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Author Topic: Summary of Turn Sequence WIth All Expansions  (Read 11301 times)
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Bixby
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« on: July 08, 2008, 09:30:29 am »

I found this on the Interweb some time ago, I am sure it was created by someone on here. Perhaps this should be a sticky. Just a thought.

Turn Sequence, including ALL expansions:
01. Collect the fairy point, (if the fairy stands next to your meeple)

02. You may buy back a prisoner

03. Draw a tile and place it or place your abbey piece instead of drawing a tile

04. 'Move the wood'
   a. you must move the dragon if you placed a dragon tile (volcano) - jump to d
   b. deploy a small or a large follower - jump to 5
   c. deploy the mayor or the wagon or place the barn - jump to 5
   d. deploy the builder or the pig - jump to 5
   e. you may move the fairy - jump to 5
   f. remove a follower with the princess - jump to 5
   g. place a tower piece (you may remove follower and then must trade prisoners if possible)

05. Move the dragon if necessary

06. You may move a follower, the mayor or the wagon to the city of Carcassonne (if a city, road or cloister is completed and you do not score any of them)

07. You may move followers from the appropriate city quarter of Carcassonne to the feature being scored (after all other players)

08. Score completed features (also farms, if you placed the barn)

09. Collect possible trade counters

10. Take the king (if completed the largest city) and/or the robber baron (if completed the longest road)

11. You may remove a knight from a besieged city via a neighbouring cloister or abbey

12. If you deployed the builder, start over from #03.
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Jambo
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« Reply #1 on: July 08, 2008, 09:50:45 am »

Nice find!

« Last Edit: July 08, 2008, 05:12:18 pm by Jambo » Logged
mjharper
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« Reply #2 on: July 08, 2008, 10:59:44 am »

There's a few mistakes in there, I think. I'm a bit hazy at the moment, but I think that #6 should come after #8. And I have a feeling that #12 and #13 might need to be switched… Hmm.

There was a plan to include something like this in the CAR (dwitworth was working on it), but, since I've been distracted recently…
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Jambo
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« Reply #3 on: July 08, 2008, 11:25:23 am »

Also, I think you can buy back a prisoner at any time during your turn.
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Bixby
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« Reply #4 on: July 08, 2008, 12:24:17 pm »

I would happily edit the first post with any corrections to keep this current and relevant. Just need to get the official word on any corrections. Smiley
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dwhitworth
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« Reply #5 on: July 09, 2008, 01:26:54 am »

Take a look at the sequence of turn at:

http://members.shaw.ca/carcassonne/

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« Reply #6 on: July 09, 2008, 08:46:09 am »

Take a look at the sequence of turn at:

http://members.shaw.ca/carcassonne/

Thanks!
I still think I prefer a one pager that can be set by the game for quick reference. I think it would be beneficial for the one pager to reference more detailed rules in another document though for anything that needed a more deatiled explanation. Not sure, just rambling here, any thoughts?
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« Reply #7 on: July 09, 2008, 10:15:06 am »

Both of these kind of serve different purposes. While playing a game I'd also prefer a 1 pager for a quick reference.
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crasher
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« Reply #8 on: July 09, 2008, 12:36:22 pm »

I seem to remember a color coded turn order card that had all the instructions for different expansions as part of the CAR. Maybe I was dreaming?
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mjharper
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« Reply #9 on: July 09, 2008, 12:43:16 pm »

I seem to remember a color coded turn order card that had all the instructions for different expansions as part of the CAR. Maybe I was dreaming?
I guess you mean Aldaron's summary (PDF link). If so, then it was never a part of the CAR, although I did help out with it. But it's Aldaron's baby, and it hasn't been updated in a while, which is a great shame.
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