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* '''The Wheel of Fortune''' (C1)
* '''The Wheel of Fortune''' (C1)
* '''The Count of Carcassonne''' (C1, C2)
* '''The Count of Carcassonne''' (C1, C2)
* '''Markets of Leipzig''' (C2) - with the optional support of the base game start tile to avoid closed roads at startup
* '''Markets of Leipzig''' (C2) - with the optional support of the base game start tile to avoid closed roads at startup ot ended at a crossroads with a village that allows the connection to other roads.
* Any River expansions (C1, C2)
* Any River expansions (C1, C2)
* '''The Wind Roses''' (C1)
* '''The Wind Roses''' (C1)
* '''The School''' (C1) - with the optional support of the base game start tile to avoid closed roads at startup
* '''The School''' (C1) - with the optional support of the base game start tile to avoid closed roads at startup
* '''Spiel Doch! 02/2018''' (C2)
* '''Spiel Doch! 02/2018''' (C2)
Rivers allow for a great deal of options: using the rivers independently or merging some or even all of them: '''River I''' has only one open end you can use to extend it; however, '''River II''' and the '''20th Anniversary River''' offer up to 2 open ends to choose from. When combining '''River II''' and the '''20th Anniversary River''', you may get up to 3 open ends. When combining rivers, '''River I''' will just provide additional tiles to make the rivers longer, since it does not provide any forking tiles unlike the other two river expansions. The '''20th Anniversary River''' source requires to be placed at a point that allows extending both ends unhidered by other start tiles.


'''The School''' and '''The Markets of Leipzig''' can be placed with the help of the base game start tile to avoid closing any roads. Another option is to put '''The School''' (and possibly '''The Markets of Leipzig''') last to allow continuation of a road from one of the river roads. Attaching '''The School''' or '''The Markets of Leipzig''' to '''The Count of Carcassonne''' or '''The Wheel of Fortune''', for example, would immediately complete one of the 6 school roads or the 4 roads to Leipzig.
'''The School''' and '''The Markets of Leipzig''' can be placed with the help of the base game start tile to avoid closing any roads. Another option is to put '''The School''' (and possibly '''The Markets of Leipzig''') last to allow continuation of a road from one of the river roads. Attaching '''The School''' or '''The Markets of Leipzig''' to '''The Count of Carcassonne''' or '''The Wheel of Fortune''', for example, would immediately complete one of the 6 school roads or the 4 roads to Leipzig.
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<li>The Markets of Leipzig (C2)</li>
<li>The Markets of Leipzig (C2)</li>
<li>River I and River II springs (C2)</li>
<li>River I and River II springs (C2)</li>
<li>The School (C1)</li>
<li>The orange Wind Rose (C1)</li>
<li>The Spiel Doch! 02/2018 tiles (C2)</li>
<li>The C2 basic game start tile next to the Wind Rose just for the sake of symmetry</li>
</ul>
]]
{{EndBlock}}
{{StartBlock|450px}}
[[File:Mega-Carcassonne_Setup_Example_05_small.png|frame|none|'''Example 5:''' Setup with C1 and C2 expansions combined:
<ul>
<li>The Count of Carcassonne (C2)</li>
<li>The Wheel of Fortune (C1)</li>
<li>The Markets of Leipzig (C2)</li>
<li>River II spring to combine Rivers I & II (C2)</li>
<li>20th Anniversary River spring (C2)</li>
<li>The School (C1)</li>
<li>The School (C1)</li>
<li>The orange Wind Rose (C1)</li>
<li>The orange Wind Rose (C1)</li>
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|- align="center"
|- align="center"
| &nbsp; || align="left" | Cathedrals in Germany || 6 || &nbsp; || &nbsp; || &nbsp;
| &nbsp; || align="left" | Cathedrals in Germany || 6 || &nbsp; || &nbsp; || &nbsp;
|- align="center"
| &nbsp; || align="left" | The Peasant Revolts || 12 || &nbsp; || &nbsp; || &nbsp;
|- align="center"
| &nbsp; || align="left" | 20th Anniversary River || 16 || (1) || &nbsp; || &nbsp;
|- align="center"
| &nbsp; || align="left" | 20th Anniversary Expansion || 15 || &nbsp; || &nbsp; || &nbsp;
|- align="center"
| &nbsp; || align="left" | Spiel 2021 Promo || 1 || &nbsp; || &nbsp; || &nbsp;


|- align="center"
|- align="center"
| Total  
| Total  
| 413 + (10 doubles) + (24 halves) + (12 scoring tiles)  
| 457 + (11 doubles) + (24 halves) + (12 scoring tiles)  
| 373
| 417
| 18 + (34)  
| 18 + (35)  
| 19 + (12)
| 19 + (12)
| 3
| 3
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* '''The School''': 2 tiles making up the school.
* '''The School''': 2 tiles making up the school.
* '''The Markets of Leipzig''': 4 double-tiles tiles composing the City of Leipzig. As stated in the rules, the various land segments surrounding Leipzig are scored in the usual way.
* '''The Markets of Leipzig''': 4 double-tiles tiles composing the City of Leipzig. As stated in the rules, the various land segments surrounding Leipzig are scored in the usual way.
* '''20th Anniversary River''': 1 double-tile featuring the river source.


'''Special Tiles'''
'''Special Tiles'''
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* '''Exp. 6 - Count, King & Robber''': these tiles are listed as ‘spare’ for C1 because they duplicate the tiles of the original releases.
* '''Exp. 6 - Count, King & Robber''': these tiles are listed as ‘spare’ for C1 because they duplicate the tiles of the original releases.
* '''The Spielbox Almanac''': There is some debate about whether it really constitutes an expansion. Those who think that it does not should consider the five tiles as part of the final column instead.
* '''The Spielbox Almanac''': There is some debate about whether it really constitutes an expansion. Those who think that it does not should consider the five tiles as part of the final column instead.
== House rules ==
Some expansions have mechanics that make them too strong or too insignificant during a Mega-Carcassonne game. The following house rules address some of these issues.
'''Basic game: Scoring farmers'''
* '''Issue:''' A Mega-Carcassonne game may lead to the creation of large fields. In some cases, there may be a field with 50+ completed cities, worth more than 200 points with a pig, castles, and eventually a pig-herd. In this case, the field becomes the central point of the game, and whoever does not receive points for it will be left far behind. Therefore, the game becomes less interesting, since any action not involving that large field turns out irrelevant to the game.
* '''House rule:'''
** Reducing field's basic score per feature by 1 point (2 points per completed cities, 3 points per castles)
** Option 1: Ignoring pig-herds altogether,
** Option 2: Not stacking pigs and pig-herds.
:(thanks to corinthiens13)
'''Exp. 4 - The Tower: Buying back captured meeples'''
* '''Issue:''' Buying back a captured meeple for 3 points may be insignificat in gmaes where players score 600+ points.
* '''House rule:''' Buying back captured meeples for 6 points instead of 3. (thanks to corinthiens13)
'''Exp. 5 - Abbey & Mayor: Scoring the barn'''
* '''Issue:''' A Mega-Carcassonne game may lead to the creation of large fields. In some cases, there may be a field with 50+ completed cities, worth more than 200 points with a barn and castles. In this case, the field becomes the central point of the game, and whoever does not receive points for it will be left far behind. Therefore, the game becomes less interesting, since any action not involving that large field turns out irrelevant to the game.
* '''House rule:'''
** Option 1: Reducing barn basic score per feature by 1 point (3 points per completed cities, 4 points per castles)
** Option 2: Not using barns altogether.
:(thanks to corinthiens13)
'''Exp. 6 - Count, King & Robber: Scoring the King and Robber Baron bonus'''
* '''Issue:''' Counting the number of completed roads and cities in a Mega-Carcassonne game can become tedious and error prone. It may be almost impossible to count every feature without skipping some by mistake. In the end, it is an effort that doesn't compensate the resulting total number of points to be awarded.
* '''House rule:''' The King and Rober Baron tiles are worth 20 points each, no matter the number of completed cities and roads in the playing area. (thanks to corinthiens13)
'''Exp. 10 - Under the Big Top: Scoring the ringmaster bonus'''
* '''Issue:''' Circus and acrobat spaces are not drawn that often in a Mega-Carcassonne game, so the ringmaster bonus doesn't happen very often.
* '''House rule:''' Fairs (from Exp. 7 - The Catapult) and fortune teller tents (from The Fortune Teller) can be considered too for the ringmaster bonus. In general, the ringmaster bonus would consider any areas with a yellow background except crop circles. (thanks to corinthiens13)
'''Exp. 10 - Under the Big Top: Scoring acrobat pyramids'''
* '''Issue:''' Acrobats may be stuck in an incomplete pyramid for a long time for just 5 points per meeple.
* '''House rule:''' Acrobats are worth 8 points each instead of 5.:(thanks to corinthiens13)
'''The Wheel of Fortune: Scoring meeples on the crown '''
* '''Issue:''' A meeple placed on the crown of the Wheel of Fortune can be stuck there for almost the whole game. In this case, getting 3-6 points for a meeple is not worth the effort.
* '''House rule:''' Double the crown's points, that is 6-12 points instead of the usual 3-6. (thanks to corinthiens13)
'''Mini #2 - Messages: Receiving a dispatch'''
* '''Issue:''' Message action can take place several times during a turn, especially when there's a builder's double turn. This takes a lot of time during each and every turn to perform the message actions and to calculate how to draw as many messages as possible, and may even lead to draw the "new tile" message twice during a player's turn!
* '''House rule:'''
** Use only one scoring meeple instead of two (no messenger special figure)
** Perform the message action only at the end of each player's turn instead of after each round of scoring.
:(thanks to corinthiens13)
'''Mini #5 - Mage & Witch: Additional tiles considered with magic symbols'''
* '''Issue:''' In a Mega-Carcassonne game, the number of opportunities to move the mage and the witch get very limited.
* '''House rule:''' Consider water towers in cities as the magic symbol logo to increase the occurrence of the mage and witch actions. (thanks to corinthiens13)
'''Mini #6 - The Robbers: Additional tiles considered with robber symbols'''
* '''Issue:''' In a Mega-Carcassonne game, the number of opportunities to place robbers on the scoreboard get very limited.
* '''House rule:'''Consider the highwaymen beside a road (little guys pictured on some tiles beside roads) as a robber logo to increase the occurrence of the robber action. (thanks to corinthiens13)
'''Monasteries in Germany / Monasteries in the Netherlands & Belgium / Japanese buildings: Drawing special monastery tiles'''
* '''Issue:''' Placing a meeple as an abbot may on a special monastery be worth more than 100 points! It's worth the effort when your meeple is stuck on the special monastery for the rest of the the game. However, if someone draws a special monastery near the end of the game, the gain is huge and no downside.
* '''House rule 1:'''
** Option 1: Don't allow meeples to be placed as abbots on special monasteries
** Option 2: Keep the original rules, but place the German monasteries in the first half of the tiles in the dispenser, that way they'll be drawn only during the first half of the game, and players wanting to place an abbot will have one meeple stuck on the special monastery for a long time.
:(thanks to corinthiens13)
* '''House rule 2:''' Use abbot meeples on special monasteries to indicate a meeple placed as an abbot. This way each player only has 1 abbot to place, and it helps to prevent overpowered abbots when 1 player gets lucky and draws multiple special monastery tiles. (thanks to Willem)
* '''House rule 3:''' Use two abbot meeples, one specialized for special monasteries and another one for regular monasteries and gardens. (thanks to Willem)
'''The plague: Spreading the plague'''
* '''Issue:''' Spreading the plague can become very boring, especially when there's only one outbreak left with all of the 18 flea tokens connected, in a region of the game that has no meeples (this may be the case during the 80% of a Mega-Carcassonne game). So every player has to move a flea token, but with nothing at stake...
* '''House rule:''' When all the flea tokens are connected to the same plague, players may move one during their turn, or may ignore that action. (thanks to corinthiens13)
'''Wind roses: Scoring wind rose tiles'''
* '''Issue:''' There's not much at stake when scoring 3 points for a wind rose tile during a Mega-Carcassonne  game.
* '''House rule:''' Placing a wind rose in the correct quarter gives 3 points, but placing it in another quarter is minus 6 points. (thanks to corinthiens13)
'''Little buildings: Scoring little buildings'''
* '''Issue:''' Variant 2  of the rules is ok (each little building type is worth 1-2-3 points), but variant 1 (all little buildings is worth 1 point) doesn't bring significant points during a Mega-Carcassonne game. (Variant 1 provides at least 18 points, whereas variant 2 is at least 36 points).
* '''House rule:''' With variant 1, little buildings are worth 2 points each. (thanks to corinthiens13)
'''Russian Promos - Baba Yaga: Scoring Baba Yaga's Hut'''
* '''Issue:''' Unless it's drawn at the end of the game, Pplacing a meeple on Baba Yaga's is not worth it. The meeple would be stuck on the for a long time with almost no possibility to score more than 1 point (eventually 2 or 3 if it isn't completed at the end of the game).
* '''House rule:''' Consider Baba Yaga's Hut completed as soon as it is placed. This way, it will be scored during the scoring phase of the same turn, making that tile a lot more interesting. In later turns, you will not be allowed to place a meeple with a flying machine or a magic portal, since it's considered complete. (thanks to corinthiens13)


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