ae Carcassone

The Tower

18 Tower Base Tiles and 30 Tower Floors

The Tower allows players to capture meeples from the playing area within a given range which is based on the number of tower floors that have been placed on the tower base.

1. Placing a Tile

Tower foundation tiles are placed exactly like those in the game.

2. Placing a Meeple

After placing your tile, you now have 4 actions to choose from:1Some printed ZMG rulebooks contain a different version of this sentence, including an additional restriction by mistake:
"After placing a tile with a tower foundation, you may perform one of the four following actions:[...]"
The original rules by HiG do not mention that these actions require a tile with a tower foundation.
This error was corrected in the PDF version of the rules.

   You may place one of your meeples on the just-placed tile (following the normal rules).
3 new actions:
   A Place one of your tower floors on a tower foundation space on any placed tile.
   B Place one of your tower floors to any open tower on the board.
   C Place one of your meeples on any open tower. This closes the tower 2A meeple cannot be placed on a tower foundation to prevent a tower being built. Only tower floors can be placed on tower foundations. The tower can only be blocked when it already exists..

PLACING A TOWER FLOOR AND CAPTURING A MEEPLE

Whenever you place a tower floor, you may immediately take 1 meeple off the board; it can belong to any player, including yourself. The captured meeple is placed in front of you. When "capturing" your own meeple, return it to your supply.

The level where you placed your tower floor determines the tiles from which you may capture a meeple. You may always choose the tile on which you placed your tower floor. From there, for each floor in the tower, you can reach one tile in each of the 4 directions. For example, if the tower floor you placed is the first level, you have access to 5 tiles (see the left example).

Placing the second level in a tower would give you access to 9 tiles from which to capture a meeple (see the right example).

Consequently, each floor added to a tower extends its reach by 4 tiles (one tile in each direction)3In other words, the range of tiles in each direction away from the tower (not counting the tower tile itself) is equal to the number of tower pieces in the tower.
5, 9, 13, 17, 21, 25, etc.
. This reach goes beyond empty spaces on the board and over all towers. There can be any number of floors in an open tower.

PLACING A MEEPLE ON A TOWER

When you place one of your meeples on a tower,4 Tower foundations and towers built on top are separate features from roads, cities and fields. Towers are not part of any of the features they stand on or "touch" (they are not part of a city or field touching them), so there is no interaction between them:
 • A meeple placed on a tower does not affect majority of the features touching the tower (roads, cities or fields), and therefore the meeple does not participate in their scoring.
 • A meeple placed on a tower is not affected by actions involving the features touching the tower, such as, a princess symbol.
However, a meeple placed on a tower may be affected by some interactions, such as, the fairy or the dragon.
that tower is now closed and no more floors may be added to it.5 This is only true as long as the meeple remains on the tower – it is the meeple's presence on the tower that halts tower growth, not the act of placement. If the meeple is removed by the dragon or another tower, tower pieces can once again be added to the now-vacated tower. (11/2013) Your meeple stays there until the end of the game (you may not take it back), or until it is captured (which you may do yourself). Players will usually take this action to protect their meeples on the board.

EXCHANGING PRISONERS

Whenever you and another player have a meeple belonging to the other, you exchange them immediately.6 No negotiation is necessary or allowed. The exchange is automatic! The meeples are thus returned to their respective owners. If you or the other player have more than one prisoner belonging to the other, the owner chooses which prisoner to take back.

BUYING BACK PRISONERS

In addition, during your turn you may buy back one of your captured meeples. Pay the player who captured it 3 points (you reduce your score and increase theirs).

If you do not have at least 3 points, you may not buy back a meeple (this would drop your score below 0, which is not allowed). You may use a meeple in the same turn you buy it back.

The ART of the Phantom Tower

The player who first recommended the Tower expansion for our Game Night group is now working on including The Phantom Meeples, so let's look at how both expansions can be used together.

Blue owns a City Red closes the city with a Tower Base Tile Red places a tower floor and removes Blue's Meeple. Red then places their Phantom on the Tower Tile and claims all of the points and tokens.

The combination of both Expansion will definately make Game Night more interesting!

SO, let's take this one step further! Can you do the same thing even if you do not draw a Tower Tile?

     
Red draws a tile that will complete the city where normally, Blue would get the points while Red would get Trader Tokens. BUT, there is also a tower base within the range of Blue's meeple! SO, Red can place a second tower floor on the tower base and capture Blue's meeple, then, the Red Phantom can be placed on the new tile! Red now gets both the Trader Tokens and the points for the city!

Tower, Builder, Phantom combo

We just received our Phantoms. In preparation for our first Phantom game, I made this post on Carcassonne Central on June 3 at 7PM:

I draw a CCRR tile which I can add to the City that contains my Builder. The tile also completes an unoccupied road. Two of my opponents are also building a large shared city on a different location on the map.

I do not place my meeple on the newly completed road, instead a place a Tower Floor on a tower base that is next to shared large city and capture one of my opponent's meeples. Then I place my Phantom on the completed road to score an instant 3 points and get my Phantom back.

Now for my Builder Second Turn:
I am lucky and draw a tile that will complete what was the large shared city at the start of my turn. Instead of placing the second turn meeple, I place another Tower Floor on the tower base and capture the second opponent's meeple from the large city. Finally I place my Phantom (which I just got back) on the new tile to capture the large city for myself. Then, in the second turn scoring phase, I score the large city and get my Phantom back.

This sounds too good to be true, but I think it does follow all of the rules!

The Answers:

The first reply, one hour later, was from corinthiens13: It's a legal move

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