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Author Topic: My try at a "turn summary" using the current rules.  (Read 31071 times)
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Skull One
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« Reply #15 on: February 18, 2011, 02:40:22 pm »

If this gets signed off on, I will move it to the first post.

I have reviewed everything I could find in the new rules and adjusted the turn summary to account for those rules.


Any time during your turn you may do the following:
   Ask for advice.
   Read the rules for the expansions you are playing with.
   Buy back one and only one imprisoned follower.
   Place one tunnel token on any currenlty unclaimed tunnel portal.
   If the Plague is in effect, you may move one and only one follower to any tile in the feature it is currently placed in.
   If the Plague is in effect, you must place a flea token.
   

Step 1:  Begin Turn
   Check for the eradication of an infestation.
   If the Fairy is next to one of your followers, score 1 point.

Step 2:  Draw a Tile
   a) If you have an Abbey tile you may draw it in place of drawing a regular tile.
   b) Show the tile to all players.
   c) If Wheel of Fate Icon is on the tile, resolve Wheel of Fate.

Step 3:  Place the Tile
   a) If Volcano Symbol is on the tile, place the Dragon on this tile and skip Step 4.
   b) If Princess Symbol is on the tile, and the tile is added to an existing castle with a knight on it,
      remove a knight of your choice and Skip Steps 4 and 5.
   c) If Bazaar Symbol is on the tile, resolve the Bazaar land auction.
   d) If the Plague Symbol is on the tile, resolve the start of an infestation.
   e) If the tile placed has a Road that creates an illegal placement but can be resolved by building a Bridge, build the bridge.

Step 4:  Move the Wood (Phase 1).  You may do one and only one of the following:
    Deploy a Follower.
    Deploy the Large Follower.
    Deploy the Mayor.
    Deploy the Wagon.

Step 5:  Move the Wood (Phase 2).  If you did nothing during Step 4, you may do one and only one of the following:
    Move the Fairy.
    Deploy the Pig.
    Deploy the Builder.
    Deploy the Barn.
    Place a Tower piece.
    Place a Follower on the Wheel of Fate.

Step 6:  Move the Wood (Phase 3).
    Deploy the Phantom.
    Build a Bridge if you did not do so during Step 3e.  If you deploy the bridge to the same tile where you placed a follower from Step 4, you may move that follower to the bridge.
    Remove a Follower, Large Follower, Mayor, Wagon, Pig, Builder, Barn if the tile played had the Party Symbol on it and you did not deploy in Steps 4 or 5.

Step 7:  Resolve Move the Wood.
   a) If Dragon symbol was on tile placed, move the Dragon.
   b) If Tower piece was placed, resolve possible capture of a follower. If two players have captured one of each other's followers,
      they are immediately exchanged.

Step 8:  Resolve all completed Features.
   a) Collect trade good tokens.
   b) If the completed feature is a castle and/or road, check to see if it is the new largest one and receive the King and/or Robber Baron.
   c) All players may move one or more Followers from the City of Carcassonne.
   d) You may convert a small city to a castle.  Skip Step 9 for the small city only.

Step 9:  Scoring.
   a) Resolve control of each completed feature, tally points for that completed feature and award points to controlling player.
   b) If Fairy is next to a follower, that is in a completed feature, that players owner receives 3 points.
   c) If a Hertic or a Monk completes their feature, check to see if a "race to completion" needs to be resolved.
   d) Move any Wagons on completed features to any adjoining unoccupied uncompleted feature.  
      If more than one wagon can move, current player moves first and then proceed clockwise.  
   e) If you did not score any points from any of the completed features you may place a follower in City of Carcassonne.
      Then you may move the Count to a quarter of your choice.

Step 10:  Resolve Turn
   a) Return all followers from completed features to their owner.
   b) If the Fete symbol was on tile placed, use Catapult.
   c) If a Crop Circle is on the tile placed, resolve it.
   d) If the Builder was already on part of the feature added to, repeat Steps 2 thru 9b once more and only once more.
« Last Edit: February 18, 2011, 03:52:12 pm by Skull One » Logged
Skull One
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« Reply #16 on: February 18, 2011, 02:42:44 pm »

Cool Cool Looking forward to seeing what you come up with!

Hopefully this should trip your "You need to read this thread" Smiley

I did not review your version until I was 100% done.  And I must say we agreed on almost everything new.  But I did inject a third phase to "Move the Wood" to account for some possible timing issues in the future.
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Gwommy
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« Reply #17 on: February 18, 2011, 02:47:26 pm »

Step 3:  Place the Tile
   a) If Volcano Symbol is on the tile, place the Dragon on this tile and skip Step 4.
   b) If Princess Symbol is on the tile, and the tile is added to an existing castle with a knight on it,
      remove a knight of your choice and Skip Steps 4 and 5.
   c) If Bazaar Symbol is on the tile, resolve the Bazaar land auction.
   d) If the Plague Symbol is on the tile, resolve the start of an infestation.

Step 4:  Move the Wood (Phase 1).  You may do one and only one of the following:
    Deploy a Follower.
    Deploy the Large Follower.
    Deploy the Mayor.
    Deploy the Wagon.

Step 5:  Move the Wood (Phase 2).  If you did nothing during Step 4, you may do one and only one of the following:
    Move the Fairy.
    Deploy the Pig.
    Deploy the Builder.
    Deploy the Barn.
    Place a Tower piece.
    Place a Follower on the Wheel of Fate.

Step 6:  Move the Wood (Phase 3).
    Build a Bridge.
    Remove a Follower, Large Follower, Mayor, Wagon, Pig, Builder, Barn if the tile played had the Party Symbol on it and you did not deploy in Steps 4 or 5.

I'd say that building a bridge needs to be before placing a meeple because you can place a follower on the bridge.
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Skull One
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« Reply #18 on: February 18, 2011, 02:51:00 pm »

I'd say that building a bridge needs to be before placing a meeple because you can place a follower on the bridge.

I forgot to word that properly, THANK YOU for pointing that failure out.
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Boondocker
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« Reply #19 on: February 18, 2011, 03:24:43 pm »

Excellent compilation. Things I noticed:

1)
Quote
Step 3: Place the Tile
 c) If Bazaar Symbol is on the tile, resolve the Bazaar land auction.

... is wrong. In the rules on RGG's site, the player places the tile, places a follower, scores, or removes the tile from play if it is unplaceable. Then the bazaar happens.

I think that there's a line missing from some of the rules, so that's where you may have gotten the error.

2) I would suggest moving the Bridge option to just after placing the tile, since you need to place the bridge in order for the tile placement to be legal. It's not phrased that way in the rules, but it makes sense.

3 For this line: "d) You may convert a small city to a castle.  Skip Step 9," you may want to clarify by adding, "for the small city only," since other features may be completed, and thus scored.

4) For: "b) If Fairy is next to a follower, that players owner receives 3 points," clarify that the follower must be in a scoring feature.

Otherwise, looks awesome!


Edit: With this post, I am not a number! I am a Freeman!
« Last Edit: February 18, 2011, 03:26:20 pm by Boondocker » Logged
Skull One
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« Reply #20 on: February 18, 2011, 03:42:23 pm »

Excellent compilation. Things I noticed:

1)
Quote
Step 3: Place the Tile
 c) If Bazaar Symbol is on the tile, resolve the Bazaar land auction.

... is wrong. In the rules on RGG's site, the player places the tile, places a follower, scores, or removes the tile from play if it is unplaceable. Then the bazaar happens.


I think that there's a line missing from some of the rules, so that's where you may have gotten the error.

2) I would suggest moving the Bridge option to just after placing the tile, since you need to place the bridge in order for the tile placement to be legal. It's not phrased that way in the rules, but it makes sense.

3 For this line: "d) You may convert a small city to a castle.  Skip Step 9," you may want to clarify by adding, "for the small city only," since other features may be completed, and thus scored.

4) For: "b) If Fairy is next to a follower, that players owner receives 3 points," clarify that the follower must be in a scoring feature.

Otherwise, looks awesome!


Edit: With this post, I am not a number! I am a Freeman!

Your first point is very valid and I will await Mr MJHarper's comment on the subject.

Point 2 creates a interesting programmers paradox based on your logical perception and how I thought I would code it.  I will dwell on this some more for sure.

Point 3: Agreed.  Thank you.

Point 4: Actually I need to word that as "must be in a completed feature".

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Skull One
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« Reply #21 on: February 18, 2011, 03:53:08 pm »

I don't 100% like my solution to the Bridge building issue but it is programmable and does meet all conditions.
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McJazz
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« Reply #22 on: February 18, 2011, 04:06:26 pm »

I don't 100% like my solution to the Bridge building issue but it is programmable and does meet all conditions.

What if you leave 3e the way it is and remove the line about bridges in Step 6?

I think that also covers everything. You build a bridge if you can/want, then Step 4 allows you to place a follow, including on the just-placed bridge.
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Skull One
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« Reply #23 on: February 18, 2011, 04:17:14 pm »

I don't 100% like my solution to the Bridge building issue but it is programmable and does meet all conditions.

What if you leave 3e the way it is and remove the line about bridges in Step 6?

I think that also covers everything. You build a bridge if you can/want, then Step 4 allows you to place a follow, including on the just-placed bridge.

Mainly because the bridge can be built after you Deploy.  This is why game makers should have computer programmers on staff so we can yell at them for making a hard and fast rule like Step 3E and a soft rule "During his turn, a player can build one Bridge".
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McJazz
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« Reply #24 on: February 18, 2011, 04:54:24 pm »

I don't 100% like my solution to the Bridge building issue but it is programmable and does meet all conditions.

What if you leave 3e the way it is and remove the line about bridges in Step 6?

I think that also covers everything. You build a bridge if you can/want, then Step 4 allows you to place a follow, including on the just-placed bridge.

Mainly because the bridge can be built after you Deploy. 

I completely withdraw my question.
I was thinking about this strictly from a Bridge standpoint, where that Bridge is going to have to go there regardless of when.

For some reason, it didn't occurred to me you would want to place a follower on the partial road, then connect it with a Bridge. It's very obvious now.

Keep doing what you're doing. This is a great document!

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mjharper
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« Reply #25 on: February 19, 2011, 03:24:31 am »

Looks good Smiley I'll switch the version in the CAR and give you full credit.

Excellent compilation. Things I noticed:

1)
Quote
Step 3: Place the Tile
 c) If Bazaar Symbol is on the tile, resolve the Bazaar land auction.

... is wrong. In the rules on RGG's site, the player places the tile, places a follower, scores, or removes the tile from play if it is unplaceable. Then the bazaar happens.


I think that there's a line missing from some of the rules, so that's where you may have gotten the error.

Your first point is very valid and I will await Mr MJHarper's comment on the subject.
It is indeed in the RGG rules, and I added a remark about it in the CAR. I think it's an addition by RGG, rather than a line missing in the HiG rules (if you see what I mean). It's happened before Wink

Anyway, the question of exactly when a bazaar takes place has been included in the latest list of FAQ to be sent to HiG. My own view is that it should occur after scoring (as the RGG line states) because otherwise it would be a nightmare to remember who did what with which tiles. But a official clarification is necessary...
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« Reply #26 on: February 27, 2011, 11:42:46 am »

Can't see this in the turn summary, I might have missed it though:

Abbey and Mayor: What happens when a tile is placed that adjoins a field containing a farmer to another field containing a barn and at what point does scoring the 'thrown-out-of-the-field' farmers occur?

Edit: I say this because of a recent discussion on BGG. It depends on what the interpretation of the word 'immediately' should be in the rules.
« Last Edit: February 27, 2011, 01:35:33 pm by Joff » Logged
Skull One
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« Reply #27 on: February 28, 2011, 10:23:31 am »

Can't see this in the turn summary, I might have missed it though:

Abbey and Mayor: What happens when a tile is placed that adjoins a field containing a farmer to another field containing a barn and at what point does scoring the 'thrown-out-of-the-field' farmers occur?

Edit: I say this because of a recent discussion on BGG. It depends on what the interpretation of the word 'immediately' should be in the rules.

I did not Specify an "immediate" scoring of the barn because I felt it is already properly covered by the remaining steps of the summary.  IE I treat the barn as a "completed feature" which allows for it and several other features to be completed at once under the normal game flow.  Upon reflection, with the current expansions already released, I believe this "programmers approach" still holds true.  But this could change radically with a new expansion.  Which means you have a very valid point.

If I was going to make a change to the summary, I would probably reword it as the following.

Step 5:  Move the Wood (Phase 2).  If you did nothing during Step 4, you may do one and only one of the following:
    Move the Fairy.
    Deploy the Pig.
    Deploy the Builder.
    Deploy the Barn. Resolve by treating the farm as a completed feature by doing steps 8c, 9a, 9b, 9c and 10a.
    Place a Tower piece.
    Place a Follower on the Wheel of Fate.



Hopefully mjharper will have an opinion on that possible addition.
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Joff
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« Reply #28 on: February 28, 2011, 01:39:48 pm »

The reason I mentioned this is because some rules lawyers interpret the word 'immediately' in the rules to mean that the turn ends (and is scored) as soon as someone connects a farm containing farmers to a farm containing a barn - therefore a player would not be permitted to any 'move the wood' action - while others maintain that a 'move the wood' action can indeed occur after the placement and this 'forced' immediate scoring - meaning that the 'forced'  scoring is completely separate to end of turn scoring.

HiG allows placement of a pig to a farm containing farmers to the tile that adjoins a farm with a barn, and what is clear is that a player may not play a farmer into a field that contains a barn. What is not clear is if a player could deploy a follower to a road on this adjoining (or any other unrelated feature to the barn farm) before this 'forced' scoring takes place.
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Skull One
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« Reply #29 on: February 28, 2011, 03:32:25 pm »

The reason I mentioned this is because some rules lawyers interpret the word 'immediately' in the rules to mean that the turn ends (and is scored) as soon as someone connects a farm containing farmers to a farm containing a barn - therefore a player would not be permitted to any 'move the wood' action - while others maintain that a 'move the wood' action can indeed occur after the placement and this 'forced' immediate scoring - meaning that the 'forced'  scoring is completely separate to end of turn scoring.

If I am understanding your statement correctly:  Hooking the barn or placing it has nothing to do with ending a turn in any way, shape or form.

Those rules lawyers need to go back and re-read all the rules.  Completion of the features in regards to the tile placed, that made the connection possible, would be the first rule I would throw at them.  That alone proves that scoring doesn't end a turn. Heck a single tile could technically force the scoring of 2 roads, 7 cloisters and still allow the proper placing of the barn.  And that is using just the base game with the Abbey and the Mayor.  What if any of those features had Wagons on it?  There is all the movement involved with that as well. Are they not going to resolve those as well???

HiG allows placement of a pig to a farm containing farmers to the tile that adjoins a farm with a barn, and what is clear is that a player may not play a farmer into a field that contains a barn. What is not clear is if a player could deploy a follower to a road on this adjoining (or any other unrelated feature to the barn farm) before this 'forced' scoring takes place.

That would all depend on what expansions were in play.  But just using my example above with the Count added in and yes you could be in a position to move followers legally to those cloisters, roads and farm.
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