison before scoring
takes place (in this case the captured thief does not score for the completed road). No player will receive points for
the road. The sheriff is not used when calculating the majority on the road.

If your thief has been detained

If a player’s thief has been detained then, at the beginning of that player’s turn, he or she moves the thief to the next
highest number on the prison tile and then continue their turn as usual. Once the thief has reached the highest
number (6) then, at the beginning of that player’s next turn, the thief will be released from prison and returned to
that player’s supply to be deployed as normal.

Carcassonne Prison is only large enough for one thief, so when a thief is sent there, any thief that is already
incarcerated there is immediately released and returned to that player’s supply. This provides a way to get a thief out
of prison early.

Final Scoring

The sheriff is not worth any points at the game end, regardless of whether it is on a road or not. A sheriff does not
count when calculating the majority.

8

Question: There are 2 sheriffs on a road that has just been completed. Can a thief still be removed?

Answer:

Yes. However, only one thief may be removed. The person whose turn it is currently may decide which thief to

remove if he has a sheriff on the road. If not, the person who has a sheriff on the road who is next in line to take a turn
determine which thief to remove. However, a sheriff cannot capture an opposing sheriff. All sheriffs on the road is then
returned to the respective playerÊs supply.

9

If all of a playerÊs thieves are removed from the road, and that player does not have a sheriff on the road, then any builder

on the road is returned to the playerÊs supply as well according to the usual rules.

10

When a road with a sheriff on it has been completed, the sheriff may be taken back to that playerÊs supply even though the

road does not contain any opposing thief to remove.

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Revision History


1.1

Added clarifications by Kevin Graham (Novelty)

1.0

Public release version (Joff)

Acknowledgements


Novelty

and Jonathan Warren (Joff) would like to thank the following people:

Gantry Rogue (Gantry) for creating the Carcassonne Central.

Matthew Harper (mjharper) for the Completely Annotated Rules (CAR) for Carcassonne.

Kevin Graham (littlemisfit) for allowing his original Prison rules to be updated to this new edition and for the

clarifications that has been supplied.
































www.carcassonnecentral.com

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