

Carcassonne - Siege & Defense - Expansion 7
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You place the tile with the siege symbol. The catapults advance, someone will have to withdraw a meeple from the city. You decide whether to invest in defense now or wait for the right turn. But if you contribute little, you also lose the road you were completing.
WHAT IT'S ABOUT
When Carcassonne becomes a battlefield
Designed by Klaus-Jürgen Wrede and re-released in the new Revival 2025 line, Siege & Defense is the seventh major expansion for Carcassonne (originally Siege & Defense). This reprint features updated graphics and components compatible with the modern base game, while retaining the mechanics of the original version.
At the table, you add two large Fortress tiles that replace the starting tile, 18 landscape tiles with siege symbols, three wooden catapults, and 12 additional meeples. Each time you place a tile with the siege symbol, you can invest meeples in the defensive positions around the fortress. But if a second siege symbol appears on the same line, the catapults advance and someone will have to withdraw their defenders from incomplete structures.
What they say abroad
"L'extension Siège & Défense introduit deux grandes tuiles Forteresse qui remplacent la tuile de départ."
The expansion introduces two large Fortress tiles that replace the starting tile.
— Hans im Glück
Siege & Defense adds tactical tension to Carcassonne's classic tile-laying. The catapults change the pace: it's no longer enough to build, you also have to decide when to defend. It's an expansion that promises tough decisions without overcomplicating the basic rules.
— FroGames
Carcassonne - Siege & Defense - Expansion 7 (Carcassonne: Siege & Defense)
What's in the box
The new elements of the siege
Two Fortress tiles
They replace the starting tile. Around them are defensive positions dedicated to roads, cities, and monasteries. Here you invest meeples to protect the city.
18 Landscape tiles with sieges
Each tile has siege symbols that trigger events. The first symbol opens the positions, the second advances the catapults and forces withdrawals.
Three wooden catapults
Tactile components that advance when the attack is triggered. They threaten roads, cities, and monasteries: those who contributed little to the defenses lose meeples on the field.
12 additional meeples
Reinforcements to manage the defensive positions. They are needed because you will have to divide your meeples between building the landscape and defending the fortress.
Come si gioca
Video dimostrativo di gameplay.
🎲How to playThe rules in four steps▼
How to play
The flow of each turn (with expansion)
Siege & Defense integrates into the basic Carcassonne turn by adding a choice after tile placement.
As in the base game. If the tile has a siege symbol, you'll notice it immediately (it's printed on the tile).
If you have just placed a tile with a siege symbol, you can place a meeple in one of the defensive positions on the Fortress (instead of placing it on the tile). You cannot do both.
If it's the second siege symbol on the same line (roads/cities/monasteries), the catapult advances. The player with the most meeples in the positions scores points. Those with few must retrieve a meeple from an incomplete structure.
The game continues normally. Defensive positions remain occupied until attacks or final scoring.
⏱️Your first gameThe chronicle, moment by moment▼
A game in five moments
What happens at the table
Not the rules. The experience.
The fortress at the center
The game starts from the large Fortress tile, not the classic single starting tile. Around it you see three lines of defensive positions (one for roads, one for cities, one for monasteries). No one yet knows when the siege will begin.
The first siege symbol
Someone draws a tile with the symbol. They decide to invest a meeple in the city position, hoping to gain a majority. The others watch: is it better to enter now or wait? The atmosphere changes, Carcassonne's implicit cooperation becomes competition.
The attack triggers
The second siege symbol on the city line appears. The catapult advances. The player with the most meeples in the positions scores points. Anyone without enough must retrieve a meeple from an incomplete city. Someone loses control of a structure they had been building for three turns.
Calculation and bluffing
Now everyone knows that the catapults can strike again. Those who invest in defenses give up completing their own structures. Those who ignore the positions risk forced withdrawals at the worst moments. No one says what they will do. The table falls silent.
Final scoring
End of game. Defensive positions give final points to whoever invested the most. Someone won because they understood the right timing to enter. Someone else lost a 12-point road due to a catapult. Next time you'll do it differently.
🐸What to know beforeThree honest things, from friends▼
What to know before
Three things to know about Siege & Defense
Base game required
This is an expansion, not playable on its own. You need a copy of Carcassonne (2020 edition or later for perfect graphical compatibility, but it also works with earlier editions).
Not thoroughly community-tested yet
With 22 votes on BGG and released in 2025, it's still too early to say whether the module holds up to hundreds of games or if it runs out of steam. The mechanic is promising, but there are no consolidated reviews from international sources yet.
Adds meeples to the table
Defensive positions occupy meeples for the entire game or until an attack. If you already play with many expansions that block meeples (e.g., Abbots and Mayors, Towers and Traps), you might find yourself short of available pieces. The expansion includes 12 extra meeples to help.
🏆Victory and defeatWhat the ending rewards▼
How it ends
How to win and lose points
Siege & Defense adds scoring paths (and risks) to Carcassonne's basic system.
Scoring from defenses
- When an attack triggers (second siege symbol on a line), the player with the most meeples in the corresponding positions scores immediate points.
- At the end of the game, occupied positions give final points to whoever has the majority on each line.
- Combining defenses and structure completion is key: points from positions add to Carcassonne's classic points.
Losses and forced withdrawals
- If you don't have enough meeples in the positions when an attack triggers, you must retrieve one of your meeples from an incomplete structure (city, road, or monastery).
- Retrieving a meeple can make you lose control of a structure you were building, giving it to opponents or leaving it incomplete.
- Investing too much in defenses takes away meeples for building: you risk having few points from completed structures during the game.
Siege & Defense brings timing and majority decisions into a classic that didn't have them. It works if you're looking for more tactical tension without completely overhauling Carcassonne.
💬Frequently asked questionsQuick answers before checkout▼
Frequently asked questions
FAQ about Carcassonne - Siege & Defense - Expansion 7 (Carcassonne: Siege & Defense)
Is the base game required to play?
Yes, absolutely. This is an expansion, not a standalone game. You need a copy of the base Carcassonne game (any edition, but the 2020+ Revival has compatible graphics).
Can I combine it with other Carcassonne expansions?
Yes, the expansions in the 2025 Revival line are designed to be compatible with each other and with the base game. Be careful though: if you use modules that occupy many meeples (e.g., Abbots and Mayors, Towers and Traps), you might find yourself short of pieces. The expansion includes 12 extra meeples to help.
What mechanics does Carcassonne - Siege & Defense use?
In addition to the classic Carcassonne tile placement, it adds area majority mechanics (majority in defensive positions), risk management (deciding when to invest), and forced withdrawals (catapults force you to remove meeples from the field). Timing is critical: you don't know when the second siege symbol will appear.
Is it suitable for those who don't know Carcassonne?
No, start with the base game. This expansion assumes you already know the fundamental rules (tile placement, city/road/monastery/field scoring). Once you are familiar with Carcassonne, Siege & Defense integrates with one page of additional rules.
Is the edition for sale in Italian?
Yes. This is the Italian edition published by Giochi Uniti in the 2025 Revival line. Rulebook, box, and all materials are in Italian. The tiles have universal graphic symbols, as always in Carcassonne.
The people behind the game
Who invented it, who designed it, who publishes it — and what else they've done.
Carcassonne - Siege & Defense - Expansion 7 brings tactical tension and majority mechanics to Klaus-Jürgen Wrede's classic. For 2-6 players aged 7+, it adds two Fortress tiles, 18 landscape tiles with siege symbols, three catapults, and 12 additional meeples. Defensive positions force timing choices: invest in defenses or complete your structures? When the attack triggers, those who contributed little must retrieve meeples from the field. Italian edition by Giochi Uniti, Revival 2025 line, compatible with all modern expansions. Available on FroGames.it.

Carcassonne - Siege & Defense - Expansion 7
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
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