Level 4 · CastellanLesson 19 of 19

A Practice Plan for Tournament Carcassonne

A six-week Carcassonne practice plan for your first qualifier: two-player games online, clocked games at the table, scoring and tile drills, and honest reviews.

You know the rules, the strategy, the odds, and the tournament procedures. The last step is practice that matches what you will face: two players, base tiles, a clock, and no notes. This lesson gives you a six-week plan to get there.

The plan assumes about three to four hours a week. Scale it up or down, but keep all four parts.

Choose your event first

A plan needs a date. The tournaments lesson lists the main routes:

  • Your national championship, if your country has one. The World Championship country list shows who takes part. In the United States, the national championship runs on Board Game Arena.
  • The “All Other Countries” tournament on Board Game Arena, for players whose country has no national championship and who do not live in one that does, according to the World Championship rules.
  • Online events that award a World Championship place, which the same rules list, including the MSO event and the top nations in the World Team Carcassonne Online Championship.
  • The WBC event, for an in-person tournament that welcomes beginners.

Put the date on your calendar. Then count back six weeks.

The four parts of every week

1. Volume. Play two-player, base-game Carcassonne online. Board Game Arena is the obvious place, and it is where the All Other Countries qualifier is held. Aim for five to ten games a week. Track your score and your margin in each one.

2. The clock. At least one session a week, play across a real table with a chess clock or a chess clock app at 15 minutes each. Use the World Championship procedures from the tournament rules lesson: choose your next tile during your opponent’s turn, keep your supply visible, and treat a released tile as final.

3. Drills. Ten minutes, two or three times a week:

  • Scoring drill. Set up a finished board, or use the end of an online game, and score it by hand as fast as you can using the routine from the scoring lesson. Check your total against the result.
  • Tile drill. Recite the short list of rare tiles from memory, then the full tile table. At most events you cannot write tiles down, so the counts have to live in your head.
  • Fit drill. Look at any open space on a board and say how many tile types fit it, and how many of those are still in the stack.

4. Review. After every loss, ask three questions, and write the answers down afterward:

  1. Where did my meeples get stuck, and when did I commit them?
  2. Which field or city decided the game, and when could I have changed it?
  3. What was the biggest swing I missed?

Patterns show up fast, and a mistake you see three times is the easiest one to fix.

The six weeks

Weeks 1 and 2: foundations. Volume and review, plus the tile drill every session. Focus on the swing test from the two-player lesson: before each placement, name what it gains you minus what it gains your opponent.

Weeks 3 and 4: the clock. Add two clocked games a week. Your goal is to finish every game with time left, and to know where your time went. Watch for time spent early, on easy turns, that you then miss in the last fifteen tiles. Practice deciding during your opponent’s turn.

Week 5: event rules. Play every practice game under your event’s exact rules: its clock, its tiebreaks, and, for the World Championship, the rule that a tie is a loss for the starting player. Run the endgame tracking routine in every game.

Week 6: sharpen and rest. Fewer games, more review. Play a handful of clocked games in the first half of the week, then ease off. Arrive at the event rested.

What to measure

Keep four numbers from week to week:

  • Average score in two-player games.
  • Average margin, win or loss.
  • Meeples left in your supply at the end. The target is zero.
  • Time left on the clock at the end of clocked games.

If your margin is rising and your supply is empty at the end, the plan is working, whatever your results.

The table across from you

Tournament play can make a game feel like work. Keep one thing in view. Every game in this plan is a game against another person, often someone who loves Carcassonne as much as you do. Learn their names. Talk through the interesting endings afterward. The players you meet on the way to a qualifier are a big part of why it is worth going.

That is the end of the course. You can play, teach, and score; manage meeples and open with tempo; fight for cities and fields; count tiles and odds; win the duel; and walk into a tournament knowing its rules. The game is the reason. The people across the table are the point.

Unofficial. Not affiliated with Hans im Glück or Z-Man Games. Carcassonne is a trademark of Hans im Glück.