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Messages - obervet

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286
Official Rules / Re: Z-Man Princess and Dragon
« on: May 17, 2013, 05:44:44 AM »
Okay, I have my answer. Thanks to Rick (who isn't a member here, as far as know) for sending me the Z-Man Games version of the rules. ZMG is following the HiG rules for timing of dragon movement. As the rules say:

Quote
When a player draws a tile featuring the Dragon icon, he places it as usual and may put a follower on it. Then, before scoring, the game is interrupted during the dragon's movement phase!

They even emphasize that this is before scoring.
You will find this noted in the upcoming version of the CAR.

287
Official Rules / Re: Traders and Builders
« on: May 17, 2013, 05:36:20 AM »

The annotated rules state - "If the road or city is not completed during the course of the double turn, the builder remains in play. The player may take double turns for as long as the road or city remains incomplete".

IMO It should have been worded "The player may generate an extended turn on each of his turns that the feature containing the builder is incomplete." The extended turn is generated by extending the feature containing the builder. Keep in mind a chain reaction within a turn is not permitted. In other words, only one extended turn may be generated on any given turn.


I'm a little late to this discussion, but I agree, the wording in the current CAR isn't the best. I have adjusted the sentence in the upcoming version of the CAR so that it doesn't sound like a chain reaction anymore.

288
Official Rules / Z-Man Princess and Dragon
« on: May 15, 2013, 07:06:25 AM »
Does anyone have a copy of the Z-Man Games edition of the Princess & Dragon rules? The only PDF I can find on their website so far is for Big Box 4. I'm looking to see if they are going to follow the HiG or the RGG timing rules for movement of the Dragon.

289
Official Rules / Re: Complete Annotated Rules v. 6.3 and 1.1
« on: May 15, 2013, 06:25:05 AM »
Okay, all of the changes up to this point have been added to the upcoming version of the CAR. (This is more a note to myself, so I don't have to backtrack later, so don't get too excited about the upcoming version yet.)

290
Official Rules / Re: Complete Annotated Rules v. 6.3 and 1.1
« on: May 15, 2013, 05:49:26 AM »
Quote
Each feature scores separated. GREEN and RED can choose which of their scoring figures is scoring the points. The Robber can only receive points from a scoring figure that stands on the same space - In this case the Robber can receive points from GREEN because both scoring figures from GREEN are on the same space. The Robber is on a space occupied by more than one scoring figure  and more than one figure is scoring points, the Robber chooses from which player he is “robbing” half the points. The Robber gets all the information from the ohter players GREEN and RED that it's needed for the best result to choose which points he like to rob.

The last sentense is important - it comes from Georg Wild and he likes to have the words included.
It was a part of our telephone call some days ago.

Oops, I must have lost that somewhere along the way. I'll get it into the next CAR version.

291
Official Rules / Re: Complete Annotated Rules v. 6.3 and 1.1
« on: May 15, 2013, 05:34:05 AM »
Quote
In my mind, the wagon should not be able to travel between the two cities. Wagons can really only travel on or to claimable features. Because the two little driveways (I'm sticking with that term) cannot be claimed by a follower, I don't feel that the wagon can use them for travelling.

The little driveways are complicated: A wagon that can not drive a driveway would be strange.
If the driveways are part of the city, the wagon should be allowed to drive (drive!way) to both roads of the crossing, but not to the other city. The wagon also should be allowed to drive from both roads to both cities (and from road to road).

Don't forget that (as far as I know, correct me if I'm wrong) I'm the one who coined the term "driveways," and that's not an official HiG term. They just as easily could be "footpaths," in which case it wouldn't make any sense for the wagon to travel on them. The German Inns & Cathedrals rules just say "No robbers can be placed here" without giving those bits a name, and RGG referred to them as "segments" without the word "road". (Of course, ZMG calls them "road segments," which further muddies the waters, although followers are still not allowed.)

To me, the driveways/paths are not part of the cities, since they're not inside the walls. I believe that they are simply a means of dividing fields and are not intended for any travel. But this is obviously one where kettlefish will have to get the official word from HiG. (And if HiG says travel is not allowed, I'll change the term to footpaths in the CAR to decrease confusion thematically.)

292
Official Rules / Re: Complete Annotated Rules v. 6.3 and 1.1
« on: May 15, 2013, 05:19:51 AM »
Thank you for this awesome work. I like to play with a lot of expansions, and an updated CAR is an invaluable tool when doing so. I have one small comment, however. On page 123 it says that the Carcassonne Winter Edition is distributed only as a digital download. This is not 100% correct anymore. Both German and Scandinavian language editions (at least) was published as physical games in 2012. I don't know about the German version, but the Scandinavian version also includes the Gingerbread Man expansion (with the originally intended 6 tiles).

Since there is a separate CAR for the Winter Edition, maybe this can be omitted from the normal CAR.

The (digital) winter edition listed in the Standard CAR has different artwork than the version produced in a box, so that Winter Edition is only available as a download. I agree that the wording is unclear, though, and I'll tweak it for the next version of the CAR.

It's interesting that the Scandinavian version includes the Gingerbread Man with the base Winter Edition game; the German version (which is the one that I have) does not include the GB Man expansion.

293
Official Rules / Re: Tunnel question
« on: May 15, 2013, 05:15:32 AM »
It's amazing how you guys manage to make the most recent version of the CAR obsolete within days of me getting it online.  :)

294
Official Rules / Re: Tunnel question
« on: May 13, 2013, 12:42:39 PM »
The English translations I've seen say that the tunnel entrance must be "unoccupied".

I think this statement is the key. The rules state that the entrance must be unoccupied/unclaimed/whatever. Followers can't claim or occupy the entrance, they can only claim the road itself. Thus, since the rule only refers to the entrance, I would say that the status of the road itself (occupied or not) really doesn't matter. "Occupied/claimed" simply refers to whether or not a token is on the entrance, and as long as the entrance doesn't have a colored token on it, it's fair game. As I see it, it creates another opportunity to join someone else's road or royally mess them up.

The use of "unclaimed" comes from Matt Harper before me, but I kept it to try to distinguish that term from the occupation of a road by a follower. Maybe the best word would have been "un-tokened", except I don't think that's a real word.  :)

Unfortunately, since Tunnels is a Spielbox expansion, the chances of us getting an official clarification are slim (kind of like the persistently red footnote in the Plague).

295
Official Rules / Re: Complete Annotated Rules v. 6.3 and 1.1
« on: May 13, 2013, 12:29:14 PM »
There is a footnote marked as unresolved under the section on Abbey & Mayor:

Quote
230 There is not an official clarification about the ability of the wagon to move directly from one
city to the other on the tile shown above, where the miniature roads (driveways?) cannot be occupied
by a follower.

Isn't this answered (implictly) by the previous footnote?

Quote
229 Question: What is the definition of [connected/adjacent/neighboring] for the Wagon? If two
city walls are touching (maybe even only at a point), can I drive my Wagon from one to another?
Answer: “Connected” means roads which lead to crossings and roads which head directly “into” a
city or a cloister. Two cities never connect to each other (in the current land tiles). City walls that
touch at a point (such as at the corner of tiles) are not considered connected, so the wagon cannot
travel from one to the other. So the wagon has to use the roads to move—it’s a wagon, after all. [Also
note – a road that touches a city at a point but not at a gate in the wall is not connected to the city.
Also, a road running through a city via a tunnel is not connected to the city. – Chris O.] (confirmed
5/2013)

If none of the current land tiles contain cities that the wagon can drive between, doesn't it stands to reason that these miniature roads do not connect the cities for the purposes of the wagon?

In my mind, the wagon should not be able to travel between the two cities. Wagons can really only travel on or to claimable features. Because the two little driveways (I'm sticking with that term) cannot be claimed by a follower, I don't feel that the wagon can use them for travelling.

However, as Carcking notes, this hasn't been explicitly stated by HiG. Years ago they commented that no cities connect to each other (FN229), which should indicate that the tile in FN 230 cannot serve as connectors (since that tile had been published already). Nonetheless, rulings can change over time. Again, as Carcking states, if the driveways are considered part of the city, the wagon would be allowed to hop over the crossing to the other city. Since the topic has been brought up on this forum relatively recently, I felt that it shouldn't be closed without revisiting it.

296
General / Re: Highest scoring city
« on: May 12, 2013, 09:36:39 AM »
The most valuable city I can remember from one of my games was 63 points. My opponent got that one. Even worse was a different game where my opponent got a 60-point city and had a castle sitting right beside it, so she got 120 points all at once. I kept hoping to draw the right tile to try to steal the city or complete a small road beside the castle before the city finished, but fortune was not with me that day.  :(

297
Official Rules / Complete Annotated Rules v. 6.3 and 1.1
« on: May 10, 2013, 07:27:24 PM »
Don't look now, but the newest versions of the Standard and Winter CARs are in the Downloads section for your reading enjoyment.

Standard v6.3: http://www.carcassonnecentral.com/community/index.php?action=downloads;sa=view;down=198
Winter v1.1: http://www.carcassonnecentral.com/community/index.php?action=downloads;sa=view;down=199

298
Official Rules / Re: Robber and Messages - Examples
« on: May 10, 2013, 12:35:59 PM »
I think I would dreaming all night tonight about the Robber and the Scoring figures...

And rainbow-colored examples...

299
Official Rules / Re: Robber and Messages - Examples
« on: May 10, 2013, 12:23:41 PM »
Do you like to know what happens if more Robbers and more Scoring Figures are on the same space?

Other than my brain exploding?  ;D

300
Official Rules / Re: converting a city into a castle
« on: May 10, 2013, 12:10:59 PM »
I would say that it's okay to put a follower on the field if there was already a follower on the first half of the town/city. According to the rules, conversion of a town into a castle consists of placing a castle tile on the town and then placing the follower that was already in the town onto the castle.  There's no indication that this is a replacement for the move wood phase. In fact, it seems to come after the move wood phase, as a player could have played a follower to the second half of a (previously unclaimed) town, then converted the town to a castle. I do not interpret the placement of the knight into the castle as a separate deployment, I just read that as recognition that you physically have to move the meeple to put the castle tile down. 

Remember, the owner of the town gets to decide if the town turns into a castle -- it might not even be the active player, so a Move Wood phase can't be required to make it happen.

So, in the context of the initial question, the player can place the landscape tile to finish the town, move wood by placing a follower as a farmer, then turn the town into a castle rather than scoring it on this turn.

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