Wife and I finished first game with official rules last night:
The game is elegant and beautiful and quite a lot of fun. Think Carcassonne without meeples! Simple summary:
- Players maintain a hand of 2 double-sided tiles and take turns placing a tile. Some tiles allow a player to take 2 turns (like the builder) or "steal" a tile from their opponent's hand.
- Players score 1-point/tile when their type of area (Land or Sea) is completed.
- The player who completes an area scores 1-point for each "X" in the area. (Like trade goods except immediate points.)
- The Sea player scores 1-point per connected coral tile when either player places a tile with a coral edge that joins another coral edge. Land scores for connected mountain tiles.
There are also optional rules for Ship/Caravan and Waypoints, but we didn't use these. Interestingly, when these rules are omitted,
the final board position contains all the information to determine the score [Edit: this is wrong; see reply]!
Tile Description & DistributionThere are 60 double-sided tiles in the box, with 58 tiles placed in two stacks for "drafting" into the players' hands. You can see the top side of tiles in both stacks when drafting, so you have partial information. Players must keep their tiles in front of them with that side face-up, but they may look at the back side.
The two non-drafted tiles are:
- Start Tile: this is a LLLSSS tile on both sides. I thought it would have been more clever to put a LSLSLS tile on the reverse side, to allow a choice of beginning conditions, particularly because there is no LSLSLS tile in the game!
- Vortex/Volcano Tile: this is the only LLLLLL/SSSSSS tile in the game and it is placed automatically any time a player creates the corresponding hole. I thought this was clever and novel and might be an interesting Carcassonne variant, perhaps with the Cathedral and a RRRR cloister.
There are 14 ways to place two edge types on a hexagonal tile. Here is the distribution, showing both sides of the tiles, as well as the total number of each of the 14 combinations. The non-drafting tiles are omitted, so there are a total of 116 = 2*58 combinations:
I made this figure before playing the game, hoping to get some insight. But it turns out that it didn't seem to matter very much during play. You have four tile sides to choose from on most turns, and my crude "probability of getting a matching tile" analysis showed that the odds are generally very good, so
having the right tile is not nearly as important and exciting in this game as it is in a typical Carcassonne game. At least as far as I can tell so far [Edit: this is misleading; see reply]
Notes on 2-Player Game Play- Upon reading the rules, I really disliked the two-tile hand. Experience with Carcassonne suggested that this could slow the game terribly, particularly with a few members of my extended family with whom I might try to play the game. I also just thought it was inelegant and unnecessary. I was wrong. I discovered through self-play testing that without the two-tile hand, areas are too difficult to close and the game devolves to a battle to close one huge area. So, we played official rules, as noted above. It turns out that often having the tile you want actually allows play to move plenty fast.
- The "X" rule is great. You can often complete an opponent's small area to minimize a loss, or even score a small win, because some tiles have 2 or 3 X's on them. Note that 5X's represents a 10-point swing in relative score.
- Although the Coral/Mountain rule is optional, it is really essential. Building a Reef/Range really racks up points: in the game shown above, Sea scores 2+3+4+5+6+7+8=35 points total for the 8-tile Reef, while Land scores 2+3=5 several times for Ranges. The threat of a massive scoring run should compel an opponent to block a growing Reef/Range, leaving a player time to complete a large open area, particularly if they get a "Play Again" tile.
This last point and many others are in an
amazing post on BGG, by someone who is somehow associated with the game. In addition to a nice summary of tactics and strategy, the post says that a strategy book is in development as well.
Multi-Player VariantsI haven't tried the asymmetric 3-player game yet, nor the 4-player team version. Since I strongly prefer to play Carcassonne as a multi-player game, I'm really interested to see how this goes.
I know a lot of folks on the Forum prefer Carcassonne as a 2-player game, and I think many of you would really enjoy
Land vs. Sea as well.
Linkback: https://www.carcassonnecentral.com/community/index.php?topic=6008.0