Question #10: Another too easy question.
Bad Neighborhood | During the scoring of a city, these completing city segments are not part of the scoring and do not get you any points
Thanks Meepledrone for this first batch of answers! Those questions were great and fun to solve (or to try solving). Despite Carcassonne93's sayings : Quote from: Carcassonne93 on December 10, 2021, 12:14:05 PMQuestion #10: Another too easy question. Question 10 was a really complicated one, not hard in rulings, but difficult to count everything without missing anything
For question 5, WICA's order of play makes clear that the "bad neighborhood" tile afects tile count only and not bonuses (too sad I missed that ).But the expansion's page states: QuoteBad Neighborhood | During the scoring of a city, these completing city segments are not part of the scoring and do not get you any points"are not part of the scoring" makes it ambiguous... A link to the "other expansions" section should be added there. And in the "other expansions" section, I think a phrase saying that bonuses not involving tile count are not affected should be added to remove any ambiguity (or the list of unaffected bonuses be completed), don't you think?
Example 4: Due to the Peasant Uprising Red only scores 4 points for their road. All road tiles marked with X do not score any points.
Thanks Meepledrone for these first answers and all the detailed explanations. Its so sad, half of my answers up to here were wrong and mostly due to silly mistakes: overlooked the inn, overlooked the vineyard, took a red shepherd for a yellow one, missed the +1 fairy bonus at the beginning of a turn, .... With this kind of sillyness, even the deepest study of the WikiCarpedia obviously does not help ... haha, at least I got question 10 right. The bigger the difficulty the bigger the attention .... Very wicked indeed, Meepledrone, very well done!
Question #10: The Grinch places this tile on behalf of Yellow, who wants to score this road network right away. The Grinch has two questions for you:1) Which ferry position should Yellow choose to close the road and prevent any player from extending and scoring it in the future? (0-1 points) a) "/" to connect the top and left road ends. b) "\" to connect the top and right road ends.2) How many points would each player score in this case? (0-5 points)Notes:* Please apply the Advanced Variant rules for the Labyrinth tile.* We are not considering a game with The Tunnel mini expansion.Answer #10: When the tile is placed, the road is still uncompleted. However, Yellow can move the ferry on the lake because the player just extended a road connected to the ferry. This allows Yellow to close the road and trigger its scoring.1) Choosing a ferry position:Option a) would complete the road network in a way that the ferry would not be connected to the right road end, making it impossible for any player to move the ferry by extending the road occupied by Blue.Option b) would complete the road network in a away that the ferry would be connected to the right road end, making it possible for any player to move the ferry by extending the road occupied by Blue and reopening the road network, allowing the players to extend the road network and score it again.So option a) would be the right one in this case, since Yellow would not allow other players to score the road network again.2) Scoring the road:This road has 11 tiles and a number of features to be taken into account:- The road ends at a watchtower, which will be scored first. Red has a meeple on this tile, so this player will score points for it.- The road also has a tunnel going through a city gates tile, which counts as a straight road segment in this case (no tunnel tokens involved in this scenario).- Two tiles of the road feature farmhouses. These tiles will not be considered for the tile count due to the Peasant Uprising scoring tile.- Some tiles have signpost symbols that will have to be evaluated. There are only 3 correct signposts, belonging to two types (straight and left). Using a [X,Y] coordinate system with [1,1] representing the tile bottom left, we have the following cases: - Tile [1,1]: 2 correct signposts - The black arrow is correct (straight ahead through the tunnel) - The blue arrow is correct (turning left on the roundabout tile) - Tile [2,1]: 0 correct signposts - The black arrow is wrong (the road turns right) - The red arrow is wrong (the road goes straight under the bridge) - Tile [2,3]: 0 correct signposts - The black arrow is wrong (the road ends on the next tile) - The blue arrow is wrong (the road goes straight under the bridge) - Tile [3,3]: 1 correct signpost - The black arrow is correct (the road continues straight ahead through the labyrinth) - The read arrow is wrong (the road seems to turn right but it ends half way on the adjacent tile)- The tile with the bridge contributes twice to the road but is only counted once.- The ferry is assumed to in the "/" position.- The completed road has 1 Blue Meeple, 2 Red Meeples and 2 Yellow Meeples, but the Yellow Meeple top left is placed on a hill tile, so Yellow has the majority. The second Blue Meeple will not be on the road network once the ferry is moved.The scoring of the road will be as follows:- Red will score 4 points for the watchtower (4 tiles with roads x 1 point/tile)- Yellow will score 25 points for the road (9 points for the road + 6 points for the correct signposts + 10 points for the labyrinth): - 9 points for the road ( (11 tiles - 2 tiles with farmhouses) x 1 point/tile = 9 x 1 points) - 6 points for the correct signposts (3 correct signposts x 2 points for two correct signpost types) - 10 points for the labyrinth (5 meeples x 2 points/meeple)- Blue and Red score no points for the road. Bottomline:1) The correct position for the ferry "/", that is, option a).2) The scoring will be as follows:- The watchtower: - Red scores 4 points for the watchtower- The road itself: - Yellow scores 25 points for the road - Blue and Red score no points for the road.
Started by danisthirty
Started by Meepledrone