This expansion will add:
Tiles with ballistas and catapults and trebuchets.
Black boars, white sheep and brown cows (which you can get from
Mayday Games). Picture below:
Very rough rules:
Each player gets one sheep and one cow. If playing with Forests, they get a black boar/pig as well.
Expansions required = P&D.
Tiles are shuffled into the supply.
1. Play a tile
* If a player draws a tile with the siege machines, they may play a meeple to the siege machine as a Dragon Hunter. This is a MTW action.
2. Play a meeple
* Instead of playing a meeple or any of the actions associated with it, a player may choose to instead play either the sheep, the cow or the boar. The Sheep can only be played on a road on the tile just laid, the cow can be played on a farm on on the tile just laid, and the boar can be played in a forest on the tile just laid.
* The sheep/cow/boar can be played to the appropriate feature on the tile even if another player already has a follower (or sheep/boar/cow or is unoccupied) connected to that feature. e.g. If Blue plays a tile with a road and connects it to a road where Green already has a thief, Blue is allowed to play his sheep to the road.
* A road/farm/forest with a sheep/cow/boar is not considered to be occupied. Any player may play a follower onto a tile connected to a road/farm/forest with a sheep/cow/boar. e.g. Yellow plays a forest tile and places a boar on it. The forest is unconnected to any other forest. During Black's turn, Black plays another tile with forests and connects it to the forest with boar that Yellow played earlier. Black may play a follower to the forest as a woodsman, or a black boar to the tile just played.
2.5 Dragon moves
* Whenever the dragon moves, the player moving it must move it towards the closest sheep or cow or boar. Normal rules for the dragon applies.
* When the dragon moves to the tile containing the sheep, cow or boar, the sheep, cow or boar is removed from play.
* If the dragon moves to within 2 squares of a Dragon Hunter, play is immediately halted. The owner of the dragon hunter notes the closest sheep/cow/boar. If there are two that are equidistance, the owner states the one he or she wishes to use to determine success for hunting the dragon. The player then draws 5 tiles from the supply and note how many tiles contains roads (sheep) or cities (cows) or forests (boars) are drawn. If all 5 tiles contain the relevant feature, then the dragon is "killed" and moved to the side (it comes back again when the next volcano tile is drawn). All 5 drawn tiles are reshuffled back into the supply. Play then resumes. (e.g. The dragon moves towards a tile where Red has a dragon hunter. The closest bait to the dragon hunter is the sheep. When it moves 2 squares away from the Dragon hunter, play is halted. Red draws 5 tiles and notes how many of those tiles contain roads. If all 5 tiles contains roads, the dragon is killed and removed from the board. If not the dragon continues to move. Reshuffle all the tiles drawn back into the supply.)
* If the dragon moves to within 1 square of the Dragon Hunter, play is immediately halted. The owner of the dragon hunter notes the closest sheep/cow/boar, etc. as above. The only difference is that instead of drawing 5 tiles though, the player draws 10 and only needs 5 with the correct features shown. (e.g. The dragon moves towards a tile where Red has a dragon hunter. The closest bait to the dragon hunter is the sheep. When it moves 1 square away from the Dragon hunter, play is halted. Red draws 10 tiles and notes how many of those tiles contain roads. If at least 5 of those tiles contains roads, the dragon is killed and removed from the board. If not the dragon continues to move. Reshuffle all the tiles drawn back into the supply.)
[
Edit: Note: When the dragon is further away, it is harder to shoot at it, but when it's closer it's easier to shoot it down. That's what the mechanics is supposed to represent. My original idea was to use dice, but that was shot down as not being in the spirit of Carcassonne. Drawing tiles and observing features on them gives random enough chances.]
* If the dragon moves to the square with the dragon hunter, the dragon hunter is killed and returned to the player's supply.
Clarifications (
on 23/11/08)
a. If there are no sheep or cow or boar in play, the dragon cannot be killed.b. If the dragon is in range of more than one player, the player who is closer to the dragon (i.e. 1 square away) goes first, if there is still a tie, then the player who has the less points goes first, if there is still a tie, then the player next in line to play after the previous dragon move goes first.
c. A player may only use one of his Dragon Hunter after each Dragon's "step", even if there are 2 or more of that player's dragon hunters in range of the dragon. The player is to announce which Dragon Hunter will be used to attempt to shoot the dragon. If more than 1 player has a Dragon Hunter in range, each player's order is determined by the Dragon Hunter being used.
d. If Dual Dragon is being used, and a Dragon Hunter has a choice of more than one dragon target, he may only target 1 Dragon at a time (i.e. after the dragon has performed a step). The player must declare which dragon they are targetting (which is also used to determine the order if more than 1 player can target at least 1 dragon).3. Scoring.
* The dragon hunter that kills a dragon gets 25 points. The dragon hunter remains on the tile.
I think it's a bit complicated at the moment, but it replicates rather nicely the hunting of dragons. Comments are welcomed!