I will start a simulated mega-carc with over 150 different expansions, you will see some picture of the progress of the game soon. Of course, some will be impossible to play together.
A good example of what I mean is the use of the Count of Carcassonne with Traders and Builders, where closing someone else's city is rewarded in 2 ways.
Here are the two reasons why:1. The count tile (and I suppose, the Wheel of Fortune tile too, for that matter) is a great way to get the German Castles out on the board right away. If you're looking to claim the castle for the potential 12 points, it makes sense to play it immediately - literally on your first turn - alongside the City of Carcassonne to give yourself a headstart on filling all the spaces needed to complete the castle. This in turn creates all sorts of interest right out of the gate, with lots of meeples on the board and bonus points available.2. One of the problems with the Count (in my view) has always been that it's never really worth it to go into the cathedral or blacksmith quarters of the City of Carcassonne because cloisters and roads don't usually score enough points to make it a worthwhile move. But with German Castles worth 12 points as a cloister, and with the three-point bonus attached to all roads leading out of the German Castles, both of these features get a points boost and therefore become more valuable and more enticing to try to tie-up or steal via the Count mechanic.So, in earlier posts regarding expansions that go well with the Count (which I like, even though most people don't), I focused on elements where finishing other people's features is advantageous (most obviously Traders & Builders, but also King and Robber Baron). Today's discovery is that I also think elements that boost roads and/or cloisters (e.g. German Castles, vineyards, inns) also go really well with the Count. German Monasteries might be the best of all presuming you can join one of them as an abbot at the end of the game from the cathedral quarter.
Quote from: TheSteveAllen on May 03, 2017, 10:41:02 AMA good example of what I mean is the use of the Count of Carcassonne with Traders and Builders, where closing someone else's city is rewarded in 2 ways.I have made some impassioned pleas around here about playing the Count with certain expansions to allow it to thrive. Traders and Builders is one obvious example. I also think German Castles is another expansion that goes well with the Count:Quote from: jungleboy on February 02, 2016, 10:56:19 AMHere are the two reasons why:1. The count tile (and I suppose, the Wheel of Fortune tile too, for that matter) is a great way to get the German Castles out on the board right away. If you're looking to claim the castle for the potential 12 points, it makes sense to play it immediately - literally on your first turn - alongside the City of Carcassonne to give yourself a headstart on filling all the spaces needed to complete the castle. This in turn creates all sorts of interest right out of the gate, with lots of meeples on the board and bonus points available.2. One of the problems with the Count (in my view) has always been that it's never really worth it to go into the cathedral or blacksmith quarters of the City of Carcassonne because cloisters and roads don't usually score enough points to make it a worthwhile move. But with German Castles worth 12 points as a cloister, and with the three-point bonus attached to all roads leading out of the German Castles, both of these features get a points boost and therefore become more valuable and more enticing to try to tie-up or steal via the Count mechanic.So, in earlier posts regarding expansions that go well with the Count (which I like, even though most people don't), I focused on elements where finishing other people's features is advantageous (most obviously Traders & Builders, but also King and Robber Baron). Today's discovery is that I also think elements that boost roads and/or cloisters (e.g. German Castles, vineyards, inns) also go really well with the Count. German Monasteries might be the best of all presuming you can join one of them as an abbot at the end of the game from the cathedral quarter.
2. One of the problems with the Count (in my view) has always been that it's never really worth it to go into the cathedral or blacksmith quarters of the City of Carcassonne because cloisters and roads don't usually score enough points to make it a worthwhile move. But with German Castles worth 12 points as a cloister, and with the three-point bonus attached to all roads leading out of the German Castles, both of these features get a points boost and therefore become more valuable and more enticing to try to tie-up or steal via the Count mechanic.
As promised I tried out Jungleboy's suggestion last night and it provided me with one of the most tactically interesting games of Carcassonne that I have witnessed so far.
Quote from: 'jungleboy'2. One of the problems with the Count (in my view) has always been that it's never really worth it to go into the cathedral or blacksmith quarters of the City of Carcassonne because cloisters and roads don't usually score enough points to make it a worthwhile move. But with German Castles worth 12 points as a cloister, and with the three-point bonus attached to all roads leading out of the German Castles, both of these features get a points boost and therefore become more valuable and more enticing to try to tie-up or steal via the Count mechanic.I have coloured the wrong part. If a meeple stands in the cathedral quater of the City of Carcassonne, then it can't placed onto the German Castle. The job of the meeple onto the German Castle is not a monk - it is the castle owner (German we say "Burgherr"). A German Castle is not a cloister.
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