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Messages - kothmann

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241
Official Rules / Re: Legal ways to un-trap.
« on: January 25, 2022, 01:24:57 PM »
You can also judiciously choose tiles from expansions to eliminate potential holes.  Here are all the hole types in the base game and the expansions that have tiles to fill them.  I put this list together quickly, mostly from memory: the complete answer can be found on WICA here: https://wikicarpedia.com/index.php/Tile_Reference

CRFF (T&B, DF10)
CFFR (M&A, K&S)
CFRF (I&C, DF10, BCB)
CCRF (I&C, T&B)
CCFR (I&C, T&B, GQ)
CRCR (I&Cx2, T&B, P&D, M&A, DF10, GQx2)
CRCF (T&Bx2, GQ)

Cherry-picking at least 2 of each of these types of tiles, along with Abbeys and bridges should help a lot, I would think, by making permanent holes a lot harder to create.  The wheel of fortune base game version also has many of these tiles included, so you could start with that as well.

For the players who dislike being trapped, or have trouble seeing potential traps, they should try to avoid large features, which make better trap targets.  And they should try to cooperate as often as possible, so that they effectively have more ways to draw a tile that closes a hole (everyone who will get points is usually willing to place the tile that fills a hole).  Also, whoever cooperates with the most opponents is often in a good position to win!

In a 4-player game, it isn't that valuable to trap, unless you target the leader in a large feature.  Are the trapping players winning more often because they are trapping?  If not, then the problem is really that some players are not trying their best to win, preferring instead to be malicious, and that can wreck any multi-player game.

I hope your game doesn't fall apart.  It seems like a special thing you have going.  Good luck.

242
I had the thought this morning of coding Excel or Google sheets to produce a JCZ file with the tile order set from one of DIN0’s logs.  Probably no time til at least this weekend.

244
News and Events / Re: Carcassonne Central's New Owners
« on: January 23, 2022, 12:15:29 PM »
…might it be possible to setup some kind of Patreon or similar…
Yes!  How can we all help?

Also thanks to Dan, Tom, & Hector.  Very grateful.

Your tireless enthusiasm & patience, to say nothing of knowledge, are inspiring.

Great diversity of skill & interest among the 3 of you as well.

245
Strategy Guide / Re: Project 1A: Carcassonne Game Notation
« on: January 23, 2022, 09:31:13 AM »
...has anybody had a chance to reproduce the game yet? I believe kothmann was about to get to it.

So, I started going through this game this morning, trying hard to take each tile without looking at placement information in the log and think about what I might do.  I wrote comments after looking at what actually happened, but mostly without looking ahead at the next move.  (A couple of times I misinterpreted the log and then had to backtrack.)  This is super fun and interesting, though it does take time to give it so much thought.  I had to stop part way through and didn't carefully proofread, because I actually have some work to do today.   :-\  Hope to go through the rest of this game soon.  I’ll post again when that happens.

Also important disclaimer: these are comments with the benefit of having minutes to think when needed  ???, and having all the remaining tiles right in front of me.  Many of the interesting decisions would definitely be tough to make in real time.

Thanks again for posting this.  Your system is definitely a great tool for learning from games.  Particularly if people are willing to add to the conversation.  Hopefully someone will disagree with some (many?) of my ideas, so I can learn from my mistakes!  >:D



03.  I don’t like [0;-1].  This will leave a city cap that B can use to score a quick 4 points.  If A plays [0;2]N:cfcf-S>N:K, the points for the south city cap might be shared with B, but there is a chance A gets all those points with a ccff-S, and at least A will share the points, instead of let B have them outright.04. Alternatives: [-1;0]S:crfr>S:K, to attack the other city.  I also think [-1;0]Ncrfr>W:R is good.  Gives away a 2-point city cap, but in exchange for avoiding a 3-point open road.  I don’t understand “keep up point momentum”?
05.  Early in the game there is no big rush to close 4-point cities?  Especially when there are so many “free” road points on the landscape?  I prefer [-1;0]W:crrf>N:R, to claim the 4-point road with a pretty easy close on the north side.  [2;1]Wcrrf>W:K, tries to win back control of what will now be a huge city.  This second idea is definitely risky, because if [1;1] becomes a hole, A will have 2 stuck meeples.
06. Good to make that open city cap harder to claim.  But having only 1 meeple on the board so early seems bad to me, so again, maybe I prefer claiming the road with [3;0]E:crrr>W:R?  (Lots of deployed meeples = lots of ways to get points on future turns?)
07.  I thought [1;1]S:ccrr-S was an automatic play here.  Both players get 1 tile added to their cities, but A keeps B from sharing the 3-net-tiles of A’s larger city.  Is the threat of B attacking from the west side of [1;2] big enough to make this play foolish?  Interesting…
08. There were a total of 16 tiles (5xccrr, 5xccff, 4xcccf, 2xcccr) that would have cut off A’s attempt to come back into this city.  More evidence that A’s play on turn 7 was not strong?
09. “Player A …and sets up an opportunity for further invasion for either player.”  Yes, this seems poor, because they give B first bite at the attack apple!  That little football city was not vulnerable, so no rush to close.  Again, get meeples on the landscape!  Something like [0;-2]S:cfff>S:K would be good.
10. This is risky for the same reasons that I mention for A placing at [2;1] in turn 5: it isn’t too hard for [2;1] to become a hole here, and then B will have 2 stuck meeples.
11. Now A has a lot (20+) that will turn [2;1] into a ccrf-hole.  B has to close that big city ASAP!  If A plays [3;0]N:ffrr>W:R, they still have the same hole-making odds, but now they also claim the road—is this too risky because it might be difficult to fill in [-1;0] (this is obvious in the current game, after the next move).
12.  Is “[-1;+1]” a typo that should be “[-1;0]”?  Is the advantage of having only a single open end on a road really worth the extra 2 points this early in the game? 
13. There are now 7 tiles that connect B to the big city, but still over 20 tiles that make [2;1] a ccrf-hole, so A could wait.  On the other hand, if B gets any cfxx or ffxx, then they place this at [3;1] and make it very likely that B eventually connects and wins, so A playing for the big-city tie here is good?  I guess so, but huge bummer for A not to have drawn one of the very many hole-making tiles here.  Here's a photo showing the big pile of dangerous tiles that A didn't get (Yellow=A, Red=B):

16Interesting.  My inclination would be to play [-2;1]S:cccr>N:K=+3B.  But I think I might be too eager to start a large open city, and should be more cautious, like this.  Hmm…
17. Finally!  :-)
18.  Did you think about [1;3]W:cfff>N:F?  That field has 3 completed cities already and that big one will get completed when someone needs meeples, or just by you to grab the farm points?  I know it is not well guarded from invasion at [4;0], and also still a bit early, but just curious for thoughts about farming at this point.
19. Haha, now a farmer.  Playing the third city on an unoccupied farm is always such a pain, because you don’t want to give up those 4 points, but you know the opponent is likely to grab the farm.  Yes, I like this farm, but I don’t love giving away a ccff+ tile to get it.  Those turn into 8-point cities very quickly.
20.  I think [0;4]W:cfcf-S>E:K is much better?  Why leave the pennant city open for A?!  Also, this creates another 3-city field with plenty of chances for A to grab it, and they now have the incentive to close the huge city and free up more meeples after playing another farmer.
22.  Again, no big rush to complete here?  That farmer seems pretty weak?  Is the plan to connect with 2 more tiles to a bigger field?  Could also try that with [3;-2]W:crrr>NE:F and then try to connect thru [4;0] and [4;1]?  I thought about attacking with [-1;5]S:crrr>S:K, but then A can just play any rfxx tile at [-1;4] to make a ccfr-hole trapping one of each meeple, with a 2-point net gain.  What about [3;-2]W:crrr>W:K, to grab the open city?  Things are getting very complex
23. Agree this is a blunder.  [3;3]N:ffff>N:M is one point less but much better.
24.  Interesting!  I agree that claiming a huge and wide-open city in the south is bad.  And completing the big shared city is terrible, because you have the meeple advantage and don’t yet have the farm in the west, while A gets the farm points for that shared city.  What about [-1;4]W:cccf+>W:K?  There are still 3xcfcf-J, 2xcccf and no cfcf-S, so he can’t finish that city in the north without sharing with you.  Furthermore, you have to be very worried that he gets a tile to play at [0;4] to claim the farm (even though he would probably have to share with you anyway).  There are 13 tiles that allow him to place a farmer and grow his city. You would cut that down to just 5 tiles, and they all would connect you to the city.

246
My preference would be that the Note prevents the city from becoming a Castle.  This makes tactics with the Note more interesting, because a player with a large city could place the Note in an unoccupied city cap that is adjacent to the city, in order to prevent another player from making that city cap into a Castle.

247
General / Re: I love the postman...
« on: January 22, 2022, 03:58:31 PM »
Would have been great if this plus Carc für 2 added up to a base game.  Maybe they can publish a 4-tile add-on with CCCC, CRFF, CFFR, and something like RRRF with roads connected…

My whole C2 collection is these little tiles and I like that…

248
General / Re: I love the postman...
« on: January 22, 2022, 01:39:58 PM »

Another item moved from "no interest" to "owns"!  >:D

Played right away after opening, and even 20 tiles is still a great game!  This goes everywhere now...

249
Unofficial Rules / Re: Avoiding Analysis Paralysis
« on: January 21, 2022, 11:06:57 AM »
For Abbeys or German Castles we put that tile on hold for next move.
We put the tile back in the bag.  This makes the Abbey & GC more valuable because you can use them to get rid of a "bad" tile.

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I also recommend trying strategic variant with having 3 tiles on hand and choosing one.
I like the idea of this, too, but we tried it one time and immediately abandoned, because it was paralysis on steroids.

250
Unofficial Rules / Re: Instead of scoring.
« on: January 21, 2022, 05:23:52 AM »
cities are built, roads are built, the map and the landscape is growing.
Oh!  Cooperative!  Nice.

I googled "cooperative carcassonne" and found this:

   https://boardgamegeek.com/filepage/62910/cooperative-carcassonne-variant

Pretty interesting implementation of a variant, with different missions as the goal, and a constraint that you must complete a feature every 5 turns.  (I think--just quickly skimmed the rules.)  There are lots of comments that suggest people actually played and enjoyed it.

That sounds like fun!

251
Unofficial Rules / Re: Instead of scoring.
« on: January 21, 2022, 04:20:13 AM »
Hi @szjozsi79.  Welcome to the Forum!

I love variants (rule changes with no new hardware) and yours is certainly interesting!

if an object is completed, the player could get some tiles from the common into their set, based on the size of the completed object
So, each player collects "private" tiles as the game goes on?

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the value they can use at any time during the game.
Does this mean that on my turn, I am allowed to place one tile from the common (we use a bag to hold the tiles) and then play as many tiles as I want from my private set?  The idea would be that I could use multiple tiles to get into someone else's city right away, or complete my cloister, or make it impossible for you to finish your big city?  That would be pretty crazy.

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I haven’t thought about how to solve it if one player has more tiles but no more in common and another player doesn’t have their own tile. That's another question.
Is the game still a contest, or is it cooperative?  Is each player trying to win or everyone trying to win together?  If there is a winner, there has to be some criterion.  Maybe the first player to run out of tiles loses?  Then tiles are like points, but they are points you can "spend" to get more points (use one extra tile to complete a big city and get even more tiles).

Quote
What do you think about this?
need to be tested. Did you play some test games with this type of scoring?
So many ideas sound great but don't work well when played.  And play-testing often inspires new ideas.

One option that this made me think about was playing some form of "Go" with Carcassonne tiles?!  When you complete a feature, you place a "stone" on all the tiles in your feature that haven't been claimed by any other player.  Not sure if you should remove stones that have no "liberties", as in regular Go, or just count stones at the end.

Thanks for sharing a fun idea.  +1 merit from me!

252
The Marketplace / Re: WTB / WTT : Belagerer / Besiegers
« on: January 20, 2022, 05:12:57 AM »
Nope, not me.

The sale evidently didn't happen on eBay, because it says, "seller ended".

Maybe the seller is going to open the box and sell Belagerer separately...

253
The Marketplace / Re: WTB / WTT : Belagerer / Besiegers
« on: January 20, 2022, 04:14:39 AM »
I already asked and got this reply:
Quote
Dear kothmann,

Sorry, nur Deutschland
Sorry, only in Germany

-schnaeppchenolympshop24

If anyone is willing to pay shipping twice, maybe a CC member in Germany would receive and re-send.  Might still be a bargain.

I decided to let this one go, tempting as it is.

254
Strategy Guide / Re: Project 1A: Carcassonne Game Notation
« on: January 19, 2022, 05:58:14 PM »
Wow, this is amazing.  Thanks!  No time tonight, but I’ll go thru it this weekend.  +1 from me for such a great effort!

255
The Marketplace / Re: WTB / WTT : Belagerer / Besiegers
« on: January 19, 2022, 11:40:06 AM »
Meanwhile a Müller Exklusiv edition which includes Belagerer is available for less than 100 Euros!
https://www.ebay.com/itm/Carcassonne-Muller-exclusive-extension-metal-box-/125043475959

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