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The Archives => Completed Expansions => Topic started by: Trebuchet on September 01, 2011, 04:31:54 pm



Title: Carcassonne: Stained Glass
Post by: Trebuchet on September 01, 2011, 04:31:54 pm
hi all, what's up?

Stained Glass Expansion is pretty much done  8) Tile art will be added later as a seperate PDF, I need to fix a few minor flaws. (you can see what the tiles will be like in the rules sheet though).

CARCASSONNE STAINED GLASS (http://CARCASSONNE STAINED GLASS)

[edit 03-09-2011 version updated to V0.2)
[edit 04-09-2011 version updated to V0.3)



Title: Re: Carcassonne: Stained Glass
Post by: Dave on September 02, 2011, 12:22:49 pm
I like it!



Title: Re: Carcassonne: Stained Glass
Post by: Carcatronn on September 02, 2011, 02:17:32 pm
can't wait, looks fun!


Title: Re: Carcassonne: Stained Glass
Post by: Carcking on September 02, 2011, 03:13:04 pm
Same here!  :D

Questions:
1. You only get to steal if you put a thief on a road that connects to the cloister, correct? Not roads that may be on the same tile but not directly connected to the cloister. Please confirm.

2. What if the road connects to another cloister on a different tile?

3. If the road must be connected to the cloister - does the mechanic work with fishermen since the river does not directly connect with the cloister? I'm not all that familiar with fishermen so forgive me if the answer is obvious.


Title: Re: Carcassonne: Stained Glass
Post by: Trebuchet on September 02, 2011, 03:16:34 pm
Thanks!  :D

I have completed the tile art. In the end i decided not to use the push-out-frame so you might want to try one tile out for the right printsize adjustment (102% works for me).

STAINED GLASS TILES (http://www.thesaurus.co.nl/images/car/stained_glass_tiles.pdf)



Title: Re: Carcassonne: Stained Glass
Post by: Trebuchet on September 02, 2011, 03:35:41 pm
Questions:
1. You only get to steal if you put a thief on a road that connects to the cloister, correct? Not roads that may be on the same tile but not directly connected to the cloister. Please confirm.

Correct, a road that just passes by and does not lead to the cloister itself - marking a roads end so to speak- can not be used for stealing. Good point though, i will make that more clear in the next draft using an example.


2. What if the road connects to another cloister on a different tile?

In that case that road is to be regarded as finished. I see your point as to where only a ghost can score next to placing a meeple on a cloister as per usual rules, in this case the extra thief may be placed as per Stained Glass rules. When meepled with an extra thief, before counting that finished road a steal of a SG tile may take place and this thief does not have to stay on that road after turn, in contrary of any meeple on unfinished road(s).


3. If the road must be connected to the cloister - does the mechanic work with fishermen since the river does not directly connect with the cloister? I'm not all that familiar with fishermen so forgive me if the answer is obvious.


I've been looking at most of my river-cloister tiles and there seems to always be a jetty or landing stage for small boats of some sort. I hadn't gone ahead looking for exeptions, basically when a cloistertile features a river also, a follower can be placed as a thieving fisherman.


Title: Re: Carcassonne: Stained Glass
Post by: Carcatronn on September 02, 2011, 04:10:35 pm
Thanks!  :D

I have completed the tile art. In the end i decided not to use the push-out-frame so you might want to try one tile out for the right printsize adjustment (102% works for me).

STAINED GLASS TILES (http://www.thesaurus.co.nl/images/car/stained_glass_tiles.pdf)



These are beautiful! Printing these tonight  :D


Title: Re: Carcassonne: Stained Glass
Post by: Talisinbear on September 02, 2011, 04:56:24 pm
the stained glass tiles will not open on my Mac :(


Title: Re: Carcassonne: Stained Glass
Post by: Trebuchet on September 02, 2011, 06:37:42 pm
the stained glass tiles will not open on my Mac :(

I have tested this on my mac, it works fine on mine (safari)
Pc as well (explorer)

Hope you'll manage soon to get them.



3. If the road must be connected to the cloister - does the mechanic work with fishermen since the river does not directly connect with the cloister? I'm not all that familiar with fishermen so forgive me if the answer is obvious.


I've been looking at most of my river-cloister tiles and there seems to always be a jetty or landing stage for small boats of some sort. I hadn't gone ahead looking for exeptions, basically when a cloistertile features a river also, a follower can be placed as a thieving fisherman.

I had another look through tmy tiles and i managed to find a river/cloister tile without landing stage. That's enough to make a remark as more probably exist. I have added a more specific explanation on how to place followers as extra thieves, which tiles are suited and which are not. I think it's more clear now.

Pls find V0.2 of STAINED GLASS RULES
 (http://www.thesaurus.co.nl/images/car/stained_glass_rules_V02.pdf)

The link in post 1 is updated to this version as well.


Title: Re: Carcassonne: Stained Glass
Post by: Carcking on September 03, 2011, 08:58:26 am
2. What if the road connects to another cloister on a different tile?

In that case that road is to be regarded as finished. I see your point as to where only a ghost can score next to placing a meeple on a cloister as per usual rules, in this case the extra thief may be placed as per Stained Glass rules. When meepled with an extra thief, before counting that finished road a steal of a SG tile may take place and this thief does not have to stay on that road after turn, in contrary of any meeple on unfinished road(s).


Not sure if I was clear enough with my question. Here's an example: You place a tile with a cloister and a road that passes by without connecting to your cloister - however you place it in such a way that the passing road connects to a cloister that has already been placed on the board - the road is not necessarily finished as it may still be open. Your new road now connects to a cloister (but not the cloister you just placed). Are you allowed to steal a tile by placing a thief on this road?


Title: Re: Carcassonne: Stained Glass
Post by: Trebuchet on September 03, 2011, 09:47:19 am
Aha! That's not what I understood. Well, i'd like to think in that case you actually can place an extra thief on that passing road. It wouldn't matter how many tiles are in between, as long as it connects to a cloister.

will add in V0.3

thanks!



Title: Re: Carcassonne: Stained Glass
Post by: Trebuchet on September 03, 2011, 06:48:18 pm
[
Not sure if I was clear enough with my question. Here's an example: You place a tile with a cloister and a road that passes by without connecting to your cloister - however you place it in such a way that the passing road connects to a cloister that has already been placed on the board - the road is not necessarily finished as it may still be open. Your new road now connects to a cloister (but not the cloister you just placed). Are you allowed to steal a tile by placing a thief on this road?

I worked this out in version 03 (also for the rivertiles with or without jetty, in principal the same issue.)

V0.3 OF STAINED GLASS RULES (http://www.thesaurus.co.nl/images/car/stained_glass_rules_V03.pdf)




Title: Re: Carcassonne: Stained Glass
Post by: Carcking on September 04, 2011, 07:27:57 am
I described this expansion to my wife and she is very into it. Says it sounds fun!  :D

I like it to in concept and plan to print it off and try it out soon.

Merit point for Trebuchet!!  :D


Title: Re: Carcassonne: Stained Glass
Post by: Trebuchet on September 07, 2011, 09:15:26 am
Thanks  ;)

Well, we played the expansion last night (two persons). Over all it works fine. However, at the end of the game we had several finished windows built throughout the game but no possibility came to score them, no more cloisters were finished and no cloister tiles were left in stock, so no more oportunities to fully score these windows.

I'm thinking of changing a few rules:

1) at the end of the game all finished windows are worth 1 point per tile. Unfinished windows don't score.
 note: somehow there is no mention of end score finished windows..

2) when a thief is placed on any road leading to a cloister (on eg a new drawn tile featuring only a road) the thief entitles the player to steal a stained glass tile.
note: There actually are not a lot cloistertiles with roads on them, we didn't get to steal many tiles from each other, even with fishermen expansion included.






Title: Re: Carcassonne: Stained Glass
Post by: Trebuchet on September 27, 2011, 06:58:57 am
Hi we have play tested the Stained Glass expansion many times now. It seems to work fine I'm glad to say. We have played it with the added rule nr.2 as mentioned here under. Works fine for stealing.

So did anyone come across an issue that might be needing some reviewing in the rules sheet? Then I can write the final version including the new issue(s) + the stealing rule soonest and upload it as finalized.



Title: Carcassonne: Stained Glass final version uploaded
Post by: Trebuchet on February 13, 2012, 05:05:26 pm
I finally got around to adjust a few of the Stained Glass rules. I consider it now completed.

alterations are:

- a rule for placing road tile on existing road leading to cloister
- a rule when playing with dragon expansion
- end of game score completed windows
- altered may in must draw a stained glass tile when completing any cloister

Stained glass expansion rules V1 (http://www.thesaurus.co.nl/images/car/stained_glass_rules_V1.pdf)

Stained glass tiles (http://www.thesaurus.co.nl/images/car/stained_glass_tiles.pdf) (to be printed out 2x)


Bluedogs !


Title: Re: Carcassonne: Stained Glass
Post by: Carcking on February 29, 2012, 02:48:23 pm
Hi Trebuchet,
Here is some feedback. My wife and I enjoy playing your fanspansion but we have tweaked the rules a bit because we found that not enough tiles were getting into play and there seemed to be too much stealing of tiles. We've played several two player games with it and a couple three player games with it.

We said that if you place a cloister tile you must draw a stained glass tile. If you complete a cloister you must draw a stained glass tile and if you score a cloister you must draw a stained glass tile. The reason for the must is to help get more tiles out of the bag even if a player insists they are not trying to build the windows. Our game consists of about 12 cloisters along with 2 cathedrals and 2 abbeys. If draws are awarded only for placing and completing that amounts to around 30 draws for the game. When windows are scored and thrown back into the bag there is a good chance of them not coming out again. If we award also on scoring it can add as many as 14 more draws. This really helped getting more tiles circulated.

Regarding stealing with cloister roads we said that you don't get to steal unless you complete your own cloister road. When you can place anywhere up to 4 thieves on a cloister tile it seemed a bit much to instantly steel 4 tiles from a single player while he has no means for defense. Having to wait until you complete your road gives other players the opportunity to complete your road on you which deprives you from using that road to steal. It offers some method for defense and tempers the amount of stealing. A smart player will place a cloister tile so that it completes one or two roads instantly so he can get a couple of steals off before any of his other cloister roads are completed. He can also place his abbey so it completes one or more of his own roads - also allowing him to steal.

Even with all this we found that the number of scoring opportunities was really quite limited and it seemed to be a lot of work for not very many points. The most we ever had was one player scoring a 6 tile window. So we tweaked the scoring.
We said that each of the columns 1, 3 & 4 are worth 6 points each, while column 2 (featuring Jesus) is worth 9. This is a valuable twist because it tends to cause the thieves to target this column a little more which perhaps allows players to more easily complete the other columns. We said that any of the 6-tile combinations are worth 12 points plus a 3 point bonus for sticking it out and coupling two columns. If the combo includes column 2 then there is an additional 3 point bonus, so as much as 18 points. Either of the 9-tile combos is worth 18 plus a bonus of 6 points for coupling three columns, plus 3 points for column 2, so a total of 27 points. The full layout is worth 36 points.

I am curious to know what you think of these ideas. I don’t expect you to incorporate any of them but maybe you can use some of it.

Nice job on the expansion concept! :D


Title: Re: Carcassonne: Stained Glass
Post by: Trebuchet on March 02, 2012, 08:02:32 am
Carcking! Thanks for your feedback on this. I find your ideas interesting. Thumbs up; as long as you're having fun with it! Indeed the 'musts' had been altered to get more tiles in play in the last rules version.

I understand your change of rule regarding the stealing of stained glass tiles. However this means you would be further limited to score windows. Indeed we don't score as much, which isn't really the play involved; it is the prevention of the opponents scoring by stealing their oh so needed fitting glass tile by placing a follower on a road leading to a cloister. We find it great fun. In a two player game we have managed to score nine tile windows a couple of times, it seemed greatly rewarding for all effords made.  :D

I won't change the rules on the sheet though. If anyone feels like changing rules to have them fit to their enjoyment, that's fine of course  ;)


Title: Re: Carcassonne: Stained Glass
Post by: Carcking on March 04, 2012, 05:31:16 pm
We got to play last night with four players and what we thought is there was not enough stealing involved if you can only steal when you complete your own cloister road. So what we are going to try is if you score a cloister road - no matter who completes it - you get to steal. This way you still don't get to steal immediately upon placing the cloister tile but you do get to stake your claim so to speak that you will be able to steal once your roads are completed. This at least makes you have to work a little for the chance to steal. But more stealing should allow for more stained glass scoring.

We very much like this expansion!


Title: Re: Carcassonne: Stained Glass
Post by: Trebuchet on March 05, 2012, 03:11:00 am
That's great!
 :D

Not sure if I understand correctly. On page 6 in the rules it says : "A road tile can of course at any turn be placed to an unoccupied road leading to a cloister. Regardless of how many road tiles are in between, when a follower is then placed on that road as usual, the player is entitled to steel 1 stained glass tile from any player in this turn."

note: when you as per normal rules manage to merge a road leading to a cloister and get a majority on that road, the player who gained majority gets to steal 1 tile. (this is not in the rules sheet, this occurred the other day. We thought this was most logical to interpret the stealing rule vs basic rules)
 
To score a road does not entitle to steal a stained glass tile, that would be new. You could add the rule very well indeed in a 4 players game i reckon to have the tiles go swapping around more. ;)