5
« on: January 06, 2022, 11:45:19 AM »
Thanks for your feedback @kothman. I have to say I still prefer the C1 art, so I appreciate your choice.
I have play-tested the tiles with the base set and it worked well, easy to implement and with sufficient choice in how to play to give some tactical input to the game. The robbers were mostly played on road tiles, and the options were to either ignore the robber and complete the road to get the meeple back, or to extend the road without completing it, sacrificing he meeple but gaining all the points at the end of the game and preventing the robber from being recycled.
I have not play-tested with the Inns and Cathedrals expansion, but I expect the interaction of the robbers with the inns would enhance the game play.
In response to your questions:
1. The robber is placed on the bag symbol for two reasons; to distinguish it from other meeples, and to show it is active for all the qualifying features (roads and cities) on that tile. In practice, there are only two tiles with more than one feature (one with a city and a road, and one with three roads at a junction) and until it is scored, the robber counts as being on all these features. Although the bag symbol is in the field, fields don't qualify.
2. Yes, that is correct. The robber will score for the first completed feature (road or city which includes the tile on which the robber stands.
3. Again, you are correct. Some further examples; if the city was worth 11 points rather than 10 the players will get 6 points for their meeples and 6 points for their robbers. Note that this means a player will get 12 points rather than 11 points if the player scores with both a meeple and a robber.
4. I haven't come across this scenario you describe but, in that situation, I agree the robber could score a lot of points. I think it is no more likely than, say, being able to put a cloister into a space surrounded by 7 or 8 tiles and gaining points that way but I guess the feeling of losing points to someone else's good fortune isn't the same. I don't think there is a ready countermove and the best you can do might be to mitigate the loss by not completing the city. If you find this is a real problem, I would suggest replacing the city robber tiles with alternatives showing just roads (I think these are still available individually through spielmaterial.de).
I'll check out the your alternatives as well to see what these offer.
Thanks again, and good luck with your gaming!