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How to play Carcassonne (2026): Carcassonne is the tile-laying classic where players build a medieval landscape one square at a time. Each turn you draw a tile, place it so roads, cities and fields line up, and maybe drop one of your meeple on it to claim a feature. Finished features score right away; unfinished ones score less at the end. This guide follows the current Z-Man rulebook and covers setup, the three-step turn, scoring roads, cities and monasteries, ties, and final scoring.
The game you need: Carcassonne (base game)
The current base game seats two to five players and includes the river tiles and abbot figures as built-in mini-expansions. Leave both out for your first game, as the rulebook suggests.
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Carcassonne setup
- Place the start tile, which has a darker back, in the middle of the table.
- Return the river tiles to the box for your first game. Shuffle the other land tiles and stack them face down where everyone can reach.
- Set the scoreboard nearby.
- Each player takes the meeple of one color: seven to play with and an eighth to track score on the scoreboard at 0. Leave the abbots out for now.
- The youngest player goes first, and play continues clockwise.
A Carcassonne turn in three steps
1. Place a land tile
Draw exactly one tile and place it face up next to a tile already on the table. Every edge must match its neighbors: roads continue roads, city edges meet city edges, fields touch fields. In the rare case that a tile fits nowhere, return it to the box and draw again.
2. Place a meeple (optional)
You may put one meeple from your supply on the tile you just placed. On a road it is a traveler, in a city it is a knight, on a monastery it is a monk. You may only claim a feature if no meeple already sits anywhere along it, even several tiles away.
3. Score completed features
If your tile completes a road, city or monastery, it is scored immediately, even if the points go to another player. After scoring, meeple on that feature return to their owners. Getting meeple back is the secret engine of the game.
Carcassonne scoring during the game
| Feature | Complete when… | Points |
|---|---|---|
| Road | Both ends stop at a village, city, monastery or loop back | 1 per tile |
| City | Fully walled, with no gaps inside | 2 per tile, plus 2 per coat of arms |
| Monastery | Surrounded by eight tiles | 9 (1 per tile, including itself) |
Example from the rulebook: a finished three-tile city with one coat of arms scores 3 × 2 + 2 = 8 points.
Sharing and stealing features
You cannot place a meeple on a road or city that already has one, but two separate features can grow into one. If your city and a rival's city get joined by a later tile, both meeple now sit in the same city. When it is scored, the player with the most meeple there takes all the points. If players tie for the most, each of them scores the full amount. That is how clever players muscle into a big city.
Game end and final scoring
The game ends when the last tile is placed. Then every meeple still on the board scores its unfinished feature:
- Unfinished road: 1 point per tile, same as during the game.
- Unfinished city: 1 point per tile and 1 per coat of arms, half the usual value.
- Unfinished monastery: 1 point for the monastery plus 1 per surrounding tile.
- Fields (once you add farmers): 3 points per completed city that touches the field.
The highest score wins. Ties share the victory.
Adding farmers and fields
After two or three games, add the supplemental rules for farmers. A meeple placed lying down in a field stays there for the whole game and scores only at the end, so it is a long-term bet. Big fields next to many finished cities can be worth a lot, but farmers you place early never come back to your supply.
Carcassonne strategy tips
- Keep meeple flowing. Short roads and small cities finish fast and return your meeple. A player with no meeple left cannot score new features.
- Monasteries are safe points. Any tile placed around one helps you, even tiles placed by rivals.
- Plan a takeover. Start a small city next to a rival's big one and look for the tile that joins them.
- Trap stranded meeple. Placing a tile that makes a rival's city impossible to finish leaves their knight stuck all game.
- Next game: for more easy-to-teach board games, see our easy board games for adults list or learn Catan.
Carcassonne rules questions
How many meeple does each player get in Carcassonne?
Seven to play with, plus one more that tracks your score.
Can you place a meeple on a feature that already has one?
Not directly. You can only claim an empty feature, but separate features can later join together.
How many players can play Carcassonne?
The current base game plays two to five.



