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Messages - kothmann

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1
Official Rules / Re: New mini expansion: The Signposts
« on: December 02, 2021, 07:28:20 AM »
Also what about tunnels?!

2
Official Rules / Re: New mini expansion: The Signposts
« on: December 02, 2021, 07:27:24 AM »
Is there ever a case where a bridge scores differently than a straight road on the tile?  Obviously farms score differently, but does a road with a bridge ever score differently?  I don’t know…

3
Official Rules / Re: New mini expansion: The Signposts
« on: December 02, 2021, 03:49:26 AM »
Wow, thanks for sharing that!

Not sure what to think of the scoring rules.  I like some sort of progressive increase, but having the points depend on the number of types of arrows, while clever, seems like it could really complicate decision-making.  Taking a long time to figure out how to place the tile might actually help you increase your score.

I hope someone who gets them will write a review…

4
Unofficial Rules / Re: Using M&Ms to flag cities during the game
« on: December 01, 2021, 09:36:00 AM »
Two Reds and one Blue tells Blue to be careful that Red does not join the farms or he might lose his farm!
Suppose Blue has 3 farmers in field A, while Red has 1 farmer in each of fields B and C.  All 3 fields supply a city.  If I understand your idea, the city would have 2 Red M&Ms and 1 Blue M&M, but in this case it is Red who has to be very careful!

I agree that farm strategizing can slow the game down, but I am wary of any surrogate for the actual scoring rules, for fear that players may rely on a misunderstanding of the surrogate.

Interestingly, your idea would work elegantly for the original farm scoring rules, if you used 1 M&M per farmer!  I have a lot of friends and family who struggle with farm connectivity and scoring.  Maybe I'll try using V1 farm scoring with this delicious scheme for keeping track!

Thanks for sharing!

5
Official Rules / Re: New mini expansion: The Signposts
« on: November 30, 2021, 09:38:27 AM »
This could be the first expansion that makes me want to have C2 art!   :(
Clarifying: I prefer the old art, for sure, and I agree that the arrows are thematically weak.  Though I mostly care about gameplay, I've decided not to start buying C2, so I won't be getting these, even though I think the idea sounds clever and offers some potential to make roads more interesting and relevant in the base game.

BUT, there are those small pig herds on 9 of the C1 base tiles.  Maybe "go away from the pigs" works as a simple surrogate for these using tiles...Hmm...Eager to see official rules...

6
Official Rules / Re: New mini expansion: The Signposts
« on: November 30, 2021, 05:16:00 AM »
This could be the first expansion that makes me want to have C2 art!   :(

Nothing special I think for this expansion…
It’s great to hear diverse points of view!   :D

7
General / Re: Quantity of each expansion
« on: November 29, 2021, 05:19:39 AM »
do you think multiple copies are required for them to not feel too diluted?
I think that if you use a lot of different expansions in a single game, each individual expansion will inevitably be watered down:
  • With base game + Exp1 (I&C), there are 6 inns with 90 tiles (15 tiles/inn).  If you add Exp2 (T&B) + Exp3 (P&D) + Exp5 (M&A), you will have 156 tiles (26 tiles/inn).  The "balancing" of road scoring is greatly reduced.  To me, this is the most important dilution effect and it is why we add 6 inns from a second copy of the I&C in larger games.
  • With base game + M&A, there are 10 + 6 = 16 total pennants in a game with 84 tiles (5.3 tiles/pennant).  But if you add I&C + T&B + P&D, there will be 22 pennants in a game with 156 tiles (7.1 tiles/pennant), so the mayor will be less influential.  You have to add 2 more copies of M&A to get back down to the 5.3 ratio. But then your Inns have been diluted, so you have to add more of those, and so on... So I think you are just stuck with the dilution.
  • I don't play P&D, but I could imagine that in a large game, the average number of turns between a volcano being placed and a dragon tile being drawn could be enough to allow features near the volcano to be completed?  But the Dragon seems to be far too powerful with just base game + P&D, so maybe this is good?

I really enjoyed this blog about the evolution of the game and how the various expansions changed the overall feel.  I agree with his argument that "Classic Carcassonne" (base game + I&C + T&B) is the best combination.  It is also available in a single box without watermarks as the "Limited Edition".

Thanks for sharing an interesting question.

8
Reviews & Session Reports / Thanksgiving Five-Player Base Game+IC+TB+PD
« on: November 28, 2021, 09:07:21 AM »
Here's the image at the end of the game, before final scoring (the tiles got jostled setting up the photo; we don't play with such a messy landscape!):


Five players with 144 tiles:
   72 = Base
   24 = I&C (6 extra Inns)
   24 = T&B
   30 = P&D

House rules:
  • Each player gets 8 regular meeples, one Abbey (Exp#5), and one bridge (Exp#8).
  • Exp#1: No big meeple, proportional scoring for Cathedrals.
  • Exp#2: No pig, no builder, alternative scoring of trade goods.
  • Exp#3: No new rules--tiles only.
  • Border of mat closes all features (like Abbey).
  • Draw next tile immediately after turn.  Discard tile if Abbey is played.
  • Proportional scoring for farms

Comments:
  • In order of finish, the players were my daughter Julia (Gray, 162 points), me (Red, 154 points), Annie (Green, 144 points), Matthew (Black, 134 points), and Harry (Yellow, 128 points).  Julia and I usually play aggressively, Matthew is experienced but plays a friendlier game, and Annie and Harry had only played once before.
  • Five players combined with a large tile mix and the Abbeys virtually eliminated "trapping".  It is just too hard to know how to make a "'hole" in the landscape or whom you should target even if you could make a hole.  This seems like a good thing for a family holiday game.  ;D  It was still plenty competitive, just more civil than our typical 2- or 3-player smaller game.  I prefer the smaller more aggressive games but will totally play these big games again at family gatherings.
  • Proportional scoring of farms is fantastic in a big game.  The big field ended up being worth 45 points, which rounded up to 48 with 4 meeples, so each meeple earned 12.  Julia had two meeples to Annie and Matthew each having one, and she earned a narrow victory.  With conventional scoring, she literally laps the bottom 3 players  ::), which is way less fun.
  • A mat is really great to have for a large game so there are no arguments about the edge of the table and also because everyone enjoys the easy closures on edges at the end of the game.  This mat is 13x23, so the game could be much bigger.
  • Speaking of keeping the game enjoyable, Annie said at the end that the only other time she played Carcassonne, the Dragon came out and ate everything and it was kind of miserable.  I had been inspired by a recent post by @PapaGeek to try official Dragon rules again, but everyone in our group seemed to be opposed, except possibly for the magic portals, which Matthew likes.
    • Annie came out with a couple of relatively early farmers, which I thought was a mistake, but she said, "I wanted to get all my meeples working for me."  I think it turned out well for her, as she got 27 points for her 3 farmers.  As a more experienced and shrewd player, Julia waited a bit longer to start farming  >:D and ended up with 30 points for 3 farmers.
    • Harry is a young teen and seemed to be enjoying just building a landscape.  8)  He also won the trade good battle, scoring a total of 14 points, beating Julia 12, Bruce 12, Matthew 4, and Annie 4.  Proportional trade-good scoring has higher total points but roughly the same point differentials.  It also keeps trade goods compelling and relevant to the very end.
    • I closed the 18-point city in the southwest by placing the tile at J-14, even though Matthew had invaded it twice.  This gave me 3 wheat tokens (12 points!), and avoided a protracted fight which I think can often just lead to both players losing.  I was happy with this decision in the end.
    • I made a tragic blunder about 2/3 of the way through the game by closing a city that Julia and I shared.  She was out of meeples at that point and I had plenty.  I didn't see an obviously better play but that was definitely a game-loser.   :(
    • It took about 2 hours to play and everyone had a great time.  It really is a fantastic game.

9
Strategy Guide / Re: Tactical Tuesday Week "08"
« on: November 28, 2021, 07:41:15 AM »
Option B!
All 3 players now have a dead meeple. We score 4 points, get a meeple back and have now 4 in hand, white only 1 and black none. Moreover we are preventing white to join the city.
This is also my first choice.  Give up on winning the huge city in exchange for free-meeple dominance.

More easy and safe to attach field is placement from option A but meeple placed on top left field.
This is clever and would be my second choice.

10
Congratulations on the big win.  And thanks for sharing.

Play at [-4;0] as CFFF and don't place a meeple.  Then hope you get the last RRCC tile and complete the city at [-4;1] for 12 points.  There is no other tile that can play at [-4;1] so the CFFF tile is essential at [-4;0] to complete the city and recover the meeple.  Plus Red keeps a free meeple to grab another 3 points on a later turn, and maybe eek out a win.

Originally, I thought the best play would be at [4;3], placing the tile FFCF with the last red meeple as a knight in the city, which gets you 3 points if incomplete, or 8 points if you get the last CFFF tile.  But then I realized that there are plenty of chances for Green to get 3 points each with their last 2 meeples (e.g. farmer at [-1;6] or [4;-5], thief at [3;1]).  Red would be without a meeple until the 8-point city closed.  Since Green was currently ahead by 2 points on incomplete features (8 to 6) and also has a 4-point lead, Green would end up with a 12-point lead that Red's 8-point city can't overcome.

This logic took me about 30 minutes to see, by the way.  No way I would get it in real time.
And I am not at all sure it is right.    :-\ 

I'm very curious to hear what you actually did (can't view the boardgamearena link until I play some games there).

+1 merit for sharing an interesting real game puzzle!

P.S.  I also don't know how to show an attached image inline.  When I want inline images, I put the image on google drive.  Then I set sharing to "anyone with link can view" and copy the link.  That link by itself doesn't seem to work here, but if you put the long image ID number from the google into the line of bbcode shown below, it does work (replace "zzz" with "img").  I figured this out by quoting someone else's post, so I put the real "img" code here too so you can quote and see it.

[zzz width=400]http://drive.google.com/uc?export=view&id=1-ouXYRvlZGOwFGRYXgnBnOc6MqrCNTUT[/­zzz]


11
Strategy Guide / Re: Tactical Tuesday Week "08"
« on: November 23, 2021, 08:34:43 AM »
I like option E the most
Any specific place?  Coordinates are [right offset from start; up offset from start].  Tile orientation is by edge in order NESW.

So, you could say [1;-3] RRFC with meeple as knight in the city.  Of course, this would complete the Black road, so I doubt it is what you had in mind…

If you name a place, your answer becomes “E1”, when referred to by others.

Also, please don’t forget to actually vote (click “Submit”)!

Thanks!

12
General / Re: I love the postman...
« on: November 23, 2021, 07:20:17 AM »
Hahahaha!  I ordered these the same day!


13
Strategy Guide / Tactical Tuesday Week "08"
« on: November 23, 2021, 05:55:48 AM »
See the series introduction here.

<--Last Week

Sorry, no JCloisterZone file this week. 

Introduction: This scenario came up during some play-testing of a variant.  It was one of those mid-game decisions that has to happen quickly.  I didn't have a specific theme in mind here, just thought it was an interesting situation

Configuration: Base game only (72 tiles & 7 meeples per player)

Players: Black, Pink, White (order of play as listed, alphabetical by color name).

Score: B=4, P=8, W=4

Previous Turns & Scoring: Details not recorded.  Sorry.  (Part of the variant made the long roads act like roads with Inns from Exp#1, which is why there is so much activity on the long road.  But let's ignore that here.)

Current Decision (photo below):
Pink has now drawn a CRRF tile.
Where should they place the tile?
Should they place a meeple and if so, where?


Option A (photo below)
[ 4;-3], RFCR, meeple as knight in the city. Black & Pink each score 7 for the road.


Option B (photo below)
[ 4; 0], RFCR, no meeple.  Pink scores 4 points for the football city.


Option C (photo below)
[-1; 4], CRRF, meeple as thief on the road.


Option D (photo below)
[ 2; 3], FCRR, meeple as farmer in the field not touching the city.


Option E (none of the above)
Please describe a better play in your reply.

14
General / Re: I love the postman...
« on: November 23, 2021, 05:21:17 AM »
Die Geschenke arrived from eBay yesterday afternoon (in a little custom mailer that the seller made)!

Perfect timing for Thanksgiving games...


15
Official Rules / Re: The Dragon
« on: November 20, 2021, 12:30:12 PM »
Oops—missed page 2 of the conversation!  sorry about that!

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