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Messages - PapaGeek

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General / Need a link to the original Families expansion
« on: July 17, 2023, 02:54:20 PM »
A recent post started talking about the “Unending Family Feud” and included the latest update on the “30 tiles” C2 version for the Family Feud.

Further research has led me to a C1 2017 image of the “Families” expansion which only includes “12 tiles".

I remember reading somewhere that the original concept for the Families started much earlier and that the third C1 version of the original tiles was released in 2005.

Can anyone help me with a link to any of the original fan-expansion posts for the rules and/or tiles that existed in 2005 or before?

General / Basic Game Tile Edges
« on: July 02, 2023, 04:08:07 AM »
Just as an FYI, I was living up to the “Geek” in my name, and when looking at possibly using “The Coast” tiles to terminated the tile maps at the table edge, I decided to count the tile edges on the Basic Game tiles.

So, again just as an FYI, there are 79 City edges, 94 Road edges, and 115 Field edges on the 72 Basic Game tiles. To do the math, 79 + 94 + 115 = 288 / 4 = 72 tiles!

Official Rules / Re: Table edge rules
« on: June 27, 2023, 05:46:06 AM »
You might find this thread useful:

Thanks for the link.  The poll at the top of that link was very helpful, 71% of the replies agreed that the unfinished feature at the edge of the table “Should be considered as open by default”.  That is exactly the situation that we are attempting to avoid in our gaming group.

Wolnic introduced 30 “The Coast” tiles in April of 2020, download;sa=view;down=309

We are still working on our house rules for how to use The Coast tiles to avoid unclosed features. Basically, The Coast tiles would not be in the random tiles for playing the game, but they would be stacked in 3 piles on the far side of the table, City, Road, Field.  Then, when you place a tile that is 3 tiles from the edge of the table, draw a Coast tile from the appropriate stack to terminate your feature at The Coast line.

Official Rules / Table edge rules
« on: June 27, 2023, 01:03:21 AM »

What are the general rules when a tile map reaches the edge of the table?

Do you somehow gently move the entire map, tile by tile, away from the edge? If so what happens when the opposite side of the map is also close to the table edge?

What if you have a large city and another player adds a city tile that would require you to then add a city edge tile that does not fit on the table, is that city now impossible to complete?

General / Did the Coronavirus change this game?
« on: June 25, 2023, 09:28:57 AM »
Our personal group of four started playing Carcassonne in June 2020 after the virus basically shut down personal interactions a few months earlier. We all purchased copies of Big Box 6 that was introduced in 2017 by HiG.

We all enjoy the game that is based on how the Carcassonne Empire was created in the Middle Ages.  Just about every expansion we have is C2, and the C3 tiles just draws the cities up to the tile edges.

But is seems that lately all we see are expansions that are not consistent with the Middle Ages.  For example; the Royal Gates that can connect two cities on each side of the map with some type of Star Trek Transporter, or tunnel tokens that can to the same thing with roads, or the idea of placing Bets.

Don’t get us wrong, we do love expansions: Rivers, City Gates, Water Wells, The Phantom (second meeple), Halflings, Besieged City, just to name a few.  These expansions do not move the rules outside the Middle Ages.

We will continue to monitor the forums to look for more Middle Age ideas.

Unofficial Rules / Re: The Coast
« on: May 29, 2023, 05:47:48 AM »
Interesting. Please describe here tour test games. We have in our plan to create page for both expansions (coast and centered score board) on WiCa in Fan Expansion section in near future.

Working hard on the new house rules for adding The Coast tiles to our Center Scoreboard games.

Our current plan is to only use The Coast tiles to block the Carcassonne Tile Map from getting too close to the edge of the table.

Our House Rules are still being developed, but here is a link to what we have so far on our personal Carcassonne web page.

Unofficial Rules / Re: The Coast
« on: May 23, 2023, 07:09:18 PM »
Thanks for pointing that out, I just changed it

Unofficial Rules / Re: The Ocean
« on: May 23, 2023, 02:29:10 PM »
This is our initial thoughts after only 3 days!

Our Carcassonne group only learned about the Coast expansion 3 days ago on May 20 from Booch on our Board Game Geek fan-expansion thread, so we are just now starting to talk about the possibility of including the Coast in our weekly four player games.

We just used 24 blank tiles for the City Gates expansion and 15 more for the Water Wells.  We only have 9 blank tiles left, so we will have to order more blank tiles so we can create the 30 Coast tiles.

I’m planning to just print the new tiles on plain paper so we can start the process of talking about how to implement the 4 river center scoreboard with the River tiles and the Coast tiles.

Basic thoughts after just 3 days seems to indicate that placing the Coast immediately adjacent to the scoreboard is a bad idea. My first initial thought would be to use the 3 River Scoreboard, join the River I and River II tiles together and remove the 5 springs and lakes and the river fork.  Play the remaining 18 river tiles first, then play the three Coast river tiles before playing the remaining 27 Coast tiles.

Here is a re-ordered display of the Ocean tiles:

15 tiles are straight coastline, one with a river.
5 tiles have the water on 3 sides
9 tiles have the water in only 1 corner, 2 of them also have a river
And there is 1 tiles that is totally water on all four side

We want our Ocean borders to face away from the Scoreboard, and there are only 5 tiles that turn that way!

But there are 15 tiles that basically turn away from the scoreboard that could combine with other tiles to create what would  basically be a lake!

Since we will be in charge of printing the Ocean tiles, we will probably eliminate some of the inward facing tiles and replace them with additional copies of the outward facing tiles.

PS: Is this the reason that the standard Ocean tiles include a solid blue tile?

Unofficial Rules / Re: The Ocean
« on: May 22, 2023, 03:00:04 PM »
For your central scoreboard, build the river out from it and mix the river mouth tile with the other river tiles. When it is drawn, you could then layout a large lake, and if you wanted to include other river mouth tiles, then that gives you the option of other sections of river. Unless you are using The Coast at the edge of the table, I'd recommend creating a closed lake area so you don't have a large area of the table that is unusable.
Thanks for the reply, our group has a lot of talking and planning to do for this expansion.  One of the things I like about these tile, combined with our Center Scoreboards with 4 rivers, is that the Ocean has three tiles that could end a river:

Unofficial Rules / The Coast
« on: May 22, 2023, 12:26:55 PM »
I was just introduced to the fan-expansion “The Coast” on the board game geek forum.  This is the link to the PDF for the rules and tiles:;sa=downfile&id=309

And this is a quick pic of the 30 expansion tiles:

But I do have a couple of questions on some of the road tiles in this expansion.  Three of the roads terminate normally on the coastline:

But one of the roads actually runs into the Ocean:

So question 1: does the road actually terminate at this point so that the road can be scored when the other end is terminated?  Or do you have to wait until the end of the game to score the road? And, if you do have to wait, would an Inn on that road force it to be worth zero at the end of the game?

The second road questions deals with the two city tiles that have a short road leading to the edge of the Ocean. If you are playing with Phantoms, or if someone already owns the city, when you place these tiles, can you place a meeple on that road and score an instant one point?

This is a very interesting fan-expansion.  Our group will be talking about it during our next weekend game.  If we decide to give it a try we will have to order more blank tiles. And, we will have to make up our own rules on how the River and Ocean tiles will be played when we are using one of our Center Scoreboards.

Community Rules (Meepledrone & Friends) / Re: Playing a 2 hour game
« on: May 15, 2023, 06:48:00 PM »
The player who objects believes that it is normal for everyone to offer suggestions on where to place each tile, then the player whose turn it is makes the final decision.  It is less fair to offer suggestions when you know in advance what your tile will be after another player plays their tile.

The rest of us disagree with that, but we all have to agree on all house rules!

Our other alternative to the games taking too long is the limit the number of tiles that are played. If we play a large game, Inns, Traders, Fliers, Gates, Wells, and Big Top.  The total, after River, tile count would be 188 tiles.  If we merely agree on a house rule that the average would be 30 tiles each, 120 tiles combined for all four of us, we could merely place 68 random tiles on the side and play that game with just 120 tiles!

We have to discuss all of this during our next weekly gathering!

Community Rules (Meepledrone & Friends) / Re: Playing a 2 hour game
« on: May 14, 2023, 03:58:49 PM »
Unfortunately, one of our four players is totally against drawing your next tile before it is your turn.  The rest of us are trying to convince him that it is a good idea.

Community Rules (Meepledrone & Friends) / Playing a 2 hour game
« on: May 11, 2023, 10:45:53 AM »
Not sure what forum to post this thread on, but this is sort of a Community Rule for us!

Our neighborhood group of four owns a long list of Carcassonne Expansions, including quite a few fan-expansions.  Our “normal” game usually included a few of the expansions with about 130 tiles to be played after the River tiles.

Then we found the City Gates and Water Wells and the total hit 170 and we are thinking about bringing back Under the Big Top and maybe more which would raise the tile count to almost 200.

But, the games are getting too long, so we started thinking about how to make the games end sooner.  After reading and posting a few forum threads, this is what we are thinking about.

In general, game play is basically divided into two phases.  The more adventurous play when there are a lot of tiles still available, and the more conservative play when the tiles are about to run out.

Our thought is to set a time limit on the game, but we don’t want to eliminate the almost out of tiles phase. So think of it this way:

It is about 8 PM and we want the game to end around 10 PM.  We put together as many expansions as we want and totally ignore the size of the tile stacks.  We set an alarm on one of our cell phones for 9:40 PM. When the alarm goes off we merely hit the snooze 5 minutes button and keep playing. 5 minutes later after the second alarm we hit the snooze button one more time and wait for the third alarm.

Then we turn off the alarm and, starting with the player whose turn it is, each player will take exactly 3 more turns.  When the game ends, we place all the remaining tiles on the side, and start the standard end of game scoring process.  Finally, we divide all the tiles into individual Expansion stacks and put everything back in the boxes.

We will definitely have an extremely interesting adventurous phase at the start of the game, then we will have one or two or three or … warnings that the conservative play is about the happen and the “playable” tiles will definitely run out. But, the important thing is that the game definitely took about 2 hours.

So, for everyone else who wants to try this “Community Rule” your group merely has to decide how many 5 minute warnings you get before starting how many final moves.

One thing that is very important for this process.  The player who is currently making their move is the first player to start making X more moves.  If that player is able to finish their move then the X more moves starts with the next player, delaying the game becomes an advantage because that player would get one more move than everyone else.

Unofficial Rules / Re: Scoreboard in the center of the table.
« on: May 08, 2023, 06:33:58 AM »
We actually created these boards because our normal games are four players and we also invite other couples to join us bringing the total to six players.  When the scoreboard is on one side of the table it becomes very difficult to explain the game to new players.

The scoreboards are enclosed in 16 different tiles around the edges, and yes we consider them as normal tiles when you place a Monastery or Garden next to them.  Also, we do allow fliers to fly over the edge tiles and even land on them.

We now have 9 different versions of the scoreboards published on our personal Carcassonne website at:

Unofficial Rules / Re: Playing "quicker" games
« on: May 06, 2023, 01:00:35 PM »
Does players draw next tile as soon as they lay down previous one, so they have time to think about it, or they wait for previous player to finish the move and then draw the tile?
In my experience this one is a must, as it greatly speeds up the game.

I definitely like this idea for speeding up the game, but it does create a special situation if you are also playing with the Abbey tiles or Halflings.

Normally you make the decision to play an Abbey of Halfling BEFORE you look at your tile.  Would playing with the “pre-view” of your next tile allow you to play an Abbey of Halfling instead of the tile you are already looking at?  I assume if it did, you could not place the “pre-viewed” tile back in your stack.  Also would the rules force you to then play your “pre-viewed” tile the next round?

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