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Author Topic: Dragon and Fairy Expansions without extra tiles  (Read 10004 times)
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ReformedCE
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« on: December 09, 2009, 12:54:38 pm »

I really like the concept of adding Dragons and Fairies to Carcassonne.  However, I hate that the P&D expansion adds another 45min to the game in tiles.  For this reason, I have further developed Kevin Graham's Dragon Slayer variant, added in a touch of jeRm's Dragon Rider and built a Fairy them around Kevin's mechanic.  I'd love to here input on what you think or suggestions and changes.  I have tried my best to stay within the 1. Place a tile 2. Move the wood 3. Score scheme as possible.

Dragon Slayers and Dragon Riders
Original concepts by Kevin Graham and BGG’s jeRm
Modified by Timothy Wood
The Dragons of the world have left their volcanic homes in a never ending search to end their hunger.  They plague newly established cities with their reign, consuming all in their never ceasing rampage.  A few brave knights choose the path of Dragon Slayer, either to their untimely demise or eternal glory.  Even fewer dark knights have been persuaded to join the Dragons in their conquest.
Extra Pieces:
The Dragon (from the Princess and Dragon Expansion)
1.   Place a tile
The Dragon comes to Carcassonne when a city is closed.  The Dragon is placed at the closing tile of that city.  The player may not place a follower on the last tile of this city because it would be immediately consumed by the Dragon.  If the Dragon is already on the map, the Dragon stays where he is until he begins his movement.
There are multiple Dragons in the land, but fortunately these highly territorial creatures only torment the land one at a time.
2.   Deploy a follower:
Unless the tile played completes a city that brings the Dragon to Carcassonne, the player may place a follower according to the normal rules.
Once the Dragon is on the board, the Dragon must move 1 to 3 spaces towards that tile that was just placed.  The Dragon moves orthogonally.  If there is more than one direction the Dragon can go to move towards that space (there usually is) the player that placed the tile can choose which direction the Dragon rages.  The player may also decide the distance the Dragon goes (from 1 to 3 tiles).  The Dragon cannot move across gaps; it must go around them.  The Dragon is not permitted to enter the same tile as the Fairy.  If the Dragon moves to on tile from which it cannot continue to move according to the rules above, then its movement phase is ended.
Whenever the Dragon enters a tile occupied by game figures (followers, builders, pigs, barns, neutral figures), they are all eaten returned to the relevant player’s supply.  If the last thief, knight or farmer of a player is removed from a road, city or farm, then any builder or pig belonging to the player is also removed from the feature in question.
3.   Scoring:
If a city is scored while the Dragon is on one of the tiles that are part of that city, the player that controls that city has mastered the Dragon.  The player has two options:
1.   Rid the land of this evil as every white knight should and slay the Dragon!  The Dragon is removed from the board, and the Dragon Slayer receives 10 points.  However, the Dragon may not be slain on the same turn that it appears.
2.   Join the Dragon in his rampage and become a Dragon Rider!  Place the knight on the Dragon.  Every time the Dragon eats a figure, the rider gains 1 point (this includes the rider’s own figures as well).  The knight will ride the Dragon until the Dragon is mastered by a new player at which point he is returned to the player’s supply. 

Fairy Traders and Fairy Friends
By Timothy Wood
Mechanics by Kevin Graham
Some in the land of Carcassonne have been bewitched by fairies.  These Fairy lovers spend their time in pursuit of these fickle creatures.  Fairy Traders capture and sell mystic Fairies.  Fairy Friends go on great adventures with these creatures of light.
Extra Pieces:
The Fairy (from the Princess and Dragon Expansion)
5 Shrine Tiles (from the Cult mini-expansion)
   Alternately, cloisters could be used instead of shrines in the rules
1.   Place a tile
The Fairy is appears when a shrine is played.  If the Fairy is already on the map, the Fairy stays where she is until she begins her movement.
There are many Fairies in the land, but unfortunately these fickle creatures only appear one at a time.
2.   Deploy a follower:
The player may place a follower according to the normal rules.
Once the Fairy is on the board, the Fairy must move 1 to 2 spaces away from the tile that was just placed.  The Fairy moves orthogonally.  If there is more than one direction the Fairy can go to move away from that tile (there usually is) the player that placed the tile can choose which direction the Fairy moves.  The player may also decide the distance the Fairy goes (from 1 to 2 tiles).  The Fairy cannot move across gaps.  It must go around them.  If the Fairy moves to a tile from which it cannot continue to move according to the rules above, then its movement phase is ended.
The Fairy is moved before the Dragon.  The Dragon and Fairy may not occupy the same tile ever.
3.   Scoring:
If a feature is scored while the Fairy is on one of the scoring tiles of that feature, the person that controls that city has captured a Fairy.  The player has two options:
1.   Sell the Fairy as a Fairy Trader.  The Fairy is removed from the board, and the Fairy Trader receives 10 points.
2.   Join the Fairy as a Fairy Friend!  Magically transport a follower and a Fairy to any incomplete, unoccupied feature on the map.
Three points goes to a player who has a follower on the same tile as a Fairy at the end of his turn.  This includes followers transported during this turn.
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loganmann1
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« Reply #1 on: December 09, 2009, 01:59:38 pm »

These seem like a fun twist for the dragon and fairy.

Where you said...

Once the Dragon is on the board, the Dragon must move 1 to 3 spaces towards that tile that was just placed.  The Dragon moves orthogonally.  If there is more than one direction the Dragon can go to move towards that space (there usually is) the player that placed the tile can choose which direction the Dragon rages.  The player may also decide the distance the Dragon goes (from 1 to 3 tiles). 

Is this towards each new tile played, meaning he's always on the move each turn, or is it only each tile that completes a city?  Also, if there is a Dragon Rider on the dragon perhaps they could have control of which which path it takes and how far it moves, if not then the choice is the players as you have here.  That would make it more strategic to manuever the dragon by forcing him to come a certain direction through tile placement while the Dragon Rider tries to avoid getting stuck in a position where he might be overthrown by a new Rider.  Perhaps you've tested and ruled out these ideas already but that was my first thought.
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Gwommy
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« Reply #2 on: December 09, 2009, 02:08:20 pm »

Looks good other than one thing:

Quote
Whenever the Dragon enters a tile occupied by game figures (followers, builders, pigs, barns, neutral figures), they are all eaten returned to the relevant player’s supply.

I'd keep the rules the same as the current rules for what the dragon 'eats' or removes from the board.   The dragon does not eat barns or neutral figures.

Also, these would be variants since they don't add new tiles or meeple.
« Last Edit: December 09, 2009, 02:09:56 pm by Gwommy » Logged
ReformedCE
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« Reply #3 on: December 09, 2009, 03:29:31 pm »

lohanmann1: The dragon does move after every turn.  I like the idea of the rider having some control over dragon movement, but it seems like it might give the dragon rider to much power.  What if the placing player gets to decide the distance while the rider gets to decide the direction or vice-versa?

Gwommy: It does make since for the dragon not eat the barn or neutral figures.  You are right.  This is a variant.  Is there some way I can get this thread moved to the variant category?
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Gwommy
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« Reply #4 on: December 09, 2009, 03:40:50 pm »

Yeah, once a moderator notices, it'll get moved.  My guess is that Novelty will see it first.
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Novelty
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« Reply #5 on: December 09, 2009, 04:26:40 pm »

Yeah, once a moderator notices, it'll get moved.  My guess is that Novelty will see it first.
Yeah, the moderators tend to keep away from the Workshop Smiley
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loganmann1
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« Reply #6 on: December 09, 2009, 05:21:54 pm »

lohanmann1: The dragon does move after every turn.  I like the idea of the rider having some control over dragon movement, but it seems like it might give the dragon rider to much power.  What if the placing player gets to decide the distance while the rider gets to decide the direction or vice-versa?

You're right about that being a lot of power.  But looking at mixing it...if the player picks distance while the rider picks direction I'd imagine the player would just pick distance 1 all the time, unless they "team" up on a third player I guess.  And if the player picks direction then the rider can use distance to either hop over cities the player may try and catch them on.  It seems like the conflict of interest might be to much either way but the player picking direction and the rider picking distance would I think be the better option. 

Is there a reason you chose to make distance variable.  Cause if it were just set to moves 3 each turn, that might balance the bonus control of the rider choosing how to move toward the newly place tile, but knowing they have to go 3 still gives the tile player a level of "control" by forcing the direction one way or the other.  The rider's direction bonus can be non existant if the newly played tile is directly in line with the row the dragons already on for instance.

Not having thought this through but what if the rider bonus was the choice of distance or direction each time. 

These are all just ideas without having tried any of them at this point.  But they might be options to play test.
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ReformedCE
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« Reply #7 on: December 10, 2009, 09:25:27 am »

I chose to make the distance variable because that is what Kevin Graham did in the original Dragon Slayer Variant.  When I did a trial play test of that variant, we actually used a set distance (I wasn't reading his synopsis while playing).  That might be the way to go.  It is also more consistent with other moving neutral figures that move a set distance (leper, jester, minstrel, original dragon).  This gives the rider some control over direction, but also allows the tile placer to play defensively or offensively.

I think I'll make the change to 3 tiles every time next time I play.  I will probably change the fairy movement rules to 2 tiles per turn as well.

I really appreciate the input.
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