Use all rules from the original CARCASSONNE! The following Inn on the Lake (6 tiles) Inns. & Cathedrals. Uhr Seite 1. A copy of CARCASSONNE (basic game) is required to play this expansion. You may use parts of this expansion or all of it. The basic rules for CARCASSONNE. The rules state that when placing a big meeple in a city or on a road that if the structure is not complete you earn 0 points. Does the same apply.
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Six Mayor meeples, one for each player. Twelve new landscape tiles. Six wagon pieces, one for each player. And six iinns, one for each player.
Wagons allow you to move from a road to an open caracssonne tile if you complete the road. This allows you to claim something new without using an extra turn. The Mayor meeple can only be used on a city tile, and counts for an extra follower for every shield found on a city tile. The six Abbey tiles allow you to fill a gap between a cross of tiles.
It has to be surrounded from top, bottom, left, and right diagonal is not necessary. The barns allow you claim a farm on any corner where 4 green fields connect. Any farmers present on the farms at this point will get returned to their owners, and normal scoring rules will apply.
The barn will remain, however, and score 4 points for each city at game end. One of challenges of Carcassone was farming. Farming was a critical component to winning. But committing too many farmers, and getting into a farm-war early on, was quite expensive. You would lose many of your meeples until game end, which prevents you from using them at a critical junction later in the game. Striking the right balance between farming and other objectives was critical. The barn invalidates this and allows you to be more reckless in the beginning to get a “point rush” until your farmers are eventually returned to you, freeing them up for other uses.
Personally I’m not a fan of this feature; it places far too much emphasis on luck, and being the first to connect a barn is the most advantageous. This alters the beginning of the game where it’s a race to farm and place a barn. The Mayor meeple changes game fundamentals too. For every shield the Mayor meeple counts as an extra follower.
This does make for interesting cut-throat gameplay. Carcassonhe game becomes far more aggressive where everyone is actively trying to steal others’ cities. This is also something I’m not pleased with. Finally, the “joker” card, or Abbey tile, I feel is a cheap “get out of jail” card for the player, and invalidates some of your strategy cathefrals you like blocking your opponents while you work on your own objectives.
My friends like this and as such I play this expansion very often. Introduces 18 new landscape tiles, and six large followers. The new tiles include two special cathedral tiles. The landscape tiles now include Cagcassonne, which, if the road gets completed, let you score two points for each tile instead of one.
How do the expansions for Carcassonne change the game? – Board & Card Games Stack Exchange
This is a nice feature as it adds more value to road tiles, and shifts some of the emphasis from city building to road building. These tiles come with the added risk of, if they’re not completed, not receiving any points for them.
It’s very cool to watch others trying cathefrals join your long road that has an Inn for a share of the spoils!
Cathedrals applies the same concept to city building. The reward in this case is three points for each completed city tile, and no points for an incomplete city.
This is fascinating because you can use cathedral tiles offensively to prevent opponents from earning points on their cities. The large follower, which counts for two followers, is also intriguing since it presents you with a chance to steal your opponents points by taking over their cities, farms, or roads. You now have an incentive to be aggressive, whereas in the original Carcassone such insidious plotting required more careful planning and an extra turn to place two followers.
The Abbey, or “joker” card, will go some way to allow a player to complete their feature even if you strived to make this task difficult.
Introduces 24 more landscape tiles. Twenty trade good tokens 9 barrels, 6 grain, and 5 cloth. Six pig meeples, and six builder meeples. The pig meeple is a great addition.
It allows your to earn 1 additional point for every city connected to a farm. You must already have a farmer on the farm in order to place the pig. The builder meeple is a fantastic addition and changes the gameplay substantially. You can add your builder to any city or road with a follower.
On your next turn, if you can add to your city or road, you get an extra turn immediately for a maximum of two turns. This is great because it adds an element of risk that plays into the largest part of the expansion: Each of the new added tiles has an icon denoting a trade good. The player who closes a city, irrespective of the owner, gets to keep whatever trade good tokens are denoted on the city tiles. If you close a city with two tiles that have barrels on them, for example, you get two barrel tokens.
This is exciting because having a builder on a city gives you an extra turn that increases your chances of completing your city and gaining the tokens. Whoever has the most of each token by game end earns 10 points for each type.
If you have the most barrel and cloth tokens you gain an additional 20 points to your total. This adds an incentive to close your opponents cities if you deem it beneficial to you, or damaging to your most threatening opponents. A lot of thought can be applied to how you manage this feature of the game.
I will give Tower a try this week and update my answer.
amd That said, of all of those I think the Count sounds most fascinating and will likely change gameplay drastically. It includes a separate set of pre-numbered tiles that must be assembled to create a castle. Your followers presence in the castle now and other events that take place on this castle now influence gameplay and scoring.
This is a pretty vast question, as there must be at least a dozen expansions for Carcassonne now, ranging in style from the pretty logical to the completely whimsical hello Catapult.
I’m afraid that I don’t own ALL the expansions to Carcassone – if anyone here does, I salute them – so I can’t give a truly definitive answer, so I’ll give a brief description of what I think the various expansions in my old Big Box add.
And that should definitely be a good starting point. The River is a small and pretty nonessential expansion. Essentially it provides a new introductory phase to the game: This is probably good if you’re playing with beginners; as a Carcassonne veteran I can’t say I would really miss it.
I guess the main difference it makes is forcibly opening up the board the beginning, instead of starting players off all in the same area Without the Big Follower it’s really quite hard to muscle in on someone’s city and steal all their points from under their nose.
With him it’s a constant threat. The inns and cathedrals add tiles to the game that basically double the value of roads or cities if you complete them This kind of thing obviously appeals to gambling types I personally think the Inns tend to have a fairly minor impact on the game, but the Cathedrals are crucial – if one or more players start constructing a vast urban megalopolis that stands to gain them dozens of points, the chance to build a Cathedral and reduce all their plans to nothing – or possibly give them an insuperable lead, if you’ve underestimated their skills!
Traders give players a strong incentive to complete each other’s cities – something that would be ridiculous in the basic game. The pig, like the inns, I can take or leave – it enables a few more points to be earned on top of a farmer dominated strategy, as long as you can maintain control of your vast pasture, that is! Builders though are massive – with a builder in play you can get two turns for the price of one every time you expand a city or a road with a builder on it.
This is such a major effect that everyone has to try their damnedest to keep their builder in action – while trying to shut down other people’s builders at the earliest opportunity! As you can probably tell by now, I really like expansions that increase the potential for interaction and aggressive competition in Carcassonne.
Some people my wife for instance! I’m going to get a bit less verbose from here on in, because for me, the “ideal” Carcassonne setup is Inns, Cathedrals, Traders and Builders, with or without the River. However my box does also contain:. This expansion, for me, feels less tactical and more about the xnd appeal of a giant red dragon rampaging over the board eating meeples.
I do really love the sheer size of the dragon meeple! The Tower always struck me as a pretty bad expansion, and I believe it’s been retired from more recent editions of the Big Box than mine. Basically you’re building high towers over the board: This always seemed really abstract and counterintuitive to me; it didn’t seem to work carcassonnf well in the two player game that I tried it in, though it might be more fun in a many-player game. The expansion also contained a completely non-essential Tower component in which you can stack your game tiles, which I resented presumably being charged extra for!
Of the other expansions: I own ” The Count “, but have actually never played with it, as it seems to have a really complicated game of political manoeuvring and oneupmanship in it, and quite often I want to play Carcassonne because it’s fairly simple and elegant!
In particular I remember it introduced Abbey tiles which can be used to fill in difficult gaps This is obviously a huge change and one that no one can afford to ignore; I love expansions that are that game-changing.
Additionally, there was also something Barns I think? The next Carcassonne expansion I buy will definitely be this one. One final word how the expansions change the game: In the basic set, you can “trap” people’s followers pretty effectively by making it impossible for them to find the right tile to complete their city.