Title: The Moated City of Carcassonne Post by: Whaleyland on May 12, 2009, 08:10:02 pm I just thought up an idea for the City of Carcassonne (i.e. the Count expansion), but with a moat with 1-4 rivers that branch out from it to form full rivers either for use with the River I & II or for Fishermen. Doesn't anyone else think that sounds fun and if so, would anyone be interested in making it? I could try, but not for a few weeks still. I am getting behind on many things as I write my two essays for my final classes.
Title: Re: The Moated City of Carcassonne Post by: CKorfmann on May 12, 2009, 09:40:48 pm This could probably be done with the Rivers 1 & 2. I know that doesn't really answer your question, but I think it would give you a starting point. I'll give it a try and let you know.
Title: Re: The Moated City of Carcassonne Post by: Scott on May 12, 2009, 10:19:07 pm I thought of this last year sometime. Tried to do it but didn't have enough river tiles that fit.
Title: Re: The Moated City of Carcassonne Post by: CKorfmann on May 13, 2009, 12:00:30 am Well, I think I've nearly managed to do it. I had to get creative though with the curvy pieces and the city entrance. This is what I did... I fell short by one straight piece. Part of the problem is that too many of the River 1 & 2 tiles contain roads or city sections to fit them appropriately to CC. What I ended up doing was putting a CRFR tile with a tower foundation with the straight road connected to the "southern" gate of CC. On either side of that I used two lake tiles, one of which ends in the city from River 2 and connects to the tower tile. That city touches the road and the tower is on the other side of the road, so I thought it appeared pretty safe, though in truth, probably defeated the whole purpose. Any way, it was fun to try. I used the left over river tiles to connect to the branch at the right side of the city, but it could have been put several different places. I also used a few more tower tiles to fill in some holes the branch made and make it look pretty. I took a fuzzy picture with my cell phone and will try to put it up for you tomorrow.
Oops, I just remembered that I have an extra river tile than most people probably do. For some reason, the SSFF pig farm tile from River 2 came with my CC tuck box. Not sure if it was a mistake or not, but it didn't hurt my feelings. It wouldn't effect much though since the same official tile was one that was left over. Title: Re: The Moated City of Carcassonne Post by: Whaleyland on May 13, 2009, 07:26:44 am Sounds good. I guess some form of a draw-bridge looking thing would be acceptible...or just a solid route into the city. I just wanted a moated city so that people could begin the game with the river expansion without having the problem of...where to place the river? I thought that beginning with a moated city may provide more opportunities.
On a similar note, for the Fishermen expansion, I was thinking that someone should make a start tile (maybe there already is one) that has RivCRF so that it stars both a road and a river on opposing ends. Someone could do the same thing with Mountains (MCRF), Oceans (OCRF), and Forests (ForCRF). Although we are beginning to add a lot of new features, I rather like them all. I was also thinking that maybe we should create a 1x2 starting tile that could have all the features (except Oceans since that isn't from CarcCentral) so that we can begin with them all and have no "Must return to bag/tower/stack" requirement. Just a thought! Keep working on this moated City! I want to see what it looks like. I plan to use it if it comes out nice because I like the River with the City. Title: Re: The Moated City of Carcassonne Post by: Novelty on May 13, 2009, 08:25:22 am Perhaps the City could be expanded to have a brook/river source starting in the city and coming out of it instead of a moat.
Title: Re: The Moated City of Carcassonne Post by: CKorfmann on May 13, 2009, 08:01:14 pm I made another discovery. One of the pieces is also from the GQ11. I forgot about that one too, but it is also an extra piece, so likewise makes no difference.
Title: Re: The Moated City of Carcassonne Post by: CKorfmann on May 15, 2009, 12:27:42 pm Here is the photo. Sorry it took so long and it's so fuzzy. It was the best I could do at the time.
(http://photos-g.ak.fbcdn.net/photos-ak-snc1/v3735/86/99/55705953/n55705953_36753086_533175.jpg) The tile immediately to the right of the branch is from the GQ11 expansion and then to the right of that is the extra one I got perhaps by mistake. I used a few tower pieces to make it a little more pretty. :) Title: Re: The Moated City of Carcassonne Post by: Whaleyland on May 15, 2009, 12:49:19 pm Ah, I see we have a miscommunication. I too have successfully made a moat using the River I and II (and GQ) tiles, what I was meaning with this is actually integrating some tiles with the City of Carcassonne (as in around tiles numbered 1-5 and 8-12, I think), thus making it an expansion. I guess in making this renewed City, someone could also add a Fish Market in the city (since the moat could be used for the Fisherman expansion), although I would like a version of the City that is just for vanilla Carc (with Rivers). Sorry if I communicated that poorly.
Title: Re: The Moated City of Carcassonne Post by: CKorfmann on May 15, 2009, 01:34:41 pm Well, it's probably that I just didn't understand you. It was fun to do anyway! :D
Title: Re: The Moated City of Carcassonne Post by: meepleater on May 15, 2009, 05:09:02 pm I while ago I edited CoC to include a guild of aquaculture (rivers) and a logging contractor (forests)... unil Novlety pointed out that the rules of both state that no piece can be moved from CoC into those features...
Title: Re: The Moated City of Carcassonne Post by: CKorfmann on May 15, 2009, 05:33:56 pm I think it might be a safe assumption that the rules stated that simply because there was no good feature located within the city itself to support the new expansions. It seems very reasonalbe to me to make a modified city and use it with whatever new expansions you want. I would consider it a house rule. There is actually a pretty good spot in the upper left hand corner (tile 1 or 2) with a group of trees that would be a good spot to use for the forest.
Title: Re: The Moated City of Carcassonne Post by: meepleater on May 15, 2009, 05:43:59 pm Great minds think alike... I merely added some huts by those trees...
EDIT: (http://i585.photobucket.com/albums/ss294/meepleater/updatedcarc.jpg) Title: Re: The Moated City of Carcassonne Post by: CKorfmann on May 15, 2009, 05:58:26 pm Where did you get that body of water image from?
Title: Re: The Moated City of Carcassonne Post by: meepleater on May 15, 2009, 06:04:55 pm I believe it was from one of the fishermen tiles...
Title: Re: The Moated City of Carcassonne Post by: CKorfmann on May 16, 2009, 09:45:50 pm Well, great job manipulating those images. It looks great. I was thinking maybe a fish market might be more appropriate than a body of water, but the body of water is definitely unmistakable in this context. How about a stone mason shop for the Mountain expansion? We should probably request a new thread for this topic?
Title: Re: The Moated City of Carcassonne Post by: meepleater on May 16, 2009, 09:54:50 pm Maybe... I'll have a go at a mason later... another market might have been a bit confusing...
Title: Re: The Moated City of Carcassonne Post by: Novelty on May 18, 2009, 04:16:24 am How about a stone mason shop for the Mountain expansion? You could I suppose do it, but I'm not sure what use it would be at the moment since you can't deploy a follower to the mountains. You might have to wait a while until that mechanic is developed, and that probably won't be until there are enough mountain tiles to make it viable.We should probably request a new thread for this topic? Just PM a mod and request for a topic split. No need to start a new topic.Oh and when I get the time (i.e. when there isn't any more tile requests), I would like to update the forest rules a bit to include being able to parachute in followers from the CoC. That might not be for a while. The alternative is to create CoC expansions that would override the original Forest/Fishermen rules and allow the parachuting. Anyways, that won't be after Trifecta is completed. Title: Re: The Moated City of Carcassonne Post by: meepleater on May 18, 2009, 04:56:00 am I'm already working on a mason... maybe my image could be manipulated/ changed?
Title: Re: The Moated City of Carcassonne Post by: CKorfmann on May 18, 2009, 06:13:38 am ...I'm not sure what use it would be at the moment since you can't deploy a follower to the mountains. Yeah, I forgot about that. I was running with that idea and the different mechanic slipped my mind. You're right though, it might be appropriate later.Quote Just PM a mod and request for a topic split. No need to start a new topic. That's what I meant by requesting a new topic, it just didn't come out that way.Title: Re: The Moated City of Carcassonne Post by: Novelty on May 18, 2009, 09:56:19 am Oh, I forgot... has anyone actually read the latest version (v1.2) of the forest rules (last updated 17th April (http://www.carcassonnecentral.com/forum/index.php?topic=891))? You might be surprised at what's in there.
Title: Re: The Moated City of Carcassonne Post by: CKorfmann on May 18, 2009, 10:51:48 am I assumed the updates were just corrections. I'll take a look at them.
Title: Re: The Moated City of Carcassonne Post by: Novelty on May 18, 2009, 10:58:03 am Oh, and I just checked the fishermen rules - you don't need a specific river area in the city, followers can be parachuted from the market to a river.
Title: Re: The Moated City of Carcassonne Post by: markus on January 01, 2010, 07:56:00 am Hi,
I think the main idea of Whaleyland was not only funny but really good because we have not only a fun variation of the count, but also maintains the one and only release plate for all variations and extensions. Unfortunately, this idea has now fallen into a sleeping beauty. I would like fairy kiss her and revive it. Unfortunately, I can not draw well, I have neither a sufficient paint program so I can only describe my ideas. The tiles are numbered on the back of CoC and I use the face of a clock indicating the direction, I hope this helps to understand everything. 1. Thus a water will first have to create the moat between the walls, with its meadows and foot structure erased and filled with river water. This should also relate to the stables in 11. 2. The streets of the tiles 1, 4 and 11 would have to be made passable with a drawbridge. Here it is at the theater in Tile 1 bit difficult. 3. To the inner palace of the CoC should be created, another moat, the castle wall here would have renewable from the tower in tile 7 (clock 11) to the tower of the wall tile 4 (8 clock). 4. A source in tile 7 behind the castle walls (1 clock) is irrigating everything. The houses along this part of the wall could be wiped out by a wallgrowling in a small terrace form (such as the Trevi Fountain in Rome but was replaced without sculpture), the inhabitants a free source of water would have (perhaps spring extension) 5. In tile 11 should then be carried out in the end River, the hole or the arch of the water flow with a metal should be protected from invaders (as Tolkien Hornburg at Helm's Deep). 6. Maybe a boat dock and a fisherman, a few ducks here, a few swans there and the whole could be a wonderful startplate for all the expansions and variants. Happy New Year to all CC Members and guests! Markus |