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Messages - Meepledrone

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61
Official Rules / Re: The Wonders of Humanity – Rules
« on: January 12, 2024, 10:16:10 AM »
If you place a the fairy next to a meeple on the wonder tile, it will protect its 5 square spaces from the dragon. Therefore, the dragon will not be able to land on the wonder tile.

What, why is that? This means if I have a fairy on the left side of the double river tile the dragon can't enter the right side?



Correct. The fairy will protect both halves of the double-sized tile.

Or that the dragon can't enter the whole City of Carcassonne 3x4 tile if the fairy is present on any of the 5 border spaces with a feature in it?



This is a different case. The 3x4 tableau has white lines dividing the area outside the city of Carcassonne into tiles. Each one of those tiles is independent, so the fairy maybe on one and the dragon on another without disturbing each other. This tableau was just created for practical reasons, but it does not alter the original configuration of 12 individual tiles (numbered from 1 to 12 on their backs) to conform the city of Carcassonne. The same happens in C2, but HiG decided to implement it with two 2x3 tableaus.

The first double-sized German castle prototypes had lines on them too, which were later removed. This was the origin of all this controversy. ;)

Or that the dragon can't enter the whole starting tile from Expansion 11 if the fairy is present at all on it?



In this case, there are no lines separating the 2x2 tile into individual tiles, so the fairy and the dragon cannot share this large tile.

62
News and Events / Re: CARCASSONNE EDIZIONE SPECIALE LUCCA 2023
« on: January 09, 2024, 04:04:52 AM »
Oooooooh! Looks good!

63
@Meepledrone please, why is phase 2 in Scoring during Turn sequence called: 'Round 2 - End of "move wood" phase' when it's written above
'Step 2A: Move the Wood (Prologue) - Before any figure or token placement action'

Isn't this correct name 'Round 2 - Start of "move wood" phase'?

https://wikicarpedia.com/car/Scoring_During_Turn_Sequence

This step didn't exist before The Barber-Surgeons (buying back a meeple right before placing it) was released. Later Exp. 11 & The Spells (placing ghosts) joined the team. Therefore its generic name to accommodate anything that might come. So far, it has served us well.

Step 2A: Move the Wood Prologue or Step 2A: Move the Wood Preamble could work just fine to finally remove the parentheses. I used "Prologue" for not using "Phase 0" back in the day without further infomation. ;)

The description of the phase could be Preliminary actions. So we talk about actions and not about phases. Before any figure or token placement action falls a bit short since Exp. 11 & The Spells perform numerous actions affecting ghosts and meeples in this step now. This would match the scope of Step 2C: Resolve Move the Wood - Rest of actions as well.

Whatever decision is made, we should then update both Scoring_During_Turn_Sequence  and Order_of_Play accordingly.

64
Thank you everyone!

I hope you enjoyed this quiz as much as...

Quote
:black1-meeple: :blue-meeple: :green-meeple: :red-meeple: :gray-meeple: :violet-meeple: :pink-meeple: :orange-meeple: :white-meeple: :brown-meeple: :neutral-meeple: :yellow-meeple: Happy times! :black1-meeple: :blue-meeple: :green-meeple: :red-meeple: :gray-meeple: :violet-meeple: :pink-meeple: :orange-meeple: :white-meeple: :brown-meeple: :neutral-meeple: :yellow-meeple: Happy times! :black1-meeple: :blue-meeple: :green-meeple: :red-meeple: :gray-meeple: :violet-meeple: :pink-meeple: :orange-meeple: :white-meeple: :brown-meeple: :neutral-meeple: :yellow-meeple:

....The Grinch doing all the tampering with the initial set of vanilla questions and spicing them up several notches up.

Quote
                                                                                                                                                                 :black1-meeple: :blue-meeple: :green-meeple: :red-meeple: :gray-meeple: :violet-meeple: :pink-meeple: :orange-meeple: :white-meeple: :brown-meeple: :neutral-meeple: :yellow-meeple: Evil deeds!!!! :black1-meeple: :blue-meeple: :green-meeple: :red-meeple: :gray-meeple: :violet-meeple: :pink-meeple: :orange-meeple: :white-meeple: :brown-meeple: :neutral-meeple: :yellow-meeple: Mwahahaha! :black1-meeple: :blue-meeple: :green-meeple: :red-meeple: :gray-meeple: :violet-meeple: :pink-meeple: :orange-meeple: :white-meeple: :brown-meeple: :neutral-meeple: :yellow-meeple:

Sorry if I couldn't stop him early in the process. :'(



- The Grinch: This is the last time I will let you make any declarations unsupervised!
- Meepledrone: Ohhhh, Your Meepleness!!! It wasn't my faintest intention... :'(
- Meepledrone: (bowing) How can I repay Your Emminence?
- Meepledrone: May I fall flat and play farmer in an empty field for Your sole amusement?
- The Grinch: Sounds delightfull!!! And singing non-stop!
- Meepledrone: (muffled) Mfhfhhmmfhh! Mfhfhhmmfhh! Mfhfhhmmfhh!...
- The Grinch: Keep going! Keep going!!!
- The Grinch: (to himself) Eleven months like this torture will drive the rest of the Meeple Council crazy.
- The Grinch: I'll some work for you aftwerwards... >:D
- Meepledrone: (muffled) Mfhfhhmmfhh! Mfhfhhmmfhh! Mfhfhhmmfhh!...

66
Also, the C3 image of gardens is too large: https://imgur.com/a/bDJEYOW.

@Bumsakalaka Could you have a look at the garden symbols for C3 and th 20th Anniversary Edition? They are displayed bigger than the symbol for C2. The C2 symbol is the right size.

67
I want to translate the new version of https://wikicarpedia.com/car/File:Carcassonne_Figures_C1_C2_WE_English.png. I have listed the words that need translation at https://wikicarpedia.com/car/Carcassonne_Game_Figures/ro#cs-comment-98219. What should I do? Do I have to manually translate the image by editing it, or there is another way?

Any help, please? :)

I could replace the text myself, but I need acces to a textless copy of this is image do to so: https://wikicarpedia.com/images/e/e2/Carcassonne_Figures_C1_C2_WE_English.png.

Maybe @tdriling can help with this.

68


- Meeple Council: Congratulations, Challa007!!! You are the winner of the Advent Calendar Quiz MMXXIII.  ;D
- Santa Claus: Any comments for the Meeple press?
- The Grinch: Please, pay no aention to her!!!
- The Grinch: I'm the star here!!!
- Snowman: Yes, sure!
- The Grinch: Do you have any complaints about my questions?
- Snowman: Um... No!
- The Grinch: You brain surely froze as soon as you saw the first one...
- Snowman: That would not surpris me. ???
- The Grinch: Agggghhhh! You are impossible!
- Snowman: Nope! I'm always calm and cool-headed!
- The Grinch: Fire! Fire!!!
- Snowman: Where? Where? We are all gonna dieeeee!
- The Grinch: I see... >:D
- Snowman: >:(
- Danisthirty: Guys, please!... Stop it!
- Danisthirty: (clearing his throat) Well, getting back to business... (looking at Meepledrone)
- Meepledrone: Ah, yes!... Please, Challa007...
- The Grinch: Ahem!
- Meepledrone: ...and the rest of the participants,...
- The Grinch: (smiling) ;D
- Meepledrone: ...confirm your address by PM if you want to receive a small token of the Meeple Council's appreciation for participating.
- Meepledrone: Challa007, let's also talk about the custom meeple set you'd like to receive.
- Snowman: That sounds good!
- Fir Tree: (a branch bends in the winds)  :o
- Gingerbread Man: Hope you all enjoyed the Advent Quiz!
- Santa Claus: Have a great year and see you all around!

69
Question #24: The Grinch expects you to score this end-game scenario accurately and swiftly. He has the following questions:
a) How many points do the players score for the wonders? (1 point)
b) How many points does each player score for uncompleted features (fields will be scored later)? (1 point)
c) How many points do the barns score? (1 point)
d) How many points does Yellow score for the field at the top? (1 point)
e) How many points does each player score for the field on the right? (1 point)
f) How many points do the players score for the King and Robber Baron tiles? (1 point)
g) What other points should the players score that were not considered in the previous questions? (1 point)
h) What is the total scoring for each player? (1 point)

Note:
* No large meeples were used in this question.
* We assume this is a 3-player game.
* There are no meeples outside the area shown in the picture
* There are no completed cities outside the area shown in the picture.



Answer #24: Let's score the this scenario step by step.

>> Preamble - Castle lords are removed

The scoring of this end-game scenario should start by removing the castle lords and scoring the wonders. This means that Red's castle lord will be removed without scoring points or getting the fairy bonus.

>> Scoring wonders

Red will score 3 points for the Circus Maximus wonder (1 knight x 3 points per knight). Note that:
* In a 3-player game, each knight is worth 3 points.
* We only consider knights from other players but Red, who placed the wonder. So the player only scores points for the blue knight (bottom left).

Yellow will score 8 points for the Alhambra wonder (2 farmers x 4 points per farmer). This wonder will consider only Yellow's farmers.

So, the players receive the following points for their wonders:
* Blue scores no points
* Red scores 3 points for the Circus Maximus wonder
* Yellow scores 8 points for the Alhambra wonder

>> Scoring uncompleted features

We have the following uncompleted features, not considering fields:
* The uncompleted city top center occupied by Red worth 1 point (1 tile x 1 point per tile)
* The uncompleted city bottom left occupied by Blue worth 2 points ( (1 tile + 1 coat of arms) x 1 point = 2 x 1 points)
* The uncompleted city bottom right occupied by Red worth 1 point (1 tile x 1 point per tile)
* The uncompleted road on the right occupied by Blue. This road has 5 tiles, an inn and the Mage. So it will be worth 5 points (0 points for the road + 5 Mage bonus points):
  * 0 points for the road itself (5 tiles x 0 points per tile for the inn)
  * 5 points for the Mage (5 tiles x 1 point for the Mage)
* The uncompleted Baba Yaga's Hut bottom left occupied by Yellow is worth 6 points (1 point for the feature + 5 points for the adjacent empty spaces)

So, the players score their uncompleted features as follows:
* Blue scores 7 points (2 points for the city + 5 points for the road)
* Red scores 2 points (1 point for the top city + 1 point for the bottom city)
* Yellow scores 6 points for Baba Yaga's Hut.

>> Scoring barns

The blue barn and the yellow barn share a field containing:
* 3 completed cities (one of them is the city of Leipzig)
* 1 castle

Note that the pig-herd by the river curve has no effect on barns.

The yellow barn will not receive any bonus points for the yellow meeple placed in the Tanners quarter in the city of Leipzig. This bonus only affects fields, not barns.

Therefore, blue barn and yellow barn will score 17 points each ( (3 completed cities x 4 points per city) + (1 castle x 5 points per castle ) = 12 + 5 points)

So, the players score their barns as follows:
* Blue scores 17 points
* Red scores no points
* Yellow scores 17 points

>> Scoring top field

The field at the top occupied by Yellow has the following features:
* 2 completed cities (one of them is the city of Leipzig)
* 1 castle

The yellow farmer will benefit from the yellow pig in the field. The farmer will also receive the bonus points for the yellow meeple placed in the Tanners quarter in the city of Leipzig.

Therefore, Yellow will score 13 points ( (2 completed cities x (3 points per city + 1 point for the pig) ) + (1 castle x (4 points per castle + 1 point for the pig) ) = (2 x 4 points) + (1 x 5 points) = 8 + 5 points)

Yellow will also receive 8 points for the Tanners quarter bonus ( (3 farmhouses + 1 shed) x 2 points = 4 x 2 points).

So, the players score the top field as follows:
* Blue scores no points
* Red scores no points
* Yellow scores 21 points (13 points for the field + 8 points for the Tanners quarter bonus).

>> Scoring the right field

The field on the right occupied by Red and Yellow has the following features:
* 3 completed cities (one of them connected to the field by a city overpass)
* 1 completed besieged city (connected by a city overpass)
Both players share the majority in the field.

Red also has the red pig in this field, which will benefit their farmer. Red will then score 20 points ( (3 completed cities x (3 points per city + 1 point for the pig) ) + (1 completed besieged city x (3 points per city + 1 point for the pig) x 2 for the siege ) = (3 x 4 points) + (1 x 4 x 2 points) = 12 + 8 points)

Yellow will score 15 points ( (3 completed cities x 3 points per city) ) + (1 completed besieged city x 3 points per city x 2 for the siege) ) = (3 x 3 points) + (1 x 3 x 2 points) = 9 + 6 points)

The yellow farmer would also benefit from the bonus points for the yellow meeple placed in the Tanners quarter in the city of Leipzig. Yellow will then receive 2 points for the Tanners quarter bonus (1 shed x 2 points).

So, the players score the right field as follows:
* Blue scores no points
* Red scores 20 points
* Yellow scores 17 points (15 points for the field + 2 points for the Tanners quarter bonus)

>> Scoring the King and Robber Baron tiles

Blue will score 6 points for the Robber Baron tile (6 completed roads x 1 point). Note that the short roads on the CRCR tile on the right (next to the tile with the Mage) are not considered.

Yellow will score 6 points for the King tile (6 completed cities x 1 point). Note that the city of Leipzig is considered for this bonus.

So, the players score the King and Robber Baron tiles as follows:
* Blue scores 6 points for the Robber Baron tile
* Red scores no points
* Yellow scores 6 points for the King tile

>> Scoring other points

The only missing scoring is the penalty associated with the Vodyanoy tile: 
* Blue will score -2 points for their meeple trapped on the Vodyanoy tile.
The only missing scoring is the penalty graned 

So, the remaining scorings are as follows:
* Blue scores -2 points for Vodyanoy
* Red scores no points
* Yellow scores no points

>> Total scoring

The total scoring for each player is as follows:
- Blue scores 28 points (2 points for the city + 5 points for the road + 17 points for the barn + 6 points for the Robber Baron tile - 2 points for Vodyanoy)
- Red scores 25 points (3 points for the Circus Maximus wonder + 1 point for the top city + 1 point for the bottom city + 20 points for the right field)
- Yellow scores 75 points (8 points for the Alhambra wonder + 6 points for Baba Yaga's Hut + 17 points for the barn + 21 points for the top field and the Tanners quarter bonus + 17 points for the right field + 6 points for the King tile).


Bottomline:
a) The players receive the following points for their wonders:
- Blue scores no points
- Red scores 3 points for the Circus Maximus wonder
- Yellow scores 8 points for the Alhambra wonder

b) The players score their uncompleted features as follows:
- Blue scores 7 points (2 points for the city + 5 points for the road)
- Red scores 2 points (1 point for the top city + 1 point for the bottom city)
- Yellow scores 6 points for Baba Yaga's Hut.

c) The players score their barns as follows:
- Blue scores 17 points
- Red scores no points (no barn)
- Yellow scores 17 points

d) The players score the top field as follows:
- Blue scores no points
- Red scores no points
- Yellow scores 21 points (13 points for the field + 8 points for the Tanners quarter bonus)

e) The players score the right field as follows:
- Blue scores no points
- Red scores 20 points
- Yellow scores 17 points (15 points for the field + 2 points for the Tanners quarter bonus)

f) The players score the King and Robber Baron tiles as follows:
* Blue scores 6 points for the Robber Baron tile
* Red scores no points
* Yellow scores 6 points for the King tile

g) The remaining scorings are as follows:
* Blue scores -2 points for Vodyanoy
* Red scores no points
* Yellow scores no points

h) The total scoring for each player is as follows:
- Blue scores 28 points (2 points for the city + 5 points for the road + 17 points for the barn + 6 points for the Robber Baron tile - 2 points for Vodyanoy)
- Red scores 25 points (3 points for the Circus Maximus wonder + 1 point for the top city + 1 point for the bottom city + 20 points for the right field)
- Yellow scores 75 points (8 points for the Alhambra wonder + 6 points for Baba Yaga's Hut + 17 points for the barn + 21 points for the top field and the Tanners quarter bonus + 17 points for the right field and the Tanners quarter bonus + 6 points for the King tile)
 


PS: I added some stats about to the final ranking table (check the rightmost columns in the table):
* "Total OK" representes the total number of questions answered correctly by each participant
* "% Total OK" represents the ratio of total questions answerer correctly over the total number of questions replied by each participant

70
Question #23: Danisthirty draws and places this tile on Red's behalf. How many points does each player score during this turn?

Note:
* This is a mid-game scenario. The game goes on for a few more turns.
* Yellow will score as many points as possible for their castle.



Answer #23: This tile placement completes the following features:
* The city occupied by Blue
* The road with the bridge occupied by Red
* The castle occupied by Yellow, triggered by the city and the road

Additionally, there are some watchtowers to be scored first:
* The red phantom will receive 8 points for the watchtower scoring for meeples (4 meeples in the vicinity x 2 points per meeple). Note that we are considering the meeple in the castle for the sake of consistency with the big top scoring. The red normal meeple will not receive the bonus, since its road is incomplete.
* The blue meeple will receive 4 points for the watchtower scoring for city segments (4 city segments on tiles in the vicinity x 1 point per tile). Note that the city segments under the castle token are not considered. Castles are not cities.
* No meeple will receive points for the watchtower scoring for roads, since there is no meeple on the watchtower tile that could benefit from this bonus.

Now we score the completed features...

Blue will score 6 points for their city (3 tiles x 2 points)

Red will score 9 points for the road with the bridge, which also counts as a tile (9 tiles x 1 point).

Yellow will score 9 points for their castle. The player will choose to score points for the completed road, which is the feature in its fief worth the most points. Note that the watchtower bonus points are not associated with a given feature, but with the meeple triggering the watchtower scoring. As a result, these points are not visible to the castle.
 
Bottomline:
- Blue scores 10 points (4 points for the watchtower + 6 points for the city)
- Red scores 17 points (8 points for the wachtower + 9 points for the road)
- Yellow scores 9 points for the castle

71
Question #22: Santa Claus places this tile on Blue's behalf. The player has  the following questions:
a) How many points does each player score?
b) Which meeples will be removed after this scoring?

Notes:
* This question does not use large meeples.
* No meeples were placed on this turn.
* This is a mid-game scenario. The game goes on for a few more turns.



Answer #22: This placement tile placement completes a Darmstadt church with a vineyard. It also ends the challenge against the cult place occupied by Red. Blue is the winner.

Blue will score 12 points for the Darmstadt church (9 + 3 points):
* 9 points for the Darmstadt church (1 point for the church + 1 point per adjacent tile)
* 3 points for the adjacent vineyard (1 vineyard x 3 points)

The church will also grant a 3-point bonus to those players with the majority in the vicinity of the church. Red and Yellow share the majority, with 2 meeples each. Red has also 1 meeple on a hill and Yellow has meeples on 2 hills. The tie is not broken, since both players have at least one meeple on a hill. Hills do not stack. So both Red and Yellow score 3 bonus points.

After this scoring, Blue will remove their meeple as usual. Since Red lost the challenge, the player will also remove their meeple on the cult place and score no points for it.

Bottomline:
a) The scoring is as follows:
   - Blue will score 12 points for the Darmstadt church
   - Red will score 3 Darmstadt bonus points
   - Yellow will score 3 Darmstadt bonus points
b) The blue meeple on the Darmstadt church (after winning the challenge) and the red meeple on the cult place (after losing the challenge) will be removed.

72
Question #21: The Snowman places this tile on Red's behalf. It is the last tile of the game. The player has  the following questions:
a) Which meeple gets a ghost as soon as the tile is placed? (1 point)
b) Which ghosts may move to the spell circle on the tile just placed? (1 point)

Assume that Red performs the best option possible for themself in b). If the player decides to add all the possible ghosts to meeples from Blue first and then Yellow, if necessary,...
c) How many ghosts will have each meeple right before scoring in this turn? (1 point)
d) How many ghosts will remain on each tile with spell circles? (1 point)
e) How many points will each player score in this turn? (1 point)
f) Will Yellow obtain an extra guard meeple? (1 point)
g) How many points will each player score after the game? (1 point)

Notes:
* The guard meeples and the ghosts shown aside are in the global supply.
* The players have no meeples left in their own supplies.



Answer #21: The placement of this spell circle tile completes an unoccupied road, a city occupied by Red, a haunted castle occupied by Blue and a cemetery occupied by Yellow.

The tile placement also tiggers a number of actions:
* The placement of the tile with one spell circle limiting the mist (see left edge), adds 1 ghost from the supply to the red meeple on the road (the player must add one meeple to one of their meeples, and their guard meeple cannot be added ghosts).
* The spell circle on the tile just placed has to be added a ghost. This ghost must come from an adjacent tile, or the ghost supply if none available. There are two ghosts on adjacent tiles, the one next to the red meeple on the road, and the one next to the yellow meeple on the cemetery. From these two options, Red should pick the most favorable, that is, choosing the ghost just added to their meeple and moving it to the spell circle. This ghost should not be affected by the following actions, since its spell circle was just added to the mist (moving ghosts from spell circles to meeples cannot happen on the same turn the spell circle tile is placed; they may only move in a subsequent turn).
* The tile just placed also extends a mist bank containing a tile with the 4 spell circles (and 4 ghosts at this point), so the player should add 1 meeple from the ghost supply plus 1 ghost from one of those spell circles to the blue meeple on the monastery.
* The tile just placed also limits a mist bank containing a tile with the 4 spell circles (and 3 ghosts at this point), so the player should add 1 meeple from the ghost supply plus the 3 meeples from those spell circles to the red meeple on the road. So no ghosts would remain on the tile with the 4 spell cicles. After adding 3 ghosts to the red meeple, it would be removed, along with the ghosts, and returned to the player's supply. The fourth ghost would go directly to the ghost supply, since no ghost can be added to the red guard meeple.

At this point we have the following situation:
* Blue normal meeple: 2 ghosts.
* Blue guard meeple: 0 ghosts.
* Red normal meeple: removed after adding 3 ghosts to it.
* Red guard meeple: 0 ghosts.
* Yellow normal meeple: 1 ghost.
* Tile with 1 spell circle: 1 ghost.
* Tile with 4 spell circles: 0 ghosts.

The scoring during this turn is as follows:
* Red will score 18 points for the city ( (7 tiles + 2 coats of arms) x 2 points = 9 x 2 points)
* Blue will score 8 points for the haunted castle (4 tiles with mist x 2 points). The haunted castle has mist, the same as 3 adjacent tiles.
* Yellow will score -2 points for the cemetery (0 points for the cemetery - (1 ghost x 2 points) = 0 - 2 points). The player would receive an extra guard meeple.

Once the game has ended, the scoring is as follows:
* Blue will score 4 points for the monastery ( (6 tiles x 1 point) - (2 ghost x 1 point) = 6 - 2 points).

Bottomline:
a) The red meeple on the road gets 1 ghost.
b) The ghosts next to the red meeple and the yellow meeple may move to the spell circle on the tile just placed.
c) These are the ghosts per meeple:
   - Blue normal meeple: 2 ghosts.
   - Blue guard meeple: 0 ghosts.
   - Red normal meeple: removed after adding 3 ghosts to it.
   - Red guard meeple: 0 ghosts.
   - Yellow normal meeple: 1 ghost.
d) These are the ghosts on each spell circle tile:
   - Tile with 1 spell circle: 1 ghost.
   - Tile with 4 spell circles: 0 ghosts.
e) This is the scoring during the last turn of the game:
   - Blue will score 8 points for the haunted castle
   - Red will score 18 points for the city
   - Yellow will score -2 points for the cemetery
f) Yes, Yellow will receive 1 extra guard meeple.
g) This is the scoring after the game:
   - Blue will score 4 points for the monastery
   - Red will score no points
   - Yellow will score no points

73
For the German cathedral, each road connected to it is scored separately. Imagine that one of the roads on the vineyard tile had an inn and the other didn't. In this case, both roads had no inns, but this may not be the case in other scenarios.

Have a look at this riddle by @kettlefish, where each road is scored in turn for German cathedrals:

https://www.carcassonnecentral.com/community/index.php?topic=2580.msg37695#msg37695



PS: Extended info.

74
Official Rules / Re: The Wonders of Humanity – Rules
« on: January 07, 2024, 04:17:46 AM »
No problem!

There is some contoversy aound the wonder tiles due to their size. For the time being, we should follow the clarifications followed for double-sized tiles regarding the dragon and the fairy.

Regarding the "marker meeple", it doesn't behave like a meeple at all. They could have added a token per player but I assume that due to cost savings (laziness?), they told us o add an additional meeple o any unused player figure to mark the feature. In any case, the "marker meeple" cannot be eaten by the dragon nor protected by the fairy. It only exists to indicate the player who placed the wonder. You could even consider that the interior of the wonder is a special area, similar to the Wheel of Fortune, to name one.

A wonder tile has 5 square spaces where the dragon can visit as if they where normal tiles. If you place a the fairy next to a meeple on the wonder tile, it will protect its 5 square spaces from the dragon. Therefore, the dragon will not be able to land on the wonder tile.

In your case, if the fairy is next to the green meeple on the wonder tile, the dragon would not be able to land on spaces 1, 3 or any other space on the wonder tile.




75
Question #20: The The Grinch places this tile on Yellow's behalf. The player would like to know:
a) How many points will each player score? (1 point)
b) Which features can the wagon move to? (1 point)
c) Will the tollhouse flip to the 1-value side after scoring? (1 point)

Notes:
* The labyrinth tile will be scored following the Advanced Variant rules.
* This question does not use large meeples.
* This is a mid-game scenario. The game goes on for a few more turns.



Answer #20: This tile placement completes various features:
1) The German cathedral occupied by Yellow.
2) A unoccupied 2-tile road ending at the German cathedral.
3) A road occupied by Red.
4) A road occupied by Blue and Yellow.

Note that the roads are separated by a crossroads with trees on the tile below the labyrinth. As a result, there are two large roads to score and the group of travelers on the road occupied by Red does not affect the scoring of the blue tollhouse. Moreover, the group of travelers on 2-tile completed road ending at the tollhouse does not affect its scoring either.

Let's score each feature in turn...

1) The German cathedral

Yellow will 30 score point for the German cathedral according to the value of the roads connected to it (2 + 16 + 12 points):
* 2 points for the top 2-tile road (2 tiles x 1 point per tile)
* 16 points for the road occupied by Blue and Yellow that has an inn (8 tiles x (1 point per tile + 1 point for the inn) = 8 x 2 points)
* 12 points for the road occupied by Red ( (10 tiles + 2 segments on the cathedral tile) x 1 point = 12 x 1 points). Note that the road has 11 tiles but is connected to two segments on the German cathedral tile. Those segments are counted separately.

After scoring, if we apply the C2 rules, the wagon may move to:
* The city bottom left
* The German castle itself
* The city on the German castle tile
If we apply the C1 rules, the wagon may not move to any feature, since all the roads connected to the German cathedral are completed.

Notes:
* The top vineyard does not grant bonus points to the German cathedral.
* In C2, the wagon will not be able to move to the garden or to the 2-tile road just completed, since both features are completed before the movement of the wagon take place at the end of this turn and, in addition, the garden cannot be occupied by a wagon.

2) The unoccupied 2-tile road ending at the German cathedral

Nobody scores points for this road.

3) The road occupied by Red

This road has:
* 11 tiles but is connected to two segments on the German cathedral tile. Those segments are counted separately, that is, the road is scored as 10 tiles and 2 segments on the cathedral tile.
* The German cathedral
* The Mage, which will consider the 11 road tiles only (no special treatment for the road segments on the cathedral tile).
* The German castle
* Two signposts (each of them of a different type) in the right direction.
* A group of travelers which will be wasted, since here is no tollhouses on this road.

Red will score 42 points (24 + 11 + 3 + 4 points)
* 24 points for the road tiles ( (10 tiles + 2 segments on the cathedral tile) x (1 point + 1 point for the German cathedral) = 12 x 2 points)
* 11 bonus points for the Mage (11 tiles x 1 point per tile)
* 3 bonus points for the German castle
* 4 bonus points for the signposts (2 signposts in the right direction x 2 points per signpost). Note that each correct signpost is worth 2 points, since there are two types of signposts in the right direction.

4) The road occupied by Blue and Yellow

This road has:
* 8 tiles (one of them is a labyrinth)
* The German cathedral (the roads ends at it only once)
* An inn
* The Labyrinth
* The German castle (even if the road ends at twice, it will grant its bonus only once)
* Two signposts (each of them of a different type) but only the red one is in the right direction
* A tollhouse token, that will consider the garden on the tile with an inn
* A hill tile with the yellow meeple on it

Before scoring the road, we will score the blue tollhouse. Blue will score 2 points for it (1 garden x 2 points for the large toll). After scoring the tollhouse token will stay on the 2-value side, since no group of travellers was scored.

The hill will break the tie in favor of Yellow against Blue. So only Yellow will score 32 points for the road (24 + 3 + 1 + 4 points):
* 24 points for the road tiles ( (7 tiles + 1 segment on the cathedral tile) x (1 point + 1 point for the German cathedral + 1 point fo the inn) = 8 x 3 points)
* 3 bonus points for the German castle
* 1 bonus points for the signposts (1 signpost in the right direction x 1 point per signpost). Note that the correct signpost is worth 1 point, since there is one type of signposts in the right direction
* 4 bonus points for the labyrinth (2 meeples x 2 points per meeple), according to the Advanced Variant rules


Bottomline:
a) The scoring is as follows
- Blue will score 2 points for the tollhouse.
- Red will score 42 points for their road.
- Yellow will score 62 points (30 for the German cathedral + 32 points for their road).
b) After scoring, the wagon may move to the following features if following the C2 rules:
- The city bottom left
- The German castle itself
- The city on the German castle tile
With C1 rules, the wagon cannot move to any other feature and will return to its owner's supply.
c) The tollhouse will stay on the 2-value side.

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