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Messages - corinthiens13

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781
Well, I think it will need som open interpretation of the rules.

Meeple in Castle, City of Carcassonne, Leipzig are protected from Dragon attack.
Yes, as well as WoF's crown, because those are not considered as tiles, they are not only protected, the dragon can't go inside those features.

Darmstaft Bonus is only for meeples in Church, so after traping them, no one get's bonus.
Darmstadt bonus is for "the player who has the most followers on the church tile and the 8 surrounding tiles". If yellow owns the church and has no other meeple around, but red has two meeples on the neighboring tiles, red gets 3 bonus points from the church, even if he has no meeple on the church itself. But what if both of red's meeples are on Solovei Razboynik?

782

Can dragon move to trap tile and eat all of meeples trapped there?

By logic of trap I will not allow it, but I didn't find any information about it in rules of Russian Promos, nor in Dragon C1/C2.
Question about it is also for Barber Surgeons which is also kind of trap.

I'd say a dragon can trap and eat such meeples. Dragon isn't part of the figures that can be trapped, so a dragon can go on solovei or vodyanoy's tiles, as well as on a bathhouse's tile.

And a dragon eats every flesh made figures on every tiles he goes on, so he eats those on solovei, vodyanoy and bathhouse. I'd apply this for tower capture too  ???

Also, can a fairy be associated with a meeple on solovei/vodyanoy/bathhouse? And can they receive points from circus? Are they counted for Darmstadt churches bonus?
I'd say yes to all of those questions, a comment in WICA's tower page tends to this conclusion.
Quote
all meeples on neighbouring tiles should be considered no matter the feature they are on (a regular feature, a castle, a tower, a bathhouse, a Vodyanoy lake, a Solovei Razboynik tree...)
Anyway, a clarification is missing in WICA for the interaction between dragon/tower/fairy/circus/Darmstadt and solovei/vodyanoy/bathhouse.

783
Unofficial Rules / Re: The Fortune Tellers and other expansions
« on: December 09, 2020, 07:24:20 AM »
If you look at this more closely, you are just creating two (or in some cases even three) "hidden turns" in one turn. I don't think that is right.

Yes, exactly the same way as when discarding an unplacable tile and drawing a new one when there's no fortune teller   ???

I see it like if choosing a tile is like drawing one, except you draw one of the three on top of the dispenser (or bag, or pile). Nothing else changes.  ???

784
Unofficial Rules / Re: The Fortune Tellers and other expansions
« on: December 09, 2020, 06:28:22 AM »
I agree that The Fortune Teller can become very powerful if it allows you to bend the rules and discard tiles whiel getting benefits from them.

So the question currently on the table are:

1.a) When you have extra tiles from fortune tellers, should the player choose a placeable tile only?

I'd say no to be consistent with the order of play for when only one tile is drawed. Because if so, you do not have the possibility to perform WoF or revolt action of unplacable tile, but normally you should:
1. Draw a tile
2. Perform WoF or revolt
3. Place it or, if not possible, place it with a bridge or discard it.
4. Draw a new one and go back to step 2

I think we have to keep those steps with the fortune teller :
1. Draw 2-3 tiles and chose one to play
2. Perform WoF or revolt
3. Place the tile or, if not possible, place it with a bridge or discard it.
4. Draw a new tile and go back to step 2 (you do not get the chance to play the previously drawed tiles as you did already chose not to play them)

And so the fortune teller only allows you to chose between 3 tiles when you first draw them ! And there's no issue with bridges.

Additionally, there is another question that came to me last night:

Are you sleeping sometimes?

2) If a double turn is granted, should you keep all the extra tiles until part 2 of your turn and then decide or just keep the one you want to place?

So far I considered the former, since bazaar rounds or messages during the first part of your turn may render an initially placeable tile into an invalid one. So I prefer to keep the options open until the last minute.

I agree with this point of view. You keep them aside until you stard a double turn, and then choses one to play and
2. Perform WoF or revolt
3. Place the tile or, if not possible, place it with a bridge or discard it.
4. Draw a new tile and go back to step 2 (you do not get the chance to play the previously drawed tiles as you did already chose not to play them)

785
Unofficial Rules / Re: The Fortune Tellers and other expansions
« on: December 09, 2020, 01:04:36 AM »
With the same settings, I'm not getting the same results. It seems you are getting the latest HTML (I can tell for the missing "have"  :o) but some old Javascript is being cached. For example, I'm not getting the actions for placing the tile in front of you or performing messages (#1B) step three times. I tested it on my mobile.

Can you check if it is your browser cache getting in the way?

I'll check your other comments later. Thanks for your help!  ;D

I used my mobile phone, that may have been the reason. Previous post updated now that I can see the page without those cache problems  ;)

786
Unofficial Rules / Re: The Fortune Tellers and other expansions
« on: December 08, 2020, 08:29:19 PM »
Hi,

Great work!

I selected T&B, P&D, WoF, halflings, messages, peasant revolts and fortune teller.

1ba: Missing the word "have" ("If you "have" one or more...")

1bb: Possible even if 1ba is true (you still had tiles granted by your fortune teller)? Maybe add in step 1ba "or perform step 1bb"

1ca: I think we ended with the conclusion that we discard only the tile we chosed and draw a new one we have to play instead? Without having the possibility to draw 2-3 tiles again, or to use side tiles (halflings, abbey...)?

1cb:" and you want to use one of those tiles." this tends to think "i don't like them, so I discard them to draw new ones with my builder". Si I'd remove that last condition, and add in step 1ba "or discard them and perform step 1bb"

That's all  ;)

787
Unofficial Rules / Re: The Fortune Tellers and other expansions
« on: December 08, 2020, 11:14:05 AM »
Therefore, you are not required to use only the tiles you drew thanks to the fortune teller. You may decide not to redraw/reuse tile and proceed with one of the tiles in your supply.

Any thoughts?

Sounds good to me  ;)

788
Unofficial Rules / Re: The Fortune Tellers and other expansions
« on: December 08, 2020, 08:36:17 AM »
Your scenario seems correct to me, but with one question:

When you have three tiles, choses one, then discard it because there's no legal placement:
Instead of using one of the two tiles left, I'd rather say you already chosed not to use them at that step, so you draw a new one and have to use that new tile in place of the one you discarded. The two others can't be played at that step and you do only keep them for a possible builder's double turn.

789
if you wanted to pay back your trapped early in the game, 6 points is a lot.
Why is it a lot at the beginning of the game and not at the end?

It doesn't matter when you earned or lost points, only the final scoring counts.

So wether you lost 6 points at the beginning, middle or end of the game, it's still gonna be 6 points lost for final scoring.

It could even be the contrary:
  • Buying back a meeple at the beginning of the game allows you to use it for 100 following turns, 6 points isn't a lot for that
  • Buying back a meeple at the end of the game allows you to use it only for the few turns left, 6 points may be a lot for that

790
Maybe another house rule that could be added to the list is the "draw a tile at the end of your turn", as it saves a lot of time :

At the end of your turn:
  • Once you performed every of your turn's actions, including double and triple turn (message + builder), draw a tile (+ 1 for each fortune teller) and don't show it to other players
At the beginning of your turn:
  • Reveal your tile (if you do not have one because the stack was empty at the end of your last turn, the game is over)
  • If the tile contains a wheel of fortune, peasant revolt, hill or dragon icon, perform the corresponding action
  • Play the tile or keep it for the next turn (don't discard it) and use one of your reserve tiles (halflings, German castles, abbey)

791
Unofficial Rules / Re: The Fortune Tellers and other expansions
« on: December 07, 2020, 08:29:24 PM »
Case 1:
I'd prefer option a to be consistent with rules for other cases. But an option'd be that you keep the tiles instead of discarding them, so that in case of a triple turn (message + builder), you're still stuck with the same tiles and do not get the chance to draw new ones?

Case 2:
I'd say option b to follow the mechanic. Option a would be more complicated to understand and apply, option b seems more intuitive.

Case 3:
I think the option proposed by dirk2112 is more logical. Discarding a tiles comes after the WoF or peasant revolt action.
Without a fortune teller, if you draw a WoF or Peasant revolt tile that cannot be placed, you still perform the WoF or revolt action before discarding it.
With a fortune teller, if you draw a normal tile, a WoF tile and a revolt tile, you first chose a tile, then perfirm the WoF or revolt action only if you chosed the corresponding tile, and so I assume it's only then that, if the chosen tile can't be placed, you discard it, draw a new one, and play it (you can't play any of the two other tiles as you already chosed not to play them).
This seems more consistent with the order of play and game mechanics. That way you avoid both cons you mentioned  ;)

792
Unofficial Rules / Re: The Fortune Tellers and other expansions
« on: December 07, 2020, 12:39:19 PM »
Hi,

I think your "handling" description's fine.

Q0:  I'd say no for the sake of consistency

Q1: I'd say no, for the sake of consistency too

Q2: I'd say if you have no tiles left when beginning a double turn: You draw the number of tiles corresponding to the number of fortune-tellers you have AT THAT MOMENT
And if you have one or two tiles left, you only draw the missing tiles to have the tiles corresponding to the number of fortune-tellers you have at that moment.

Q3: I have no idea  :o

793
I'm always amazed with the fact that...
* You can only place an abbot as a monk on an abbey, but...
* You can place a meeple as an abbot on a special monastery

This is the perfect Carcassonne tongue twister.  >:D

That's amazing  ;D

794
I just added the house rules here:

https://wikicarpedia.com/index.php/Mega-Carcassonne#House_rules

Let me know if you want additional clarifications or something needs to be corrected.  ;)

That's perfect, thanks!  ;)

795
Hi corinthiens13 and Willem,

I love your house rules for Mega Carcassonne games. I was thinking of adding them to the WICA page.  ???

+1 merit from me.  :(y) :(y)

Thanks, I'd be glad to see them on WICA.

Two other house rules I've used for some time now during megacarcassonne are for robber and mage & witch expansions, I didn't mention them above:

Mage and witch:
Consider water towers as mage and witch logo (to increase the occurence of the mage and witch action)

Robbers
Consider the robbers beside a road (little guys pictured on some tiles beside roads) as robber logo (to increase the occurence of the robber action)

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