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Carc Central Community => Sessions => Topic started by: aeoliner on July 06, 2011, 10:29:58 pm



Title: Great Combos
Post by: aeoliner on July 06, 2011, 10:29:58 pm
I was wondering if anyone has inter-tile/wood combination that they played or got played on them that is distinctly memorable for either the scoring or lack of scoring as a result of tile/wood placement. Also feel free to add any interesting rule set interactions you have expierienced, i.e. loopholes.

My first combo is the builder-wagon combo, this can add 20 or more points depending on the number of expansions used.
First, place the wagon on an open-ended feature, i.e. one that when completed the wagon will be able to move (ideally it will move to another open-ended feature). Next, place the builder, while not completing the feature, on the feature with the wagon. Continue to add to the builder-wagon feature, for as long as it can remain open-ended, at which point it is ideally the first tile of your turn, move the wagon to another feature. Hopefully the next tile, ideally the second of your turn, you draw is able to be added to, while not completing, the wagon. On this tile, place the builder and so on.


Title: Re: Great Combos
Post by: CKorfmann on July 07, 2011, 09:09:40 pm
The only things I can think of at the moment are sniping cities with the big follower or the Mayor.  That's pretty basic though I'd think.  The other thing I like to try to do is get my pig and a pig herd tile on my best farm and then put a barn on it.  Then the farm counts twice for me if I can keep it.  Again, probably pretty basic though.

Another thing I like to do, since I usually play with the Missionary, is to steal cities or big farms with it.  It can be difficult to do though since any other player can hold onto it for a while.  The Missionary can be particularly deadly when used with an Abbey.


Title: Re: Great Combos
Post by: aeoliner on July 07, 2011, 10:40:38 pm
I am not familiar with the missionary expansion but I will look into as it does sound intriguing. the barn-pig-pig herd is not a strategy I would consider basic because it multiple mechanics interacting, as well as it requires cunning planning and placement of tiles in order to maximize point-age.


Title: Re: Great Combos
Post by: McJazz on July 08, 2011, 10:28:10 am
I am not sure if one would consider this a "great combo", but I like the idea of fleeing the fleas through a tunnel. When running away from the plague, a thief can only run so far until he runs out of road. Throwing in a tunnel and reappearing on the other side of the map is a nifty little solution, not unlike Pac-Man.


Title: Re: Great Combos
Post by: Bixby on July 08, 2011, 10:57:27 am
The other night, my darling wife pulled a very nasty move on me. We were playing Mega-Carcassonne so the King/Thief bonuses are significant.

I had a meeple and builder on a long road, she played tunnel tile and placed one of her tunnel tokens on the tile that connected to my road. She then set aside her other tunnel token and declared "I won't be needing that". Orphaned one of my meeples and my builder for a good chunk of the game.  >:5  ;D