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Carc Central Community => General => Topic started by: Whaleyland on April 03, 2015, 01:59:23 PM

Title: The Bridges – Element of the Week #30
Post by: Whaleyland on April 03, 2015, 01:59:23 PM
ELEMENT OF THE WEEK: THE BRIDGES

Each week, a specific element from an expansion is chosen for deeper discussion. This is an opportunity for you, Carcassonne's biggest English-language fans, to discuss strategies and problems you have encountered through the years regarding specific expansion elements. All forms of critique – from the most joyous to the most scathing – are encouraged.

This week's element is THE BRIDGES (from Bridges, Castles & Bazaars [Expansion #8]). Bridges are one of the many fairly straight-forward elements that still leaves some people scratching their heads. Each player receives a set number of Bridges at the start of the game. During the game, on a turn, a player may place a tile with a Field beside a tile with an open Road so long as they also place a Bridge atop it. The Bridge takes over the function of the Road for all intents and purposes (and Robbers can be placed atop it). The bridge can't interfere with any other feature (e.g., it cannot go atop another Road or atop a City) and it can only run from one side of the tile to the other (i.e., no diagonals). Fairly uniquely among wooden bits, players are allowed to both place a Bridge and a Follower on the same turn. Additionally, Bridges were not restricted to the tile just placed but to adjacent tiles as well.

When this expansion first released, the very concept of Bridges seemed audacious. And yet their benefits were obvious. Players could finally fill some of the difficult gaps on the board. They could also expand or maintain large Farms since the Farms always passed beneath the Bridge. This led to a huge new strategy of connecting Fields through strategic Bridge placements. And while the use of Bridges can be difficult and their aesthetic beauty can be lacking, their strategic merits are undeniable. Discuss your relationship with The Bridge and how you optimise your use of this strategic element.

Next Week: The Goldmines  O0 O0 O0
Title: Re: The Bridges – Element of the Week #30
Post by: danisthirty on April 05, 2015, 11:43:59 PM
I really like bridges, although the possibilities they introduce can make for a very slow-paced game since there's so much more to agonise over before each tile placement.

I also like the 3D element that they introduce to the landscape.
Title: Re: The Bridges – Element of the Week #30
Post by: jma03 on April 06, 2015, 03:18:47 AM
one of my favorite definitely elements.
broaden far field and gives enough game to farms.
Title: Re: The Bridges – Element of the Week #30
Post by: DLloyd09 on April 06, 2015, 07:24:25 AM
I love the bridges; it's amazing how something so simple can open the way to much more strategic tile-placement.
Title: Re: The Bridges – Element of the Week #30
Post by: Mrbekr on April 06, 2015, 07:13:37 PM
One of my favorite elements to. Its also open fields!!!
Also love the 3D effect!!!!  :(y)
Title: Re: The Bridges – Element of the Week #30
Post by: Christopher on February 25, 2016, 10:20:41 AM
Bridges are smashing! I love a good bridge. I save them for use in awkward tile placements. I'm always tempted to use them to continue a good road, but the ability to place the bridge on either the placed tile or the adjacent is brilliant for getting you out of a squeeze. I tend to use them to finish a good feature.

My only concern is that between bridges, abbeys and halflings, trapping is an art of the past. There seems to be little gain in going to all the trouble of trapping a meeple only for the player so stick down one of the aforementioned features and wriggle out of it.