Strategic land grab
Carcassonne is a two-five playerwinner from Rio Grande Games. In these times it’s not often that one comes across a game manufactured outside of China. Carcassonne is made in Germany, and at the risk of repeating a tired cliché, an absolute marvel of design and engineering, impeccably finished in every respect.
The single fold rule booklet gives an unusual clarity of thought in explaining the game play. The almost clairvoyant anticipation of my every next question, made for a delicious “discovery” experience.
The stakes are very high in this southern France drama amidst Roman and medieval fortifications.
Seventy seven land tiles comprise city segments, cloisters, crossings, road and field segments. Placed adjacent to contiguous patterns, a constantly evolving land map magically takes shape. My pieces assume the avatars of knight, thief, farmer or monk, depending on the land they will occupy. There are points to be scored during the game for completed cloisters, roads and cities. There is end-of-game scoring also for incomplete features and for connected farms.
While role playing in Carcassonne, I’m transported back in time. The air is crisp. I can smell the freshly cut grass. And hear the crunch of groaning carts on roads. Pennants flutter atop fortifications. This is heady stuff!
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