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First Mists Over Carcassonne Session Reports

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Willem:
See it this way;
Now you get to re-discover the game over and over again!

But yes, i agree that the rules are not great in explaining everything. I made the mistake with not-completed mists, and other things, so had to replay the game a few times before i got the hang of it

Scott:
For Wikicarpedia, I typed up the English rules exactly as they were provided by HiG/ZMG. Meepledrone made some improvements, and I think it's safe to say on behalf on everyone at WICA that we are happy to make more improvements. When my copy of Mists finally decides to arrive, I won't even bother looking at the printed rules. Not just because I've already read and transcribed them, but because I know they're poorly translated.

Challa007:

--- Quote from: Whaleyland on December 27, 2022, 11:36:14 PM ---God, there are so many little rules hidden in these rules. I'm less than happy with their design and even the Wikicarpedia people haven't entirely cracked the clarity and readability code yet. So no, we didn't play with the 2-player rules because I didn't even notice them. Ugh. I suppose our house rule was a slight variant on them, though I feel like three pairs of 2 colors per player would be better. We'll try the actual 2-player rules next time.  ;D

--- End quote ---

In order to get into the COOP spirit you can try the one-player rules and play together as 1 player.  (That's level 0,5 for 2 players  :D )
When you got that, next time you play the 2-player rules and suddenly COOP will be a piece of cake  ;)

Whaleyland:
 Well, we finally seem to be over the Level 1 hurdle after much confusion. We played as the rules instruct (finally!) with each of us playing using two sets of 3 meeples (Red/Pink and Blue/Green). Rather than give individual session reports, I will simply report that the easiest strategy is indeed combining features—high scoring Cities to be specific.

We worked to restrict the Mist fields to two or three active ones at a time, closing them off whenever it was convenient. We did this in all three games and only once in Game 2 did it get a little close. Our main strategy that won us the first and third games decisively was to build one large City that had three different-colored meeples in it). In Game 1, this pushed us over the victory line by 4 points, and in Game 3, it pushed us over 11 points! Game 2 was won with two smaller Cities with 2 different-colored meeples in them, followed by a single-meeple 6-point city, which pushed us over the edge by 1 point.

Overall, we are fairly confident now with our Level 1 strategy, so we may try again with Cemeteries and [Haunted] Castles next time. Also, I reiterate what I said last time, that thinking of the game as a puzzle rather than as a competition against a computer makes the game experience more fun, at least for us.

Whaleyland:
Just a quick update: after 25 games at Levels 1 and 2, we finally played our first Level 3 game today only to realise that we've accidentally been playing the game at an even harder level than intended. We never noticed the rules that allow you to remove 3 ghosts rather than score points for a feature!

Why on earth did they stick this at the end of a section in the rules that explained that ghosts don't score anything? I've read the rules twice and my partner once and neither of us noticed this rule. It should be reiterated in every scoring section, not in its own nonsensical section crammed in after explaining how ghosts work.

I am super disappointed with how these rules were written and organised. They have caused us endless confusion. At least we finally figured out why we were only at about a 40% success rate at Level 2. Had we known about the removal option, we would have saved ourselves a lot of trouble.

In better news, we handily won our first Level 3 game with about half the tiles left and a few ghosts still sitting in the reserve. The second hound did nothing for us (none of our meeples were adjacent to ghosts) but we managed to score 64 points for a single 16-point feature by strategically getting all four of our meeple colours on it. After that, we only had 8 more points to win, which we achieved in three more turns. We didn't even end up using the meeple removal option. However, we did get lucky in that we only drew one Cemetery about mid-way through the game. Those things can get vicious if multiple are pulled early on.

I am aiming to play a few more games (with the correct rules) over the next few evenings and then I'll write a Barbarian Report next weekend. As a preview, one of the negative points will 100% be the rules booklet.

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