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Author Topic: Villages  (Read 55291 times)
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Talisinbear
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« Reply #15 on: February 16, 2011, 09:13:01 am »

why not slightly larger set and include 2 vilages surrounded by forest, two set on mountain passes?
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CKorfmann
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« Reply #16 on: February 16, 2011, 10:22:47 am »

Why do you think there should be more than one bonus-giving feature on one tile? I can't think of any official expansions that do that: Cathedrals don't have pennants, and tiles with trade goods don't either.
There was a mention of the Siege tiles having an effect on both cities (negative) and farms (positive).  I think it began with the idea of it effecting farms because it seems a little obvious, but also roads I guess because they situated on a road.  

Now that I think about it though, I'm not sure about the farms afterall because they are, and will likely be for the new ones too, situated on both sides of the road so they would effect two farms instead of one.  

why not slightly larger set and include 2 vilages surrounded by forest, two set on mountain passes?
12 tiles would probably work best.  One ranch, five Six 'normal' villages, two each for Fisherman, Forests, and Mountains.

Why do you think there should be more than one bonus-giving feature on one tile? I can't think of any official expansions that do that: Cathedrals don't have pennants, and tiles with trade goods don't either.
I don't think it's necessary.  I just think it fits themeatically.  A village should have a well and it wouldn't make sense to include it and not allow for it with the Wells expansions.  I guess the reason it occured to me was considering the use of the four-way roundabout with the well in the middle.  I don't have my heart set on it though, but it would be a cool looking tile.
« Last Edit: February 16, 2011, 10:34:48 am by CKorfmann » Logged

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Boondocker
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« Reply #17 on: February 16, 2011, 11:00:56 am »

Now that I think about it though, I'm not sure about the farms afterall because they are, and will likely be for the new ones too, situated on both sides of the road so they would effect two farms instead of one.

I like that, actually. It provides more choices to make, making the tile have more of an effect than just an immediate one. Besides, you don't need to make the rest of the tiles have houses all over the tile: there's opportunities to have them on one side only (picture the cloister that the road runs past, not through), or be between roads (e.g., the RRRR tile with only two, curved roads, with the village in the middle), or be encircled by a road (like the catapult tile with the four-way roundabout; no farm would benefit from that village!). Lots of opportunity to make some interesting tiles.
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loganmann1
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« Reply #18 on: February 16, 2011, 11:25:50 am »

I don't know if every tile needs a well but i think having some with wells and one or two (depending on the final count) with an inn on the lake would be great.
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CKorfmann
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« Reply #19 on: February 16, 2011, 01:34:41 pm »

I don't know if every tile needs a well but i think having some with wells and one or two (depending on the final count) with an inn on the lake would be great.
Yeah, that's what I was thinking.  Out of six tiles, maybe two with a well and one with a lake.
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Talisinbear
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« Reply #20 on: February 16, 2011, 04:16:24 pm »

So I gather none for the forests/mountain expansions?
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CKorfmann
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« Reply #21 on: February 16, 2011, 04:31:46 pm »

Sorry, keep forgetting about those.  They could possibly include wells.
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loganmann1
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« Reply #22 on: February 16, 2011, 05:03:20 pm »

There could be some put on forest and mountain tiles.  I personally have never printed the forest or mountain tiles (not for lack of wanting but for lack of resources) so those don't intrigue me as much.

Several expansions on the download (ie outposts) have a separate print sheet included that has major fan features like that.  There are also several expansions under the forest, fishermen and mountain families that are adaptations of other fan mades to be on the new tiles)

We could easily do either of these by making a separate sheet with villages and fan made features and post it accordingly. And by easily I mean dependent on those with good graphics skills Smiley
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Talisinbear
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« Reply #23 on: February 16, 2011, 05:15:24 pm »

I would think one sheet with a note that tiles x-y-z are only used with forest or mounatian expansions
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loganmann1
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« Reply #24 on: February 16, 2011, 05:29:17 pm »

That has also been done.  I don't care much one way or the other how that is done.  But I think no more then 6 tiles traditional and maybe 4 forest and 2 mountain?  Just being that forests far outnumber any other expansion ever! Smiley
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CKorfmann
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« Reply #25 on: February 24, 2011, 08:54:44 pm »

I think it should be 6 'regular', 2 each of Fisherman, Mountain, and Forest.  I think I said that before.  We just need someone to do the tile art.  Any takers?  We need to come to a decision on the rules too.  We could wrap this up quickly.
« Last Edit: February 24, 2011, 08:56:15 pm by CKorfmann » Logged

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loganmann1
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« Reply #26 on: March 02, 2011, 10:47:01 am »

We've had some great discussions going on in the Workshop and this one has slid down the line but I still think it has some great potential.

By summary at this point I think we are looking at a 12 tile expansion (6 regular features, 2 fishermen, 2 mountains, 2 forests). Each tile would visually contain a village along a road (not ending the road).  Some may inlcude wells or an inn by the lake.  The village feature would act as a cross feature bonus (similar to siege affecting cities and farms in some way).  Similar to a pennant it would not be claimable in and of itself but simply be an added symbol on the tile and in no way affect follower placement. Right now it sounds like everyone likes...
No interaction with cities.
+3 bonus to a cloister if its in the 9 tile area
+1 bonus to farms (plus barn and pig bonuses)
? bonus to roads (Thematically it makes sense that thieves would benefit by plundering the village, what kind of bonus hasn't been determined...wells add extra points as they are, inns multiply the roads total score, so what should villages do?)
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CKorfmann
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« Reply #27 on: March 02, 2011, 03:58:49 pm »

? bonus to roads (Thematically it makes sense that thieves would benefit by plundering the village, what kind of bonus hasn't been determined...wells add extra points as they are, inns multiply the roads total score, so what should villages do?)

I'm torn, I honestly don't know what to do with them.  I actually came full circle and thought maybe it could just add one point to the road.  Maybe we could do something like add 3 points total to a completed road. 

The rest looks good to me though.
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loganmann1
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« Reply #28 on: March 02, 2011, 06:59:37 pm »

I'm good with +3 to a completed road.  Though that would make it like a triple well so if you had a well in the village and were playing the wells expansion then it would be a 4 point tile bonus.  Do we like that?
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Carcking
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« Reply #29 on: March 03, 2011, 09:42:08 am »

I've got it! How 'bout this.

When the road with Village is completed the Thief "robs" points from the farms connected to it. It's thematically viable as the Thief robs goods from the Farmer while he is supplying the Village. That is, every player with a majority of Farmers on each farm connected to the Village must move back one point on the scoring track per tile of the road, and the Thief moves forward that cummulative amount (in addition to normal scoring for the road). One player could be robbed multiple times as the robbing is settled per farm. In the case of a tie for the farms those in the tie each move back the full points. In the case of a tie for the road those in the tie each move forward the cummulative amount of points.

Example A: In a 5 player game, Red scores a 7 tile road with a Village. He scores the normal 7 points for the road. Then the Village is resolved. The Village is connected to two farms as the road runs through the center. Farm A is currently owned by Yellow with Green having a minority presence also. Farm B is owned by Blue. Yellow and Blue each move back 7 spaces on the scoring track, while Red moves forward 14 points. Green is unaffected with only minority presence.

Example B: For the same road in the same game. Yellow owns Farm A. Yellow and Blue are tied for ownership of Farm B with two Farmers each. Yellow then moves back 14 spaces (7 for each farm she owns while Blue moves back 7 spaces for his share of farm B). Red moves forward 21 spaces (in addition to scoring 7 for the road).

If Red also owns either of the farms he does not rob from himself, however if Red is in a tie on either of the farms the other player(s) in the tie would be robbed as above.

If the farm is owned by one or more Barns then the Thief robs 2 points per tile from the owner of the Barn(s), as opposed to just one.

If the road is not scored then farm robbing does not occur.

It would be good to have Villages straddling 4-way crossings and 3-way crossings to increase the potential of affecting farms. A Village on a crossing only affects the farms bordering the road that is scored (not farms bordering the Village on other roads beyond the crossing).

If a single farm is affected by multiple Villages on the road being scored, the robbing is not compounded. It is settled just once per farm in any case per feature scored. Farms could be robbed multiple times by the scoring of multiple roads with Villages.

I like the idea of the +3 for Cloisters, but I do not like the idea of bonuses for Farms.

Let me know what everyone thinks!

« Last Edit: March 03, 2011, 09:56:46 am by carcking123 » Logged

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