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Messages - Meepledrone

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16
Question #18: Santa Claus places this tile on behalf of Yellow. The player has the following questions:
a) How many points does each player score? (1 point)
b) What happens to the Mage and the Witch after scoring? (1 point)

Note:
* No meeples are placed on this turn.
* This is a mid-game scenario. The game goes on for a few more turns.
* We are expecting the scoring to be performed according to the C2/C3 rules. Please indicate if you apply the rules of a different edition.



Answer #18: Depending on the rules applied, we will have two cases when dealing with non-square tiles in this scenario:
* The C1 rules consider each tile individually no matter their shape, so a German castle tile counts as 1 tile.
* The C2/C3 rules consider occupied spaces when scoring features, so a German castle tile counts as 2 tiles.

Let's review the results depending on the ruleset applied.

C2/C3 rules

This tile placement completes the road and the city. Let's score each one in turn.

The road occupied by Yellow has 10 tiles. Note that each half of the German castle counts as a different tile. Additionally, the scoring of the road will consider:
* The Highway scoring tile, which will treat the road as a 5-tile feature for its scoring
* The German castle on the road
* The Mage, which will consider the actual 10 tiles of the road for the bonus
Then, Yellow will score 18 points for the road (5 + 3 + 10 points):
* 5 points for the road itself (5 tiles for the Highway scoring tile x 1 point per tile)
* 3 bonus points for the German castle bonus, only considered once.
* 10 points for the Mage bonus (10 tiles x 1 bonus point per tile)
 
The city occupied by Red has 5 tiles and 1 coat of arms. Additionally, the scoring of the city will consider:
* The Bad Neighborhood scoring tile, which will discard the 3 semicircular tiles in the scoring of the city
* The German castle on the city
* The Witch
Then, Red will score 6 points for city (3 + 3 points):
* 3 points for the city itself after considering the Witch. The city would be worth 6 points ( (2 tiles for the Bad Neighborhood scoring tile + 1 coat of arms) x 2 points = 3 x 2 points), but the Witch will halve this amount so the city is worth 3 points (6 points / 2).
* 3 bonus points for the German castle bonus.

After scoring, the Mage and the Witch will be put aside.
 
Bottomline:
a) The scoring is as follows for this turn:
* Blue scores no points
* Red scores 6 poins
* Yellow scores 18 points
b) After scoring, the Mage and the Witch will be put aside.


C1 rules

This tile placement completes the road and the city. Let's score each one in turn.

The road occupied by Yellow has 9 tiles. Note that the German castle counts as 1 tile. Additionally, the scoring of the road will consider:
* The Highway scoring tile, which will treat the road as a 5-tile feature for its scoring
* The German castle on the road
* The Mage, which will consider the actual 9 tiles of the road for the bonus
Then, Yellow will score 17 points for the road (5 + 3 + 9 points):
* 5 points for the road itself (5 tiles for the Highway scoring tile x 1 point per tile)
* 3 bonus points for the German castle bonus, only considered once.
* 9 points for the Mage bonus (9 tiles x 1 bonus point per tile)
 
The city occupied by Red has 5 tiles and 1 coat of arms. Additionally, the scoring of the city will consider:
* The Bad Neighborhood scoring tile, which will discard the 3 semicircular tiles in the scoring of the city
* The German castle on the city
* The Witch
Then, Red will score 6 points for city (3 + 3 points):
* 3 points for the city itself after considering the Witch. The city would be worth 6 points ( (2 tiles for the Bad Neighborhood scoring tile + 1 coat of arms) x 2 points = 3 x 2 points), but the Witch will halve this amount so the city is worth 3 points (6 points / 2).
* 3 bonus points for the German castle bonus.
 
Bottomline:
a) The scoring is as follows for this turn:
* Blue scores no points
* Red scores 6 points
* Yellow scores 17 points
b) After scoring, the Mage and the Witch will be put aside.

17
Question #17: Danisthirty presents this end-game scenario. How many points does each player score? (1 point)

Note:
* We are expecting the scoring to be performed according to the C2/C3 rules. Please indicate if you apply the rules of a different edition.



Answer #17: Depending on the rules applied, we will have two cases when dealing with non-square tiles in this scenario:
* The C1 rules consider each tile individually no matter their shape, so a German castle tile, a wonder tile or a Halfling tile counts as 1 tile each.
* The C2/C3 rules consider occupied spaces when scoring features, so a German castle tile counts as 2 tiles, a wonder tile counts as 5 tiles, and two Halfling tiles sharing the same space count as 1 tile.

Let's review the results depending on the ruleset applied.

C2/C3 rules

At the end of this game, we first score the wonders. Only the Terracotta Army grants points at this point.



Red will score 6 points for the columns and rows with 7+ tiles ( (2 rows + 1 column) x 2 points = 3 x 2 points):
* The row with the yellow meeple placed as a claustral prior or abbot. This row (marked in red) has 7 tiles (3 + 3 + 1 tiles):
   - 3 square tiles
   - 3 tiles represented by 3 Halfling tiles occupying a single space each
   - 1 tile represented by 2 Halfling tiles sharing the same space
* The row with the yellow meeple placed on a German castle. This row (marked in yellow) has 8 tiles (2 + 1 + 5 tiles):
   - 2 tiles represented by the 2 halves of th German castle
   - 1 tile represented by 1 space occupied by the Terracotta Army wonder tile
   - 5 tiles represented by 5 spaces occupied by the Abu Simbel wonder tile
* The column with the blue meeple placed as a claustral prior or abbot. This column (marked in blue) has 7 tiles (1 + 1 + 1 + 4 tiles):
   - 1 square tile
   - 1 tile represented by 1 Hafling tile occupying a single space
   - 1 tile represented by 1 half of a German castle tile occupying a single space
   - 4 tiles represented by 2 German castle tiles occupying 2 spaces each

Note that triangular gaps do not limit a row or columns but square gaps do.

Now let's score the features:

Yellow will score 7 points for the uncompleted German castle ( (2 + 1 + 2 + 1 + 1 tiles) x 1 point per tile = 7 x 1 tiles):
* 2 tiles represented by the 2 spaces occupied by the German castle
* 1 adjacent square tile
* 2 tiles represented by the 2 adjacent spaces of the Terracotta Army wonder tile
* 1 tile represented by 1 adjacent Halfling tile occupying a space
* 1 tile represented by 2 adjacent Halfling tiles sharing the same space

Blue will score 11 points for the Japanese building with the blue meeple placed as a claustral pior or abbot ( (1 + 0 + 4 + 4 + 2 tiles) x 1 point per tile = 11 x 1 points):
* 1 tile with the Japanese building
* 0 tiles in the left row
* 4 tiles in the top column (1 + 1 + 2 tiles):
   - 1 tile represented by 1 Hafling tile occupying a space
   - 1 tile represented by 1 half of a German castle tile occupying a single space
   - 2 tiles represented by 1 German castle tile occupying 2 spaces
* 4 tiles in the right row (3 + 1 tiles)
   - 3 tiles represented by 3 spaces occupied by the Terracotta Army wonder tile
   - 1 square tile (the row ends at the empty square space)
* 2 tiles in the bottom column:
   - 2 tiles represented by 1 German castle tile occupying 2 spaces

Red will score 8 points for the Japanese building with the red meeple placed as a claustral pior or abbot ( (1 + 4 + 2 + 0 + 1 tiles) x 1 point per tile = 8 x 1 points):
* 1 tile with the Japanese building
* 4 tiles in the left row (3 + 1 tiles)
   - 3 tiles represented by 3 spaces occupied by the Terracotta Army wonder tile
   - 1 square tile
* 2 tiles in the top column (1 + 1 tiles):
   - 1 tile represented by 1 space occupied by the Abu Simbel wonder tile
   - 1 tile represented by 1 Hafling tile occupying a space
* 0 tiles in the right row
* 1 tile in the bottom column:
   - 1 tile represented by 1 Hafling tile occupying a space

Yellow will score 9 points for the Japanese building with the yellow meeple placed as a claustral pior or abbot ( (1 + 3 + 0 + 3 + 2 tiles) x 1 point per tile = 9 x 1 points):
* 1 tile with the Japanese building
* 3 tiles in the left row (1 + 1 + 1 tiles)
   - 1 square tile   
   - 1 tile represented by 1 Hafling tile occupying a space
   - 1 tile represented by 2 Hafling tiles sharing a space
* 0 tiles in the top column
* 3 tiles in the right row (1 + 2 tiles)
   - 1 square tile   
   - 2 tiles represented by 2 Hafling tiles occupying a single space each
* 2 tiles in the bottom column:
    - 2 tiles represented by 2 spaces occupied by the Terracotta Army and the Abu Simbel wonder tiles, respectively
   
Bottomline:
* Blue scores 11 points for their Japanese building
* Red scores 14 poins (6 points for the Terracotta Army wonder + 8 points for their Japanese building)
* Yellow scores 16 points (7 points for the German castle + 9 points for their Japanese building)


C1 rules

At the end of this game, we first score the wonders. Only the Terracotta Army grants points at this point.



Red will score 2 points for the row with 7+ tiles (1 row x 2 points):
* The row with the yellow meeple placed as a claustral prior or abbot. This row (marked in red) has 8 tiles (3 + 5 tiles):
   - 3 square tiles
   - 5 Halfling tiles

Note that triangular gaps do not limit a row or columns but square gaps do.

Now let's score the features:

Yellow will score 7 points for the uncompleted German castle ( 2 points for the German castle + (5 adjacent tiles x 1 point per tile) = 2 + 5 points), considering the following 5 adjacent tiles (1 + 1 + 3 tiles):
* 1 adjacent square tile
* 1 tile adjacent wonder tile (i.e. the Terracotta Army wonder tile)
* 3 adjacent Halfling tiles

Blue will score 7 points for the Japanese building with the blue meeple placed as a claustral pior or abbot ( (1 + 0 + 3 + 2 + 1 tiles) x 1 point per tile = 7 x 1 points):
* 1 tile with the Japanese building
* 0 tiles in the left row
* 3 tiles in the top column (1 + 2 tiles):
   - 1 Halfling tile
   - 2 German castle tiles (no matter the orientation)
* 2 tiles in the right row (1 + 1 tiles)
   - 1 wonder tiles (i.e. the Terracotta Army wonder tile)
   - 1 square tile (the row ends at the empty square space)
* 1 tile in the bottom column:
   - 1 German castle tile

Red will score 6 points for the Japanese building with the red meeple placed as a claustral pior or abbot ( (1 + 2 + 2 + 0 + 1 tiles) x 1 point per tile = 6 x 1 points):
* 1 tile with the Japanese building
* 2 tiles in the left row (1 + 1 tiles)
   - 1 wonder tile (i.e. the Terracotta Army wonder tile)
   - 1 square tile
* 2 tiles in the top column (1 + 1 tiles):
   - 1 wonder tile (i.e.  the Abu Simbel wonder tile)
   - 1 Halfling tile
* 0 tiles in the right row
* 1 tile in the bottom column:
   - 1 Halfling tile

Yellow will score 10 points for the Japanese building with the yellow meeple placed as a claustral pior or abbot ( (1 + 4 + 0 + 3 + 2 tiles) x 1 point per tile = 10 x 1 points):
* 1 tile with the Japanese building
* 4 tiles in the left row (1 + 3 tiles)
   - 1 square tile   
   - 3 Hafling tiles
* 0 tiles in the top column
* 3 tiles in the right row (1 + 2 tiles)
   - 1 square tile   
   - 2 Hafling tiles
* 2 tiles in the bottom column:
    - 2 wonder tiles (i.e. the Terracotta Army and the Abu Simbel wonder tiles)

Bottomline:
* Blue scores 7 points for their Japanese building
* Red scores 8 poins (2 points for the Terracotta Army wonder + 6 points for their Japanese building)
* Yellow scores 17 points (7 points for the German castle + 10 points for their Japanese building)

18
Question #16.5: Chanchito and Chanchita would appreciate your help with this sudoku. What is the sum of the cells highlighted in magenta? (3 points)



Answer #16.5: The expansion symbols map to their corresponding expansion numbers in this case:

1:
2:
3:
4:
5:
6:
7:
8:
9:

After the translation of expansion symbols, the resulting sudoku is as follows:



It's solution is this: 



The sum of the cells highlighted in magenta is 42 (6 + 6 + 6 + 6 + 5 + 5 + 1 + 4 + 3), which is equal to:



As you may know, 42 is "The Answer to the Ultimate Question of Life, the Universe, and Everything!"  ;)

19
Question #16: This game has ended. The Grinch wants you to answer the following questions:
a) How many fields are there in this scenario? (1 point)
b) How many points does each player score? (1 point)

Notes:
* No large meeples are included in this scenario.
* We are applying the most recent rules for the Alhambra wonder. Consider a game with more than 120 tiles



Answer #16: Firstly, we score the bonus points granted for farmers by the Alhambra wonder. Red will score 18 points (3 farmers x 6 points per farmer for a game with more than 120 points). Only the red farmers are considered.

Note: Any castle lords on the board are removed before the final scoring. Any reference to them below is just for the sake of convenience.

This scenario has 5 fields:

>> 1. Field left of the castle occupied by Blue

This field is unoccupied and no player will score points for it. Note that the castle separates the fields.

>> 2. Field top left occupied by a farmer

The field top left occupied by a red farmer has no completed cities. Red will score 0 points for this field.

Red will not receive any Tanner quarter bonus points for this field, since it has no farmhouses or sheds.

>> 3. Field top left with a barn

The field top left occupied by the red barn has 1 completed city (i.e. Leipzig) and 1 castle (occupied by Blue). Red will score 9 points for the barn (4 + 5 points):
- 4 points for the completed city of Leipzig (1 city x 4 points)
- 5 points for the castle (1 castle x 5 points)
Note that the barn does not receive the Tanners quarter bonus.

>> 4. Field top right

The field top right is occupied by a blue farmer, a red farmer and the red pig. Both Blue and Red share the majority with 1 meeple each (the pig does not affect the majority; it just grants more points per feature). This field has 2 completed cities (one of them is Leipzig) and 2 castles (one unoccupied and another occupied by Yellow). Additionally, the field also has 2 farmhouses.

Blue will score 14 points for the field (6 + 8 points):
- 6 points for the completed cities (2 cities x 3 points)
- 8 points for the castles (2 castles x 4 points)

Red will score 18 points for the field (8 + 10 points):
- 8 points for the completed cities (2 cities x (3 points + 1 point for the pig) = 2 x 4 points)
- 10 points for the castles (2 castles x (4 points + 1 point for the pig) = 2 x 5 points)

Both players will receive the Tanners quarter bonus for their meeple in Leipzig, so Blue and Red will receive 4 bonus points each (2 farmhouses x 2 points).

>> 5. Bottom field

The field at the bottom is occupied by Red and Yellow. Both players share the majority with 1 meeple each. This field has 2 completed cities (one of them is Leipzig). Additionally, the field also has 1 farmhouse and 1 cowshed. Please note the field connections under the bridges.

Red and Yellow will score 6 points each for the completed cities (2 cities x 3 points)

Only Red will receive the Tanners quarter bonus for their meeple in Leipzig, so Red will receive 4 bonus points ( (1 farmhouse + 1 cowshed) x 2 points).


Bottomline:
a) There are 5 fields in this scenario.
b) Scoring during the last turn:
* Blue scores 18 points (14 points for the field top right + 4 points for the Tanners quarter bonus)
* Red scores 59 poins (18 points for the Alhambra bonus + 9 points for the barn + 18 points for the field top right + 4 points for the Tanners quarter bonus (top right field) + 6 points for the field at the bottom + 4 points for the Tanners quarter bonus (bottom field) )
* Yellow scores 6 points for the field at the bottom

20
Question #15: The Snowman places the following tile on behalf of Blue. The player would like to know the following:
a) How many points does each player score this turn? (1 point)
b) If this was the last tile of the game, how many points does each player score after the game? (1 point)

Notes:
* No additional meeples are placed.
* We are expecting the scoring to be performed according to the C2/C3 rules. Please indicate if you apply the rules of a different edition.



Answer #15: Depending on the rules applied, we will have two cases when dealing with non-square tiles in this scenario:
* The C1 rules consider each tile individually no matter their shape, so a German castle tile and Halfling tiles count as 1 tile each, evn if 2 Halfling tiles share the same square space..
* The C2/C3 rules consider occupied spaces when scoring features, so a German castle tile counts as 2 tiles, and two Halfling tiles sharing the same space count as 1 tile.

Let's review the results depending on the ruleset applied.

C2/C3 rules

>> Scoring the last turn

The tile placement completes the following features:

* The monastery occupied by Blue. The player will score 9 points for it (9 tiles x 1 point), according to the following tile count (1 + 3 + 2 + 1 + 2 tiles):
  - 1 square tile with the monastery
  - 3 adjacent square tiles
  - 2 adjacent tiles represented by 2 Halflings sharing the same space
  - 1 adjacent tile represented by 1 Halfling occupying one space
  - 2 adjacent tiles represented by the two halves of the German castle 
 
* The road occupied by Red. The player will score 8 points (5 + 3 points):
   - 5 points for the road itself (5 tiles x 1 point per tile). These 5 tiles represent (2 + 1 + 1 + 1 tiles):
       - 2 square tiles
       - 1 tile for the 2 Halflings sharing one space
       - 1 tile for the Halfling occupying one space
       - 1 tile for on half of the German castle
   - 3 points for the German castle bonus

* The city occupied by Yellow. The player will score 15 points for it (12 + 3 points):
   - 12 points for the city itself ( (4 tiles + 2 coats of arms) x 2 points = 6 x 2 points). These 4 tiles represent (1 + 1 + 1 + 1 tiles):
       - 1 square tile
       - 1 tile for the 2 Halflings sharing one space
       - 1 tile for the Halfling occupying one space
       - 1 tile for one half of the German castle
    - 3 points for the German castle bonus

>> Scoring after the game

Blue will score 6 points for the German castle (6 tiles x 1 point). These 6 tiles represent (2 + 3 + 1 tiles):
    - 2 tiles for the German castle
    - 3 adjacent square tiles
    - 1 adjacent ntile for the 2 Halflings sharing one space 
       
Bottomline:
a) Scoring during the last turn:
* Blue scores 9 points
* Red scores 8 poins
* Yellow scores 15 points
b) Scoring after the game:
* Blue scores 6 points
* Red scores no poins
* Yellow scores no points


C1 rules

>> Scoring the last turn

The tile placement completes the following features:

* The monastery occupied by Blue. The player will score 10 points for it (10 tiles x 1 point), according to the following tile count (1 + 3 + 5 + 1 tiles):
  - 1 square tile with the monastery
  - 3 adjacent square tiles
  - 5 adjacent Halflings tiles
  - 1 adjacent double-sized German castle tile   
 
* The road occupied by Red. The player will score 9 points (6 + 3 points):
   - 6 points for the road itself (6 tiles x 1 point per tile). These 6 tiles represent (2 + 3 + 1 tiles):
       - 2 square tiles
       - 3 tiles for the Halfling tiles
       - 1 tile for double-sized German castle tile
   - 3 points for the German castle bonus

* The city occupied by Yellow. The player will score 17 points for it (14 + 3 points):
   - 14 points for the city itself ( (5 tiles + 2 coats of arms) x 2 points = 7 x 2 points). These 5 tiles represent (1 + 3 + 1 tiles):
       - 1 square tile
       - 3 tiles for the Halflings
       - 1 tile for the double-sized German castle tile
    - 3 points for the German castle bonus

>> Scoring after the game

Blue will score 7 points for the German castle (2 points for the German castle tile + (5 tiles x 1 point) ). These 5 adjacent tiles represent (3 + 2 tiles):
    - 3 square tiles
    - 2 Halfling tiles
       
Bottomline:
a) Scoring during the last turn:
* Blue scores 10 points
* Red scores 9 poins
* Yellow scores 17 points
b) Scoring after the game:
* Blue scores 7 points
* Red scores no poins
* Yellow scores no points

21
poor @Meepledrone ...
The fact that he has not written anything yesterday means that he must have a huge workload after the holidays...
Don't worry, Meepledrone, we are all waiting patiently here.... VERY patiently.... I mean VERY VERY patiently ....  ;)   >:D

----------

@KBellon @jamontoast and to all the others wondering....

I was in the same case: I did not anwer correctly to this question and was wondering about this solution. I just did not get it.

The explanation that Meepledrone gave me (and the others in our Discord Group from Carcassonne in Carcassonne 2024) which made me understand was:

Both ferries can move because you can access them both from the extended road without going through another ferry
The roundabout did the trick...


This is what I commented to @Challa007 !!!

Here you can reach both ferries down the road directly. Therefore, you can move both of them.



However, in the following case, the ferry on the left is not directly connected to the extended road. You can reach it by passing the middle ferry. As a result, the ferry on the left cannot be moved.



Hope this helps.

22
I would like rules clarification if possible for the ferries  ;D

The rules state "Starting from the tile you have placed, you may only move the first ferry along the road."

...

However, it seems that this statement means that you can move all ferries that you can reach without having to pass another ferry first?

Yep, that is the idea...

Clarification addd to WICA. What do you think?

https://wikicarpedia.com/car/The_Ferries#Other_expansions

23
Question #14: Santa Claus places this tile on Blue's behalf. The player wants to place a meeple as shown in the picture and also has the following questions:
a) Can the player move the ferries on the left and middle tile? (1 point)
b) What ferry positions should the player choose to achieve the following goals at the same time: scoring the most points while Red scores the least points possible (if any) this turn, and taking control of the city occupied by Yellow? (1 point)
c) How many points does each player score this turn? (1 point)

Notes:
* This scenario does not include large meeples.
* This is a mid-game scenario. The game goes on for a few more turns.



Answer #14: The placement of this ferry tile extends a road with 2 other ferries connected directly to it. This allows Blue to move both ferries placed in previous turns as needed (the one on the left and the one in the middle of the picture). Note that the eligibility of the ferries that can be moved is decided as soon as the tile is placed (if the tile just placed is a ferry lake like in this case, the ferry placement on it is irrelevant). So in this case, no ferry is connected to the extended road through another ferry, what could have prevented them from being allowed to move.

In order to achieve the goals requested, the player may use any of the following ferry position combinations:

Left ferry          Middle ferry      Right ferry (new)
Option 1a    | (unmoved)\ (unmoved)| (placed) - simplest option
Option 1b| (unmoved)/ (moved)| (placed)
Option 1c| (unmoved)- (moved)| (placed)
Option 2| (unmoved)/ (moved)/ (placed connecting top and left jetties)
Option 3\ (moved)\ (unmoved)| (placed)



Any of these combinations will create a single road with 9 tiles connected to the city through two drawbridges. Blue will have the single majority on the road with 2 meeples versus 1 from Red. As a result:
* Blue will score 9 points for the road (9 tiles x 1 point per tile)
* Red will score 0 points for the road, as requested.

Additionally, Blue will be able to move both meeples to the city occupied by Yellow and gain the majority.

Bottomline:
a) Yes, both ferries (left and middle) can be moved
b) The ferries should be placed according to any of these combinations:
Left ferry          Middle ferry      Right ferry (new)
Option 1a    | (unmoved)\ (unmoved)| (placed)- simplest option
Option 1b| (unmoved)/ (moved)| (placed)
Option 1c| (unmoved)- (moved)| (placed)
Option 2| (unmoved)/ (moved)/ (placed connecting top and left jetties)
Option 3\ (moved)\ (unmoved)| (placed)
c) The scoring is as follows:
* Blue scores 9 points
* Red scores 0 poins
* Yellow scores no points

24
Question #13: Danisthity places this tile on behalf of Red. The player wants to score the most points for their bets and has the following questions:
a) How many points does each player score? (1 point)
b) Which features should Red choose to score the bets on each betting office? (1 point)

Notes:
* The picture shows the bets placed on each betting office.
* This is a mid-game scenario. The game goes on for a few more turns.
* The tile just placed does not accept bets as per the rules. 1 extra point for those who notified it in their answer before this update!



Answer #13: This tile placement completes the following features:
* The road occupied by Red
* The city occupied by Blue
* The road occupied by Yellow
* The German cathedral occupied by Red.

Let's score each of them in turn.

Red will score 18 poins for their road (6 tiles x (1 point per road tile + 1 point fo the inn + 1 point for the German cathedral) = 6 x 3 points).

Blue  will score 12 points for the city ( (4 tiles + 2 coats of arms) x 2 points = 6 x 2 points).

Yellow will score 16 points for their road ( (6 tiles + 2 road segments on the German cathedral) x (1 point per road tile + 1 point for the German cathedral) = 8 x 2 points). Note that the two road segments on the German cathedral tile are counted separately.

Red will score 23 points for the German cathedral (3 + 12 + 8 points):
* 3 points for completed road on the left (3 tiles x 1 point per road tile).
* 12 points for the completed road at the top (6 tiles x (1 point per road tile + 1 point fo the inn) = 6 x 2 points).
* 8 points for the road connecting the right and bottom road segments on the German cathedral tile ( (6 tiles + 2 road segments on the German cathedral) x 1 point per road tile = 8 x 1 points). Note that the two road segments on the German cathedral tile are counted separately.

After scoring the features, let's score the bets.

In order for Red to score the most points for their bets, the player will choose the following features for the bets:
* Betting office at the bottom: The player will choose the 7-tile road (discarding the city). Note that we count the tiles in the road, ignoring the edge case affecting road segments on the German cathedral scoring.
  - Blue will score 0 points for the 3/6 bet.
  - Red will score 7 points for the 4/7+ bet.
  - Yellow will score 0 points for the 5/8+ bet.
* Betting office at the top: The player can only choose the 6-tile road at the top (there is no other option).
  - Blue will score 6 points for the 2/6 bet.
  - Red will score 0 points for the 5/8+ bet.
  - Yellow will score 0 points for the (4) bet.

Bottomline:
a) The scoring will be as follows:
* Blue scores 18 points (12 points for the city + 6 points for the bet on the top road)
* Red scores 48 points (18 poins for the road + 23 points for the German cathedral + 7 for the bet on the bottom road)
* Yellow scores 16 points for the road
b) Red will choose the following features to score the most points for their bets:
* Betting office at the bottom: The player will choose the 7-tile road
* Betting office at the top: The player can only choose the 6-tile road at the top

25
Question #12: Santa Claus places this tile on Blue's behalf adding a tollhouse token. The player has the following questions:
a) How many points does each player score? (1 point)
b) Which tollhouse tokens have to be flipped over at the end of this turn? (1 point)

Notes:
* The little buildings will be scored applying the variant rules.
* This is a mid-game scenario. The game goes on for a few more turns.



Answer #12: This tile placement completes two roads with two tollhouses each.

Note:
* Little Buildings include shed, house and tower tokens. These tokens are not considered by tollhouses. There are no interactions between them.

Let's score each road in turn, but the tollhouses will be scored before each road.

>> Road occupied by Blue

This road has:
* 7 tiles
* 2 straight signposts pointing in the right direction
* 2 little buildings: 1 shed and 1 house
* 1 highwaymen, 1 donkey stable, 1 farmhouse, 1 garden

We first score the tollhouses:

Blue will score 4 points for their tollhouse on this road (  (1 highwaymen + 1 donkey stable + 1 farmhouse + 1 garden) x 1 point for the small toll = 4 x 1 point).

Red will score 8 points for their tollhouse on this road ( (1 highwaymen + 1 donkey stable + 1 farmhouse + 1 garden) x 2 points for the large toll = 4 x 2 point).
 
Then we score the road:

Blue will score 12 points for the road (7 + 2 + 3 points):
* 7 points for the road itself (7 tiles x 1 point)
* 2 points for the correct signposts (2 correct signposts x (1 type of correct signpost x 1 point per correct type) = 2 x 1 points)
* 3 points for the little buildings ( (1 shed x 1 point per shed) + (1 house x 2 points per house) = 1 + 2 points)

>> Road occupied by Yellow

This road has:
* 8 tiles
* 1 right signpost pointing in the right direction
* 2 left signposts pointing in the right direction
* 1 little building: 1 tower
* 2 highwaymen, 1 group of travelers

We first score the tollhouses:

Blue will score 5 points for their tollhouse on this road ( (2 highwaymen x 1 point for the small toll) + (1 group of travelers x 3 points for the small toll) = 2 + 3 points).

Red will score 10 points for their tollhouse on this road ( (2 highwaymen x 2 points for the large toll) + (1 group of travelers x 6 points for the large toll) = 4 + 6 points).
 
Then we score the road:

Yellow will score 17 points for the road (8 + 6 + 3 points):
* 8 points for the road itself (8 tiles x 1 point)
* 6 points for the correct signposts (3 correct signposts x (2 types of correct signpost x 1 point per correct type) = 3 x 2 points)
* 3 points for the little building (1 tower x 3 points per tower)

After the scoring is completed, both tollhouses will have to flip over, since both scored points for a group of travelers (see the road occupied by Yellow). Note that the tollhouses stay the same for all the roads being scoring, that is, they do not change after scoring each road with a group of travelers.

Bottomline:
a) The scoring will be as follows:
* Blue scores 21 points (4 + 5 points for the tollhouse + 12 points for the road)
* Red scores 18 points (8 + 10 points for the tollhouse)
* Yellow scores 17 points for the road
b) Both tollhouses have to flip over at the end of this turn

26
Question #11: The Snowman places this tile on behalf of Red. The player has the following questions:
a) Can Yellow move their two meeples in Carcassonne to the cult place just completed? (1 point)
b) Can Blue move their meeple in Carcassonne to the road just completed? (1 point)
c) Can Red move their meeple in Carcassonne to the city just completed? (1 point)
d) Which features completed in this turn may trigger the scoring of the castle occupied by Blue? (1 point)
e) Which features completed in this turn may trigger the scoring of the castle occupied by Yellow? (1 point)
f) Taking into account the meeples that can move from Carcassonne to the features indicated, how many points does each player score? (1 point)
g) Which meeples will stay in Carcassonne and on other features on the board, if any? (1 point)
h) Can Red send a meeple to the castle district in Carcassonne and also move the Count to another district this turn? (1 point)

Notes:
* No large meeples were used in this question, only normal meeples.
* This is a mid-game scenario. The game goes on for a few more turns.
* Red does not place a meeple this turn. The player has no meeples left in their supply.
* Yellow wants to score the most points for their castle, if more than one option is possible.



Answer #11: The tile placement completes three features:
* An unoccupied road worth 6 points (6 tiles x 1 point)
* An unoccupied city worth 6 points (3 tiles x 2 points)
* A cult place occupied by Red worth 9 points (9 tiles x 1 point). This cult place is adjacent to a monastery occupied by Blue. This means both features were engaged in a challenge and Red won. 

Before proceeding with the scoring, players move their meeples from Carcassonne to any completed features as requested:
* Yellow will be allowed to move their two meeples in the cathedral district to the cult place just completed. As a result, Yellow will gain the majority in the feature with 2 meeples versus 1 meeple from Red.
* Blue will be allowed to move their meeple in the blacksmith district to the road just completed.
* Red will not be allowed to move their meeple in the castle district to the city just completed, since the Count is in that district.

The players score as follows:
* Yellow will score 9 points for the cult place after gaining the majority on the cult place that was occupied by Red.
* Blue will not score points for the uncompleted monastery after losing the challenge, and their meeple will return to the player's supply without scoring.
* Blue will score 6 points for the road just claimed with the meeple moved from Carcassonne.
* Blue will not score points for their castle as no feature in its vicinity was completed and scored. The monastery was not scored as it lost the challenge.

The castle occupied by Yellow has 3 features just completed in its vicinity:
* The road worth 6 points, now occupied by Blue
* The unoccupied city worth 6 points.
* The cult place worth 9 points.
Yellow will score 9 points for the castle, as the player wants to score the most points from the three options possible.

After scoring, the only meeples staying on the board will be:
* The red meeple in Carcassonne, which could not be moved to the city just completed.
* The blue meeple in the castle, which could not score points for the monastery losing the challenge.
All the other meeples will return to their players.

Red will be able to move a meeple to Carcassonne after scoring, because the player did not score any points from this tile placement and the player has 1 meeple in their supply at this point (the one removed from the cult place after scoring). The presence of the Count in the castle district does not prevent the player from sending a new meeple to that district. After moving the meeple to Carcassonne, the player can move the Count without a problem.

Bottomline:
a) Yes, Yellow can move the 2 meeples in the cathedral district onto the cult place.
b) Yes, Blue can move the meeple in the blacksmisth district to the completed road.
c) No, Red will not be able to move their meeple in the castle district to the completed city.
d) No feature will trigger the scoring of the castle occupied by Blue.
e) Three features may trigger the scoring of the castle occupied by Yellow:
* The completed road
* The completed city
* The completed cult place, winner of the challenge
f) The scoring will be as follows:
* Blue scores 6 points
* Red scores no points
* Yellow scores 18 points (9 points for the cult place + 9 points for the castle)
g) Two meeples will stay on the board right after scoring:
* The red meeple in Carcassonne
* The blue meeple in the castle
h) Yes, Red will be able to send a new meeple to the castle district and also move the Count.
 

27
- Chanchito: Let there be peace!
- The Grinch: Come on!
- The Grinch: New Year's dissension is like music to my ears!
- The Grinch: I have some axes if anyone likes axe throwing!
- Fir Tree: (a dozen cones drop) :o
- The Grinch: I also have a flamethrower if anyone likes... >:D
- Snowman: (fainting) :o
- Chanchito: Help! Help!


28
For double-sized tiles (e.g. German castles) it is the same case as for wondr tiles, although their geometry is not as extreme: When we are dicussing adjacency or ranges such as a tower or a flying machine, you consider the full tile even if only one (small) part of it is in range (or adjacent). Check this clarification including an example for the tower:

https://wikicarpedia.com/car/Castles_in_Germany#Other_expansions
Quote
German castles count as one tile for the tower, but they represent two spaces for the tower range. If at least one of the spaces occupied by a German castle tile is in range from the tower, any meeple placed on the tile can be captured.


Exmaple: The range of this tower of height three includes German castle tiles. The numbers indicate the range from the tower. German castle tiles maybe affected even if only one of the spaces it occupies is in range from the tower.

You can see how you can capture a meeple from a whole double-sized tile even if only one half is directly in range. All this was re-checked with HiG in 2021. They replied very quickly as they were working on the 20th Anniversary Edition and the discussion was pertinent, as this dition included a double-sized river source. It all started with scoring monasteries... It ended with debunking all the clarifications given for C1 in 10/2015: dragon, tower, abbeys, barn, flying machines, halflings,... A real mess. :-\


29
The info about non-square tiles was historically included in these pages: Halflings and German Monasteries. For quite some time, I've been toying with the idea of regrouping all this info as new expansions with non-square tiles have been released. Hope I can tackle this chore in the near future... 8)

30
Question #10: The Grinch places this tile on behalf of Yellow. The player has two questions:
a) How many points dos ach player score in this turn? (1 point)
b) Can the wagon move to any city on the Abu Simbel tile after the road is scored? (1 point)
c) If this was the last turn in the game, how many points does each player score after the game? Please consider the movement of the wagon, if possible. (1 point)

Notes:
* No additional meeples are placed.
* This question only uses normal meeples. No large meeples were used.
* The Labyrinth is scored according to the Advanced Variant rules.
* We are expecting the scoring to be performed according to the C3 rules. Please indicate if you apply the rules of any other edition.



Answer #10: Depending on the rules applied, we will have two cases when dealing with non-square tiles in this scenario:
* The C1 rules consider each tile individually no matter their shape, so a German castle tile and a wonder tile count as 1 tile.
* The C2/C3 rules consider occupied spaces when scoring features, so a German castle tile counts as 2 tiles, and a wonder tile as 5 tiles.

Let's review the results depending on the ruleset applied.

C2/C3 rules

In this case, the road completed by Yellow has 18 tiles (6 + 1 + 3 + 1 + 4 + 3 tiles):
* 6 square tiles (one them a segment on the German cathedral)
* 1 tile for 1 half of the German castle
* 3 tiles for the 3 spaces one the Abu Simbel wonder tile
* 1 tile for 1 space on the Angkor Wat wonder tile
* 4 tiles for 4 spaces on the Terracotta Army wonder tile (one of them with a bridge)
* 3 tiles for 3 spaces on the Tikal wonde tile.

>> Last turn

The road has:
* A labyrinth tile (scored with the Advanced variant rules)
* An inn
* A German cathedral
* A German castle

Yellow will score 71 points for the road, since the player has the majority with 3 meeples (54 + 3 + 14 points):
* 54 for the road itself (18 tiles x (1 point per road tile + 1 point for the inn  + 1 point for the German cathedral) = 18 x 3 points)
* 3 bonus points for the German castle, no matter if it is connected twice to the road
* 14 points for the Labyrinth Advanced Variant (7 meeples x 2 points)

According to the C2/C3 rules, after scoring, the wagon can move to any unoccupied, uncompleted feature on the same tile or an adjacent one, except fields. The Abu Simbel wonder tile is adjacent to the tile with the wagon, so it may occupy any valid feature on it, such as the 1-tile city top left or the other 1-tile city top center next to the blue meeple. As an alternative, the wagon can move to the uncompleted 2-tile city on the also adjacent Terracotta Army wonder tile.

>> After the game

We first score the wonders and then the uncompleted features.

Black will score 5 points the Angkor Wat wonder (1 road with more that 5 tiles x 5 points)

Red will score 2 points for the row with 7 tiles (1 row with 7+ tiles x 2 points), which has the German cathedral and the Labyrinth.

Blue will score 37 points for the uncompleted German cathedral (1 + 0 + 36 points):
* 1 point for the left road segment on the German cathedral tile
* 0 points for the road at the bottom (2 tiles x 0 points for the inn)
* 36 points for right completed road (18 tiles x (1 point per road tile + 1 point for the inn) = 18 x 2 points).

Depending on the feature the wagon moves to, Yellow will score different points:
* 1 point for any of the 1-tile cities on the Abu Simbel wonder tile (1 tile x 1 point)
* 2 points for the city the Terracotta Army wonder tile (2 tiles x 1 point). This is the valid option granting the player the most points.

Bottomline: 
a) The scoring during the last turn:
* Black will score no points
* Blue will score no points
* Red will score no points
* Yellow will score 71 points
b) The wagon can move to any of the two cities on the Abu Simbel wonder tile.
c) The scoring after the game:
* Black will score 5 points
* Blue will score 37 points
* Red will score 2 points
* Yellow will score 1 or 2 points for the feature with the wagon


C1 rules

In this case, the road completed by Yellow has 11 tiles (6 + 1 + 1 + 1 + 1 + 1 tiles):
* 6 square tiles (one them a segment on the German cathedral)
* 1 tile for the German castle
* 1 tile for the Abu Simbel wonder tile
* 1 tile for the Angkor Wat wonder tile
* 1 tile for the Terracotta Army wonder tile (one of them provided by a bridge)
* 1 tile for the Tikal wonde tile.

>> Last turn

The road has:
* A labyrinth tile (scored with the Advanced variant rules)
* An inn
* A German cathedral
* A German castle

Yellow will score 50 points for the road, since the player has the majority with 3 meeples (33 + 3 + 14 points):
* 33 for the road itself (11 tiles x (1 point per road tile + 1 point for the inn  + 1 point for the German cathedral) = 11 x 3 points)
* 3 bonus points for the German castle, no matter if it is connected twice to the road
* 14 points for the Labyrinth Advanced Variant (7 meeples x 2 points)

According to the C1 rules, after scoring, the wagon can move to any adjacent unoccupied, uncompleted feature one, except fields. This adjacency is defined mainly as connections via roads. The wagon is not on a road connected to the 1-tile city top left, so it cannot move there. However, the wagon can move to the 1-tile city top center next to the blue meeple, since the completed road leads to that city. As an alternative, the wagon may move to other adjacent features connected to the road: the uncompleted 2-tile city on the Terracotta Army wonder tile, the uncompleted 2-tile city on the Tikal wonder tile or the uncompleted German castle.

>> After the game

We first score the wonders and then the uncompleted features.

Blue will score 23 points for the uncompleted German cathedral (1 + 0 + 22 points):
* 1 point for the left road segment on the German cathedral tile
* 0 points for the road at the bottom (2 tiles x 0 points for the inn)
* 22 points for right completed road (11 tiles x (1 point per road tile + 1 point for the inn) = 11 x 2 points).

Black will score 5 points the Angkor Wat wonder (1 road with more that 5 tiles x 5 points)

Red will score 0 points for no rows with 7 or more tiles.

Depending on the feature the wagon moves to, Yellow will score different points:
* 1 point for any of the 1-tile city at the end of the road on the Abu Simbel wonder tile (1 tile x 1 point)
* 2 points for the city the Terracotta Army wonder tile (2 tiles x 1 point).
* 2 points for the city the Tikal wonder tile (2 tiles x 1 point).
* 5 points for the German castle (2 points for the German castle tile + (3 adjacent tiles x 1 point per tile) = 2 + 3 tiles). This is the valid option granting the player the most points.

Bottomline: 
a) The scoring during the last turn:
* Black will score no points
* Blue will score no points
* Red will score no points
* Yellow will score 50 points
b) The wagon can only move to the city top center on the Abu Simbel wonder tile.
c) The scoring after the game:
* Black will score 5 points
* Blue will score 23 points
* Red will score 1 points
* Yellow will score 1, 2 or 5 points for the feature with the wagon

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