Over Hill and Dale
Designer: Klaus-Jurgen Wrede
Artwork: Doris Matthaus, Christof Tisch
- Theme: Take in the magnificent scenery of this vast countryside by hiking a trail surrounded by fruit trees, wheat fields, and sunflowers! You'll be unable to resist the juicy apples and sweet strawberries you'll find along the way. This rustic new variant of Carcassonne is alive with interesting decisions and intriguing tactics. Gathering a fine harvest, traveling far and wide, and taking care of your animals is reward enough, but it might just win you the game!
- Play Time: 2-5 players
- Player Count: 35 minutes
- Ages: 8+
- Complexity of Rules: Low
- Setup Time: Low
- Replay Value: Medium/High
- Direct Conflict: Low
How It Plays
- Game Mechanics: This is a tile placement, area control game. Players take turns drawing and placing tiles with the option of placing a meeple or stable on the tile to vie for control of areas.
- Turn Summary:
- Draw and place a tile - The tile must be placed in a way that it continues the landscape of the surrounding tiles in play.
- Place a meeple or stable on a portion of the new tile in one of the following ways:
- Place on a Path as a Wanderer - No other meeples may be on the path. If the path is completed on both ends by junctions or fields, the player with the most meeples on the path scores 1 point per tile on the path and all meeples are returned to the players.
- Place on a Field as a Farmer - No other farmers may be on the field. If the farm is completed the player with the most meeples on the farm scores 2 points per tile in the farm and receives the matching crop tokens shown on the tiles. All meeples on the completed field are returned to the players.
- Place a Stable on a Meadow - There cannot be any other stables on the 8 tiles surrounded it. At the end of the game, 1 point is scored for each animal on the 9 tiles under and around a stable.
- Hiking with a Wanderer - Instead of placing a meeple or a stable a player may move a wanderer. If a tile is placed that extends the path with a player's wanderer, they may move the wanderer down the path. For ever tile moved over 1 point is scored.
- End Game: After all the tiles have been placed, the game ends.
- Victory: Wanderers score 1 point per tile on uncompleted paths. Farmers score 1 point per tile on uncompleted fields. Stables score 1 point for each animal on the 9 tiles under and around them. The harvest tokens are worth 1 point each plus 5 points for each complete set of 5 with scarecrows acting as wilds. The player with the most points wins.