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Author Topic: Gold mines  (Read 55859 times)
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Scott
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« on: October 03, 2008, 07:06:23 pm »

A few gold mine tiles (4 or 5?), with a gold mine in the center (similar to cloister tiles); it would look like a mountain with a gold nugget or something. Some are ffff; others might have a road on one edge; gold mine in the middle of a forest? Like cloisters, a gold mine is completed when it is completely surrounded. However, completing a gold mine does not score any points. For each turn that a gold mine is not completed, the player with a meeple on the gold mine scores 1 point. When I say each turn, I mean every player, not just the player who owns the mine. When the gold mine is completely surrounded, the supply of gold is exhausted and the meeple is removed. This encourages other players to build around the gold mine.
« Last Edit: October 03, 2008, 07:08:09 pm by Scott » Logged

skipboris
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« Reply #1 on: October 03, 2008, 08:07:34 pm »

cool, i like it.  I would offer this variation though: If a player places a tile adjacent to the mine, the controlling player gets no points.  There needs to be even more incentive to complete the mine I think.  Have you play tested it?
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Bixby
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« Reply #2 on: October 03, 2008, 08:12:00 pm »

Me likey. Good work.
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Scott
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« Reply #3 on: October 03, 2008, 08:28:15 pm »

If a player places a tile adjacent to the mine, the controlling player gets no points.  There needs to be even more incentive to complete the mine I think.  Have you play tested it?

The meeple on the mine is considered part of any adjacent features, so the player already receive no points from adjacent tile placements.

If more incentive to complete the mine is needed, the gold production rate could be increased by awarding 2 points per turn instead of just 1.

I just thought it up this afternoon, so no, I haven't play tested it. Hard enough for me to get in a regular game of Carc.
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Novelty
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« Reply #4 on: October 03, 2008, 09:18:39 pm »

How about the player who places a tile around the mine to get 1 point and when all 8 tiles are placed around it, the person to place the last tile gets 5 points.  Do we really need to place a meeple on it?
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Scott
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« Reply #5 on: October 03, 2008, 10:01:11 pm »

That's completely different mechanics from what I had in mind. It makes the gold mine a very weak addition by awarding very few points to any one player. With meeple-control, one player has a constant income until the other players cut him off.
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Bisley
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« Reply #6 on: October 03, 2008, 10:44:49 pm »

Nice idea - though I suspect that 4-5 might be too many - you could easily end up with a number going all at once - and with careful placement it is at least a 7pt score if I've read you correctly. I'll be interested to see how it plays for you.
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Scott
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« Reply #7 on: October 04, 2008, 09:26:31 pm »

I'm not a Photoshop expert, but I managed to whip this up so at least we can see what we're talking about.

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Novelty
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« Reply #8 on: October 04, 2008, 11:11:05 pm »

Will there be roads and castles and rivers next to the gold mine?
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Scott
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« Reply #9 on: October 05, 2008, 12:30:40 am »

Yeah, definitely possible. They don't all need to be the same 'ffff' configuration.

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Novelty
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« Reply #10 on: October 05, 2008, 12:43:09 am »

OK, here's 'em goldmines with borders and all:

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Joff
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« Reply #11 on: October 05, 2008, 04:23:16 am »

Yes, I like this. It has great potential. I quite like the idea of encouraging other players to finish the mine Smiley Very inventive.
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skipboris
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« Reply #12 on: October 05, 2008, 10:43:38 am »

could you make gold pouring down the mountain as well?
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Novelty
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« Reply #13 on: October 05, 2008, 11:19:24 am »

Alternate gold mine icon:



Which one do you guys prefer?
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Bixby
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« Reply #14 on: October 05, 2008, 11:52:00 am »

I like the tiles with the mountains instead of the rubble.
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