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Messages - frankdux

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JCloisterZone FAQ, Suggestions & Bug Reports / Re: JCloisterZone 3.0
« on: October 21, 2014, 03:59:24 PM »

How about a rematch option once a game ends so that you don't have to go back to the setup screen to start up another one?

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General / Re: Which fan expansions do you regularly play?
« on: October 16, 2014, 03:48:44 PM »

Mills and Bakeries - a new scoring feature with an interesting gameplay mechanic that works well in a decently sized game.


I took a look at the Mills and Bakeries  - definitely a quality expansion, very nice artwork.  My only quibble would be with the 3 X 3 cross scoring layout as the 8 surrounding tiles used for priories would have been more consistent. 


More consistent? That would have made it just a boring ripoff of the monastery mechanic. What would be the point? Part of the appeal of the mills and bakeries expansion is its brand new scoring mechanic that still fits well with the normal gameplay of carcassonne.

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General / Re: Which fan expansions do you regularly play?
« on: October 16, 2014, 03:44:46 PM »
The metropole. ITS not on The list but iTS about 10 years old. Instant war. Excellent

link?

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General / Re: Which fan expansions do you regularly play?
« on: October 16, 2014, 11:49:47 AM »

King's Gate - a simple 2 tile expansion that connects two cities with a portal and makes them count as a single city.
Mills and Bakeries - a new scoring feature with an interesting gameplay mechanic that works well in a decently sized game.
Wells - similar to banners in cities, but applies towards roads.
Friar - similar to King and Baron, but for monasteries.

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JCloisterZone FAQ, Suggestions & Bug Reports / Re: JCloisterZone 3.0
« on: October 14, 2014, 05:17:14 PM »

1. Farin, any chance you could include an option to play with multiple copies of a set of tiles, to allow for longer games? For example, maybe i'd like to play with 2 copies of the base set and 3 copies of the witch and dragon tiles, etc.

2. And perhaps an option to play with more than 6 players? Especially if you were to implement my first suggestion, then there'd be more than enough potential tiles to allow for 7 or 8 players.

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General / Re: The King & Robber Baron – Element of the Week #5
« on: October 11, 2014, 06:02:06 PM »
Best option I could choose was "I ignore it let others compete..." which is the case for everyone I play with.

The reason is, we only play megaCarc these days and these few bonus points is just a blip on the score radar not worth fighting for.

 ::)
Definitely a point for megagames, the tokens just aren't worth enough in the grand scheme of things, though the games can sometimes still be surprisingly close. What is the point gain from a King or Robber Baron token? 20 points? Or is it based on the size of the largest/longest feature? I can't even remember (I rarely play with it).

What? In a game of MegaCarc, the king and the baron are EXTREMELY valuable. At the end of the game you get a point for each complete city or each complete road. This is usually between 35 and 50 points in a large game. My group actually found this to be TOO MANY points so we usually make the king and baron a fixed point bonus (awarded at the end of the game as usual) - typically somewhere between 20 and 35 points depending upon just how large the game is. Also, given how many roads and cities there are to count, we've almost certainly made mistakes in counting, so it's more sensible to just agree on a fixed point amount before hand so that no counting mistakes can be made.

We've always played these as a 15p endgame bonus for whomever has one of the tiles (or 30 if both). Following 1p per city is a compromise we've had to take because there is just no way to keep track of this.
  I should also point out that it's not because of lazyness or we do not know a good system. It's because after 5 hours up to 2 days of play, literally each and every one of us become insane trying to keep track of this scoring.

 :o

But still, we love to play these megaCarc.  :@

I'm actually still a bit confused as to what you are losing track of. Is it the counting up of all the cities at the end?

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General / Re: The King & Robber Baron – Element of the Week #5
« on: October 11, 2014, 11:25:38 AM »
Best option I could choose was "I ignore it let others compete..." which is the case for everyone I play with.

The reason is, we only play megaCarc these days and these few bonus points is just a blip on the score radar not worth fighting for.

 ::)
Definitely a point for megagames, the tokens just aren't worth enough in the grand scheme of things, though the games can sometimes still be surprisingly close. What is the point gain from a King or Robber Baron token? 20 points? Or is it based on the size of the largest/longest feature? I can't even remember (I rarely play with it).

What? In a game of MegaCarc, the king and the baron are EXTREMELY valuable. At the end of the game you get a point for each complete city or each complete road. This is usually between 35 and 50 points in a large game. My group actually found this to be TOO MANY points so we usually make the king and baron a fixed point bonus (awarded at the end of the game as usual) - typically somewhere between 20 and 35 points depending upon just how large the game is.

We've also extended the concept to monasteries. You get a friar chip for each occupied monastery you complete, regardless of ownership. Whoever has the most friar chips also possesses the friar tile. (tie goes to whoever had that number of friar chips first.) If you have the friar tile at the end of the game you get a point bonus just like the king and the baron.

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News and Events / Re: New Spielbox Expansion - "half and half"
« on: October 08, 2014, 02:38:29 PM »
I'm not sure what to make of this expansion. I'll probably make the tiles myself and play-test the concept. Me and my group strongly disliked the abbey tiles because of how cheap they were: You can work on a really large castle or large road, but with the abbey tiles your project could much more easily be finished by another person at almost any time and that person would also likely earn the king or baron, and get the trade goods in the process. And to make it even cheaper, the abbey was a monastery, which if used late in the game, was almost always completed upon placement. So in addition to getting the king or baron, and trade goods, the person almost always got a cheap 9 points. It is such an incredibly cheap concept that very much removes the luck-of-the-draw element out of the game at precisely the time when the luck-of-the-draw element is the most fun - nearing the completion of a huge, potentially game-changing project.

These triangle pieces seem like a less cheap version of abbey tiles with less of a wild card element and no instant 9-pt monastery, but there is still the slight cheapness in having two pieces that you and only you can use at any time (so long as it's your turn).

A variant of this concept i might try: put a triangle icon on 12 regular landscape tiles. If you draw one of these, you may play it as usual and then draw one of the triangle pieces and play it as usual. So in these 12 instances you get to play 1.5 tiles.

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JCloisterZone FAQ, Suggestions & Bug Reports / Re: JCloisterZone 3.0
« on: September 28, 2014, 03:11:05 PM »

Hey, Farin! You're awesome!

What are you looking to add in future versions? Mini-expansions #2 through #6 perhaps? Ever consider adding any popular fan expansions? Or alternate color meeples?

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The Marketplace / Re: WTB: The Tunnel
« on: September 15, 2014, 12:45:27 AM »
Thanks Kettlefish.

I've had a play test and really enjoyed it, it'd just be great to have the tiles and counters to go with it rather than using rather tatty pieces of coloured paper!

Odd. I find the mechanism to be completely busted. The fact that you can place down one of your tunnel tokens whenever and where ever you want on your turn and then you don't ever have to place down the second token means you could very easily permanently strand an opponent's follower on a road for the rest of the game. My group figured this out the first time a tunnel tile was drawn and played, and we all looked at each other thinking who the hell thought this up? They obviously didn't spend any time whatsoever playtesting it.

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The Marketplace / Re: Las Vegas certified model preferred [WTB]
« on: September 15, 2014, 12:42:53 AM »

I use an easter basket suspended above the table.

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General / Re: A Bigger Box
« on: September 02, 2014, 01:02:22 PM »

Sounds interesting.

I'd nominate the Wells fan expansion and the Mills & Bakeries fan expansion for inclusion.

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Not a Traders & Builders fan?
Not really. My wife likes it quite a bit but the points earned from the trade tokens are meager at best. I rarely make my strategy around capturing them. I like the Builder but the Pig is often forgotten until too late in the game to really make a difference. In two-player games, we often end up merging our fields with the our Pigs just to cancel out its effects. So many people love the expansion but it gets much less play than many of the other ones.

I agree that the trade goods only being worth 10 pts isn't a whole lot of incentive, especially when playing a larger game with multiple expansions. So we make trade goods worth 15 pts instead of 10. I could even see making them worth 20, if necessary.

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The Marketplace / Re: WTS: Rare / non-rare Mini Expansions : Garage Sale
« on: August 29, 2014, 10:55:48 AM »

That would certainly make more sense. Unfortunately, that's not the case. See the official rules (http://www.spielbox-magazin.de/pdf/CCS_Tunnel_en.pdf) or see page 101 of the CAR.

During his or her turn, a player may place one of his or her tunnel tokens on any currently
unclaimed tunnel opening, including on the land tile which has just been placed.
Independent of this, the rules for deploying a follower remain the same.


As it says in the footnotes, "unclaimed" refers solely to the tunnel opening, not to whether or not the road is occupied.

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The Marketplace / Re: WTS: Rare / non-rare Mini Expansions : Garage Sale
« on: August 28, 2014, 09:06:29 PM »
Yeah, the tunnel gameplay mechanic is completely busted. ...

I'm curious what you think is busted about the Tunnels mechanic.

What's busted is that you can place down a tunnel chip, but that you are not obliged to ever place down the second tunnel chip, at least according to the official rules.

So if somebody places down a follower on a road and then i get a tunnel tile and place it on his road and place my own tunnel chip on that tunnel, i don't ever have to place down my 2nd chip and hence, my opponent's follower is now permanently stranded on that road.

Sure, you can similarly box people in to a city that can't be completed if you aren't playing with enough expansions or with the abbey tiles, but given that this is a 4 tile expansion and you can SO EASILY strand opponent's followers almost immediately it is just plain cheap. Stranding someone in a city usually takes work, and my group plays with so many tiles that it's almost impossible.

Here's what i did with the tunnels: (You may have to scroll down the page to see the file)

http://pdfcast.org/pdf/tunnels

(The colors solely indicate the connecting paths. The colors have nothing to do with meeple colors.)

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