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Carc Central Community => Unofficial Rules => Topic started by: corinthiens13 on December 06, 2020, 11:22:10 PM

Title: Expansions becoming inconsistent during megacarcassonne games?
Post by: corinthiens13 on December 06, 2020, 11:22:10 PM
Hi everyone,

In my experience, some expansions have mechanics that make them too strong, or too insignificant during megacarcassonne.

I've played house rules for multiple megacarcassonne games to improve the gameplay and wanted to share them.

What do you think? Are you using other house rules like these? Do you think some other expansions are inconsistent during megacarcassonne games? Or do you stick with the original rules no matter what?

Base game's farmers:
I often had one big farm with more than 50 completed cities, thus worth at least 200 points with a pig (+ castles points, and eventually pig herd).
This makes one farm to be the central point of the game, whoever not scoring it will be left far behind. The game becomes less interesting, as any action not involving that farm becomes meaningless.
House rule: Farm's core points reduced by 1 (2 points for completed cities, 3 for castles) and do not take the pig herd into consideration, or at least make it do not stack with pig figure bonus point.

Barn:
Same problem as above.
House rule: Do not use the barn, or same as above.

Tower prisonner ransom:
Paying 3 points for a prisonner buyback may bee insignificant in games with 600 points per player.
House rule: Pay 6 points to buy a meeple back instead of 3.

King and robber:
Counting the number of completed road ans cities is long and difficult, it's almost impossible to count every roads without forgetting some... And it's worth too much points in a megacarcassonne.
House rule : King and robber are worth 20 points each, no matter the number of completed cities and roads.

Ringmaster :
Circus and pyramid spaces aren't drawned very often, so the ringmaster bonus doesn't occur very often.
House rule: Fair are also counted for ringmaster bonus, eventually fortune teller's tents too (anything with yellow background except crop circles).

Artists:
You may have to stuck meeples for to much time to make it worth 5 points per meeple.
House rule: Artists are worth 8 points each instead of 5.

Wheel of fortune :
Stucking a meeple on the wheel's crown for the whole game isn't worth the few points you'll get.
House rule : Double the crown's points (6-12 points instead of 3-6)

The plague:
Spreading the plague can become very boring, especially when there's only one outbreak left with all of the 18 flea tokens connected, in a region of the game that has no meeples (I know that makes a lot of conditions, but this may be the case during 80% of the game during megacarcassonne).
So every player has to move a flea token, but with nothing at stake...
House rule : When every flea tokens are connected to the same plague, players may move one during their turn, or may ignore that action.

Messengers:
Message action can take place many times during a turn, especially when there's a builder's double turn. This takes a lot of time during each and every turn to perform the message actions and to calculate how to draw as many messages as possible, and may even lead to "new tile" message beeing drawned twice during a player's turn !
House rule: Use only one scoring meeple instead of two, and perform the message action only at the end of each player's turn instead of after each round of scoring (C1 rule).

Wind roses:
There's not much at stake with those little 3 points during a big game.
House rule: Placing a wind rose in the correct quarter gives 3 points, but placing it in another quarter is minus 6 points.

German monasteries :
Placing a meeple as an abbot may be worth more than 100 points! That's ok when you have to stuck a meeple during the game, but when someone draws a monastery near the end of the game, that's quite a jump with nothing to lose...
House rule: Don't use the possibility to place meeples as abbots, or keep the original rules but place the German monasteries in the first half of the tiles in the dispenser, that way they'll be drawned only during the first half of the game, and players wanting to place an abbot'll have to stuck a meeple for a long time.

Little buildings:
Variant 2 is ok, but variant 1 doesn't bring significant points during a big game. I don't understand why it's only one point, so 18 points for every buildings, when variant 2 is 36 points for every buildings.
House rule: With variant 1, buildings are worth 2 points.

Baba Yaga:
Unless it's drawed at the end of the game, it's not worth placing a meeple as it'd be stuck here for a long time with almost no possibility to earn more than 1 point (eventually 2 or 3 if it isn't completed at the end of the game.
House rule : Consider Baba Yaga completed as soon as it is placed. That way, it'll be scored during the scoring phase of the same turn, making that tile a lot more interesting (you can't place a meeple with a flyer or magic portal later as it's considered as completed).
Title: Re: Expansions becoming inconsistent during megacarcassonne games?
Post by: Willem on December 07, 2020, 12:11:18 AM
Hi!

I think it's a good idea to put in some house rules to equalise some scoring mechanisms.

You've got quite a few to make things more valuable!
I guess it depends a bit on how big a game you play. A game. With a few hundred tiles can possibly benefit from these updates, so I like it  :)

For King and Robber; they give 1 point per completed city/road at the end of the game. I always found that these are already extra powerful in a big game, and easily would give more than 20 points already.

For Monasteries, we often play with the house rule of using the Abbot figure for these. That way each player only has 1 abbot to place, and it helps to prevent overpowered abbots when 1 player gets lucky and gets multiple tiles.

Other than that, based on the size of game, these could be good options! Especially as you make some smaller things worth it more
Title: Re: Expansions becoming inconsistent during megacarcassonne games?
Post by: corinthiens13 on December 07, 2020, 12:26:04 AM
For King and Robber; they give 1 point per completed city/road at the end of the game. I always found that these are already extra powerful in a big game, and easily would give more than 20 points already.
Right, my mistake. The 20 point house rule is to avoid having to count the number of completed road ans cities, as this may be a lot of points, long and difficult to count, and it's almost impossible to count every roads without forgetting some...
1st post corrected

For Monasteries, we often play with the house rule of using the Abbot figure for these. That way each player only has 1 abbot to place, and it helps to prevent overpowered abbots when 1 player gets lucky and gets multiple tiles.

That's a nice idea. Do you still use abbot figures as removable figures for gardens and monasteries?
Title: Re: Expansions becoming inconsistent during megacarcassonne games?
Post by: Willem on December 07, 2020, 01:59:43 AM
When I started the abbot house rule, I was almost only playing C1, so that was easy. I just got extra abbot figures and that was an easy fix.
For C2 we usually don't use the gardens, although if we do, we use normal meeples for them. It makes it easier to use and wouldn't punish players who use their abbot on a garden and then get a monastery tile.
Alternatively, I'd perhaps add a second abbot for each player, so they can use 1 (dedicated) for monasteries and the other for gardens
Title: Re: Expansions becoming inconsistent during megacarcassonne games?
Post by: Vital Pluymers on December 07, 2020, 03:24:18 AM
When I started the abbot house rule, I was almost only playing C1, so that was easy. I just got extra abbot figures and that was an easy fix.
For C2 we usually don't use the gardens, although if we do, we use normal meeples for them. It makes it easier to use and wouldn't punish players who use their abbot on a garden and then get a monastery tile.
Alternatively, I'd perhaps add a second abbot for each player, so they can use 1 (dedicated) for monasteries and the other for gardens

I don't know if "punish" is the right way to describe it. If you use your Abbot wisely on monasteries and gardens and grant them an early retreat regularly, you can also score a lot of points, definitely comparable or even higher compared to the scores a trapped Abbot on a special monastery could earn.
Title: Re: Expansions becoming inconsistent during megacarcassonne games?
Post by: corinthiens13 on December 07, 2020, 03:57:42 AM
I like both ideas:

Having two abbots per player with one dedicated to german monasteries (we could use a sticker to dedicate it).

Or having one abbot with a difficult choice of using it for gardens and "normal" monasteries, or placing it as an abbot on a German monastery.
Title: Re: Expansions becoming inconsistent during megacarcassonne games?
Post by: Meepledrone on December 07, 2020, 04:26:39 AM
Hi corinthiens13 and Willem,

I love your house rules for Mega Carcassonne games. I was thinking of adding them to the WICA page.  ???

+1 merit from me.  :(y) :(y)
Title: Re: Expansions becoming inconsistent during megacarcassonne games?
Post by: corinthiens13 on December 07, 2020, 05:00:15 AM
Hi corinthiens13 and Willem,

I love your house rules for Mega Carcassonne games. I was thinking of adding them to the WICA page.  ???

+1 merit from me.  :(y) :(y)

Thanks, I'd be glad to see them on WICA.

Two other house rules I've used for some time now during megacarcassonne are for robber and mage & witch expansions, I didn't mention them above:

Mage and witch:
Consider water towers as mage and witch logo (to increase the occurence of the mage and witch action)

Robbers
Consider the robbers beside a road (little guys pictured on some tiles beside roads) as robber logo (to increase the occurence of the robber action)
Title: Re: Expansions becoming inconsistent during megacarcassonne games?
Post by: Meepledrone on December 07, 2020, 07:03:11 AM
I just added the house rules here:

https://wikicarpedia.com/index.php/Mega-Carcassonne#House_rules (https://wikicarpedia.com/index.php/Mega-Carcassonne#House_rules)

Let me know if you want additional clarifications or something needs to be corrected.  ;)
Title: Re: Expansions becoming inconsistent during megacarcassonne games?
Post by: corinthiens13 on December 07, 2020, 07:15:38 AM
I just added the house rules here:

https://wikicarpedia.com/index.php/Mega-Carcassonne#House_rules (https://wikicarpedia.com/index.php/Mega-Carcassonne#House_rules)

Let me know if you want additional clarifications or something needs to be corrected.  ;)

That's perfect, thanks!  ;)
Title: Re: Expansions becoming inconsistent during megacarcassonne games?
Post by: Meepledrone on December 07, 2020, 08:30:38 AM
Thank you!  :(y) :(y)
Title: Re: Expansions becoming inconsistent during megacarcassonne games?
Post by: Willem on December 07, 2020, 09:23:17 AM
Thanks!  ;D
Title: Re: Expansions becoming inconsistent during megacarcassonne games?
Post by: Meepledrone on December 07, 2020, 09:57:12 AM
@Willem I remember you posted some time ago about your use of abbot meeples on special monasteries. It made total sense and I was expecting that HiG would do something in that regard when the re-released the German monasteries in C2...

At the time I was a bit disappointed that HiG didn't yake the opportunity to fix the rules and decreased the complexity a bit. They preferred to stick to their original rules.

I'm always amazed with the fact that...
* You can only place an abbot as a monk on an abbey, but...
* You can place a meeple as an abbot on a special monastery

This is the perfect Carcassonne tongue twister.  >:D
Title: Re: Expansions becoming inconsistent during megacarcassonne games?
Post by: corinthiens13 on December 07, 2020, 10:27:49 AM
I'm always amazed with the fact that...
* You can only place an abbot as a monk on an abbey, but...
* You can place a meeple as an abbot on a special monastery

This is the perfect Carcassonne tongue twister.  >:D

That's amazing  ;D
Title: Re: Expansions becoming inconsistent during megacarcassonne games?
Post by: Bumsakalaka on December 07, 2020, 12:58:42 PM
It will be fine to get list of all house rules. We have also some - also described here in forum somewhere ;-)
Title: Re: Expansions becoming inconsistent during megacarcassonne games?
Post by: corinthiens13 on December 07, 2020, 08:52:44 PM
Maybe another house rule that could be added to the list is the "draw a tile at the end of your turn", as it saves a lot of time :

At the end of your turn:
At the beginning of your turn:
Title: Re: Expansions becoming inconsistent during megacarcassonne games?
Post by: Windekind on December 07, 2020, 09:46:12 PM
Tower prisonner ransom:
Paying 3 points for a prisonner buyback may bee insignificant in games with 600 points per player.
House rule: Pay 6 points to buy a meeple back instead of 3.

It seems to be true that in mega carcassonne the repayment of the prisoners is not much. But if you wanted to pay back your trapped early in the game, 6 points is a lot. Perhaps an interesting house rule would be that the payback would depend on how many times you passed the '50 points' score. We start with 3 points like the basic rules and if you pass 50 points each time, 1 extra point will be added. For example, someone who has 155 points would then have to pay 6 points for getting the prisoner back.
Title: Re: Expansions becoming inconsistent during megacarcassonne games?
Post by: corinthiens13 on December 07, 2020, 10:41:59 PM
if you wanted to pay back your trapped early in the game, 6 points is a lot.
Why is it a lot at the beginning of the game and not at the end?

It doesn't matter when you earned or lost points, only the final scoring counts.

So wether you lost 6 points at the beginning, middle or end of the game, it's still gonna be 6 points lost for final scoring.

It could even be the contrary:
Title: Re: Expansions becoming inconsistent during megacarcassonne games?
Post by: Vital Pluymers on December 07, 2020, 11:59:30 PM
if you wanted to pay back your trapped early in the game, 6 points is a lot.
Why is it a lot at the beginning of the game and not at the end?

It doesn't matter when you earned or lost points, only the final scoring counts.

So wether you lost 6 points at the beginning, middle or end of the game, it's still gonna be 6 points lost for final scoring.

It could even be the contrary:
  • Buying back a meeple at the beginning of the game allows you to use it for 100 following turns, 6 points isn't a lot for that
  • Buying back a meeple at the end of the game allows you to use it only for the few turns left, 6 points may be a lot for that

I agree with corinthiens13 on this one. Anyhow, if you really would need to buy back a meeple already before you reach 6 points on the scoring track, then Carcassonne might not be the right game for you  >:D
Title: Re: Expansions becoming inconsistent during megacarcassonne games?
Post by: Decar on December 08, 2020, 01:53:04 AM
I follow KJW's advice.

Some people like to play with all the expansions, and it takes a long time and is very complex.
Carcassonne is nice with one, maybe two expansions, where the game is still manageable, and you can see the interesting changes that each expansion brings to the base game.

Good luck getting them all to work together!
Title: Re: Expansions becoming inconsistent during megacarcassonne games?
Post by: Bumsakalaka on December 08, 2020, 02:35:14 AM
I can recomend this "expansion"
https://www.boardgamegeek.com/filepage/68071/carcassonne-expansion-selector-cards

You can choose, how name featuers you want to play - 3-5-8 depends of count of players and age of players :D
Then choose randomly selected count of cards.
Then you play random selection of expansion and every game will be different and fun. Because every time you have to change different strategy.

Problem is, that last update is 2015 so it not contains last large and mini expansions and it's only in C1 - which is actualy not problem.
Title: Re: Expansions becoming inconsistent during megacarcassonne games?
Post by: Meepledrone on December 08, 2020, 03:25:31 AM
I can recomend this "expansion"
https://www.boardgamegeek.com/filepage/68071/carcassonne-expansion-selector-cards

You can choose, how name featuers you want to play - 3-5-8 depends of count of players and age of players :D
Then choose randomly selected count of cards.
Then you play random selection of expansion and every game will be different and fun. Because every time you have to change different strategy.

Problem is, that last update is 2015 so it not contains last large and mini expansions and it's only in C1 - which is actualy not problem.

The idea is awesome. I especially love the conciseness of the cards so they serve as a handy cheat sheet too. They would need an update and some corrections too... Check the German castle card, for example.  ;)

I was looking at this deck and some other cheat sheet versions for inspiration... You know  ;D
Title: Re: Expansions becoming inconsistent during megacarcassonne games?
Post by: Bumsakalaka on December 08, 2020, 04:59:51 AM
I can recomend this "expansion"
https://www.boardgamegeek.com/filepage/68071/carcassonne-expansion-selector-cards

You can choose, how name featuers you want to play - 3-5-8 depends of count of players and age of players :D
Then choose randomly selected count of cards.
Then you play random selection of expansion and every game will be different and fun. Because every time you have to change different strategy.

Problem is, that last update is 2015 so it not contains last large and mini expansions and it's only in C1 - which is actualy not problem.

The idea is awesome. I especially love the conciseness of the cards so they serve as a handy cheat sheet too. They would need an update and some corrections too... Check the German castle card, for example.  ;)

I was looking at this deck and some other cheat sheet versions for inspiration... You know  ;D

I was looking for print it together with In order of King cards, but currently waiting for answer of original autor of selection cards if he will update them, or it will be possible to get them all and update them with C2 version, missing expansions and also corrections as you wrote.

We are plaing "by" this at home, but it's like everybody will choose one or two of feature which wants to play and which not, and then we have unique (plus minus) selection of expansions (features and meeple types) every game.
Title: Re: Expansions becoming inconsistent during megacarcassonne games?
Post by: corinthiens13 on December 15, 2020, 12:46:15 AM
Hi,

And now the peasant's revolts do also really become inconsistent with a megacarcassonne, paying to protect meeples is really not worth the risk of having a revolt, as they are mixed with so many other tiles.

I suggest this house rule:

Have a nice day  ;)
Title: Re: Expansions becoming inconsistent during megacarcassonne games?
Post by: Bumsakalaka on December 15, 2020, 03:34:07 AM
Hi,

And now the peasant's revolts do also really become inconsistent with a megacarcassonne, paying to protect meeples is really not worth the risk of having a revolt, as they are mixed with so many other tiles.

I suggest this house rule:
  • Pay only one point when protecting the meeple you did just place
  • Protect a meeple placed during a previous turn for free (except that you do this instead of placing a meeple)

Have a nice day  ;)
I was also thinking on this variant but I was thinking about variant with 2 points (in turn placed meeple) / 0 points (for previous placed meeple)
Title: Re: Expansions becoming inconsistent during megacarcassonne games?
Post by: corinthiens13 on December 15, 2020, 03:55:31 AM
Hi,

And now the peasant's revolts do also really become inconsistent with a megacarcassonne, paying to protect meeples is really not worth the risk of having a revolt, as they are mixed with so many other tiles.

I suggest this house rule:
  • Pay only one point when protecting the meeple you did just place
  • Protect a meeple placed during a previous turn for free (except that you do this instead of placing a meeple)

Have a nice day  ;)
I was also thinking on this variant but I was thinking about variant with 2 points (in turn placed meeple) / 0 points (for previous placed meeple)

It depends on the number of tiles. But above 300 tiles, I think even two points isn't worth it. And above 450 tiles, even one point isn't really worth it, but making it free would be a problem, as every meeple placed'd be protected!

So I'd say:
Title: Re: Expansions becoming inconsistent during megacarcassonne games?
Post by: Bumsakalaka on December 15, 2020, 09:52:56 AM
IWell here is my logic thinking?

If you play standard game + Peasant Revolts:
# of tiles: 72+12
# of meeples: 7 / per player
In standard game player get max 120-150 points per player (2-3 players)
Chance to get revolt tile: 14,2% - every 7th turn

If you play megacarcassonne
# of files: 200-300
# of meeples: plus minus 13 (8 meeples, 1 big meeple, 1 mayor, 1 abbot, 1 ring master, 1 phantom)
Player get arround 400-600 points depends on count of player (2-3 players)
Change to get revolt tile: (for example in 250 tiles) is 5% - it means every 20th turn

You play with max 5 meeples more than standard game, but peasant revold comes 3 times less than in standard game.
Plus you are plaing with more meeples, but a lot of them are used in Features which are not affected with Peasant Revolt like:
Acrobats, Leipzig, Count, Barber Surgeons, Tower (top of tower or catched by other player) this also decrease change that Peasant revolt will affect you as player.

So my point is, that it not needs to change payment for protection. It yust need to change playing strategy, like when plaing Barger Surgeons (always score with other player or with phantom in your turn) and not forget to count placed Peasant tiles and their types ;-)
Title: Re: Expansions becoming inconsistent during megacarcassonne games?
Post by: Meepledrone on December 15, 2020, 01:18:11 PM
Just one comment!

The setup of The Peasant Revolts instruct you to pick 9 at random out the 12 tiles provided. With the base game then you have 72 + 9 tiles. This means 11,1% probability to get a peasant revolt tile - every 9th turn.

If x is the number of Peasant Revolt tiles needed and Total is the number of other tiles in your game, Let's see how many Peasant Revolt tiles you would need to maintain the proportion given for the base game:

x / ( x + Total ) = 9 / ( 9 + 72 ) --> 81 * x = 9 *  ( x + Total ) --> 9 * x = x + Total --> 8 x = Total --> x = Total / 8

If Total = 200 tiles, then you would need 200 / 8 = 25 Peasant Revolt tiles, approximately 2 copies

If Total = 300 tiles, then you would need 300 / 8 = 38 Peasant Revolt tiles, approximately 3 copies

But well, you can include as many tiles as you consider not to dilute the effect.

I was thinking about a variant for a Mega Carcacassone game. You shuffle the desired number of Peasant Revolt tiles with the rest of the tiles.

When you draw a Peasant Revolt tile, you roll a d6 die and decide what feature is affected, no matter the symbol on the tile. The list of outcomes can be as follows:

1. Roads
2. Cities
3. Monastic buildings (Monastery, Abbey, Shrine, German monastery, Dutch & Belgian monastery, Japanese building, Darmstadt church)
4. Gardens
5. German castles / German cathedrals
6. Exp. 8 castles  / Baba Yaga's hut / Fortune teller tent

If you are not playing with a particular feature, you just roll the die again, or you could assign cities (first option) or roads (second option) to two numbers...

Special case: You will have to roll again if the Peasant Revolt tile has the same feature resulting of your roll.

Why the special case? If you check the Peasant Revolt tiles, you'll see a Peasant Revolt tile affecting roads does not contain any road segments and likewise for cities and monasteries. This prevents players from using a Peasant Revolt tile to vacate a feature and then take control of it.

If playing the base game only + Abbot, you could use the Flier die and arrange features as follow:
1. Roads
2. Cities
3. Monastery / Gardens

Just a thought!  ;)
Title: Re: Expansions becoming inconsistent during megacarcassonne games?
Post by: Bumsakalaka on December 16, 2020, 04:20:18 AM
@Meepledrone followed nice logic thread, that in MegaCarcassonne has to be same ratio of Peasant Revolt tiles compared to total count of tiles like in Standard Game.
Here is the problem. If you are looking to same to others expansions, like Mage & Witch, Flier, Inns & Cathedrals, then you have to increase also copies of those expansion to get similar ratio to standard game, and then you are in unfinished circle with "Limit" value (https://en.wikipedia.org/wiki/Limit_(mathematics) (https://en.wikipedia.org/wiki/Limit_(mathematics))).

We had game last sunday with 250 tiles including Toll Keepers. At end of game, my tollkeeper token was still in my supply, because I didn't used it. There was no suitable place in my turn to place and earn enought points copared to place other meeple to some features.

MegaCarcassonne brings some inconsistency of game and some mini expansion like mentioned toll keepers.
Anyway I guest Toll Keepers is special case, because small vilage is not often on expansion tiles ;-(

Meybe it will be good to include at least one village to all expansion. What do you think (but this is for another topic)
Title: Re: Expansions becoming inconsistent during megacarcassonne games?
Post by: corinthiens13 on December 16, 2020, 05:24:00 AM
@Meepledrone followed nice logic thread, that in MegaCarcassonne has to be same ratio of Peasant Revolt tiles compared to total count of tiles like in Standard Game.
Here is the problem. If you are looking to same to others expansions, like Mage & Witch, Flier, Inns & Cathedrals, then you have to increase also copies of those expansion to get similar ratio to standard game, and then you are in unfinished circle with "Limit" value (https://en.wikipedia.org/wiki/Limit_(mathematics) (https://en.wikipedia.org/wiki/Limit_(mathematics))).

Exactly, that's why I didn't buy any copies of expansion, because that's an endless circle and still not making it possible to get to a balanced game (except German Castles I bought twice, but that's to have one per player, not to balance the game). Same mechanic with wheel of fortune, and many other expansions.

If Total = 200 tiles, then you would need 200 / 8 = 25 Peasant Revolt tiles, approximately 2 copies

If Total = 300 tiles, then you would need 300 / 8 = 38 Peasant Revolt tiles, approximately 3 copies

I followed that logic when thinking about my house rule, but my option was then to divide the number of points needed to protect a meeple by the same ratio. That'd make, rounding up the numbers:
From a ratio of 1.5 to 3: Divide the points by 2, that's from 150 tiles (1.5*12*8 ) to 300 (3*12*8 ), and so:
Pay only 2 points when protecting the meeple you did just place, and 1 point for a meeple placed during a previous turn
From a ratio above 3: Divide the points by 3, that's from 300 tiles (3*12*8 ), and so:
Pay only 1 point when protecting the meeple you did just place, and protect a meeple placed during a previous turn for free

And so my house rule'd be:

Special case: You will have to roll again if the Peasant Revolt tile has the same feature resulting of your roll.

Why the special case? If you check the Peasant Revolt tiles, you'll see a Peasant Revolt tile affecting roads does not contain any road segments and likewise for cities and monasteries. This prevents players from using a Peasant Revolt tile to vacate a feature and then take control of it.

The dice is a good idea. But I think your special case leads to the opposite result. If your
Quote
Peasant Revolt tile has the same feature resulting of your roll
Then you precisely cannot do the following:
Quote
using a Peasant Revolt tile to vacate a feature and then take control of it
Since the feature of the dice's result wouldn't be present on the tile.
So I do not see why we'd want to roll the dice again in that case?
Title: Re: Expansions becoming inconsistent during megacarcassonne games?
Post by: Meepledrone on December 16, 2020, 05:48:57 AM
Sorry, I didn't finish the sentence... 

Quote
using a Peasant Revolt tile to vacate a feature and then take control of it in the same turn

You vacate the features, of course, but it is not an instant reward... The closest case: you are doing it in the first part of a double turn and you can occupy the feature in the second part or with a message... So it is not a straight away gain.
Title: Re: Expansions becoming inconsistent during megacarcassonne games?
Post by: corinthiens13 on December 16, 2020, 05:55:15 AM
Oh, I see...

I understood wrongly your phrase
Quote
Special case: You will have to roll again if the Peasant Revolt tile has the same feature resulting of your roll.

I thought you were saying that you'd have to roll the dice again if its result is the same as the revolt logo depicted on the tile.

But you meant that you'd have to roll the dice again if it's result is a feature present on the tile, not on the revolt logo ! And that makes total sense !  ;)
Title: Re: Expansions becoming inconsistent during megacarcassonne games?
Post by: Meepledrone on December 16, 2020, 07:01:09 AM
 :(y) :(y)

So one thing is the number of tiles that you can tune at your will in larger games... and another is replicating the mechanic of Peasant Revolts for other features than cities, roads and monasteries in an effortless manner so to speak.  ;)
Title: Re: Expansions becoming inconsistent during megacarcassonne games?
Post by: Bumsakalaka on December 16, 2020, 07:39:46 AM
Well. I still don't understand whay you want to descrease protection value in big games. Chance to be affected by peasant revoked is multiple times smaller than in basic game.
This expansion is about risk and not about punishment.
When you play risky you will not pay for protection if play safe your earnings of points will be smaller. Or you will not keep meeples on board and you will try to finish unoccupied features with current tile.
It just change strategy.
I think much bothering expansion in 300+ tiles game is barber surgeons :)

Odoslané z SM-A202F pomocou Tapatalku

Title: Re: Expansions becoming inconsistent during megacarcassonne games?
Post by: corinthiens13 on December 16, 2020, 09:15:24 AM
Well. I still don't understand whay you want to descrease protection value in big games. Chance to be affected by peasant revoked is multiple times smaller than in basic game.
This expansion is about risk and not about punishment.
When you play risky you will not pay for protection if play safe your earnings of points will be smaller. Or you will not keep meeples on board and you will try to finish unoccupied features with current tile.
It just change strategy.
I think much bothering expansion in 300+ tiles game is barber surgeons :)

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Well, like you say, paying 4 (or 2) point is playing safe, not paying is playing risky.
I totally agree, with base game only, when there's 11% chance of drawing one, you pay 4 points to avoid a 11% risk.

But with 300+ tiles, there's less than 3% chance of getting a revolt. Paying 4 points to avoid such a low risk isn't playing safe, it's nonsense...  :o And not paying isn't too risky, since the risk is only 3%. In my opinion, this makes protecting a meeple worthless and breaks the "playing safe" vs "playing risky" balance.

But anyway, anyone can make and play their own house rules  ;)


Barber surgeons is bothering no matter the number of tiles  :))
Title: Re: Expansions becoming inconsistent during megacarcassonne games?
Post by: Bumsakalaka on December 16, 2020, 01:36:35 PM
But anyway, anyone can make and play their own house rules  ;)
Agree, we have also some ;-)

Barber surgeons is bothering no matter the number of tiles  :))
Absolutely agree, but I like this expansion. Game strategy is absolutely different, sometimes finish other players features to trap his meeple, etc. For me, this expansion can change whole game ;-)