

Carcassonne - Traders & Builders - Expansion 6
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The FroGames Card
You place the tile. Then you look at the Count. Then you look at your meeples stuck in the city. Then you reread the Robber's rule. Then you realize that road was yours three turns ago.
WHAT IT'S ABOUT
Four different ways to complicate your life in Carcassonne
Klaus-Jürgen Wrede designed Carcassonne in 2000. Since then, one expansion has been released per year, and the sixth — Traders & Builders — is actually a compilation: four mini-expansions in one box. The Count of Carcassonne, King & Robber (only the King and Robber part), The River II, and The Cult, which debuts here. Art by Doris Matthäus, Anne Pätzke, and Chris Quilliams.
Each mini-expansion adds a new rule to the base system: bonus tiles that reward those who complete larger cities and roads, a Count that blocks meeples in the fortified city, a new River to start from, and pagan shrines that compete with monasteries. They can be mixed together or used one at a time. The result is more tactical choices, more indirect interaction, more reasons to argue about who closes what and when.
What they say abroad
"More tiles, more decisions, more ways to mess with your opponents without them seeing it coming."
More tiles, more decisions, more ways to mess with your opponents without them seeing it coming.
— Meeple Mountain
This expansion is for those who know base Carcassonne by heart and want more tactical levers without overcomplicating the rules. The Count, in particular, changes the pace: you have to think about where to place meeples before you need to retrieve them. It's not for everyone, but those seeking more control will appreciate it.
— FroGames
Carcassonne - Traders & Builders - Expansion 6 (Carcassonne: Expansion 6 – Count, King & Robber)
What's in the box
The four modules that make up the expansion
The Count of Carcassonne
A fortified city of 12 tiles that starts in the center of the table. When someone completes a structure, you can place a meeple in one of the Count's quarters. Meeples stuck there only come out if someone else completes that category of structure: mandatory planning.
King & Robber
Two special tiles. Whoever completes the largest city takes the King tile (and at the end of the game gains 1 point for each completed city). Whoever completes the longest road takes the Robber (1 point per road). They change hands during the game: a continuous race.
The River II
Twelve alternative river tiles to those of the basic River. They are placed at the beginning as setup, creating the waterway from which the game starts. Different path, different configuration, different first moves.
The Cult
Five pagan shrine tiles. They function like monasteries, but they compete directly: if a shrine and a monastery are adjacent, only the one who closes first gets the points. The other gets zero. Direct interaction rare in Carcassonne.
🎲How to PlayThe rules in four steps▼
How to Play
The flow of each turn
Identical to base Carcassonne, with modular additions that don't disrupt the pace.
Draw from the mixed deck (base + active expansions). Place the tile respecting the edges. If it's a River II or Cult tile, follow the module's specific rules.
You can place a meeple on the newly placed tile (as always), OR — if someone completed a feature this turn — place it in one of the Count's city quarters instead of on the map.
If you closed a city, road, or monastery, score points and reclaim meeples. If the city or road is the largest so far, take the King or Robber tile (active module). If you close a monastery, free meeples from the Count's Cathedral quarter.
Pass to the next player. The pace is fast: modules don't add phases, only decisions within existing phases.
⏱️Your first gameThe chronicle, moment by moment▼
A game in five moments
What happens at the table
Not the rules. The experience.
Modular Setup
Decide which modules to use. If it's your first time, start with just the Count or just King & Robber. If you're experienced, mix everything. Place River II or the Count's city in the center. The table already looks different than usual.
First completions, first choices
Someone completes a small city. You have a free meeple and decide: do you put it on your road under construction, or do you park it in the Count's Market quarter to retrieve it later? You start thinking two turns ahead instead of one.
The race for King and Robber
An 8-tile city is closed. The King changes hands. Immediately after, another player extends their road to 7 segments and takes the Robber. Now each completion is worth double: immediate points plus the bonus tile. The game heats up.
The Count's block
You have three meeples stuck in the fortified city. Someone needs to complete a monastery to free those in the Cathedral quarter, but no one is building monasteries. You improvise, placing a monastery tile yourself, sacrificing a turn to unblock yourself. The Count is an elegant trap.
Tense final tally
End of game. Base points are counted, then King and Robber bonuses. Whoever has the King earns 12 extra points (4 completed cities). It reverses the score by 8 points. Someone laughs, someone wants to play again immediately without the Count.
🐸What to know beforehandThree honest things, from friends▼
What to know beforehand
Three honest things
Base game required
This is a pure expansion: not playable on its own. Requires base Carcassonne (or Big Box). If you don't have it, start with that. If you have it and play it often, this is the first sensible expansion to add.
The Count slightly slows things down
With the fortified city active, each player must keep track of where they've parked their meeples and when they can retrieve them. Adds 5-10 minutes to the game and a touch of analysis paralysis for those who don't like planning. The other three modules are neutral in terms of time.
Modularity = scattered components
Four bags of different tiles, King and Robber tokens, a segmented rulebook. The box fills up quickly if you add other expansions. Those with the Big Box solve this; those buying loose components need to organize with bags or custom boxes.
🏆Victory and defeatWhat the endgame rewards▼
How it ends
How to win (and how to lose the King at the last minute)
The player with the most points at the end wins. But the King and Robber modules can overturn everything in the final turns.
Victory
- Base score from completed cities, roads, monasteries (like standard Carcassonne)
- King Bonus: +1 point for each city completed during the game (if you possess the King tile at the end of the game)
- Robber Bonus: +1 point for each road completed during the game (if you possess the Robber tile at the end of the game)
Ways to lose points
- Meeples stuck in the Count's city at the end of the game: those meeples do not score points and do not return to the map
- Monastery or shrine adjacent to an opponent's shrine/monastery: if the other player closes first, yours is worth 0
- Losing King or Robber in the last turn: return the tile and lose all accumulated bonuses
A perfect compilation for Carcassonne lovers who want more tactics without learning a new game. On/off modules, always balanced.
💬Frequently asked questionsQuick answers before checkout▼
Frequently asked questions
FAQ about Carcassonne - Tournaments & Emblems - Expansion 6 (Carcassonne: Expansion 6 – Count, King & Robber)
Can I use only one of the four modules?
Yes, in fact it is recommended for the first few games. The Count and King & Robber are the most impactful modules; River II is just setup variety; Cult is the lightest. Mix them as you prefer, there are no dependencies.
Does the Count make the game too slow?
It depends on the group. With players who suffer from analysis paralysis, the Count adds 10 minutes and a few sighs. With fast players, the impact is minimal. It doesn't change the perceived duration if everyone already knows Carcassonne.
Can the King and Robber be stolen infinitely?
Yes. The tile changes hands whenever someone completes a city or road larger than the previous one. In 4-5 player games, the King changes hands 3-4 times, the Robber a bit less. This is intentional: it keeps the tension high.
What mechanics does Carcassonne - Tournaments & Emblems use?
Tile placement and area majority. The Count adds a layer of planned worker retrieval. King and Robber introduce dynamic competitive objectives (king of the hill).
Is it available in English?
Yes, this is the Italian edition by Giochi Uniti. Rulebook, tiles with universal icons (no text), box and references in Italian. Compatible with all Italian editions of base Carcassonne.
The people behind the game
Who invented it, who designed it, who publishes it — and what else they've done.
Carcassonne - Tournaments & Emblems - Expansion 6 (original title Carcassonne: Expansion 6 – Count, King & Robber) is a compilation of four mini-expansions for the famous tile-placement game designed by Klaus-Jürgen Wrede. It includes The Count of Carcassonne, King & Scout, The River II, and The Cult. For 2-6 players, 30-45 minutes, ages 8+. Giochi Uniti Italian edition. Requires the base game. Adds tactical variety without overcomplicating: modules can be activated individually or in combination. Ideal for those who know Carcassonne and want more interaction and more choices without changing genre. Available on FroGames.it.

Carcassonne - Traders & Builders - Expansion 6
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