Carcking
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« Reply #45 on: March 03, 2011, 05:52:49 pm » |
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Forest tiles.
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Carcking
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« Reply #46 on: March 03, 2011, 08:29:41 pm » |
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River tiles.
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loganmann1
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« Reply #47 on: March 04, 2011, 08:00:26 am » |
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Very very nice! You put those together well.
With carcking123 knocking out the graphic work (just the other 4 basic tiles to go I think) all thats needed now is putting together a good rule sheet. The mechanics are simple enough to define I think, but it will probably need a number of examples (hopefully with graphic examples) as did the explanation of the point stealing idea.
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Carcking
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« Reply #48 on: March 04, 2011, 08:33:35 am » |
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Here are the remainder of the tiles.
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Carcking
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« Reply #49 on: March 04, 2011, 09:37:23 am » |
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I can take a crack at the rules. I don't have a PDF writer so it will be in Word.
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loganmann1
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« Reply #50 on: March 04, 2011, 09:39:57 am » |
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Well thats fantastic.
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Carcking
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« Reply #51 on: March 04, 2011, 11:27:03 am » |
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I'm going to try to get the tiles loaded up to MediaFire in sheets.
Not having any luck. Keep getting failure notice.
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« Last Edit: March 04, 2011, 11:37:00 am by carcking123 »
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loganmann1
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« Reply #52 on: March 04, 2011, 12:10:17 pm » |
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These look great but seeing just how many farms will be affected by these tiles i begin to wonder if the mechanic won't decimate farms. Every farm on the board might well be hit by one of these.
I think we'd best be specific about how many tile to mix in the bag. maybe 2 or 3 for the base game and 1 more for every large expansion (with the forest expansion counting as 2 large expansions) Just a thought.
I really like the mechanic but I didn't realize how far spread the effects of these could be until I saw graphics.
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Carcking
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« Reply #53 on: March 04, 2011, 12:44:51 pm » |
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Remember though, that the affect on a farm is instantaneous at the time of completion of the road. There is no lingering affect and no end-of-game affect. And no compounding affect. My guess is that a number of Village opportunities will be lost due to bad timing and good game play. (some tiles will get drawn before there are farmers deployed, the road will get completed before a farm is occupied or joined, the Thief will get killed or captured, the owner of an affected farm wins control of the road, the owner of an affected farm completes the road at 2 or 3 tiles to mitigate the damage, etc.)
I do agree that the number of tiles needs to be gauged, monitored. For example, if playing with the two River tiles you might set aside two of the basic set, etc.
I think it calls for some game testing before we make any decisions.
If need be, we can reduce the "strength" of the tiles also. Some of the field sections on the tiles can be made devoid of Village features, also if we eliminate some of the road terminations on the tiles the opportunity for the affect of one tile to recur is greatly reduced, etc. I think we need to game test it before we get to that though.
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CKorfmann
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« Reply #54 on: March 04, 2011, 03:48:09 pm » |
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I think the best option might be to alter the tiles a bit so that the village is typically on one side of the road or the other. There could be a tile or two where the road is on multiple sides, but not more than that. Do we still want to include an occasional well or Inn?
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Flee the fleas!
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Carcking
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« Reply #55 on: March 10, 2011, 11:01:15 am » |
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Ok, here are some "toned down" versions of the tiles. I guess it's really a matter of preference which ones you use.
Still working on the rules.
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Carcking
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« Reply #56 on: March 10, 2011, 11:02:00 am » |
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Mountains.
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Carcking
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« Reply #57 on: March 10, 2011, 11:02:47 am » |
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River.
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Carcking
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« Reply #58 on: March 10, 2011, 11:03:26 am » |
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Base tiles.
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Carcking
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« Reply #59 on: March 10, 2011, 11:03:57 am » |
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More base tiles.
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