Title: Carcassonne Marshes Expansion Post by: Trebuchet on March 01, 2012, 07:03:52 pm Coming soon: 84 tile Carc expansion introducing new landscape: Marshes
(http://www.thesaurus.co.nl/images/car/marshes.jpg) Featuring: - Bog-towers c/w new follower: The Boglord. - Bridges: to get through the landscape (as roads) - Parkingspots: to park your wagon (or the one of an opponent...), before entering the marsh. - Quicksand: pretty much the end of your trail... Rules: plain and simple (to keep my girlfriend happy  ;D) Next: manufacturing tiles and play test the lot. Title: Re: Carcassonne Marshes Post by: Carcatronn on March 01, 2012, 08:37:47 pm Wow that's a huge expansion! Will the marsh sides need to connect to one another?
Title: Re: Carcassonne Marshes Post by: meepleater on March 01, 2012, 10:08:07 pm Wow, that looks amazing! I love the artwork- can't wait to see the rules
Title: Re: Carcassonne Marshes Post by: quevy on March 02, 2012, 10:21:39 am an idea of a swamp that I had arrived at the head, I wanted to ask to be developed in cooperation of all.
see it already in the works :o and better than I could do :o. I bow before such skill, congratulations. Title: Re: Carcassonne Marshes Post by: Scott on March 02, 2012, 10:27:37 am This is amazing.
Title: Re: Carcassonne Marshes Post by: CKorfmann on March 02, 2012, 01:46:43 pm These look great. Nice work.
Title: Re: Carcassonne Marshes Post by: neosatan on March 02, 2012, 05:44:49 pm looking forward for rules. Maybe some new scoring mechanics?
Title: Re: Carcassonne Marshes Post by: Trebuchet on March 03, 2012, 02:17:17 pm looking forward for rules. Maybe some new scoring mechanics? Absolutely! Check them out by clicking here to get rules PDF (http://www.thesaurus.co.nl/images/car/Marshes_rules_v01.pdf) Remember this is a draft, all needs to be tested still. But i'm curious to find out what your opinions are. Personally I find 84 tiles a bit too much. Might change my mind later on as we tend to play big games most of the time. ;) note: the Bog Lord can not be captured by the Tower or Dragon -> forgot to mention in this version of rules. Title: Re: Carcassonne Marshes - RULES ADDED Post by: Scott on March 03, 2012, 05:35:12 pm Large quantities of tiles are typical when adding a new terrain feature.
Title: Re: Carcassonne Marshes - RULES ADDED Post by: Hawkinsssable on March 03, 2012, 07:15:24 pm Those look insanely well made, and the rules look like they'll work really nicely. I love the poachers / bog lord interactions, and I think the use of dice is clever and appropriate in this context.
The only thing I think might not be fun is the quicksand; the group I play with often create and fight over long, 20+ piece roads with inns on them. Losing over 40 points to the quicksand might feel a little unfair. But then again, maybe the possibility of a quick-sandy ending will just naturally deter people from relying on long roads. In any case, I'm excited to try this when it's completed! Title: Re: Carcassonne Marshes - RULES ADDED Post by: Carcking on March 04, 2012, 05:04:15 pm I would suggest that on the tiles that are intended to also have fields the field area is made a little larger so it's more obvious and also would have room to deploy a farmer.
Title: Re: Carcassonne Marshes - RULES ADDED Post by: Trebuchet on March 05, 2012, 03:24:25 am The only thing I think might not be fun is the quicksand; the group I play with often create and fight over long, 20+ piece roads with inns on them. Losing over 40 points to the quicksand might feel a little unfair. But then again, maybe the possibility of a quick-sandy ending will just naturally deter people from relying on long roads. That is one of the reasons for the quicksand tiles. There are only 4 in a set of 90, so it's not as destructive as it might seem. You would think twice though of not ending your road when a bridge gets involved. Certainly when a parking place is part of a road with a borrowed wagon + having an inn involved, the score would go through the roof. I anticipated on that with the quicksand; the opponent should have a fair chance in be being able to counterpart that. The other means of preventing a high score is ofcourse to have your wagon on the map as much as possible (the main reason for the parking place feature). I also needed another means of eliminating poachers from the marsh, hence quicksand. I would suggest that on the tiles that are intended to also have fields the field area is made a little larger so it's more obvious and also would have room to deploy a farmer. Point taken, you're right! Title: Re: Carcassonne Marshes - RULES ADDED Post by: Amorpheus on April 03, 2012, 01:59:21 pm Trebuchet - Are you close to having tiles ready for us? I'm excited to try this.
Title: Re: Carcassonne Marshes - RULES ADDED Post by: Trebuchet on April 13, 2012, 09:16:33 am Trebuchet - Are you close to having tiles ready for us? I'm excited to try this. Hi, sorry for being somewhat quiet lately, had other priorities. Anyhow: Yes! I have in the meantime produced and made all tiles and even playtested once. Will add a pic of that map later on. I now still need to adjust a few things in PS before PDF-ing the lot, mainly replace a few tiles for some lacking ones; gamelong gaps appeared during the test play. The rules seemed fine, however a couple of more tests are needed as the bogtowers were pretty hard to reach in this game. There might be a change there in the rules. :D Title: Re: Carcassonne Marshes - RULES ADDED Post by: Trebuchet on June 06, 2012, 07:40:27 am Hi, a little update. Have played the expansion several times now. The rules definately need to be adjusted and there need to be more towers in the game + several tiles I hope to be able to do that on short notice.
Sorry for the delay but as there are a lot of tiles involved i wouldn't want anyone to be disappointed after having gone through the trouble of producing all of them first, play and then find out some of them aren't needed after all. ;) Once published, obviously adjustments can be made according to what you might find still during your games. Title: Re: Carcassonne Marshes - RULES ADDED Post by: Talisinbear on June 13, 2012, 12:06:54 pm So where are the rules now?
Title: Re: Carcassonne Marshes Expansion Post by: Trebuchet on December 01, 2012, 11:30:04 am Hi
Carcassonne Marshes expansion is available c/w 102 new tiles and a revised rule sheet V2. Pls find all at: http://www.thesaurus.co.nl/images/car/marches/ (http://www.thesaurus.co.nl/images/car/marches/) Hope you like it. Scott might want to transfer that to the downloads section in due time, i reckon there's the forum probs to be fixed first, in the meantime i'll leave it there for a while. Mitch Title: Re: Carcassonne Marshes Expansion Post by: Scott on December 02, 2012, 09:16:51 am Yes, the forum is still buggered.
Title: Re: Carcassonne Marshes Expansion Post by: kettlefish on December 02, 2012, 02:45:46 pm Hi Trebuchet,
I like the tiles - It's a great work. |