How to Play

Carcassonne: Hunters and Gatherers

2-5 players 35-40 min 7.1 Board Game Geek Rating

This stone age Carcassonne variant involves placing tiles to build landscapes with forests, rivers, and meadows. Players deploy meeples as hunters, gatherers, or fishermen to score points from completed features. Special mechanics include bonus menhir tiles from gold nuggets, animal scoring in meadows, and fishing huts that collect points from connected waterways. Highest score wins.

Published 2002

Carcassonne: Hunters and Gatherers

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Place the starting tile
Put the starting tile (with dark "C" back) face up in the center of the table
2
Separate the tile stacks
Sort normal terrain tiles from menhir tiles into different piles
3
Prepare menhir tiles
Shuffle menhir tiles and place them face down in a single stack to the side
4
Prepare normal tiles
Shuffle normal terrain tiles and place them face down in multiple stacks so all players can easily reach at least one stack
5
Position the scoreboard
Place the scoreboard away from the starting tile, near the edge of the table
6
Distribute meeples
Give each player 5 meeples of their chosen color
7
Distribute huts
Give each player 3 huts of their chosen color
8
Place scoring meeples
Put the 6th meeple of each used color on the "0" space of the scoreboard
9
Set aside covering markers
Place the 24 covering markers nearby for end-game scoring
10
Return unused components
Put any unused meeples and huts back in the box

On Your Turn

What you can do during your turn.

1
Draw a terrain tile
Take 1 terrain tile from any face-down stack
2
Place the tile
Position the tile to continue the existing landscape (rivers, meadows, and forests must connect to matching features)
3
Optional: Place a meeple as fisherman
Place one of your meeples on a river on the tile you just placed, but only if no other meeple occupies that same river
4
Optional: Place a meeple as gatherer
Place one of your meeples on a forest on the tile you just placed, but only if no other meeple occupies that same forest
5
Optional: Place a meeple as hunter
Place one of your meeples lying down on a meadow on the tile you just placed, but only if no other hunter occupies that same meadow
6
Optional: Place a hut
Place a hut on a river or lake on the tile you just placed, but only if no other hut exists in that connected river system
7
Score completed rivers
When a river is closed at both ends by lakes or forests (or loops back on itself), score 1 point per tile plus 1 point per fish in the river and capping lakes, then return the fisherman to your supply
8
Score completed forests
When a forest is completely surrounded by meadows with no gaps, score 2 points per tile, then return the gatherer to your supply
9
Trigger menhir bonus
If you complete a forest containing one or more menhirs, take an extra turn by drawing and placing a menhir tile after scoring
10
Handle menhir tile special actions
When placing certain menhir tiles, immediately resolve their special effect (boat scores 2 points per lake in river system; hunting trap scores surrounding animals; shaman returns one of your meeples)
11
Track your score
Move your scoring meeple along the scoreboard equal to points earned
12
Pass play
After completing all actions, the next player clockwise takes their turn

Winning

How to claim victory.

1
End the game
The game ends when the last normal terrain tile is placed (not menhir tiles)
2
Keep hunters and huts
Leave all hunters and huts on the tiles for final scoring
3
Remove other meeples
Return all fishermen and gatherers without scoring incomplete features
4
Score river systems with huts
The player with the most huts in each river system scores 1 point per fish shown in that entire system; ties award full points to all tied players
5
Score meadows with hunters
Each hunter scores based on animals in their meadow: 3 points per mammoth, 2 points per aurochs, 1 point per deer
6
Apply saber-toothed tigers
Each tiger in a meadow cancels out one deer (use covering markers to track eliminated deer)
7
Apply meadow modifiers
Pit traps double animal values for the surrounding 8 tiles; wildfire ignores all tigers in that meadow; raft adds 1 point per lake to river system scoring
8
Resolve tied hunters
If multiple players tie for most hunters in a meadow, each tied player receives full points; if one player has the most, only they score
9
Determine the winner
The player with the highest total score wins
10
Break ties
If tied for highest score, the tied players share the victory

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FULL rules

Looking for the full details? Grab the complete rulebook as a downloadable PDF.

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