You can download the rules as a member of Carcassonne Central here:
The InvadersIn quick summary:
Set up the game as normal.
Instead of creating a supply create a pyramid with levels:
The black meeple are invaders, the red meeple are yours.
Use a mixture of coloured meeple for the invaders, if you don't have enough!
The grey meeple are spaces for reinforcements, I'll cover that in a moment.
Put your last meeple on 0 on the score-track. Put another meeple to represent the invader's score.
Game play is the same as the base game, except if you play a meeple, it must be the left most meeple from the pyramid.
So the first meeple is an invader, the second is yours. You'll work your way down the pyramid.
You can only play Invaders in fields, if they've not already be claimed.
During play, if you draw a cloister and the next meeple to play is an invader, they invade the cloister. Place the cloister where it can be surrounded by the most tiles and claim it with the invader. If there is more than one place, you can choose. If a cloister is completed with an invader, you can leave the invader there until the end of the game.
If you complete a feature, do not return your meeple to your supply. Instead, you may make the meeple a reinforcement, and add it to the next available reinforcement location on your
pyramid.
You can only reinforce:
• Level 3, 2, or 1 of the pyramid.
• Any level ahead of the next meeple to place.
The game ends when all the tiles are placed.
End game scoring:
-10 points for any unplayed meeple still in the pyramid.
-20 points for any of your meeple still on the board.
Invaders score:
Their cloisters,
For every field where they hold a majority, 3 points per complete city, and 2 points per incomplete city.
Your final score is = your score - the invader's score.
Complete rules are available as a PDF.
Contest Ends at Midnight on SundayThanks to TheSteveAllen for play testing!