I thought it might be a good time to give a brief little tease as to what all of the new expansions involve! So here I go...
Mountains - Combines several of the mountain expansions created by Scott and Novelty into one. Adapts the concept of mining for coal.
Natural Disasters - Similar in concept to the Natural Disasters collaborative expansion. Introduces the possibility of several disasters. There's no guarantee as to which disasters will actually occur!
Architect and Veto - Adapts the concept of the Veto tiles from the City Council expansion and introduces the Architect, which was inspired by Dave's Court Magician.
Troubadours - Similar to the existing expansion in name only. The troubadour scores points based on how many total meeples exist in a given feature.
Family Feud - Clearly inspired by the existing Family Feud expansion. Also introduces two more families to the idea, utilizing all families from the Chariot Racing expansion. Also includes updated artwork and ties in the ideas introduced in both Jonathan Warrens' Stocks and Gallows expansions.
Down on the Farm - introduces the sheep, cattle, and boar animeeples. Includes a new "meat" trade good and implements the idea of converting certain trade goods into others. Also adapts the concept of the "drought" and Scott's "Marketplaces".
The River Extension - Additional river tiles to be used at the start of the game to help make for a longer, more varied river.
Rise of the Cult - Increases the influence of the cult places and introduces the "Cult Leader" pawn. Allows for a potential to decrease the value of cloisters.
Manors - How many points would you sacrifice to ensure that you aren't the player who must give up one or more meeples for the remainder of the game?
The Kings Passing - Adapts the concept introduced in Carcking's "Father Time" expansion. The game will end prematurely, but will it be sooner or later?
Forests - Combines nearly all Forest expansions into a single 150 tile expansion. Includes some updated artwork and a new scoring mechanic for forests.
Fish and Trades - Attempts to create a greater use for both the wagon and the bridge pieces. Also introduces the concept of trading some of the many trade goods amongst players.
X Marks the Spot - Players must each try to uncover the location of their opponent's buried treasure.
The Kids of Carcassonne - Borrows the name established by the children's version of Carcassonne, and adapts Dave's concept of utilizing mini-meeples as children in the world of Carcassonne.
Treaties and Traitors - Introduces the concept of the treaty, which temporarily awards other players points for your completed features. It also introduces the traitor, which will help players to earn more points for themselves and potentially take points away from their opponents. A new prison tile is included, along with the idea of trading away some of Carcassonne's land.
The Shoppe - Introduces a shoppe to Carcassonne. Players will have the ability to purchase several new items which may help them as they attempt to win the game.
Let me know your thoughts on some of these ideas! Which ones are you most interested in hearing more about? I will eventually reveal exact rules and artwork for all of these, but in the meantime, share your thoughts!