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Topics - danisthirty

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226
General / Leaving Carcassonne at Home
« on: October 21, 2014, 12:43:11 AM »
Sorry guys im on holiday and dont have carcassonne with me… ill he back at friday

WHAT?! You went on holiday without Carcassonne?  :D

At least you're still on the forums I suppose. Hope you're having a great time!  :(y)

227
News and Events / Carcassonne Central News #3 - September 2014
« on: October 08, 2014, 10:19:12 AM »
Carcassonne Central News #3 - September 2014


Welcome
Hello and welcome to Carcassonne Central News #3, which is quite literally the third edition of Carcassonne Central News. And it's a whopper this month owing to the amount of stuff that went on in the world of Carcassonne during September! In light of this, I think it's worth issuing a quick warning to those reading this via phones or tablets: you are advised to ensure that you are sitting down before reading any further.

But before we get on with all that, here's this...


Under Starter's Orders
Can't decide which player should go first? Tired of always being the oldest player in a world that's so heavily weighted in favour of those at the other end of the age spectrum? So tired in fact that you've started sneaking into old people's homes to play Carcassonne purely so that you get to go first for once? Try this: next time you play get each player to draw four tiles at random (preferably from a bag) and place them face-up in front of them. Once everyone has done this, the player with the most cloisters in front of them gets to go first and play continues in a clockwise direction.

If two or more players have the same number of cloisters, the number of pennants drawn should be used as a tie-breaker. And if it's still tied after this, the second and third tie-breakers are the number of road endings (i.e. tiles that could be used to end a road) followed by the number of individual city segments. Don't forget to give the tiles a good mix once they've been returned to the bag!

If you have an alternative method of choosing the start player that you'd like to share with the rest of the community, please let me know!


Forum News
News and Events\ Carcassonne - new Edition - Is that true?
(http://www.carcassonnecentral.com/community/index.php?topic=1002)
By far the biggest Carcassonne news of the month/ year/ century is the soon-to-be released version of the Carcassonne base game with all-new tile artwork. Clearly this has raised a lot of concerns over whether this is going to be a one-off or if all future expansions will also feature the new art, hence making them incompatible with the original game and all subsequent expansions up until now (without mixing the two different art styles). Unfortunately there aren't a lot of answers available at the moment, and we're equally unsure as to the nature of the new "Abbot" expansion that comes with it. Hopefully there will be news soon though so stay tuned to find out.

News and Events\ New Spielbox Expansion - "half and half"
(http://www.carcassonnecentral.com/community/index.php?topic=1063)
Another new expansion – "Half and Half" – will soon be available via Spielbox magazine and also the Hans im Glück website. This expansion will feature triangular tiles that could be useful in helping to rescue trapped meeples from features that can't otherwise be completed. You can pre-order your copy of Spielbox now (here: http://www.nostheide.de/webshop3/product_info.php?products_id=367) but will have to wait until the middle of October for the other half of this expansion to become available on Cundco (http://www.cundco.de).

(if you're struggling to keep up with what's been released for Carcassonne this year, whaleyland has provided a list via the following post: News and Events\ Game & Expansion Roundup for 2014 - http://www.carcassonnecentral.com/community/index.php?topic=1106)

News and Events\ New Carcassonne App for Android
(http://www.carcassonnecentral.com/community/index.php?topic=796)
If you're an Android user, you may already be familiar with Exozet Games' Carcassonne app. It's always played second fiddle to the iOS app in most people's opinion owing mostly to the lack of any online options. However, they recently unveiled the new online mode (albeit as a Beta) with further significant updates promised within the next month or two. This news hasn't been well-received by my phone battery which died soon after the new update became available...

General\ Element(s) of the Week: Inns, Rivers and Pigs
(Inns: http://www.carcassonnecentral.com/community/index.php?topic=1050
Rivers: http://www.carcassonnecentral.com/community/index.php?topic=1075
Pigs: http://www.carcassonnecentral.com/community/index.php?topic=1086)
In other news, whaleyland has been helping us all to get back to basics with his newly launched "Element of the Week" series. So far we've discussed Inns from Inns & Cathedrals, River 1 + 2 and The Pig from Traders & Builders. If you have an opinion on any of these things, or on how you prefer to use them in your games then please share your thoughts on the relevant discussions linked to above!

General\ Earliest edition of the game
(http://www.carcassonnecentral.com/community/index.php?topic=1081)
If you've been a fan of Carcassonne since the very early years you may remember the days of 2-tile cities being worth two points, first and second-edition farm scoring, farmers standing up and perhaps even a 70-point score track! If you don't remember any of these things, please visit this post to learn about the various rule changes that have made Carcassonne into the game it is now.

General\ Carcassonne game fan arts and crafts
(http://www.carcassonnecentral.com/community/index.php?topic=1073)
Over the years, Carcassonne Central has been fortunate to attract all sorts of very talented artists and other creative thinkers. Many of these have been able to put their skills to good use by contributing to various fan-made expansions by way of ideas, designs and interesting rule variants. However, if you're one of those arty/ creative types who isn't keen on making expansions then perhaps this thread could provide some much-needed inspiration?

General\ BORED? Board Game Cafe
(http://www.carcassonnecentral.com/community/index.php?topic=1093)
There's something very admirable about people who don't just dream big, but who then follow up on their ideas and make them happen! This is exactly what AlbinoAsian has done by opening his own board game cafe so that he can share his love of Carcassonne with others. If you're on Facebook, please show your support for him in this venture by "liking" his page there (or better still, if you're in New Zealand why not go and visit? I have no idea where it is but how hard can it be?).

Official Rules\ Sheep & Hill Question - the strange half tiles SchG and SchH
(http://www.carcassonnecentral.com/community/index.php?topic=1058)
Confused by some of the more unusual tile configurations offered in the latest large expansion for Carcassonne: Sheep & Hills? Apparently you're not alone in this, so don't despair, have a look at this post!


Carcassonne Player's Guide #3: The Awesome Power of the Wagon (brought to you by MrNumbers)
Welcome back to another Carcassonne tip from MrNumbers!

In last month's newsletter I showed you some follower blocking methods. Today our hero will be the Wagon which is one of my favourite elements, and also something that is underutilised or treated simply as a normal follower by many players. Ignoring the more obvious usages of the Wagon, I will describe several examples where it can be helpful in some surprising ways that you might not have thought of previously...

If you draw a cloister/ city tile with a road leading into it, the wagon makes it possible to take the road (completing it in the process) and the cloister/ city in one move! This method is similar to using the phantom to do the same thing, but if you don't play with a phantom, the wagon can take its place for this purpose:



Here is another good use of the Wagon: imagine that your game includes one or more of the "eating" expansions (i.e. The Princess & The Dragon, The Tower, The Plague etc) and that you have been kicked out of a valuable city with no easy way back (perhaps because a specific tile is required in order to do so). Don't despair. Simply find some road leading into your city and put a wagon on it. When the road is complete, you can move your wagon back into the abandoned city and – hey presto – it's yours again!



Under the correct circumstances it can even be possible to switch your Wagon with an opponent's follower in one move (see picture below). The Princess tile allows you to remove the green follower from the city, completing the road leading into the city at the same time. If this road contains your wagon, it may now move into the recently vacated city.



As you've seen, the Wagon can be very helpful and is so much more than merely an extra follower. The advantage it provides can make all the difference, so don't hesitate to use its special ability as often as you can!


Member of the Month
Don't look now but we're being watched. Over there in the shadows! I can't say how many of them there are, but they're always there, silently watching, reading our posts and laughing at our hilarious banter. "Lurkers" are very welcome on these forums of course, but it's always nice when people step out of the shadows to introduce themselves, offer their thoughts and join in with some of our discussions. This is what the Member of the Month award is all about. So if you're a lurker who is willing to put their lurky ways behind them in order to contribute and become a more active member of the Carcassonne Central community, then you might be on the receiving end of this award someday too.

The winner of this highly-prestigious award for September is someone who has been a member here since April this year. He hasn't had to slay anything and he hasn't pretended to be Bill Oddy either. Just lately though, he has been posting all over the place; welcoming newer members, asking questions, answering questions, suggesting some great ideas, encouraging others and even offering to help some of us get some of the more difficult to find expansions (although I have a feeling he may be regretting this on account of the level of response he's had). So with all this in mind, ladies and gentlemen, please be upstanding and show your appreciation for our very own: SRBO! Congratulations, well done and thank you very much for your input so far; soon you will be able to impress your friends (*) with one of our specially made Caracassonne Central Member of the Month tiles!

(*) friends may not actually be impressed by your special tile


Video Library: 50/50
I've chosen to share this game with you because it provides an excellent example of a lot of things that many Carcassonne players will be familiar with. Jere reveals his strategy almost immediately and offers a master-class in trapping his opponent's meeples. A lesser opponent (such as myself) would have lost hope long before reaching the midway point, but jungleboy proved to be made of tougher stuff and battled on despite his seriously reduced supply of meeples, scoring good points as and when he could. If ever a game deserved to have two winners it would be this one, but in the end both players knew that the eventual winner would be the player who drew one very specific tile...


(the game took exactly an hour to play, but I've sped the video up so that the whole encounter can be enjoyed in just 8 minutes)

Lessons learnt:
7m1s: Good things come to those who wait. Sometimes.


Carcassonne Knowledge Tester (CKT) #3: Knight Fever
Welcome to another Carcassonne Knowledge Tester. Before moving on to this month's question, let's have another quick look at the question I posed last month where I asked you to determine how many points both Red and Blue have each won in the picture below:



Red #1: 0 points - this road isn't finished yet as the tile at the north end of it extends it in two directions rather than ending it
Red #2: 2 points for the short road
Red #3: 26 points for the city

Total score for  :red-meeple: is 2 + 26 = 28.

Blue #1: 9 points for the cloister
Blue #2: 10 points for the city
Blue #3: Red's 26-point city and Blue's 10-point city are both within reach of the castle. As such, Blue can choose to take either 10 points or 26 points for his castle. He wants to win so he takes 26.

Total score for  :blue-meeple: is 9 + 10 + 26 = 45.

Congratulations again to mas9dj for being the first person to PM me with the correct answer for the second month in a row. Great skills!

And so to this months test, and - uh oh! - it looks like Red has accidentally insulted Blue's family so they've decided to settle their differences over a game of Carcassonne. The game includes Inns & Cathedrals, Traders & Builders, The Princess & The Dragon, Abbey & Mayor, Mage & Witch, The Cathars, Cult, Siege and Creativity, Die Belagerer and The Phantom making this one of their largest and most adventurous games yet!

As the game has developed, so has a large city on the outskirts of the playing area (pictured below). Both players are determined to win it outright and as such competition is particularly fierce. With his family's honour at stake, Blue eventually closes the city as the lure of the trade tokens is too much for him to ignore, but who has won it? And how many points is it worth?



(it's a bit of a tricky one this month so I'll point out that at least one element of each of the expansions mentioned has been included in this city so look carefully before you come to any conclusions)

Please PM me with your answers. The correct answer will be discussed in the next newsletter.

Good luck!


Forum Statistics
I said September had been a whopper of a month and the numbers below certainly seem to back this up! So here's a quick recap of what September looked like from a forum statistics point of view:

74 new topics: not as high as last month (78) but still our second-highest month ever
1427 new posts: new record!
88 new members: most since July 2014 (102)
51 members simultaneously online: another new record!
191,655 page views: yet another new record!


The Last Tile
I hope you've found this to be an interesting read and have enjoyed the overall content. If you have any comments or suggestions, don't keep them to yourself! Please play your role in helping to shape future editions of the newsletter by letting me know how you feel about what you've just read. Your feedback is very much appreciated!

228
General / What make you to buy expansions over and over again
« on: October 05, 2014, 01:03:06 PM »
One other thing to add to the collection, the monkey on my shoulder whispering in my ear, "Find a way to get it as soon as possible"

I know this monkey too. He costs me a lot of money...

229
General / Carcassonne by Forums
« on: September 29, 2014, 08:18:40 AM »
I would like to propose a brave and highly experimental method for a game of Carcassonne that can be played directly on the forums over the coming days/ weeks. It is open to anyone to take part and doesn't even require JCloisterZone:

- It will be played using the base game only
- It will be played as a 4-player game between Blue, Red, Green and Yellow
- Each time a turn is taken, the final layout must be photographed as clearly as possible and posted here so that all other players can see what tile you drew, where you placed it and whether you deployed a meeple
- The next person to play must construct the layout as per the most recent photo, place all remaining tiles in a bag and draw one at random. He/ she then draws a tile at random, takes his/ her turn, takes a photo of the resulting layout and posts it back to the forum
- We continue in this way until the game has been completed

There are some obvious drawbacks:
- It could take a very long time to complete (two months if only one turn per day takes place)
- It relies heavily on players drawing their tiles at random and not cheating by picking the tile they need
- It also relies on players having to rebuild the board each time they place a tile which could be a bit of a pain

In light of the above, please apply to take part only if...
...you’re active within the forums and will be able to respond in a timely way when it’s your turn.
...you’re prepared to take it seriously and will respect your fellow opponents by drawing your tiles at random
...you have sufficient table space to leave this out as an ongoing game for 2 weeks or more, or are prepared to rebuild it each time you take a turn

Also, although this probably won’t be a problem for most people, don’t forget you’ll need access to a decent camera to photograph your turns. If you’re technically proficient enough to reduce the size of your image such that you can post it as an attachment, or can host it elsewhere and post a link then this would be very helpful.

If you’re interested, please post a response below, along with your colour preference. If there is sufficient interest we can consider doing this as teams of two (per colour) although this would mean we only get to place one in eight tiles each.

Seating order will be determined by order of response here (assuming we get at least 3 responses). Starting player will be picked at random (by me).

I call Blue:blue-meeple:

230
Strategy Guide / Tips for a 4-player Basic Game
« on: September 16, 2014, 03:07:04 AM »
I’m already starting to think about next year’s national Carcassonne championship in the UK. If it’s anything like this year (and previous years) it will be based on a number (probably three) of 4-player games using just the basic tiles before the top four players hold two semi-finals and a final between them to determine the overall winner.

I don’t like this method at all as I believe too much is left to chance in the 4-player game and as such it doesn’t provide an adequate indication of the players’ skill level. However, it doesn’t seem likely that this will change and since I would like to do everything I can to win I have been trying to come up with my own winning strategy that would be applicable specifically to 4-player games of the Carcassonne base game (i.e. no expansions).

So please have a read of the below, and if you can think of anything I haven’t thought of (or disagree with any of that which I have) then please post a reply!  :)


1) "Make every meeple count"
More players means less turns, and less opportunity to place your meeples. In a 2-player game you'll have either 36 or 35 turns depending on who starts. With seven meeples to play with you can afford to place one meeple every five turns if you never expect to get any of them back, which is too long to wait. Consequently it becomes very important to think carefully about what you claim in terms of how easily completed or blocked it is and whether it's worth the risk for the number of points it might generate. Even with only one opponent trying to make life difficult for you in this respect, meeple management is a very important part of the game.

In a 4-player game however, the first three players to place a tile will have 18 turns (the last player will have 17). This means you can afford to place a meeple every two and a half turns assuming you never get any of them back. This makes meeple management far less significant and as such it becomes less a question of "should I place a meeple?" and more about "where should I place a meeple?"


2) "The early farmer wins the field"
In a 4-player game the level of control you have is diminished to the point that far fewer features will be completed, especially cities. Nobody wants to see anyone other than themselves complete a decent sized city as a boost like this could easily make or break a game for everyone involved. This isn't the end of the world as suitably sized cities can still generate some significant points even in their state of incompleteness, but it does mean farms will often be less valuable simply because there will be fewer completed cities around. If a farm serving even just two or three cities happens to spring up and you have the opportunity to claim it then in most cases it will be worth doing so, especially since the number of opportunities you will have to claim it is also greatly reduced.

If a large farm serving five or more cities develops you will almost certainly need to have a share in it to stay in the game. The easiest way to ensure that this is the case is to be the first to claim it while it's still small and then concentrate on growing it. If an already claimed farm begins to develop elsewhere then do everything you can to get points from this too. You don't need to win it outright as it's OK to share points most of the time (see 4), but the sooner you try to get onto it, the easier it will be. So act quickly.

This tip can be summarised in two words: "farm early".


3) "Less is more"
4-player games are generally lower scoring than 2-player games for several reasons. The most significant of these is that each player only gets to place one in every four tiles (25% as opposed to 50%) which decreases the likelihood of completing certain types of feature such as cities. So your chances of being able to place the tile you desperately need to complete some feature are cut in half whilst the number of people trying to stop you from placing it goes up threefold! For this reason you should keep things small if you expect to complete them, and build them such that they can be easily expanded if you don't. Furthermore, think very carefully about any cloisters you may be lucky enough to draw as these are easy points if you're prepared to sacrifice a meeple for what will more than likely end up being the rest of the game.

In my experience, a good winning score in a competitive 2-player game of Carcassonne is probably around the 120 - 140 mark. In a 4-player game it's closer to 70 - 80. Accepting that easy points are far more valuable in the 4-player game is key to improving your chances of winning if this means that you're less likely to leave points behind for other players to pick up. Similarly, completing features is usually a good idea even if you don't have any meeples left with which to claim any points from them as it stops others from using that feature to generate points for themselves. The only thing to watch out for in this respect is that you're not giving away points either by increasing the size of an opponent's farm or completing a feature adjacent to an opponent's cloister (and hence giving away a point to them).


4) "Fingers in pies"
In a 2-player game, a shared feature will be mostly pointless as you and your opponent will both get the same number of points for it and nobody really benefits. In a 4-player game however, a feature shared by two players is still very much worth completing for both players as it can help them to build a lead over the other two players. If you can share just one feature with each of your opponents individually then the points generated will more than likely help to put you significantly ahead of all of them at the end of the game.


5) "The questionable importance of blocking"
In a 2-player game it's easy to keep yourself to yourself and concentrate on your own stuff while your opponent does the same; there's enough space to keep things relatively friendly (if you want to). This simply isn't possible in a 4-player game as the landscape quickly becomes very overcrowded and features that you wouldn't normally expect to see claimed will often be claimed anyway. As a result of this, blocking your opponents' meeples becomes significantly easier and it isn't uncommon to trap one or more meeples belonging to more than one opponent with the same tile.

However, as controversial as this may sound, I would contend that blocking is a less important strategy in the 4-player game as your opponents are less dependent on getting their meeples back for use elsewhere as they would be in a 2-player game (see point 1). Another reason though is that the points generated by the trapped meeples will still have a significant impact on the final scores, by virtue of the fact that the game will be lower scoring anyway since all points will be shared between four players (rather than two). This means points are generally more valuable (see 3), which is another reason to think carefully before using a tile to help set up a block/ trap if it could be used to generate more points for yourself elsewhere.

Obviously there are exceptions to this, like if every other player has a meeple in a large city. If this happens you need to do everything you can to stop that city from being completed (or get yourself into it) but this is more to stop them from scoring points than it is to reduce their future scoring potential by trapping their meeples.


6) "Help the weak to beat the strong"
Keep a close eye on who is winning or which other players might stand the best chance of finishing ahead of you once the final scores have been calculated. Targeting them by trying to prevent them from completing their features is all very well and good, but helping other players to win control of certain valuable features away from them is another good way to stay ahead of the competition.


Thanks in advance for any further tips/ comments!  :(y)

231
@farin

Jungleboy and I played a game recently which included River 2, Traders & Builders, Abbey & Mayor and The Phantom. We were using JCloisterZone 3.0 and it was an excellent game which seemed to run relatively smoothly but for one issue involving the wagon:

I completed a feature which included JB’s wagon. I won the points and trade tokens for it as expected, but was then given the opportunity to place JB’s wagon which shouldn’t have been possible. Despite this, I was unable to place it anywhere and so skipped this opportunity, control was passed back to JB and the game continued as normal with the wagon being returned to JB. As such, it didn’t cause too much disruption on this occasion.

In the situation described above I believe JB should have had the opportunity to place his wagon elsewhere before his next turn began, although I don’t fully understand how the wagon works so can’t be sure of this. I’m certain I shouldn’t have been given the opportunity to place it though! I can provide a video of this if it would be helpful (I was recording the game)?

The other problem, which I’ve seen mentioned recently by MrNumbers, was that in the chat window every message both on the pre-game setup screen and during the game itself came up as being from me. JB had the same problem in that he saw all messages as being from himself. Hopefully this is easily fixed as it causes a lot of confusion as it is at the moment!

232
General / Carcassonne + Snakes & Ladders!
« on: September 04, 2014, 03:57:24 PM »
My wife and I have just finished one of the most hilarious games of Carcassonne we've ever played. We hadn't intended to, but for some reason I've misplaced my standard 50-point scoreboard so I went and borrowed my daughter's Snakes and Ladders board instead (10 x 10 and numbered 1 to 100). I hadn't really thought about it at the time, but I wondered what it would be like to play the game where we actually moved our scoreboard markers down the snakes and up the ladders as we went, so this is exactly what we did!

I got off to an excellent start with a small city, normally worth 4 points. However, on our "scoreboard" there was a ladder on the 4 which meant I was already on 23 after just a few turns. After another small city and a 3-point road I was up to 30 and another ladder took my score up to 52! As she then spotted the opportunity to do so, a very wide grin crept across my wife's face as she completed a 3-point road of mine with her next tile. I dutifully moved myself along 3 squares and then... down the snake to 45! And this is how the game continued.

Although it was just a silly idea for a bit of fun really, and to ensure that I didn't take our game too seriously, it was actually very interesting as we were constantly striving to score very specific numbers of points either for ourselves or each other to ensure we'd hit ladders or snakes respectively. It made me view the game in a completely different way and there was a lot of very devious play, especially when my wife went out of her way to ensure that I landed on the 96 square as often as possible!

If you have a Snakes and Ladders board at home (as I imagine most people probably do) I'd recommend giving this a go just for fun. You cannot take it seriously so the winning is irrelevant but I really enjoyed it all the same! Photos below:


Our scoreboard showing final scores. Post-game scores were calculated in one go and all added on at once before acting on any snakes or ladders where we landed accordingly. My final score of 266 worked out very nicely as I got an unexpected bonus of 11 points from the ladder! Becky finished on 188 making me wish she'd picked up an extra 8 points somewhere along the way.  :D


This is how the game finished before we'd calculated final scores. We used the basic tiles + River 1, Inns & Cathedrals, Traders & Builders and The Phantom.

233
News and Events / Carcassonne Central News #2 - August 2014
« on: September 02, 2014, 07:41:54 AM »
Carcassonne Central News #2 - August 2014


Welcome
Just like the A-Team, I love it when a plan comes together. But I love it even more when a newsletter comes together, which is exactly what's happened here! I hope you love it too.

Feel free to think of this either as the sequel to the first newsletter or perhaps a prequel to the third newsletter, but however you think of it, I do hope you'll find something of interest (or perhaps even lots of things of interest) and that your secret desire to know more about Carcassonne than anyone else in the world will become an immediate reality.

Without further ado, here goes with the second edition of Carcassonne Central News...


Under Starter's Orders
Can't decide which player should go first? Tired of never having a coin to toss because so many have rolled under the table and then vanished never to be seen again? Try this: next time you play, get each player to shake their meeples up in their hands and then toss them out onto the table. Don't be too enthusiastic about this as you may never see them again otherwise! Everyone does this at once, and the starting player is the player with most meeples standing upright on the table (or lying on their side if none from anyone are standing). A word of caution: once you've determined the starting player in this way, make sure everyone has the right number of meeples before you start playing!


Forum News
General\ Carcassonne for more than 6 players?
(http://www.carcassonnecentral.com/community/index.php?topic=784)
I can't speak from personal experience, but if you have more than 5 friends you will undoubtedly have wondered at some point what it would be like to play Carcassonne with all of them at once, especially if you happen to have meeples in orange, pink, purple, brown, white or "unpainted". This post contains everything you need to know before you begin.

General\ Carcassonne Minis
(http://www.carcassonnecentral.com/community/index.php?topic=968)
When things get a bit samey it's reassuring to know that you can always "spice up" your games of Carcassonne by adding one or two of the mini-expansions for a bit of variety. But with 6 to choose from (OK, 7 - sort of) how can you possibly know which will hit the table regularly and which will live indefinitely on your shelf of shame? Nebus has started a poll; that's how.

General\ Carcassonne Challenge 1 - Expand the World
(http://www.carcassonnecentral.com/community/index.php?topic=960)
Surely everyone loves playing Carcassonne by themselves? But don't you just hate it when you deliberately trap your own meeples in uncompleteable features thus leaving gaping holes in an otherwise beautiful landscape and then don't talk to yourself for days afterwards? Yellow has come up with this interesting but tricky tile-laying challenge that doesn't involve meeples or vicious tactics but instead results in a unique and wonderful landscape to enjoy and share. Try it!

CarcCentral Carcassonne League\ World Cup - Knock-out Stage!
(http://www.carcassonnecentral.com/community/index.php?topic=991)
The World Cup of Carcassonne Central's group stage is now complete and the knock-out stage has begun. The 8 remaining players who finished 1st or 2nd in their groups will be gradually eliminated over the course of 4 quarter-finals, 2 semi-finals and then finally, the final! Keep track of who's playing who (and the results) here!

Official Rules\ Wagons
(http://www.carcassonnecentral.com/community/index.php?topic=945)
If you're someone who gets so confused over what can and can't be done with the wagon that you prefer to just not use it, and instead keep it back for use as a novelty skateboard for any meeples not in play, you're certainly not alone (I hope I'm not anyway). However, you may want to check out this thread if you'd like to use your wagon to actually score you some points from time to time...

Official Rules\ Does the River Separate Two Farms,  is this stated anywhere in the CAR?
(http://www.carcassonnecentral.com/community/index.php?topic=932)
We all know that farmers are probably the hardest working meeples of all. But are they so hard-working that they would even be willing to plough the land and look after their cattle underwater? Apparently not. But at least now we know for sure! (if you are an astronaut please note that the interesting discussion that followed surrounding Carcassonne in space has since been moved to its own topic)

The Workshop\ Crafters' Guild\ Homemade, handmade Carcassonne + The River II
(http://www.carcassonnecentral.com/community/index.php?topic=959)
At school, my efforts in carpentry were bad enough to make my woodwork teacher laugh so hard he hurt himself (and others). Fortunately though, not everyone is quite as backwards as me when it comes to wood. hardenheavy certainly isn't anyway as these amazing photos of his home-made wooden Carcassonne set go to show!


Carcassonne Player's Guide #2: Cloister Blocking - Why, When and How (brought to you by MrNumbers)
Although Carcassonne is mostly a family board game, at the same time it can be very competitive. Tournaments and championships can prove this, and as you might expect, game style changes completely when you play to win.

Today I will tell the story about blocking. Many of you have noticed that it is one of my favorite tricks to play during tournament games. The reason for this is simple: your opponent cannot earn points when he has run out of followers, so your chances of winning are greatly increased.

The feature most vulnerable to being blocked is the cloister. Cities and roads can consist of just 2 tiles, whereas cloisters must be surrounded by 8 tiles to become completed. If you see that your opponent is building two cloisters next to each other, your top priority must be to block both with one move! Even though it seems quite obvious to complete Red's road in the picture below, it's better to block two of Green's followers instead:



When a cloister is alone, always look for an opportunity to block it simultaneously with something else – road or city. Even though it is quite obvious to complete Red's city, this is another good opportunity to block two of Green's followers:



That's the reason why I don't like to deploy followers on cloisters.

You can ask: so how can I take a cloister with minimal risk? Two options: 1. Place it near to a feature belonging to your opponent, so if he blocks you he will block himself too. Don't do this if you only have 1 or 2 followers in your supply as your opponent may be willing to sacrifice one of his own followers to block your last one.



2. Place a cloister in places without nearby roads or cities.



Another tactic of blocking is based on human greediness:

- you build a city (better with a Cathedral)
- your opponent connects to it
- you try to win it back with one or more additional followers (as many as seem required to guarantee winning the city)
- your opponent suddenly blocks the city!

Yes he sacrifices 1 or 2 followers, but you have lost 1 (or 2) more in the process.


Member of the Month
He's only been with us for a little over a month but he's thrown himself into the world of Carcassonne Central with enthusiasm and a great sense of humor. He's not afraid to ask questions (even if he regrets asking them soon afterwards when it transpires that even the simplest suggestions can be debated indefinitely) and has started several thought-provoking discussions relating to some of the numerous dilemmas that most of us face as keen Carcassonne players and collectors. On top of this, he even stepped in at short notice to get the World Cup of Carcassonne Central moving again after Group A went through a bit of a sticky patch.

Last and by some means least though, he's the first member of this forum (to the best of my knowledge) to have used a picture of Bill Oddy as his avatar. Several in fact. So well done Gerry, thanks for your involvement over these past few weeks and thanks for finally helping Bill to make it onto these humble forums...


Video Library: Two Meeples Down... but not out!
After trapping two of Rosco's meeples early on (for zero points between them because of an Inn and a Cathedral) I felt confident that I was in a good position to win the game. But I relaxed more than I should have done, and lost track of how important the key feature of the game was going to be! This was something Rosco was only too keen to punish me for, and in the end it was this that won the game for him as this video demonstrates...



Lessons learnt:
5m5s: The most significant mistake I made in this game was my placement of the fffr tile (cloister with road leading up to it) which I used to claim an equal share in Rosco's 12-point road. Whilst this was nice, with hindsight it seems obvious that I should have been striving to maintain my majority on the main farm and claimed the field instead, as this would have added a second farmer of my own with the same tile that joined Rosco's first farmer onto it.


Carcassonne Knowledge Tester (CKT) #2: A Perfect Fit
Welcome to another Carcassonne Knowledge Tester. Before moving on to this month's question, let's have another quick look at the question I posed last month where I asked you how many points blue would score for the farm in the picture below:



So, it was a tale of eight cities. Well, six cities really as two of them were castles (5 and 7) but we'll deal with those in a second.

Firstly, it should have been fairly obvious that two cities (3 and 4) weren't part of the farm at all. In addition to this, 8 was incomplete so wasn't worth anything either. The pig means that cities 1, 2 and 6 were worth four points each rather than the usual three, but, the value of 6 was doubled because it contained a Cathars tile. In total, this means these three cities were worth 16 points between them (two fours and an eight).

Now for the castles. The trick here was based on the knowledge that castles are worth the same farmer points regardless of whether they're complete. This means they're worth five points each (four points plus one point because of the pig) which adds another ten points to the total value of the farm.

16 + 10 = 26 points. Congratulations to mas9dj for being the first person to PM me with the correct answer!

And so to this month's CKT: a classic battle between Red and Blue consisting of the basic 72 tiles, Inns & Cathedrals, Abbey & Mayor and Bridges, Castles and Bazaars. This is how things are looking after the first couple of dozen tiles:



But then - boom! - this happens and the crowd goes wild:



Your test this week is to correctly determine how many points both Red and Blue will win from this tile placement. For the sake of argument, you can assume that this will be based purely on everything that you can see i.e. there are no robbers or anything you can't see that would influence the scoring.

Please PM me with your answers. The correct answer will be discussed in the next newsletter.

Good luck!


Fan-Span Focus: "Farmer in the Dell" by Carcking and other forum members (brought to you by Big Guy)

INVASIVENESS: B
-Tiles used in said game: 96, New from Expansion: 24
-Number of total followers per player: 7, no change from base game
-Meeple Types: 1, no change from base game
-Tile Shapes: 1 (square), no change from base game
-Tile Side types: 3 (City, Road, Field), no change from base game
-Feature Types: 4 (City, Road, Field, Cloister), no change from base game
-Other additions: 4 (Bluffs, Corner House, Farmer scoring updates, 'FARM-IN-THE-DELL' Field Completion rules)
-Overall, the additions and changes here are minor. No new features, meeple types, or move-of-the-wood options. Bluffs and Corner Houses require almost no rule additions and play intuitively. Farmer scoring updates require moderate rule changes. Rules for Field Completion prior to end-game are minor. Overall, this gets a B!

QUALITY: 5
-Tile quality is very good, and the bluffs and corner houses not only look great, but add a lot of depth to field design. The opening and graphics look crisp. Rules are clear and in the correct turn format, with no rule gaps found. Moderately complex rules for farmer scoring are handled well here. There is no turn example for scoring Farmer(s) in the Dell, but due to the detail in the description, I'm still awarding a top score here.


FUN-NESS: 4
-I'M A FARMER, GIMME POINTS!: The biggest change here is in scoring for farmers, and being able to get your farmers back before end-of-game. This feels dynamic and fun, but at the same time potentially unbalances the game by making fields more important than other features. You can now score 1 point for each completed city bordering an incomplete (or just completed) farm on which you place a farmer (provided the farmer is not removed from the field that same turn, and provided you are at least tied for majority). You can also score 3 points per completed city when that farm is completed, meaning you can potentially score 4 points per completed city. Fields were important before, when they only awarded 3 points per city, and when they required a commitment of at least one follower for the rest of the game. Now, fields are more important still, with less risk. The only risk is getting trapped on an incomplete field at end-game, and receiving only 1 point per completed city because of it. Field play definitely feels more fun and exciting now, and there is balance here, as others can still challenge you for control of your farm, and place tiles to hinder your field completion. But even so, there are some hefty points to be had as a farmer now, hence the possible balance issues.

-CHOICES, CHOICES: Farmers can now make choices about when their workdays end. They must have unionized. From the moment you complete a field, until the final city bordering that field is completed, you get to evaluate your situation as a farmer in that field and decide whether to collect points each time a tile is placed that completes the field or a city bordering it. It adds strategy and depth to field play in a very refreshing way. Bluffs and corner houses make closing your farm that much easier, and decrease your chances of getting stuck on an incomplete farm, both good things here.

OVERALL: 4
-I think this expansion energizes field play in a very refreshing way, and the addition of bluffs and corner houses is welcome and adds to the excitement of fields. There is more depth, more strategy, and more fun to placing a farmer now. This makes farms much more attractive as a feature to focus on, which introduces some balance issues for the other features, IMHO. But even so, its fun, its inventive and its definitely an expansion you should try. And if fields were your favorite feature before, add a point to the OVERALL score and try this expansion RIGHT NOW!


Homework
Attention class! Your homework assignments from last month have been marked and it's an A+ for three students in particular who all agreed that the most valuable single city possible using just the Carcassonne base game is 84 points. So please come to the front of the class Yellow, Jere and quevy!

Homework for this month is going to be rather similar to the homework for last month but with one fairly major difference. Is it possible to use all the city tiles from the basic game plus Inns & Cathedrals and Traders & Builders to build a single city? If it is, how many points is this city worth? If it isn't, what's the highest-scoring city that can be made and how many points is it worth? There's merit up for grabs for anyone who can prove their answer with photographic evidence (especially if it's symmetrical) so please post your best efforts below!


Forum Statistics
For anyone who's interested (and even for those who aren't), here's a quick recap of what August looked like from a forum statistics point of view:

78 new topics: most since February 2013 (173)
1018 new posts: most since February 2013 (1262)
87 new members: most since July 2014 (102)
37 members simultaneously online: most since May 2013 (38)
172,594 page views: most since May 2014 (173,740)


The Last Tile
Hopefully most of us will recognise the rather cold-looking man in the photo below as he's a hero to many people here at Carcassonne Central. I don't know if he'll ever read this, but please join with me regardless in wishing Klaus-Jürgen Wrede a belated happy birthday and perhaps our warmth and friendliness as a community can help to warm him up a bit!



I'm hoping that the success of the first newsletter wasn't a one-off and that I'm not pushing my luck with a second edition. If I've succeeded in my mission of providing you with something that's fun, interesting and useful then please let me know. But don't stay quiet if I haven't either! Please let me know what you'd like to see and I'll do my best to include it...

In other news, future editions of Carcassonne Central News may soon be coming to an inbox near you. Or more specifically, yours! Further testing and general faffing about is required before this is ready but current progress suggests that it's a definite possibility so watch this space (and your email).

234
World Cup of Carcassonne Central / World Cup - Knock-out Stage!
« on: August 28, 2014, 02:16:33 AM »
Now that the group stage is over (well, almost over - the one remaining match in Group B won’t change who qualifies and RSV is insanely busy at the moment) it’s time to move on to the first round of the knock-out stage of the competition: the quarter-finals!

If you’ve qualified for this stage of the competition you should have received an email from me already (please let me know if you haven’t). For those who haven’t qualified but who are keen to know who’s playing who, the diagram below should explain everything!



Please post results, screenshots, match reports, banter, smack-talk and anything else relating to this stage of the competition here!

235
General / Wooden Carcassonne Tiles
« on: August 21, 2014, 01:53:57 AM »
Hello all.

Just thought I’d share the photo below of my new wooden Carcassonne tiles:



They are available from here: https://msraynsford.myshopify.com/products/carcassonne-tile-game (Base game + River 1 = 84 tiles)

I don’t think they’ll see a lot of action as they’re made out of a very light wood (perhaps Balsa – I don’t really know my wood very well) but I’ll certainly get a game in with my wife so that I can time-lapse it and will probably save them for special occasions thereafter.

236
danisthirty (166) vs. Rosco (185)

I felt that I got off to a pretty good start after trapping two of Rosco’s meeples on an uncompletable road (with Inn) and an uncompletable city (with cathedral). The fact that I still managed to lose after this is quite an achievement in itself! But lose I did, and I’ve agonised over pretty much every tile I placed in this game since then.

My conclusion was that I lost because I didn’t make the effort to consolidate the main farm (eventually worth 39 points) even though I was the first to claim it and had a couple of opportunities to do so. I think I still had time to respond when Rosco got his second farmer onto it (which I should have blocked but for some reason didn’t see the severity of the threat this posed before he joined it on) but couldn’t seem to draw any of the required tiles and ended up 19 points behind.

All credit to Rosco. Despite my blocking his two meeples he still finished the game with two meeples and his mega-meeple in hand. Definitely a case of being out-classed rather than out-lucked on this occasion...





(you don’t need to be a mathematician to spot that the scores in the final scores screenshot don’t add up. This is because the game crashed with around 24 tiles to go. I saved the game before we closed everything down, then I loaded it again and Rosco connected back to me. After this we were able to continue from where we left off as though there had been no interruption at all. The scores breakdown only shows the scores won after we loaded the saved game)

237
Online Games and Competitions / Waiting List
« on: August 05, 2014, 04:05:55 AM »
If you’ve missed the current competition/ tournament but would like to join in with the next one (or at least receive a PM before it begins so you can decide) then please post here and I will make sure you are made aware in good time...

238
General / Pre-Determined Meeple Purposes
« on: August 05, 2014, 01:47:02 AM »
As we all know, in games of Carcassonne (let’s stick to the basic game to save confusion) meeples can serve a variety of purposes. They can be knights if placed on cities, thieves if places on roads, monks if placed on cloisters or farmers if placed on farms. These purposes aren’t fixed though, so a knight can be taken out of a city when that city is completed and the same physical meeple could then become a farmer on the owning player’s next turn. You could say they adapt to serve whatever purpose you require of them, but what if this wasn’t the case?

Let’s imagine two things:
1) Meeples have a fixed purpose (knight, thief, monk or farmer) and that purpose can’t change from the start of the game until the end
2) You get to decide how many of each type of follower you’d like your 7 meeples to be

Personally I think my breakdown would be the following:

3 x Farmers
2 x Knights
1 x Thief
1 x Monk

Ideally I’d want more farmers but this would reduce my scoring capacity too much. I chose 3 so that I’d still have a chance of competing for the main farm or picking off smaller unclaimed farms towards the end of the game. The others are no-brainers really. I usually have at least 2 cities on the go, or it may come in handy getting a second knight into a shared city to outdo my opponent. This leaves me with just 2 meeples in my supply so it stands to reason that I’d go for 1 thief and 1 monk.

I’m curious to hear other people’s thoughts regarding the purposes they’d allocate their meeples so please post if you have any suggestions!

Dan

239
News and Events / Carcassonne Central News #1 - July 2014
« on: August 01, 2014, 03:47:49 AM »
Carcassonne Central News #1 - July 2014


Welcome
Hello and welcome to this, the first edition of Carcassonne Central News.

Not sure what this is or why you'd want to read it? Well, there's a quick recap of all the latest news and hot discussions that have been taking place across the forums over the last month (in case you missed anything), some strategic advice for you to bear in mind the next time you play Carcassonne, a brief insight into some of the brave heroics that go on behind the scenes of the forums you know and love, a specially selected video of a game of Carcassonne that will make you laugh/ cry/ other, a classic CKT to T your K of C, some genuinely amazing art and even a special homework assignment to keep you busy until next time!

Sounds good? It is! But first this...


Under Starter's Orders
Can't decide which player should go first? Tired of letting the youngest/ oldest/ fattest/ thinnest/ baldest/ most violent player start? Next time you play, take one meeple from each player, shake them all together in your hands and choose another player to close their eyes and pick one of the meeples at random. The player that owns the chosen meeple goes first and play continues in a clockwise direction. Now you can waste your time arguing over who gets to pick the starting meeple instead...

If you have an alternative method of choosing the start player that you'd like to share with the rest of the community, please let us know!


Forum News
News and Events\ New Big Box in the Netherlands
(http://www.carcassonnecentral.com/community/index.php?topic=917)
Big News; Big Box 5 has now been released (in some countries) and it looks like the best one yet! Check out this thread to see what's included and then have a serious think about how you're going to justify the purchase of this much-needed set to your loved ones!

News and Events\ Carcassonne - 9th expansion: Schafe und Huegel (Sheep and Hills): (now with over 10,000 views!)
(http://www.carcassonnecentral.com/community/index.php?topic=592)
Now that Z-Man games have released Sheep and Hills/ Hills and Sheep – Carcassonne's 9th official "big" expansion – to the English-speaking world, the debate over how to play it in combination with various other expansions has very much come to life once again. So if you have any questions regarding this expansion, you're sure to find an answer here.

News and Events\ Carcassonne Spin-Off - Around the World #2
(http://www.carcassonnecentral.com/community/index.php?topic=888)
The next Carcassonne "Around the World" spin-off game is on its way! Get a sneak-peek at what's to come, and try to come up with a suitable (German) name for it for a chance of winning a copy of the game while you're there!

Reviews & Session Reports\ Four-player game
(http://www.carcassonnecentral.com/community/index.php?topic=874)
Have you heard of a game called "Carcassonne"? Fortunately Scott had, and this is his write-up of a couple of games he played with some family members and a friend recently.

CarcCentral Carcassonne League\ Carcassonne World Cup!
(http://www.carcassonnecentral.com/community/index.php?topic=829)
20 players from 15 different countries will start. 12 players will be knocked-out at the group stage, 4 players will be knocked-out in the quarter-finals, 2 players will be knocked-out in the semi-finals, 1 player will be knocked-out in the final and 1 player will be the champion! Keep it Carcassonne Central to find out whose journey stops where...

The Workshop\ Expansion Workshop\ Horses
(http://www.carcassonnecentral.com/community/index.php?topic=916)
If you've ever felt like there aren't enough horses in Carcassonne then this could be the expansion for you. Horse tiles are mixed in with the other tiles at the start of the game and when drawn, horse herds can be claimed and scored depending on their proximity to the nearest barn. A great concept well explained and delivered by new member frankdux.

General\ 10000 POST
(http://www.carcassonnecentral.com/community/index.php?topic=908)
Just enough time for a quick joke before moving on I think: what's the difference between a forum with over 10,000 posts and this one? Nothing! That's right, earlier this week the Carcassonne Central forums received post number 10,000 meaning we're now over halfway towards 20,000 posts or a quarter of the way to 40,000 posts (expand as appropriate). Thanks everyone, and congratulations on reaching this cool milestone!


Carcassonne Player's Guide #1: Being Kind To Be Cruel
Simply put, winning at Carcassonne is about making sure you have more points than your opponent(s). Generating as many points as possible for yourself is the obvious way of going about this, but sometimes it can be easier to build a winning lead by reducing the number of points that your opponent will receive when the final scores are calculated. One way in particular that this can be achieved is by merging your opponent's farms. Obviously this will increase his majority of farmers on the farm in question but if it's not something you're competing for, this shouldn't matter and you can easily knock 3, 6, 9 or more points off of his final total. In a close head-to-head game this could be enough to make all the difference.

Consider the following scenario. You're blue and all of your meeples are in play. You're placing the final tile of the game which is a straight bit of road. Part of the playing area is shown below:



The obvious choice seems to be to extend your own road northwards as this will also score an additional point for the adjacent cloister (+2 points for blue):



However, on this occasion it's actually better to give a point away to red by extending his road:



Even though it extends red's road, adding the tile here will make his second farm worthless and the 3 most northerly cities will now be scored once rather than twice (+1 point for road, -9 points for second farmer = -8 points for red).

So there we have it. You can take the 2 points for the road/ cloister and lose 9 points to your opponent's second farm meaning you end up 7 points behind based on the scoring of these features. Or you can leave the two easy points, give your opponent a point but rob him of 9 in the process meaning you end up 8 points ahead!


Member of the Month
Carcassonne Central's Member of the Month for July 2014 is: Yellow

For many centuries, a dark and mysterious creature has plagued these forums with a vicious intolerance of foreign language (and even some more conventional characters if it didn't like the way they looked). Posts have been truncated, usernames have been compromised; dreams have been shattered. Yet despite years of disruption, the monster remained safely hidden away in a maze of extraordinarily confusing administration menus and options. Hope was lost... or so it seemed!

As ancient legends had foretold, a yellow warrior was chosen to stand up for Carcassonne Central and all those who loved it. Bravely he ventured into the labyrinth of settings with nothing other than his deviousness, cunning wit and trusty Sword of Unicode for protection. He located the foul beast without hesitation and slayed it, bringing an immediate end to all the terror and havoc that it had caused. Though at first it seemed too good to be true, subsequent sacrifices were left untouched and soon afterwards it was written into local folklore that the notorious Umlaut Monster was gone for good.

Fantastic work Yellow! You've won a much-coveted Carcassonne Central Member of the Month tile to help you on your way towards 10,000 tiles; every little helps...


Video Library: A Lesson in Losing Your Farm (and failing [miserably] to get it back)
This video is of the second game of the round 4 clash between danisthirty (purple) and MrNumbers (red) in the 2014 Carcassonne Central League. Having broken MrNumber's unbeaten run of six consecutive games, danisthirty had one game in hand and so was playing to win the match whereas MrNumbers wasn't keen to settle on anything less than a draw...

(6m 24s)

(the battle for the farm gets increasingly desperate from 3m 40s onwards)


Carcassonne Knowledge Tester (CKT) #1: Score the Farm
Think you've got what it takes to become a Mega-Carcassonne referee? This section of the newsletter is designed to test your knowledge of the rules for some of the many official expansions that exist for Carcassonne and how they work together.

We'll start off with an easy one though; how many points will blue win for the farm shown below?




C-art-cassonne
I've spent most of the last 2 years completely lost in Carcassonne (the game rather than the place; if it was the place I'd hope someone would have helped me to find the way out by now) so this fantastic landscape developed by Yellow (originally post: http://www.carcassonnecentral.com/community/index.php?topic=907) proved too good not to show again here. Obligatory awful pun alert: "it's a-maze-ing"!

See if you can find your way to the shrine in the middle from the cloister in the bottom right (roads continue through junctions that would normally complete them):




Homework
Well done for reading this despite the title! Unlike most homework though, you'll be glad to know that this homework is optional and there will be no detentions for getting it wrong. If however this newsletter has left you in need of a bit of "food for thought" before next month's edition, it'd be interesting to know what the maximum score is for a single completed city using just the basic 72 Carcassonne tiles. So let's find out! Post your answers below, and post pictures too if you're able to. Let's do this thing!


Forum Statistics
For anyone who's interested, here's a quick recap of what July looked like from a forum statistics point of view:

64 new topics: most since May 2014 (65)
921 new posts: most since September 2013 (970)
102 new members: most since January 2014 (129)
36 members simultaneously online: most since May 2013 (38)
165,657 page views: most since May 2014 (173,740)


The Last Tile
All being well, I'm hoping that this newsletter can become a regular feature of Carcassonne Central and as such I want it to be fun, interesting and useful. So if you've liked what you've seen, haven't liked what you've seen or haven't seen anything at all after slipping into a Carcassonne-induced coma resulting from having stayed up all night trying to work out how many unique tiles would be included in a game of Mega-Carcassonne (ask on here next time, it's much easier) then I'd love to hear from you. Thoughts, suggestions, ideas, feedback, comments or anything else you may have to offer are always welcome so please feel free to contribute and help to improve future editions of Carcassonne Central News!

240
The Marketplace / Cathars
« on: July 28, 2014, 06:59:30 AM »
I have a spare copy of the original "Cathars" expansion which I am giving away for free (including posting) to someone on these forums. The catch? You’ve got to win it first!

If you think you’ve got what it takes (or even if you don’t but are keen to try playing Carcassonne over the internet against some top opposition) then have a look here and add your name to the list:

http://www.carcassonnecentral.com/community/index.php?topic=829

Good luck!

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