Game rules

Carcassonne rules: how to play and how to score

Reviewed on 13 October 2026 against the publisher’s rulebook. How we check

Carcassonne plays 2 to 5 players: one tile at a time, you build a landscape of roads, cities, monasteries and fields together, and you score during the game, then in a final scoring. Here are the essential rules, setup and scoring, based on the 2025 rulebooks.

Players
2 to 5 (6 with Inns & Cathedrals)
Play time
About 45 minutes
Winner
Highest total; ties share the win

Carcassonne quick rules

The goal
One tile at a time, you build a landscape of roads, cities, monasteries and fields together. You place your meeples on it to score points: a traveler on a road, a knight in a city, a monk in a monastery. You score during the game, then in a final scoring, and the most points wins.
Your turn
Your turn has three steps, always in this order. Draw a tile and place it next to a tile already in play, with matching edges: road to road, city to city, field to field. Then you may place just one meeple, only on that tile; finally, if your tile completed a road, a city or a monastery, it’s scored right away.
Roads, cities and monasteries
A road is completed when both ends are closed, or when it loops onto itself: 1 point per tile. A city is completed when its walls surround it with no gaps: 2 points per tile and 2 per coat of arms, the small shield drawn on some city tiles. A monastery surrounded by 8 tiles is worth 9 points; after each scoring, the meeples go back to their players’ supply.
Meeples and control
You can’t place a meeple on a feature that is already occupied: the whole road, the whole city or the whole field, not just your tile. But two occupied features can be joined later; when it’s scored, the player with the most meeples there scores everything, and tied players each score everything. You can place a meeple on a feature your tile just completed: you score it and take the meeple back at once.
Farmers and fields
A farmer is a meeple lying down in a field; fields are separated by roads and cities. It stays put until the end and only scores in the final scoring: 3 points per completed city touching its field, for the player with the most farmers there. The rulebook advises playing a first game without farmers.
The Abbot and the gardens
The Abbot is a supplementary rule in the box: each player has an abbot, which only goes on a monastery or a garden. A garden occupied by an abbot scores like a monastery: 9 points when 8 tiles surround it. On your turn, if you don’t place a meeple, you may take back your abbot and score right away 1 point for its tile and 1 per surrounding tile.
Game end and final scoring
The game ends after the turn in which the last tile is placed, and every meeple still in play is scored. Incomplete road: 1 point per tile; incomplete city: 1 point per tile and 1 per coat of arms; incomplete monastery: 1 point plus 1 per surrounding tile. Each field is worth 3 points per completed city touching it, and on a tie, all tied players win.
Beginner pitfalls
Keep meeples in your supply: without one, you can’t occupy anything. Beware of farmers placed too early, stuck until the end, and of cities that get too big late in the game: incomplete, they’re only worth half. Watch the features next to yours: an opponent can connect to them and take control.
The River
The River only changes the start of the game: the source tile replaces the start tile, and you place all the river tiles before the normal ones, with the lake closing the river. The river never turns twice in a row in the same direction. No meeple goes on the river itself, but you may place one on the roads, cities, monasteries and fields of these tiles.
Inns & Cathedrals
A completed road with an inn is worth 2 points per tile, a completed city with a cathedral 3 points per tile and per coat of arms. Still incomplete at the end, they’re worth 1 point per tile and per coat of arms, as usual; in boxes from before 2025, they were worth nothing. Each player also gets a large meeple, which counts as two for the majority.
Traders & Builders
When a city is completed, the player who placed the last tile takes one token per goods symbol in it (chicken, grain, cloth), and at the end, each goods majority is worth 10 points, to each tied player on a tie. Your builder, assigned to a road or a city, gives you an extra turn when you extend it. Your pig, assigned to a farmer, scores 3 points per completed city touching its field whenever a city with a coat of arms is completed, then returns to your supply; in boxes from before 2025, rely on your rulebook.

How to score Carcassonne

Points during the game
Your score on the scoreboard when the last tile is placed. Completed road: 1 point per tile. Completed city: 2 points per tile and 2 per coat of arms. Monastery surrounded by 8 tiles: 9 points.
Final scoring
Incomplete road: 1 point per tile. Incomplete city: 1 point per tile and 1 per coat of arms. Incomplete monastery, and your abbot’s garden: 1 point plus 1 per surrounding tile. Fields: 3 points per completed city touching a field where you have the most farmers.
Inns & Cathedrals
During the game, a completed road with an inn is worth 2 points per tile, a completed city with a cathedral 3 points per tile and per coat of arms. If incomplete, they’re scored at the end like any other.
Goods majorities (Traders & Builders)
10 points per goods type (chicken, grain, cloth) for which you have the most tokens; on a tie, each tied player scores them. In boxes from before 2025, the chicken is wine.
Pig from boxes before 2025 (Traders & Builders)
Boxes from before 2025 only: 1 more point per completed city touching your pig’s field (4 instead of 3), if you have the most farmers there. With the 2025 rules, the pig scores during the game.

Worked example

A completed 5-tile city with 2 coats of arms is worth 5 × 2 + 2 × 2 = 14 points. Left incomplete, it’s only worth 5 + 2 = 7 points. In the final scoring, Emma has that incomplete city (7), an incomplete 3-tile road (3), a monastery with 5 surrounding tiles (1 + 5 = 6) and the majority in a field touching 3 completed cities (3 × 3 = 9): 7 + 3 + 6 + 9 = 25 points, added to her scoreboard total.

Common mistakes

  • Scoring incomplete cities at full value: at the end, a city is worth 1 point per tile and per coat of arms, half as much.
  • Forgetting fields: they only score at the end, and the same city counts for every field it touches.
  • On a meeple tie, giving the points to only one player: each tied player scores everything.
  • Counting the final scoring twice: if you already moved it on the scoreboard, don’t add it again.
  • With Inns & Cathedrals, following the old rule: since the 2025 range, an incomplete road with an inn or city with a cathedral still scores 1 point per tile and per coat of arms.

How to set up Carcassonne

A game takes about 45 minutes. Follow The tiles and Each player, then add the parts for the expansions you’re playing. For a first game, the rulebook advises playing without the farmers, The River and the abbots.

The tiles

  1. Place the starting tile faceup in the center of the table.It is the land tile with a darker back. The 12 river tiles also have a dark back: without The River, they stay in the box.
  2. Shuffle the other land tiles and make several facedown stacks within everyone’s reach.
  3. Place the scoreboard at the edge of the table.It tracks the points during the game. Beyond 50 points, take a 50/100 score tile if your box has them; otherwise, lay your scoring meeple down.

The River

  1. Return the normal starting tile to the box: The River replaces it.
  2. Set aside the source and the lake, then shuffle the 10 other river tiles into a facedown stack.
  3. Slide the lake under that stack and place the source faceup in the center of the table.You will draw and place all the river tiles, one player at a time, before touching the normal tiles.

Each player

  1. Everyone picks a color and takes 7 meeples: that is their supply.
  2. Place your eighth meeple on the 0 space of the scoreboard.
  3. Everyone adds the abbot of their color to their supply.The Abbot is a supplementary rule: for a very first game, you can leave the abbots in the box.
  4. Return the meeples and abbots of the unused colors to the box.

Inns & Cathedrals

  1. Shuffle the land tiles of the expansion in with those of the base game.The 2025 box has 24, including one river tile with an inn: shuffle it into the river tiles if you play with The River. Earlier boxes have 18.
  2. Everyone adds the large meeple of their color to their supply.The expansion also brings the meeples of a sixth color: you can play with 6.

Traders & Builders

  1. Shuffle the 24 expansion tiles in with the other land tiles.In the 2025 box, one of them is a river tile with a goods symbol: shuffle it into the river tiles if you play with The River.
  2. Place the 20 goods tokens within everyone’s reach: 9 chicken, 6 grain and 5 cloth.In boxes from before 2025, the chicken is wine.
  3. Everyone adds the builder and the pig of their color to their supply.

Frequently asked questions

How many points is a city worth in Carcassonne?

Completed: 2 points per tile and 2 per coat of arms. Incomplete at game end: 1 point per tile and 1 per coat of arms.

Who goes first in Carcassonne?

The youngest player, then play goes clockwise. Everyone has 7 meeples in their supply, and puts the eighth on the 0 space of the scoreboard.

How do fields score in Carcassonne?

Only in the final scoring: each field is worth 3 points per completed city touching it, for the player with the most farmers there. On a tie, each tied player scores everything.

Ludingo’s Carcassonne sheet was last reviewed on 13 October 2026, based on: cundco.de 1, cundco.de 2, cundco.de 3, BoardGameGeek.