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Carcassonne

#822BGG ↗

2000 · 2-5 players · 45min · weight 1.89 · 139,387 ratings

v2 v3

BGG raw

ID
822
Name
Carcassonne
Year
2000
Rank
154
Min players
2
Max players
5
Playing time
45
Min playtime
30
Max playtime
45
Avg weight
1.8853
Num weights
8629
Bayes avg
7.29873
Average
7.41636
Users rated
139387
Num owned
222726
Wanting
709
Wishing
11008
Num comments
23333
Fetched at
Sat Apr 25 2026 16:15:33 GMT+0000 (Coordinated Universal Time)
Mechanisms (7)
Area Majority / InfluenceEnclosureKill StealMap AdditionPattern BuildingSquare GridTile Placement
Categories (2)
MedievalTerritory Building
Description (1140 chars)

Carcassonne is a tile placement game in which the players draw and place a tile with a piece of southern French landscape represented on it. The tile might feature a city, a road, a cloister, grassland or some combination thereof, and it must be placed adjacent to tiles that have already been played, in such a way that cities are connected to cities, roads to roads, et cetera. Having placed a tile, the player can then decide to place one of their meeples in one of the areas on it: in the city as a knight, on the road as a robber, in the cloister as a monk, or in the field as a farmer. When that area is complete that meeple scores points for its owner. During a game of Carcassonne, players are faced with decisions like: "Is it really worth putting my last meeple there?" or "Should I use this tile to expand my city, or should I place it near my opponent instead, thus making it a harder for them to complete it and score points?" Since players place only one tile and have the option to place one meeple on it, turns proceed quickly even if it is a game full of options and possibilities. First game in the Carcassonne series.

LLM v2 (wide)

Core verb
place tile, score adjacency
Decision shape
spatial
Reward schedule
mixed:immediate+delayed
Aesthetics
["Discovery", "Expression"]
Core loop pitch
Draw and place a tile to extend roads/cities/fields; place a meeple to claim what you complete.
Translation difficulty
Easy
Difficulty reason
Tile placement is naturally touch-friendly; Dorfromantik proved the zen translation works.
Direct digital port
Carcassonne (mobile/Steam, Asmodee Digital)
Port kind
first_party
Closest loop translation
Dorfromantik
Primitive tags
["spatial_adjacency_scoring", "incremental_map_reveal", "claim_at_completion", "polyomino_constraint_relaxed", "meeple_commitment_economy"]
Confidence
1
Extracted at
Mon Apr 27 2026 11:40:03 GMT+0000 (Coordinated Universal Time)
Raw v2 JSON (841 chars)
{
  "game_id": 822,
  "name": "Carcassonne",
  "core_verb": "place tile, score adjacency",
  "decision_shape": "spatial",
  "reward_schedule": "mixed:immediate+delayed",
  "aesthetics": [
    "Discovery",
    "Expression"
  ],
  "core_loop_pitch": "Draw and place a tile to extend roads/cities/fields; place a meeple to claim what you complete.",
  "mobile_translation_difficulty": "Easy",
  "translation_difficulty_reason": "Tile placement is naturally touch-friendly; Dorfromantik proved the zen translation works.",
  "direct_digital_port": "Carcassonne (mobile/Steam, Asmodee Digital)",
  "closest_loop_translation": "Dorfromantik",
  "primitive_tags": [
    "spatial_adjacency_scoring",
    "incremental_map_reveal",
    "claim_at_completion",
    "polyomino_constraint_relaxed",
    "meeple_commitment_economy"
  ],
  "confidence": 1
}

LLM v3 (deep)

Not yet enriched at v3 (deep pass).