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Author Topic: Princess meeple ideas  (Read 15892 times)
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CKorfmann
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« on: September 07, 2011, 01:44:40 pm »

I wonder what expansion could be made with these?  I'm not sure I'd be interested in using any of them except maybe the princess.
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« Reply #1 on: September 09, 2011, 01:57:19 pm »

I wonder what expansion could be made with these?  I'm not sure I'd be interested in using any of them except maybe the princess.
Maybe a variant rule making the princess protect you from something like the fairy meeple does... Maybe protect from the tower?
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« Reply #2 on: September 10, 2011, 02:08:02 am »

I think, the princess should act just like the princess from The Princess & the Dragon: Instead of an wood-action you can take the princess and put it on any city-tile. If there is a meeple in that city, you may or must (according to your prferred rules) take it away. Probably a bit too strong ... but it could make a rather cut-throat game.
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CKorfmann
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« Reply #3 on: September 10, 2011, 10:20:35 am »

I was thinking about something like that.  Maybe if you put the princess on a city with a princess tile it in, no one can put a meeple in that city.  Could be interesting.

OR, like the dragon, the princess tile allows you to place, or move the princess on the board.  No one can claim a city with the princess in it.
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« Reply #4 on: September 10, 2011, 03:30:57 pm »

This is probably a silly idea, but I haven't played the Princess & Dragon expansion yet so I'm not sure.  

What if you moved the Princess wood the same way the Dragon was triggered?  IE, when a tile with a princess Icon is placed, the princess gets moved to that tile (just like playing a volcano tile).  Once the city with the Princess figure in it is completed, players begin to move the princess in the direction of the nearest incomplete city (just like what happens when a tile with a dragon icon is placed).  If/once the princess figure reaches an incomplete city,
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Instead of an wood-action you can take the princess and put it on any city-tile. If there is a meeple in that city, you may or must (according to your prferred rules) take it away.
 And, if there is not a meeple in that city,
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No one can claim a city with the princess in it.

Back on the subject, I too have all the standard meeple colors, plus the "forest" camo set.  I use nail polish to paint my meeples so the colors match, and I'm planning on painting the gold set an aqua/cyan color.  I haven't seen a need for the Pirate, Ninja, Zombie, Monster, or Camo meeples, but the above suggestion for the Princess Meeple sounds interesting to me. 
« Last Edit: September 10, 2011, 03:43:37 pm by GAKDragon » Logged
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« Reply #5 on: September 10, 2011, 08:13:28 pm »

Sorry for starting that rabbit trail.  I'm splitting this out to a new topic.

Topic split from New Meeple Colors!!! thread.
« Last Edit: September 11, 2011, 08:45:01 am by CKorfmann » Logged

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« Reply #6 on: September 10, 2011, 10:03:34 pm »

I wonder what expansion could be made with these?  I'm not sure I'd be interested in using any of them except maybe the princess.

I lost the trail of the thread. What are you referring to?
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« Reply #7 on: September 11, 2011, 02:41:04 pm »

Could use the Zombie Meeple kinda like the Flea chits and place them near a zombie "start" tile.  Each turn where a player places their Meeple, a new Zombie is placed near another zombie. When a zombie "move" tile is played, each zombie is moved and then placed face down until all zombies have been moved once. If a Zombie comes in contact with a players Meeple, he is removed from the game and replaced with another Zombie (if there are any left). The Princess Meeple could be protection to the Zombies, like how the Fairy protects from the Dragon. Just thinking out loud  Smiley
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« Reply #8 on: September 11, 2011, 03:21:43 pm »

I was thinking that the camoflage Meeples could be used as spies.  I seem to remember seeing a Variant somewhere for spies that could infiltrate other players' features and steal points once completed. 

  • The "desert" camo could be used as spies in cities;
  • the "forest" camo on farms, roads, shrines/cloisters, and with the forest expansions;
  • the "alpine" camo with the mountain expansions (High Places has shrines & cloisters in the mountains, although I plan on using a variant that will allow meeples to claim mountain ranges as Miners);
  • I have no idea what could be done with the pink camo meeples... unless you felt like being silly and used them to "combat" against the princess tile - like, each player would get a Princess Meeple, and could place this meeple on a city tile with the Princess Icon (following similar placement rules a la the City of Carcassone).  The two princesses would get into a "cat fight," and the "distraction" would allow the city to be claimed. 


I like your idea with the Zombies.  There's a Graveyard tile or two that someone made for a fan expansion (The Grim Reaple?), these could be used as possilbe "trigger events" that cause the zombies to move. 

The Monsters could be used like "trolls under a bridge" when played with Bridges, Catles & Bazaars.  They would "scare away" people from under the bridge, and thereby either prevent the features they are on from being claimed, or steal points from players controlling the features near them. 

New Meeples are:

Camoflage Meeples: 
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CKorfmann
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« Reply #9 on: September 11, 2011, 08:55:38 pm »

Those are all interesting ideas.  Someone actually made an entire set of zombie themed Carcassonne and titled it Carcassassonne.  I'm actually kinda surprised that they made the zombie ones in light of that. 

The troll bride idea has been kinda done before with Ice troll tiles.  They were put together with some other fan-made tiles Dragon Rider & Slayer
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« Reply #10 on: September 12, 2011, 01:30:52 pm »

I think I meant earlier:  

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to "combat" against the princess tile - like, each player would get a Princess Meeple pink camo meeple,
...

I'm gonna get this one, last, silly idea out of my head.  Hopefully, it will exorcise the demons...

I was thinking at work today (yeah, instead of typing up minutes from a meeting) that you could use the Pink camo meeples as "rabid fan girls" and deploy them to a (or several) quadrant(s) of the City of Carcassonne (following normal meeple placement rules for that expansion).  When the Count enters that quadrant, these rabid, ditzy, air-headed, SINGLE peasant girls in search of a Rich Husband swarm the Count and distract him to the point that the other meeples in the quadrant he's sitting in can be moved from the City of Carcassonne. 

Example:  On one of his turns, Yellow places a meeple on the Cathedral quadrant of the City. 
On his next turn, Blue places a Pink Camo meeple in the cathedral quadrant of the City. 
Red moves the Count onto the Cathedral space. 
Blue's camoflaged, rabid fan girl distracts the Count, and Yellow can move his meeple to an available cloister. 
« Last Edit: September 12, 2011, 07:35:57 pm by GAKDragon » Logged
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« Reply #11 on: September 12, 2011, 09:13:22 pm »

Those are all interesting ideas.  Someone actually made an entire set of zombie themed Carcassonne and titled it Carcassassonne.  I'm actually kinda surprised that they made the zombie ones in light of that.

Dang i wish he had this published already, I would buy it up in a heart beat!  Cheesy
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« Reply #12 on: September 26, 2011, 06:28:30 pm »

I got it! Disperse the cache of Princess Meeple (set of 8 or more) evenly amongst the players.  Create more Princess tiles using the same rules outlined for them.  However, when a player draws and places a princess tile, he must place one of his Princess Meeple into the city.  You then pass a princess token clockwise to the person on the left who drew the first princess tile.  Now whomever rescues/captures the Princess Meeple by completing that city, they bring her to their supply. The next time a princess tile is drawn, the person with the token now has to place their princess in the city. Whomever completes the city gets the princess and the token again gets passed clockwise and so forth. At the end of the game, each princess is worth 3 points each. Kinda like a glorified traders token with a twist.  Shocked What you guys think?
« Last Edit: October 01, 2011, 11:16:47 pm by Carcatronn » Logged

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« Reply #13 on: September 30, 2011, 08:32:59 am »

What you guys think?

I really like this idea.  I would suggest moving the 6th sentence ("You then pass...") in front of the 5th sentence ("Now whomever..."), since you're proposing that the princess token relates to the drawing of the princess tile, not based on the completion of a city with a princess.  This would also clear up what happens if a 2nd princess tile is drawn before completing the first princess rescue.  Based on the nature of these posts...where you are just trying to get your thoughts down...I'm sure you would have adjusted for this if you were creating a CC fanspansion using the rules template.  Wink

I might also suggest limiting it to 2 princesses per player, unless that would create an issue based on the number of princess tiles.  Since most of my games are 2 player games, giving 4 to each to start, plus the possibility of gaining all 4 princesses from the other player, would create a large point swing (upwards of 24 points).  Seems this should be worth a similar amount of points as a trade good (10 points), but I do like the idea of awarding points per princess as opposed to the majority holder.

I assume the point of the princess token is to limit the randomness/luck factor in having to remove princess meeples from your supply.  I think this would need to be play tested over several games to see if this mostly just results in all players ending with the same number of princesses that they started with.  You may want to try throwing the luck (or bad luck in this case) back into it, having the player drawing the princess tile being the one who places a princess, to see if that makes a difference.  In the instances where the drawing player does not have any princesses left in their supply, I suppose you could penalize the player -3 points (if they place the tile in an unoccupied city or a city where they have the majority) or -6 points (if they have to or choose to place the tile into a city where another player already has the majority).  You may even want to lessen the penalties by 1 point/2 points under the assumption that the drawing player in theory could still win that city and could have been the one to rescue the (unplaced) princess.

Just food for thought...
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« Reply #14 on: September 30, 2011, 01:52:16 pm »

ah yes, I definitely will be rewording the rules... Was just spewing out ideas before I forget them.  Wink  You are right about the amount per player, was planning it out more for a three or four player game. Limiting it to 2 per player seems like  safe number when each are worth 3 points.

Play testing will be the key to choosing whether to have the token passed around or to have the "bad luck" draw method.  The intent of the token was to help even out the odds, but with a 2 player game it does seem like it may end up being pointless if both players end up with the same points.  The "bad luck" method may turn out to be the better way to go, but if the same player keeps getting "bad luck" they may get pissed off when in a 3 to 4 player game.  :Smiley  don't know if a penalty for not having anymore princesses left would be good, especially if the same player keeps getting "bad luck." Maybe if their supply is exhausted then the tile is simply played like normal. haven't had time to play but hopefully will get time this weekend.

Thanks for your feedback and for liking the idea!  I have thought of a few more additions to this fanspansion, but since I don't have to make any tiles really to test out the princess rescue bit I will wait on the other ideas.
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