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Messages - Vital Pluymers

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General / Re: Friday – Element of the Week #50
« on: August 30, 2015, 09:43:10 PM »
I have the German version of the Friday expansion. In the German rules there is no "forced" retrieval. The rules state: "Die Spieler dürfen in Ihrem Zug zuerst einen Insulaner auf die gelegte Karte einsetzen, als auch anschliessend einen Insulaner wieder vom Spielfeld zurücknehmen." So translated it means that you also MAY retrieve a follower after you placed one, but you are not forced to.

We do like Carcassonne - South Sea. You have to apply a different strategy because you don't have to reach for the most wares all the time. The aim is to get the boats with the highest values. So sometimes a road with one shell may be more valuable than an island with six bananas.

Official Rules / Re: The Flying Machines
« on: May 13, 2015, 11:21:14 PM »
...Is it allowed to place a follower on a tile with the dragon with the magic portal?

To me, it would seem so because you are not "choosing" to place him on that tile with the Dragon, it's where your wing lands you. In a practical sense you cannot control the wing that well when you are flying so you don't have complete control over where you land. If you happen to land on a Dragon...well, that's tough knocks.

I believe that if you are a very lucky and the dragon is lazily enjoying the southern French sunshine, you might be able to touch down the earth very shortly next to the dragon by using the flying machine or the magic portal. Still, as soon as you hit the ground the dragon will sense your nervously beating heart and smell your cold sweat and you will be eaten in a second...

General / Re: Special Russian landscape tiles
« on: April 21, 2015, 08:53:03 PM »
I think the rules about the Baba Yaga tile are quite strange...  :o
If I understand this correctly, you lose your meeple for the rest of the game, unless you are willing to complete it for only 1 point.
Maximum score you can achieve is only 8 points, that's not really much for losing a meeple for the rest of a game. So, I would only place a meeple on it near the very end of the game...

News and Events / Re: New: Carcassonne: Hunters & Gatherers
« on: April 14, 2015, 09:01:15 PM »
I had never seen this game before. It looks quite nice, I have to say.

Was a little surprised though about the scoring mechanism of the forests as is described on page 4. If you have multiple parts of a forest on the same tile, then both parts on the tile are awarded with two points. Firstly thought it was a mistake, but this counting mechanism is repeated on the following page, so it seems it is meant like that :-)

Unofficial Rules / Re: Spiel 14 fanmade rules
« on: December 12, 2014, 02:45:23 PM »
Thank you, aenima!

Unofficial Rules / Re: Spiel 14 fanmade rules
« on: December 11, 2014, 11:01:30 AM »
Where can I find those rules?

Reviews & Session Reports / Re: 3 player 467 tiles game.
« on: December 08, 2014, 09:55:09 AM »
Hey Steve,

It looks like it really was a great game :-)

90% of the time, I'm playing Carcassonne with my father and mother. Generally we start somewhere around 8pm after I've put my 6 years old son into bed. Sometimes my wife joins us in the game, but she's not really fond of it...

To decide which expansions to use, we just let the dices decide. Firstly we throw with one dice to decide about the basic games: 1, 2, or 3 means only basic game; 4 or 5 means the 72-tile version of Wheel of Fortune; 6 means basic game and Wheel of Fortune.
Then we start throwing with two dice to decide which features we use. In the past we chose complete expansions, nowadays we choose features separately, e.g. Britches, Abbeys, The Princess, etc.
We follow a checklist of the features to let the dice decide which of the 45 features we use. Depending on the amount of time we have, we choose a satisfactory probability. We can use probability 1/12 (combinations 1-1, 1-2, 2-1), 1/9 (add combination 2-2), 1/6 and so on.
By doing this, we always get a completely different game in which different tactics need to be used.

I'm really surprised that you could finish such a big game in only seven hours. When we are playing, we are taking our time to place every tile as good as possible, make sure we take advantage of all the features like The Fairy, the Count and so on...

One of the biggest games we played featured the following expansions (everything I had at that time)

Carcassonne - base game
Wheel of Fortune (72 tile version)
River I
River II
Inns & Cathedrals
Traders & Builders
The Princess & The Dragon
The Tower
Abbey & Mayor
Count, King & Consorts
Bridges, Castles and Bazaars
The Phantom
The Flier
The Ferries
The Goldmines
Mage & Witch
The Robber
The Messages
Corn Circles II

We started at 3pm on Sunday evening and finished it at 7:30am on Monday morning, just in time to leave for work :-)
So, compared to you, we seem to be a little slow :-D
But we like it that way, it never gets boring :-)

General / Re: The Count – Element of the Week #12
« on: November 30, 2014, 10:41:16 AM »
But it's not just "Oh wait," or a trivial action - or at least not necessarily. In order to claim a share of a city via the City of Carcassonne you need to (a) complete someone else's feature, giving them points, (b) have the city quarter open so you can deploy your meeple to it, (c) sacrifice your meeple with the real possibility that you might not score any significant points with it and (d) try to make sure the Count is not in the city quarter when the city is completed (potentially by deploying another follower to the City to move the Count, thus completing another feature of another player). This is, I would say, much more difficult and strategic than the standard glomming on to someone's city, which you can complete in two moves if you do it well and have luck on your side. So I don't think you are giving enough credit here for the move(s) with the Count that ultimately lead to a share of the points. A player who repeatedly uses the Count well to earn points is benefiting from strategy more than luck.

So, to turn your example around a bit, if you're working on a 30-tile city and someone gloms on in a traditional way at the last minute to claim an equal share, how do you feel about that? Personally, I don't see why you should feel any differently. Essentially, the Count offers a second way to glom on, so as long as you're aware of the rules, then you know that it can happen and that a good player can exploit it to his/her advantage.

I totally agree ;-)

General / Re: The Count – Element of the Week #12
« on: November 30, 2014, 12:50:10 AM »
I think it is a little bit strange to say that you don't like the feature because it can give you the opportunity to steal points without making an effort. At the end you have to sacrifice one or more of your followers to the City of Carcassonne with the risk that someone moves the Count and your followers are stuck there until the end of the game. Secondly, anyone is allowed to move followers to the City to compete with you or to share or steal points, so it is a fair expansion. Expansions like the flier, the school, the robbers, ... also give a player the opportunity to share points without much effort. Expansions like the tower, the dragon, the princess, the plague also give you the opportunity to steal points from other players without much effort. Apart from most of the expansions mentioned above, the Count is one of the few expansions with which you can win points as a result of your own strategy (because you decided yourself to put a follower in Carcassonne) and not just because you were lucky to grab the right tile...

Generally, in the first half of a game, I use the City to share points with other players who finish a cloister or cult place. At the end of the game I'm aiming at the farms. Still it is not easy to do so as your followers can easily be blocked at the end of the game is one of your opponents is able to move the Count.

News and Events / Re: another new Mini-Expansion "Carcassonne - Darmstadt"
« on: November 06, 2014, 02:37:59 PM »
Received my copy yesterday :)
Thank you, Khonnor!

General / Re: The King & Robber Baron – Element of the Week #5
« on: October 12, 2014, 10:34:13 PM »
We always play all games like they were meant to be, so in this case 1 point per city or street at the end.

We quite like this small expansion and often it made a difference between winning or losing the game at the end. On the other hand, not having the King or Robber can also be beneficial as your opponents owning the bonus cards are so focussed on protecting them that they "forget" the rest of the game. Sometimes they are even helping the other one by closing their cities and streets early in order to protect their bonus cards ...

We keep track of the biggest city or longest road on the scorecard by using a builder and follower of a not used colour. At the end of the game, counting is fairly easy if you use the meeples, gold bars, etc. to mark each individual city or street...

News and Events / Re: Dutch and Belgium Monasteries (De kloosters)
« on: October 01, 2014, 01:55:33 PM »
I want them also :-)
I'm from Belgium ...

Official Rules / Re: Sheep & Hills question - the end tile
« on: October 01, 2014, 01:44:50 PM »
I agree.
But at the end of the game one can also move followers from the CoC to the farms. So I assume it is allowed to drop the follower on a farm on a hill and hence be able to win the tie against another poor farmer somewhere in the valley...

Official Rules / Re: Sheep & Hills question - the end tile
« on: October 01, 2014, 01:21:37 PM »
It is an interesting question regardless of "the last tile" thing. Before that it wasn't important on which tile you "parachute" from CoC, but now the things are changed.
Does the follower from CoC have the right to choose the tile to land to, that's the real question!

Is this real question already answered?  :)

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