Mists Over Carcassonne (co-op)

Finally! A co-op version of Carcassonne! From a review: The game also plays very fast. There often are few realistic choices for tile placements, so games, especially at Levels 1 and 2, can take only minutes in some cases. So if you lose, there is a strong desire to try it again; and if you win, you may want to push your luck and try for a second win.

=> BoardGameGeek
=> Rules
=> Commonly Missed Rules
=> Suggestion: play level 6 with The River 2 expansion (view photo for example)
=> Reference: Visual of all the tiles / 2pg PDF of all tiles
=> 120 spaces score tracker (replaces the one that comes with the game)
    *Updated from: This work is licensed under a Creative Commons Attribution-NonCommercial 3.0 Unported License.
=> 3D Score Tracker with thin markers
=>
Len’s 2 page Rule Summary (v4) All rules needed for levels 1-4 on the first page!

=> Video playlist

Tutorial 2 player playthrough

Playthrough level 1 solo

Rules and 3 player playthrough of level 1 and 2

Level 3 playthrough

Playthrough

How to use this WITH the standard game! (as an expansion to the game) – explains it first, then has a playthrough:

Notes:
I played only two players until now which is a bit easier because you can distribute colours without having the perfect timing. One player is even more easy as you have all colours in all turns by hand.
Some things to consider:
– Multiplying scorings is the most important thing in this game! If you manage to build a medium city with at least 2 colours (better 3!) in it you’re good to go for this section and later on. Don’t forget it’s coop. All players should focus on those cities no matter which actual colours are in it.
– Close cemeteries if you can but don’t focus to much on it. If you have multiple open cemeteries you have to deal with it. Engineer small scorings to clear them. If you close one have a meeple ready to burn which is replaceable (roads) or inefficient (castles many times).
– The tiles with three ghosts seem terrifying at first but actually you can ignore them many times and clear them with small scorings. It’s better to clear three ghosts than one or two so why not having one ready if possible.
– Castles are long-term plans. Don’t rely on them. But when they finally close you leapfrog. As with monasteries in normal Carcassonne they get more efficient when combined with roads, cities and other castles surrounding them.
– Try to keep the ghost supply on a minimum level of five. If supply hits five ghosts or less we switch priority from building the biggest city to bringing ghosts back to the supply with whatever method comes up (small scoring, close cemetery, close mist).

The game:

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