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Messages - Meepledrone

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1
Question #24.1: Chanchito has the following message jotted down on the fake prescription. Can you decode it? (1 point)

Quote
Question #20 hides the truth... Everything is [Word #1] [Word #2].
 
Word #1: 6.3 / 9.3 / 5.10 / p / 2.8 / 3.13 / 4.10 / 1.12 / 7.2 / 3.6 / 1.6 / 6.8 / 8.8
Word #2: p / 4.5 / 2.5 / 3.9

Answer #24.1: This code references characters in the names of the expansions counting from the left. Except "p", character not present in the response, each character is represented by:
(i) The number of the expansion or the hidden message, numbered from 1 to 9, followed by dot; and
(ii) The number of the character (a letter or an apostrophe) in the expansion name or hidden message

This said, the secret words are:

[Word #1] = Meepledrina's
[Word #2] = plot

Bottomline: The secret message is:

Everything is Meepledrina's plot

2
Yep, but it is confirmed it is an artistic license. The starting tile only has 2 quadrants with mist, only those with mist and ghost symbols.

3
Of course! ;)

You can also check the clarifications about the 2x2 starting tile here, in case you find something interesting:

https://wikicarpedia.com/car/Ghosts,_Castles_and_Cemeteries#Starting_tile

4
Question 21 was a great foray to a recent expansion. The complexity here also firmly cemented my decision to keep my Mists and Spell Circle copies separate for co-op games only!

One note, once again on a multi-tile...
@Meepledrone , you listed blue's haunted castle to scores 10. Why doesn't the mist on the starter tile count?

If the starter is considered 1 or 4 tiles, there is still mist in each quadrant.

The 2x2 starting tile counts as 4 tiles. Each quadrant is considered separately, as clarified by HiG. You only have mist on 2 of the quadrants. These specks of mist highlighted in yellow are just an artistic license.



Let me elaborate a bit...

If you check he rules of Mists over Carcassonne, you can read:

https://wikicarpedia.com/car/Mists_over_Carcassonne_Base_Game#Components_and_setup
Quote
Additionally, most of the land tiles show mist. You will always find one or more ghosts in the mist, that you must pacify during the game. We will explain more about ghosts later.

So, a quadrant is treated like a mist tile if it has one or more ghosts.

Hope this helps.

5
Question #23: Danisthirty places this tile on Red's behalf. The player has the following questions:
a) How many points does each player score with this tile placement? (1 point)
b) What will happen to the figures in the fields? (1 point)
c) If this is the last tile of the game, how many points does each player score during the final scoring? (1 point)

Notes:
* No meeples are placed during this turn.
* No large meeples were used in this question.



Answer #23: The placement of this tile connects 3 fields and 2 roads (with the bridge).

The resulting field is occupied by:
* The blue barn
* 1 red farmer and the red pig
* 1 yellow farmer
...and has the following features to score:
* 1 completed city
* 2 completed besieged cities (one of them connected to the field with a city overpass.
* 1 castle

>> Field scoring after the connection with the barn

This field connection with a barn will trigger the scoring of the field during the game.

Red will score 13 points for the field (2 + 8 + 3 points):
* 2 points for the completed city (1 city x (1 point for the city + 1 point for the pig) = 1 x 2 points).
* 8 points for the completed besieged cities (2 cities x ( (1 point for the city + 1 point for the pig) x 2 for the siege) = 2 x (2 x 2) points = 2 x 4 points).
* 3 points for the castle (1 city x (2 points for the castle + 1 point for the pig) = 1 x 3 points = 1 x 3 points).

Yellow will score 7 points for the field (1 + 4 + 2 points):
* 1 points for the completed city (1 city x 1 point for the city).
* 4 points for the completed besieged cities (2 cities x (1 points for the city x 2 for the siege) = 2 x 2 points).
* 2 points for the castle (1 city x 2 points for the castle = 1 x 2 points).

The field scoring will not trigger the scoring of the castle occupied by Blue.

At this point, this will happen to the figures in the field:
* The red farmer, the red pig and the yellow farmer will be removed.
* The blue barn will stay in the field.

>> End-game scoring

Blue will score no points for the castle. The castle lord is just removed at this point.

Yellow will score 7 points for the uncompleted road (7 tiles x 1 point). One of the tiles has a bridge.

Blue will score 25 points for the barn (4 + 16 + 5 points):
* 4 points for the completed city (1 city x 4 point for the city).
* 16 points for the completed besieged cities (2 cities x (4 points for the city x 2 for the siege) = 2 x 8 points).
* 5 points for the castle (1 city x 5 points for the castle = 1 x 5 points).

Bottomline:
a) The scoring is as follows during this turn:
* Blue will score no points
* Red will score 13 points
* Yellow will score 7 points
b) This will happen to the figures in the field:
* The blue barn will stay
* The red farmer and the red pig will be removed
* The yellow farmer will be removed
c) The end-game scoring is as follows:
* Blue will score 25 points for the barn
* Red will score no points
* Yellow will score 7 points for the road

6
Question #22: Santa Claus places this tile on behalf of Yellow. The player wants to know:
a) Can Yellow place more than one meeple on the tile just placed? (1 point)
b) How many points will each player score this turn? (1 point)
c) How many cities with a drawbridge can occupy Blue and Red after scoring? (1 point)

Notes:
* No large meeples were used in this question.
* This is a mid-game scenario. The game goes on for a few more turns.



Answer #22: The placement of this spring tile completes a road.

Yellow may place a meeple on the city as instructed and could also add a yellow farmer on the tile just placed, since the tile is placed adjacent to a statue tile (from The Spring mini in this case). The road is occupied so it is not a valid option.

Both Blue and Red share the majority. Note that the blue builder is not a meeple, but a special figure, and doesn't affect majority.

This said, Both Blue and Red  will score 11 points for the road (11 tiles x 1 point per tile).

Additionally, the placement of the spring tile this turn adjacent to 2 gardens and 2 spring tiles will earn Yellow 8 points ( (2 gardens x 3 points per garden) + (2 spring tiles x 1 point per spring tile) = 6 + 2 points).

At the end of this turn, no meeple can move to any of the 3 cities with an open drawbridge, since no player has the single majority. They are both tied in majority.

Bottomline:
a) Yes, Yellow can occupy any of the fields on the tile just placed besides the city.
b) The scoring is as follows:
* Blue will score 11 points for the road
* Red will score 11 points for the road
* Yellow will score 8 points for the placement of the spring tile.
c) No meeples on the road can move to a city with an open drawbridge.

7
Question #21: The Snowman places this tile on Blue's behalf. The player wants to place a normal meeple on the tile as indicated. Additionally, the player has the following questions:
a) How many ghosts will be added to the blue meeples as soon as the tile is placed? (1 point)
b) The placement of the spell circle tile requires Blue to move ghosts to it. What ghosts can be moved so no opponent's meeples decrease their number of ghosts?  (1 point)

c.1) How many ghosts will Blue have to move to opponent's meeples for extending the mist with this tile placement? (1 point)
c.2) Where will the ghosts come from? (1 point)
c.3) How many ghosts will have each opponent's meeple if the player distributes them evenly? (1 point)
c.4) Will any meeple be removed from the board at this point? (1 point)

d.1) How many ghosts will Blue have to move to their own meeples for limiting the mist with this tile placement? (1 point)
d.2) Where will the ghosts come from? (1 point)
d.3) How many ghosts will have each of Blue's meeples if the player distributes them evenly? (1 point)
d.4) Will any meeple be removed from the board at this point? (1 point)

e) How many ghosts will remain on spell circles? (1 point)
f.1) How many points will score each player this turn? (1 point)
f.2) Does any additional action take place during the scoring? (1 point)

Notes:
* This is a mid-game scenario. The game goes on for a few more turns.
* The figures on the right represent the general supply of guard meeples and ghosts.



Answer #21: The spell circles and the ghosts actions during this turn are as follows. Afterwards, we also score the features completed this turn:

>> Phase 1. Placing a tile (question 21.a)

The placement of this spell circle limits the mist (both on the tile just placed and on an adjacent tile). As a result, Blue has to add 1 ghost from the general supply to one of their meeples (the tile just placed has 1 spell circle, so just 1 ghost has to be added).

At the time of this action, Blue only has a guard meeple on the board, so no ghosts can be added to blue meeples.

>> Phase 2. Placing a meeple

The actions affecting ghosts are performed before placing the blue meeple on the tile.

1. Moving ghosts from surrounding tiles to the spell circle just placed (question 21.b)

We may move 1 ghost from the top adjacent tile with 3 spell circles to the spell circle on the tile just placed. This meeple does not come from the general ghost supply, since there are enough ghosts on adjacent tiles.

2. Adding ghosts to opponent's meeples since you extended the mist (questions 21.cX)

Blue will have to move 2 meeples to opponents' meeples for extending the mist. One of them comes from the general supply (there are 2 in stock), and the other from the tile with 3 spell circles at the top, that is part of the mist extended.

If we distribute the ghosts evenly, one ghost will go to the yellow cemetery keeper (ending up with 2 ghosts) and the other to the red knight in the right city (ending up with 3 ghosts and being removed from the city without scoring as a result).

Note that guard meeples cannot be assigned ghosts.

3. Adding ghosts to your own meeples since you limited the mist (questions 21.dX + 21.e)

Blue would have to add 1 meeple from the supply to any of their meeples on the board for limiting the mist. At this point, the player only has 1 guard meeple, so no ghosts can be asigned to blue meeples.

Since the mist limited with this tile placement has no spell circles with ghosts that can be moved to a blue meeple. This action will not take place either. Note that the ghost placed on the spell circle on the tile just placed, cannot be moved this turn.

As a result, there will be no ghosts left on the tile with 3 spell circles at the top and there will be 1 ghost on the spell circle on the tile just placed.

4. Placing the meeple

A this point, Blue will place their meeple on the tile just placed, unaffected by ghosts.

>> Phase 3. Scoring a feature

Let's score the completed features now:
* A road occupied by Blue
* A haunted castle occupied by Blue
* A cemetery occupied by Yellow

Blue will score 3 points for the road (3 tiles x 1 point per tile)

Blue will score 10 points for the haunted castle (5 tiles with mist x 2 points per tile). This includes the haunted castle tile.

Yellow will score -4 points (0 points for the cemetery - (2 ghosts x 2 points per ghost) = 0 - 4 points). Additionally, the player will receive 1 guard meeple from the general supply.


Bottomline:
a) No ghosts are added to blue meeples in 1. Placing a tile.
b) A ghost from the adjacent tile with 3 spell circles moves to the spell circle on the tile just placed.

c.1) You have to move 2 ghosts to opponent's meeples for extending the mist
c.2) One ghost will come from the general supply, and the other from the spell circle on the top tile.
c.3) The right red meeple will have 3 ghosts. The yellow meeple will have 2 ghosts.
c.4) The right red meeple will be removed.

d.1) No ghosts will be moved. You would have to move 1 ghost to one of your meeples for limiting the mist, but you only have 1 guard meeple.
d.2) Nowhere. This question does not apply in this case.
d.3) None.
d.4) No blue meeples will be removed at this point.

e) Ghosts on spell circle tiles:
* 0 ghosts on the tile with 3 spell circles
* 1 ghost on the tile with 1 spell circle
f.1) The scoring will be as follows this turn:
* Blue will score 13 points (3 points for the road + 10 points for the haunted castle)
* Red will score no points
* Yellow will score -4 points for the cemetery and the ghosts
f.2) Yellow will earn an additional guard meeple for completing the cemetery.

8
- Chanchito: I'm biting my wooden hooves just waiting to see what happens next!!!
- Chanchita: You have to be a little patient...
- Chanchito: I know, but I can't help it!
- Chanchita: Shall I bring you a lime tea or anything?
- Chanchito: Some churros and hot cocoa is perfect!
- Chanchita: Another one? You had you 24th one today less than 10 minutes ago...
- Chanchito: I can't remember... Did I? ???
- Chanchita: Don't play dumb! I see stains all over...
- Chanchito: I need another one to relax... 25 is the lucky charm., right? ^-^
- Chanchita: :o

9
We need to keep them really busy!  >:D

10
[Q1.1] Does the Terracotta Army wonder grant 2 points per each stretch highlighted in yellow or just 2 points for the whole row (the row is scored only once)?



[A1.1] You just get 2 points for this yellow highlighted part.



[Q1.2] Was this the case you wanted to cover in the rules with the sentence "Each column and row is only scored once."?


[A1.2] Yes, this was the case we wanted to address.

11
I sent a question about Wonders of Humanity to HiG and we got the following clarifications from Ron Bussenius.

Following Kettlefish's tradition...

Question in BLUE

Answer in GREEN

Still open in RED

My own comments in MAROON

12
(The solution starts here)


>> Tile E is placed as is (with red-and-yellow coat of arms in top left corner)

Below we show the scenario with Tile E placed as is.



The tile completes 2 cities and 1 vista:

* The city occupied by Yellow with 14 tiles and 0 red-and-yellow coats of arms due to the X token (note this city is the conformed by 3 smaller cities connected by royal gateways). This city is affected by the Hans Statue on the left. As a result the player will score 56 points for the city ( (14 tiles x 2 points) x 2 for the Hans Statue = 28 x 2 points.

* The city occupied by Red with 5 tiles and 2 blue-and-white coats of arms. The player then scores 14 points ( (5 tiles + 2 coat of arms) x 2 tiles = 7 x 2 points). Additionally, the player will score -3 points for the Black Fairy.

* The vista occupied by Yellow that will score 7 points for the following 7 types of scorable features: road, city, field, garden, vista, water tower and royal gateway (7 feature types x 1 point).
 
The uncompleted features are scored after the game as follows:

* Yellow will score no points for the fortune teller tent

* Red will score 5 points for the vista with 5 types of scorable features: road, city, field, vista, well (5 feature types x 1 point).

* Blue will score 12 points for the road, which has 3 tiles, 3 wells and is affected by the Hans Statue ( ( (3 tiles + 3 wells) x 1 point ) x 2 for the Hans Statue) = (6 x 1) x 2 points = 6 x 2 points).

* Blue will score 6 points for the field (2 cities x 3 points). Note that 3 of the cities bordering the field are connected by royal gateways, so they count as 1 when scoring the field.

In a nutshell, during this turn:
* Blue scores no points
* Red scores 11 points (14 points for the city - 3 points for the Black Fairy)
* Yellow scores 63 points (56 points for the city + 7 points for the vista)
And the end-game scoring is as follows:
* Blue scores 18 points (12 points for the road + 6 points for the field)
* Red scores 5 points for the vista
* Yellow scores no points for the fortune teller tent


>> Tile E is placed rotated 90º counterclockwise (with read-and-yellow coat of arms in bottom left corner)

Below we show the scenario with Tile E placed rotated.



The tile completes 2 cities and 1 vista:

* The city occupied by Yellow with 6 tiles and 2 red-and-yellow coats of arms. This city is affected by the Hans Statue on the left. As a result the player will score 32 points for the city ( ( (6 tiles + 2 coats of arms) x 2 points) x 2 for the Hans Statue  = (8 x 2) x 2 points = 16 x 2 points).

* The city occupied by Red with 13 tiles and 0 coats of arms due to the X token (note this city is the conformed by 3 smaller cities connected by royal gateways). The player then scores 26 points (13 tiles x 2 points). Additionally, the player will score -3 points for the Black Fairy.

* The vista occupied by Yellow that will score 7 points for the following 7 types of scorable features: road, city, field, garden, vista, water tower and royal gateway (7 feature types x 1 point).
 
The uncompleted features are scored after the game as follows:

* Yellow will score no points for the fortune teller tent

* Red will score 5 points for the vista with 5 types of scorable features: road, city, field, vista, well (5 feature types x 1 point).

* Blue will score 12 points for the road, which has 3 tiles, 3 wells and is affected by the Hans Statue ( ( (3 tiles + 3 wells) x 1 point ) x 2 for the Hans Statue) = (6 x 1) x 2 points = 6 x 2 points).

* Blue will score 6 points for the field (1 cities x 3 points). Note that the 3 cities bordering the field are connected by royal gateways, so they count as 1 when scoring the field.

In a nutshell, during this turn:
* Blue scores no points
* Red scores 23 points (26 points for the city - 3 points for the Black Fairy)
* Yellow scores 39 points (32 points for the city + 7 points for the vista)
And the end-game scoring is as follows:
* Blue scores 15 points (12 points for the road + 3 points for the field)
* Red scores 5 points for the vista
* Yellow scores no points for the fortune teller tent


The points scored by Yellow vary in each option:
* Tile A: 76 points
* Tile C: 75 points
* Tile D: 31 points
* Tile E (as is): 63 points
* Tile E (rotated): 39 points

Tile D grants the least points and Tile A the most points. Note that the only difference between Tile A and tile C is the monastery on Tile A, which grants 1 more point to the completed vista.


Bottomline:
a.1) The expansions are:
1. The Black Fairy
2. The Royal Gateways
3. The Hans Statue
4. Family Feud
5. The Fortune Teller
6. Gambler's Luck
7. Vistas
8. The Wells
a.2) The hidden message is "The Grinch rules"
b) Yellow can draw 2 tiles. The player has 1 fortune teller.
c) Tiles A, C, D and E are valid. Tile D and E may only be placed in two different orientations.

d) Tile D will grant Yellow the least points this turn
d.1) The scoring of this turn will be as follows:
* Blue scores no points
* Red scores 7 points
* Yellow scores 31 points
d.2) The end-game scoring is as follows:
* Blue scores 18 points
* Red scores 5 points for the vista
* Yellow scores no points for the fortune teller tent

e) Tile A will grant Yellow the least points this turn
e.1) The scoring of this turn will be as follows:
* Blue scores no points
* Red scores 65 points
* Yellow scores 76 points
e.2) The end-game scoring is as follows:
* Blue scores 15 points
* Red scores 5 points
* Yellow scores no points for the fortune teller tent

13
Question #20: It is Yellow's turn. The player has the following questions:
a.1) This scenario includes several fan expansions. Can you complete their names in the following list? (OK: 3 points / NOT OK: -3 points)
a.2) A secret message is hidden in the previous result. Can you find out what it says? (OK: 1 point / NOT OK: -1 point)



b) How many tiles can Yellow draw this turn? (OK: 1 point / NOT OK: -1 point)
c) Can any of the tiles A to F on the right be placed this turn? (OK: 1 point / NOT OK: -1 point)
d) If Yellow happened to draw and place one of the valid tiles (if any), which one would grant the player the least points? (OK: 1 point / NOT OK: -1 point)
d.1) How many points would each player score this turn? (OK: 1 point / NOT OK: -1 point)
d.2) If this was the last tile of the game, how many points would each player score during the final scoring? (OK: 1 point / NOT OK: -1 point)
e) If Yellow happened to draw and place one of the valid tiles (if any), which one would grant the player the most points? (OK: 1 point / NOT OK: -1 point)
e.1) How many points would each player score this turn? (OK: 1 point / NOT OK: -1 point)
e.2) If this was the last tile of the game, how many points would each player score during the final scoring? (OK: 1 point / NOT OK: -1 point)

Note:
* No meeples or other figures are placed or moved during this turn.
* No large meeples were used in this question.
* All the fan expansions in this question can be found on Carcassonne Central and WICA... but one of them has not been made public on WICA yet, so it may require some digging. Good luck!
* Tile A is shown along with the token that would be placed on it as a result of the die roll.



Answer #20: The list of expansions and the hidden message are the following:



Yellow can draw 2 tiles, since the player has 1 fortune teller on the top right tile.

All the tiles in the list are CCCC tiles, so they all would fit in the square gap. However, not all the tiles available are valid due to the restrictions of coats of arms that the gap has:
* Left city: The city has a red-and-yellow coat of arms
* Top city: It has no coats of arms, so it can accept either type. The three cities connected via royal gateways have 1 red-and-yellow and 3 neutral grey-and-white coats of arms, but X tokens nullifies them all. This nullification effect will extend to the tile to be placed.
* Right city: It has a regular blue-and-white coat of arms.
* Bottom city: It has no coats of arms, so it can accept either type.

This said, we have two valid cases scenarios:
* Those tiles that connect the top edge to the left and right edges, since all the coat of arms are nullified as soon as the tile is placed. So, tiles A and C are valid in this case in any orientation.
* Those tiles that do not connect the left edge and the right edge of the gap can be allowed. So, tiles D and E are valid in this case, but only in a couple of orientations:
   * Tile D: with the coat of arms at the top (as is) or at the bottom (rotated 180º).
   * Tile E: with red-and-yellow coat of arms in top left corner (as is) or in bottom left corner (rotated 90º counterclockwise)

Let's score the scenarios for the tiles A, C, D and E in turn.

Notes:
* We are not considering the friendly version of the Hans Statue rules, since it is not requested in the question.
* The Hans Statue affects the scoring of a city and a road, but it does not affect field scorings.
* The Hans Statue affects the scoring of figures placed on the same tile, so it won't affect the penalty of the Black Fairy in this scenario.
* The Royal Gateways count as a feature scorable by vistas, but the tent ending a road on one of the vista tile isn't (the Vistas rules do not consider this road ending as a scorable feature)

>> Tile A is placed (in any orientation)

Below we show the scenario with Tile A placed as is, but any orientation is valid.



The tile completes 1 city and 1 vista:

* The city occupied by Red and Yellow with 17 tiles and 0 coats of arms due to the X tokens (note this city is the conformed by 3 smaller cities connected by royal gateways). This city is affected by the Hans Statue on the left. Both players share the majority, so they will score 68 points for the city ( (17 tiles x 2 points) x 2 for the Hans Statue = 34 x 2 points). Additionally, Red will score -3 points for the Black Fairy.

* The vista occupied by Yellow that will score 8 points for the following 8 types of scorable features: road, city, monastery, field, garden, vista, water tower and royal gateway (8 feature types x 1 point).
 
The uncompleted features are scored after the game as follows:

* Yellow will score no points for the fortune teller tent

* Red will score 5 points for the vista with 5 types of scorable features: road, city, field, vista, well (5 feature types x 1 point).

* Blue will score 12 points for the road, which has 3 tiles, 3 wells and is affected by the Hans Statue ( ( (3 tiles + 3 wells) x 1 point ) x 2 for the Hans Statue) = (6 x 1) x 2 points = 6 x 2 points).

* Blue will score 3 points for the field (1 city x 3 points). Note that 3 of the cities bordering the field are connected by royal gateways, so they count as 1 when scoring the field.

In a nutshell, during this turn:
* Blue scores no points
* Red scores 65 points (68 points for the city - 3 points for the Black Fairy)
* Yellow scores 76 points (68 points for the city + 8 points for the vista)
And the end-game scoring is as follows:
* Blue scores 15 points (12 points for the road + 3 points for the field)
* Red scores 5 points for the vista
* Yellow scores no points for the fortune teller tent


>> Tile C is placed (in any orientation)

Below we show the scenario with Tile C placed as is, but any orientation is valid.



The tile completes 1 city and 1 vista:

* The city occupied by Red and Yellow with 17 tiles and 0 coats of arms due to the X token (note this city is the conformed by 3 smaller cities connected by royal gateways). This city is affected by the Hans Statue on the left. Both players share the majority, so they will score 68 points for the city ( (17 tiles x 2 points) x 2 for the Hans Statue = 34 x 2 points). Additionally, Red will score -3 points for the Black Fairy.

* The vista occupied by Yellow that will score 7 points for the following 7 types of scorable features: road, city, field, garden, vista, water tower and royal gateway (7 feature types x 1 point).
 
The uncompleted features are scored after the game as follows:

* Yellow will score no points for the fortune teller tent

* Red will score 5 points for the vista with 5 types of scorable features: road, city, field, vista, well (5 feature types x 1 point).

* Blue will score 12 points for the road, which has 3 tiles, 3 wells and is affected by the Hans Statue ( ( (3 tiles + 3 wells) x 1 point ) x 2 for the Hans Statue) = (6 x 1) x 2 points = 6 x 2 points).

* Blue will score 3 points for the field (1 city x 3 points). Note that 3 of the cities bordering the field are connected by royal gateways, so they count as 1 when scoring the field.

In a nutshell, during this turn:
* Blue scores no points
* Red scores 65 points (68 points for the city - 3 points for the Black Fairy)
* Yellow scores 75 points (68 points for the city + 7 points for the vista)
And the end-game scoring is as follows:
* Blue scores 15 points (12 points for the road + 3 points for the field)
* Red scores 5 points for the vista
* Yellow scores no points for the fortune teller tent


>> Tile D is placed (with the coat of arms at the top or at the bottom)

Below we show the scenario with Tile D placed as is, but rotated 180º would lead to the same result.



The tile completes 3 cities and 1 vista:

* The city occupied by Yellow with 5 tiles and 1 red-and-yellow coat of arms. This city is affected by the Hans Statue on the left. As a result the player will score 24 points for the city ( ( (5 tiles + 1 coat of arms) x 2 points for the city) x 2 for the Hans Statue = (6 x 2) x 2 points = 12 x 2 points).

* The city occupied by Red with 4 tiles and 1 blue-and-white coat of arms. Tha player then scores 10 points ( (4 tiles + 1 coat of arms) x 2 tiles = 5 x 2 points). Additionally, the player will score -3 points for the Black Fairy.

* The unoccupied city that will not be scored by any player.

* The vista occupied by Yellow that will score 7 points for the following 7 types of scorable features: road, city, field, garden, vista, water tower and royal gateway (7 feature types x 1 point).
 
The uncompleted features are scored after the game as follows:

* Yellow will score no points for the fortune teller tent

* Red will score 5 points for the vista with 5 types of scorable features: road, city, field, vista, well (5 feature types x 1 point).

* Blue will score 12 points for the road, which has 3 tiles, 3 wells and is affected by the Hans Statue ( ( (3 tiles + 3 wells) x 1 point ) x 2 for the Hans Statue) = (6 x 1) x 2 points = 6 x 2 points).

* Blue will score 6 points for the field (2 cities x 3 points). Note that 3 of the cities bordering the field are connected by royal gateways, so they count as 1 when scoring the field.

In a nutshell, during this turn:
* Blue scores no points
* Red scores 7 points (10 points for the city - 3 points for the Black Fairy)
* Yellow scores 31 points (24 points for the city + 7 points for the vista)
And the end-game scoring is as follows:
* Blue scores 18 points (12 points for the road + 6 points for the field)
* Red scores 5 points for the vista
* Yellow scores no points for the fortune teller tent

...

14
- The Grinch: I love to keep you on your toes!
- Chanchito: Never give up! Never surrender! ^-^
- The Grinch: Mwahahahahaha! >:D

15
Question #19: The Snowman places this tile on behalf of Red. The player has the following questions:
a) How many points does each player score? (1 point)
b) What happens to the Gingerbread Man? (1 point)
c) Will Red get a double turn? (1 point)
d) What happens with the builder after scoring? (1 point)

Note:
* No meeples are placed on this turn.
* No large meeples were used in this question.
* This is a mid-game scenario. The game goes on for a few more turns.



Answer #19: The completion of this city will trigger the scoring and movment of the Gingerbread Man. This would have happened even if the city hadn't been completed by a Gingerbread Man tile.

The players will receive the following Gingerbread Man bonus points:
* Blue will score 24 points (2 meeples x 12 tiles x 1 point per tile and meeple)
* Red scores 12 points (1 meeple x 12 tiles x 1 point per tile and meeple) . Noe that the builder is not a meeple and does not receive the Gingerbread bonus.
* Yellow will score 24 points (2 meeples x 12 tiles x 1 point per tile and meeple) 

Now we score the city as usual. Both Blue and Yellow share the majority in the city with 2 meeples each, so both players will score 30 points ( (12 tiles + 3 coats of arms) x 2 points = 15 x 2 points). Red will score 0 points with only 1 meeple. Note that the builder is not a meeple.

At this point, the Gingerbread Man will move to an unoccupied city. There are two options in this case: the uncompleted, unoccupied city at the top, or the uncompleted city occupied by Yellow.

Additionally, Red will get a double turn since the player extended this city with their builder. It does not matter that the city is completed with this tile placement, and the meeples removed. Note that we are assuming that Red just started their turn, so this tile placement was not happening during a double turn.

All the meeples in the city will be removed and returned to their owners after scoring, the same as the builder.

Bottomline:
a) The scoring is as follows for this turn:
* Blue scores 54 points (24 points for the Gingerbread Man + 30 points for the city)
* Red scores 12 points for the Gingerbread Man
* Yellow scores 54 points (24 points for the Gingerbread Man + 30 points for the city)
b) The Gingerbread Man will move to an uncompleted city (the unoccupied one at the top or the one occupied by Yellow on the right)
c) Yes, Red gets a double turn as the player extends the city with their builder
d) The builder returns to their owner's supply.

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