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Author Topic: Merged: Boar Hunters/wild boars  (Read 34983 times)
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Talisinbear
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« Reply #15 on: January 12, 2011, 11:28:00 pm »

actually wild boar would exist in most eras

and Carc farms are why I am toying with this
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CKorfmann
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« Reply #16 on: January 12, 2011, 11:46:58 pm »

I guess I do like the idea of the anit-pig.  It will be interesting to see where you go with it. 

Out of curiosity, have you looked at Novelty's Dragon Hunter expansion yet?  I think you'll find it interesting.
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Talisinbear
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« Reply #17 on: January 13, 2011, 12:10:20 am »

Actually I don't.
 
It's a way of throwing a bunch of dragon fodder out there and then forcing the dragon to chase the animals.

The dragon should be chasing humans

There was a 'Giant' concept I saw, but apparently dead. And the link to rules is dead. A Giant chasing the dragon was pretty cool idea

Of course ideas often stay basic ideas  Smiley

I mean I've had this vague idea of a troll for deployment on bridges too. But that was it, just an idea LOL
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CKorfmann
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« Reply #18 on: January 13, 2011, 12:43:03 am »

You seem to have the basic idea of the Giant down pretty well.  As I recall, it used the meeple from the Kids of Carcassonne game which had a somewhat similar shape to the "regular" one, but was much larger, and you're right, it basically chased the dragon around and stomped on it to remove it from the board when it caught up.  I don't recall the exact rules at this point but I'll look and see if I have it.  

There was actually an idea also floating around and some tiles made with an "ice troll" hiding under a bridge that demanded a toll or something like that.  I think I saw that on BGG, but not here.  I'll see if I can find that as well.  Nothing new under the Carcassonne sun these days.   Smiley

Found it: Dragon Riders and Slayers
« Last Edit: January 13, 2011, 12:50:16 am by CKorfmann » Logged

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Talisinbear
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« Reply #19 on: January 13, 2011, 12:56:35 am »

Thanks

I emailed the guy that posted the trolls for his rules
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CKorfmann
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« Reply #20 on: February 05, 2011, 06:09:25 pm »

The following is a expansion/variant on the Log Cabins expansion by Novelty based on ideas by Talisinbear and CKorfmann and would replace the original rules to Log Cabins.

Start the game with 3-5 black boar tokens (ideally from the Agricola set) on the side of the playing area.  When the first tile is drawn depicting a log cabin, the player may place it and deploy a follower to it as a hunter.  On any subsequent turn, any player during his/her 'move wood' portion of their turn may place a black boar token from the side of the board to any wooded area of a forest tile not connected to any forest surrounding any log cabin containing a follower.  The object for the hunter is to connect any section of forest surrounding the log cabin to the section of forest containing the boar (in similar fashion to the mechanic from Shepherds).  The first player to connect their hunter to a boar through forest tiles successfully hunts the boar and removes it from play scoring 10 points.  They also remove that hunter from the board and return it to their supply.

Two or more hunters/one boar:
If placement of a tile causes two or more hunters to be connected to a boar, then the one placing the tile gets the points (assuming he/she has a hunter in question).  If the player placing the tile does not have a hunter connected to that boar, then both hunters get all the points.

Hunters left on the board after the last boar is hunted and/or still on the board at the end of the game score nothing.

I've toyed a bit with the idea of allowing subsequent Log Cabin tiles to allow the hunter to move a given number of tiles toward the boar.  Scoring would require the hunter to land on the tile containing a boar figure.  Not sure how I feel about that.

Perhaps this could be adapted to H&G also if they don't have it already.

Your thoughts?
« Last Edit: February 05, 2011, 06:13:29 pm by CKorfmann » Logged

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Talisinbear
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« Reply #21 on: February 06, 2011, 11:53:49 am »

if the hunter can move, which has some merit to make it different from the shepherd it might need to be a specific 'boar hunter' piece?

if the boar is killed, does it go back to the pool to be re-used? Or out of game?

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CKorfmann
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« Reply #22 on: February 06, 2011, 02:02:52 pm »

if the hunter can move, which has some merit to make it different from the shepherd it might need to be a specific 'boar hunter' piece?
I considered that.  It might be better to have new tiles, something patterned after the dragon or horse tile.  That being the case, I suppose the boar should/could move as well.  I was thinking about each player moving their hunter five or six spaces with each "hunter" tile drawn, and then the person to the left of that player would move the/a boar one or two spaces.  Perhaps the boar hunter should also be a dedicated follower like the shepherd.

Quote
if the boar is killed, does it go back to the pool to be re-used? Or out of game?
I would think that it should be removed from play so they aren't abused.
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Talisinbear
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« Reply #23 on: February 06, 2011, 02:15:07 pm »

DEpending on number, if the boar can move too, run, then I suspect the kill will be somewhat rare, so not sure abuse would be that rare.

So new tiles. Place one and you can play a 'boar hunter' piece

after which you can place a boar in an unconnected forest piece

Once a boar is in a forest connected to the hunter tile the hunt begins.

The player can move his hunter X spaces (Since forests may be smaller, maybe 4 instead of six? Orthogonally

Then next player's turn they can move the boar two tiles? The boar can move Orthogonally, or diagonally, which mimics their movement best

Since hunters use bows, how about the Hunter kills boar when he is exactly one tile diagonally adjacent to the boar at the end of his completed 4 tile movement,
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CKorfmann
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« Reply #24 on: February 06, 2011, 02:28:50 pm »

I think it would be better to have the hunt over whenever the hunter lands on the tile, like the dragon.  Otherwise it might be too difficult.
« Last Edit: February 06, 2011, 02:33:14 pm by CKorfmann » Logged

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Talisinbear
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« Reply #25 on: February 06, 2011, 02:31:45 pm »

That works too

was going for a bit of flavor with my thought
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« Reply #26 on: February 07, 2011, 07:33:22 am »

Do forests generally turn out larger than cities? Seems like the hunt would be over pretty fast if the hunter was moving four spaces each turn.
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Talisinbear
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« Reply #27 on: February 07, 2011, 08:17:18 am »

well not having played forests yet but certainly with 150 tiles in base expansion I would assume they are larger than a city
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CKorfmann
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« Reply #28 on: February 07, 2011, 10:24:36 am »

Do forests generally turn out larger than cities? Seems like the hunt would be over pretty fast if the hunter was moving four spaces each turn.
You make a very good point.  I hadn't considered that.  I was thinking of the forest in relation to the farms, but they don't come out the same at all.  It could make it more of a challange to connect, but could also make it impossible.  Something to consider for sure, and probably playtest.  Anyone with printed out forest tiles want to give it a shot?

I suppose a solution might be to allow the hunter (and perhaps the boar too) to move across fields.  Makes sense anyway.
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Talisinbear
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« Reply #29 on: February 07, 2011, 11:06:13 am »

Across fields is a natural

You could even add realism by allowing a kill two tiles away on a field, while having to be on same tile in forest
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