RulesPal
Chat
Rulebook
Carcassonne: Catapult thumbnail

Carcassonne: Catapult

Expansion for CarcassonneExpansion for Carcassonne: Wheel of Fortune

Carcassonne: Catapult Rulebook

Table of Contents

Table of Contents

  • Contents
  • Requirements and Compatibility
  • Preparation
  • Playing the Game
  • The Catapult Tokens
    • Knock out – remove followers
    • Seduction – follower exchange
    • Target hurling – fair contest
    • Catch – one hurls, the other catches

Contents

  • 12 landscape tiles (with fair symbol)
  • 24 catapult tokens
  • 1 wooden catapult
  • 1 measuring board

Requirements and Compatibility

"Carcassonne – Catapult" can only be played with CARCASSONNE! Of course, it can be played with any of the other expansions: "Inns & Cathedrals", "Traders & Builders", "Princess & Dragon", "The Tower", "Abbey & Mayor", "River", "King (& Scout)", "The Count", "River 2", and "Cult, Siege, and Creativity".

All rules from basic CARCASSONNE remain unchanged!

The following describes the new rules that are used with this expansion.

Preparation

Shuffle the 12 new landscape tiles along with the rest of the tiles. Place the catapult nearby with the measuring board next to it. Each player takes 1 catapult token of each type, such as these 4 shown below:

(The rulebook shows four catapult tokens: the Knock out, Seduction, Target hurling and Catch tokens.)

Playing the Game

The players draw and place landscape tiles according to the basic rules.

Whenever a player draws a landscape tile with the fair symbol, the player completes his normal turn and, afterwards, the game is interrupted for a catapult round. The active player (who drew the token), chooses one of his catapult tokens. He then hurls the token using the catapult. Then, the other players, in clockwise order from the active player, hurl the same kind of token from their supplies. Each player has but one try with the catapult.

The effects of the different catapult tokens are described below.

After the catapult round, the players take back their catapult tokens and the game continues with the next player in clockwise order.

The Catapult Tokens

Knock out – remove followers

The goal is to knock out followers of other players on the map of Carcassonne you have been building. When a follower is hit (touched) by a hurled token (the follower need not fall down!), the owner of the follower must take it back immediately, placing it in his play areas. If several followers are touched, all must return to their owners. If followers of the hurling player are touched, he must also take them back. If the token knocks one follower into another, the second follower must also be taken back. In this way, a chain reaction, involving several followers, can occur.

Seduction – follower exchange

The goal is to hurl this token so that it comes to rest on one or more landscape tiles on the map of Carcassonne you have been building. If it slides off the map, it has no effect! If it does not come to rest on the map, the hurling player takes the token back and takes no action. If the token comes to rest on the map, then the players determine which opponent's follower is closest to the token and may use the measuring board in case of doubt. The player who hurled the token may exchange one of his followers with this follower. He may use a follower in his play area or one already on the map. He returns the exchanged follower to its owner.

Target hurling – fair contest

The goal here is to hurl your token so that it comes to rest on the fair tile that was just placed. The player whose token lands closest to the fair tile just placed immediately scores 5 points. In the case of doubt, players use the measuring board to determine the winner. In the case of tied hurls, each tied player scores 5 points.

Catch – one hurls, the other catches

The hurler places the measuring board in the middle between himself and his left neighbor. Then he tries to hurl the token past the measuring board. If he hurls it past the measuring board, his neighbor tries to catch it.

The following can happen (the rulebook illustrates each case with a diagram):

  • Caught – 5 points.
  • Not caught - far enough – or – 5 points.
  • Not caught - not far enough – 5 points.
  • Touched - but not caught – 5 points.

Editor's note: the printed diagram shows a "5 points" label under one of the two figures in each panel and does not state in words which player scores in each case; the four outcomes are transcribed as printed, without the scorer named.

Then, the left neighbor becomes the hurler and his left neighbor becomes the catcher. Repeat until all players have had a chance at hurler and catcher.