CARCASSONNE NOTATION wallaceprime_v3 11/06/2022
BASE GAMEGAME (optional)
1) Give the following information as a comma separated list:a) Date of gameb) Start time (optional), preferably with a locale. For example, 13:01 BST or 12:01 UTCc) Type of game, such as:i) Simpleii) BGA Arenaiii) BGA 2022x12 Apriliv) WTCOC 2022 3rd Roundv) UKGE 2022 Group staged) Game mode, such as:i) Turn-basedii) Real-time

PLAYERS
1) Players are identified in playing order, one per line with the following information:a) Player ID, starting with ‘A’, followed by ‘ = ’b) BGA or nicknamec) Optional: actual name in parenthesesd) Optional: country they are representing in square bracketse) Optional: meeple colour in angular brackets
2) Examplesa) General 2 player game:A = wallaceprime (Chris Wallace) <yellow>
B = Riesemax <black>b) WTCOC 2 player game:A = wallaceprime (Chris Wallace) [UK]B = isloun [RCP]c) General 4 player game:A = danisthirty
B = wallaceprime
C = Corelli
D = ted the notty bear

LOCATION
1) The starter tile is always the origin 0,0 with the co-ordinates being x,y where x is left-right and yis down-up from the perspective of the person notating.

2) The starter tile may be oriented in any direction – this allows convenient notation from anydirection, but be aware that each person’s co-ordinate system will be different.
3) For subsequent tiles, co-ordinates increase upwards and to the right.
4) Co-ordinates downwards and to the left are negative.
5) Discarded tiles are notated as ‘(dis)’TILES
1) The 4 sides of the tile are represented by the following symbols, starting from the leftmost edgeand reading clockwise around the tile:a) C = cityb) R = roadc) F = field2) City edges are assumed to be joined unless suffixed by a number to indicate a separate city. Forexample, a joined corner city would be CCFF, whereas a corner splitter would be CC2FF.
3) Additional features are notated after the last side:a) K = cloisterb) P = pennant
4) Roads are deemed to be continuous if there are just 2 road sides to a tile.
5) Roads are deemed to be separate – and so terminate those roads - if there are 3 or 4 road sides
to a tile.
6) Meeples are represented by:a) m = road or city meepleb) M = farmer7) Meeple symbols, m and M, are placed immediately after the feature they claim.

8) If there is not a field symbol to place the farmer symbol after, the symbol is placed immediately
after the last face symbol encountered, progressing clockwise, BEFORE the field, such as:

RMCCCP
9) If a farmer is placed in the bottom half of the first (left-most) face having a road, this means thelast face before that field is the city or road on the fourth face, such as:

RCCCMP

RFRRM

10) Where a meeple is placed on a feature with at least 2 adjacent sides, such as claiming a city on aCCCF tile, the ‘m’ can be legitimately placed after any of the ‘C’s, but is easier to visualise ifplaced at the end of the longest run. For example: CCCmF, CCmFC, CFCCm or FCCCm are all
preferable to splitting the run of ‘C’s like this CmCCF.

SCORING (optional, since points can be reconstructed from the moves)
1) If the player whose turn it is scores, the points scored are indicated with a ‘+’ prefix, for example‘+4’2) If an opponent scores from the tile-placing player’s move, the points scored are indicated insidebrackets, for example ‘(+4)’.
3) For convenience, multiple features scored by the same player may be strung together instead ofjust notating the total, for example ‘+4+2’ and ‘+6’ are equally valid.
4) If there are more than 2 players, the opponent’s scores must be allocated to the correct playerby prefixing them with the player’s ID, for example ‘(B+4)’
5) If more than one opponent scores during a turn, give multiple scores separated by commas, forexample ‘(B+4, C+2)’
6) At the end of the game, points for farmers and unfinished cities and roads are recorded, forexample ‘+10 (B+4, C+15)’
7) The scores total after the move can optionally be given after an ‘=’, for example ‘+4=19’ or(including the opponent’s score) ‘+4=19 (B=16)’.

MOVES
1) The first move is designated as move 0 and shows its location and the starter tile:
0 (0,0)
RCRF
Note: the starter tile can be in any orientation, not just with the city uppermost; it is notatedaccording to the perspective of the notator.
2) Subsequent moves show the move number and player identification (A, B etc) as well as thelocation and tile/meeple placement, for example:
1A (0,1)
FCCCm
3) Discarded tiles are shown on the same line before the tile able to be played, for example:
31A (dis) CCCCP(5,4) FCFCmPRESULT1) After each player’s entry given at the start, add their final position with the points given inparenthesis. For example:
A = wallaceprime (Chris Wallace) [UK] 1st (91)B = isloun [RCP] 2nd (90)NOTES1) Position and tile/meeple information can separated by spaces or tabs (tabs can add legibility)
2) Notes can be added between or after moves by starting them with a ‘/’, such as:
17C (4,6) CRRF / good move!
3) If a player concedes the game, ‘conceded’ is entered instead of position and tile/meeple
information. For example, if player A conceded after playing a tile in move 57, the notation
would be:56B (6,3) CmRRF
57A (4,-2) RFFR
58A concedes4) If a game is abandoned, ‘abandoned’ is displayed next to all player’s ID’s. For example:
3AB abandoned

EXAMPLE TILES

RCCCMP

FCCmF

RmRRR

RmCCCP

FCmC2F

RRRRm

RMCCCP

FCC2mF

RRMRR

RCCCmPFCC2FM

RRRRM

EXAMPLE GAME 1 (without scoring)
19/04/2022, 21:19:15 UTC, BGA 2022x12 April Semi-final, Turn-based
A = Riesemax <black> 2nd (80)B = wallaceprime (Chris Wallace) <yellow> 1st (81)43A (-2,-1)
FFFFKm0 (0,0)
RCRF
44B (-2,1)
FFCmF
1A (0,1)FCCCm
45A (-3,-4)
FCFC2
2B (1,0)RRCCm
46B (-3,2)
CFCF
3A (0,-1)
RFRR
47A (0,4)
RFRF
4B (-1,-1)
FFRRm
48B (-3,1)
CFFF
5A (0,2)
FCmFC249A (-2,0)
FFFFK
6B (2,0)CFC2mF
50B (-4,1)
FFCmF
7A (2,-1)
FFCCmP
51A (-1,1)
CC2mFF
8B (-1,-2)
FRFR
52B (-2,3)
FCmFF
9A (2,-2)
RCCR
53A (-3,-1)
RRFFM
10B (1,2)
FFFFK
54B (-4,0)
RFFR
11A (1,-2)
FCRR
55A (5,0)
RCCCP
12B (2,1)
FFFFA
56B (2,-4)
FRFRm
13A (3,1)
FFRR
57A (-1,4)
FFRR
14B (-1,-3)
RRRmF
58B (2,-5)
CRRR
15A (0,3)
RFRC
59A (1,-4)
CFFC
16B (0,-2)
FRFR
60B (2,-6)
CRmRR
17A (-2,-3)
CCRmC
61A (-4,-4)
RRFF
18B (-2,-2)
CFFCm
62B (-2,4)
CFFMC219A (4,1)
RFCmR
63A (-3,3)
RRFF
20B (3,0)CRRmC
64B (-3,4)
FRCmR
21A (-1,-4)
RFRCm
65A (-3,-6)
RCCRP
22B (4,2)
FFRFK
66B (1,-5)
FCCCm
23A (-1,0)
FFRFKm67A (6,0)
CCCCP
24B (-3,-2)
FFCF
68B (-1,3)
FRRmC
25A (-4,-2)
FRFR
69A (6,-1)
FCCCP
26B (-3,-3)
FFCCP
70B (-5,-4)
RRRmR
27A (-4,-3)
FRFR
71A (-4,3)
RFRmF
28B (-1,2)
CCFC
29A (3,-2)
CRCCP
30B (0,-3)
RRCF
31A (-1,-5)
RCRR
32B (-2,-5)
FRRCm
33A (5,1)
CRRCP
34B (4,0)
RRRF
35A (-3,-5)
FCFCmP
36B (-2,-6)
CCFF
37A (1,-3)
CmRRF
38B (2,-3)
RRFRm
39A (-2,-7)
FFRR
40B (4,-1)
RFRF41A (-3,-7)
RRFF
42B (-2,2)
CFCFP

EXAMPLE GAME 2 (with scoring and notes)
05/06/2022, ~15:45 BST, UK Championships Final, Real-time 15 min
A = wallaceprime (Chris Wallace) <yellow> 1st (104)
B = Uhome (Daniel Cheng) <blue> 2nd (103)0 (0,0)FRCR
1A (0,-1)
FRFRm
2B (1,-1)
FFFFKm3A (1,0)
CFCmF
4B (2,-1)
FRCmR
5A (0,1)
FCmRR
6B (1-2)
FFFFKm7A (0,2)
CCFC
8B (3,-1)
CFC2mF +4
9A (3,0)RRRF
10B (4,1)
CRRC
11A (0,-2)
FRFFKm12B (2,-2)
FRFRm
13A (-1,-1)
RRFF
14B (1,-3)
FFRFKm15A (-1,2)
CFCF
16B (2,0)
CCRR +9 = 13
17A (1,1)
RFRF
18B (-1,3)
FCCmF
19A (2,1)
RRCCp
20B (4,-2)
FCFF +6 = 19
21A (-2,3)
CFFCm
22B (1,-4)
CFC2FM / 1st farmer
23A (-1,-2)
FFFFKm24B (2,-4)
CmFFF +4 = 23
25A (-2,-2)
FRFR
26B (0,-4)
RFCmR +4 = 27
27A (2,2)
FRRR +7 / at last, I’ve points on the scoreboard, but only 7 to B’s 27!
28A (2,-5)
FFMCC2 / added 2nd farmer (now 2-0 farmers to B)
29A (-1,-3)
FFRR /blocked 4 of our cloisters to restrict B’s meeples since he had 2 farmers
30B (3,2)
RCRF
31A (-2,2)
CCCF
32B (4,2)
RmRCR +3 = 30
33A (4,1)
RRFF / protecting city from blocking
34B (2,3)
FRFR / B doesn’t meeple this - he’s only got 1 meeple – but he must have judged it
worth it for the chance to stop me joining my 2 city meeples to his 1 city meeple.
35A (-3,2)
RCCR
36B (-1,4)
CCCCp37A (2,4)
FRFRm
38B (0,4)
CFFCp
39A (3,-4)
FFRR / trying to compartmentalise farms, hoping to force a junction

40B (2,-3)
RRCF + 6 = 36
41A (-3,3)FFCC
42B (3,4)
FFRR
43A (3,1)
CFRRm +12+4 = 23 / at last, some decent points and a meeple back
44B (1,3)
CCFCp / B blocks my overpowering of ruin
45A (3,-3)
CmFFF +4 = 27
46B (4,3)
FRRRm +2 = 38
47A (5,2)
CFCmFp48B (3,5)
CCCF
49A (4,5)
CFFCp / B is hindering my road, so I add to city that I will add to if my road iscompleted and my meeple released
50B (5,3)
RRCC
51A (2,5)
CCCRp +4 = 31 / I get my meeple back, but at this point I still need meeples forfarming, so maybe adding tiles to the ruin wasn’t a great idea (B claimed it with his last turn)52B (3,-5)
CmRRR +4 = 42 / [04:01 remaining on B’s clock]
53A (3,-2)
FFFFKm / a desperately needed 9 points and quickly returned meeple back if I canget just one tile to complete the cloister
54B (3,-4)
RmCCRp / [03:24]
55A (5,4)
CCCRmp +3 = 34
56B (2,-6)
RCmRF +4 = 46 / I guess B thought the farm was safe with a 2-0 meeple advantage,
so he went for the 4 point road. I’d wondered after the game if B should have added a 3rd farmer tocompletely guarantee the farm, but this would have left him with no meeples. If he’d added thefarmer he would have foregone the 4 point city and a 6 point ruin, but secured a 24 point farm. Ithink that would have been very difficult for me to have overcome.
57A (6,2)
CFRR +8 = 42
58B (5,-4)
CFCC / B was trying to set up a block for my cloister, but he was unlucky as, despite
any road tile would have accomplished this for him, I immediately completed my cloister before hegot the chance to block. [02:24]
59A (4,-3)
FFFC +9 = 51 / with the 8 points from the previous city and a meeple back from thecloister, I now have 3 meeples in hand and I’m ahead in points 51-46; this was the clarion call tomount the fight to equalise the farm. Despite being very unlikely, it was now a mathematicalpossibility for me to win!
60B (5,-2)
FRFR / this blocks one of the few joining points into the farm; I’m still 0-2 meeples inthe farm.
61A (5,-5)
FCmFF / another great tile for me, giving me a 5 point ruin needing just a city cap to
become a 12 point completed city.
62B (-1,+5)
RRRC
63A (1,-6)
FFMRR / At this point, B has only 41 seconds remaining on his clock and I sense
there is a very real possibility I can win on a time default, probably my best chance of winning, so I
throw caution to the winds and place farmer number 1 waiting in the wings ready to join, notknowing if there are the tiles needed to join in! Although I had lots of time on my clock, spendingtime counting would have given B time to also count, so I just had to place tiles quickly and hope forthe best, keeping pressure on B all the time to deprive him of thinking time.
64B (4,-5)
RRFF +4 = 50 / my heart sank a little at this point as it gave B two meeples to playwith; a much more dangerous situation! However, he’s now down to 21 seconds remaining.
65A (3,-6)
RRmRR +2 = 53 / one farmer in, now only 2-1 in B’s favour...
66B (5,-5)
FCmRR / B threatens to join the city, but there is still a corner splitter remaining and,due to the time pressure I’ve put B under, he hasn’t had time to count that there are no joining tiles
remaining and he could have got more points using his meeple to claim a 3 point ruin – but this iseasy to assess in hindsight and not something that was at all obvious in real time and undersignificant time pressure.
67A (0,-5)
FRFRM / farmer number 2 waiting in the wings ready to join.
68B (-1,-5)
FCFC2 / B is jarred by the 10 second warning beep and makes a hasty attempt to set
up a block for my field join, but he’s only got 7 seconds remaining on his clock after this move!

69A (0,6)
RRFF / Farmer number 2 is in – I’ve equalised the farm, woohoo!! However, at thispoint I still don’t know how many points we each have in unfinished features.
70B (3,6)
CFFC2m / in a desperate flurry of action, B manages to claim a 6 point ruin with hislast tile and meeple with just 2 seconds remaining on his clock!
71A (-2,-3)
RRFR / with the last tile of the championship I add 1 more point to my cloister
A+7+8+5+7+24 = 104
B+8+8+1+6+6+24 = 103 / the last point added to my cloister was crucial to the game; had I scoredjust 1 point less we would have been tied in points and B 2would have won since I had theadvantage of going first.

GAMES with EXPANSIONSTILES (in addition to base game notation)
1) The 4 sides of the tile are represented by the following symbols, starting from the leftmost edge
and reading clockwise around the tile:a) C = cityb) R = roadc) F = fieldd) V = rivere) A = abbeyf) O = ocean (fan-based expansion)g) S = shore (fan-based expansion)h) T = forrest (Trees) (fan-based expansion)2) City edges are assumed to be joined unless suffixed by a number to indicate a separate city. For
example, a joined corner city would be CCFF, whereas a corner splitter would be CC2FF.
3) Additional features are usually notated after the last side:a) K = cloister (the K is capitalised to highlight that it can be meepled)b) p = pennantc) I = innd) w = winee) g = grainf) c = clothg) h = garden (herbs)
4) If there is more than one place on the tile that the additional feature can be placed, it must beplaced immediately after the face it refers to, such as:

CCcC2C3M

MEEPLES
1) Standard meeples remain as ‘M’ for farmers, and ‘m’ for all others.
2) Non-standard meeples are identified within ‘[ ]’ after the ‘m’ or ‘M’ as follows:a) [B] = big meepleb) [b] = builderc) [a] = abbotd) [m] = mayore) [p] = pigf) [w] = wagong) [barn] = barnh) [ph] = phantom

EXAMPLE TILES

CC2pCFm[p]R1R1FR1
Note: roads are assumed to be continuous if having 2 ends, separate roads (such as a standardjunction) if 3 or more ends. Since on this example tile these roads are all continuous, they need to be
identified as the same road - in case, all R1.

F1MCRR
Note: In this tile the road touches the city, so there are three field segments instead of the two fieldsegments in the standard FCRR tile which doesn’t have the touching road. To identify this, the fieldface is designated with a ‘1’, so ‘F1’ instead of ‘F’.