![]() Increases the amount of completed features which is something that always helps others. ![]() Can be played on a city or road you already have a meeple on, letting you play two tiles in future turns as long as the first tile helps build that original feature. The Builder meeple is another welcome addition. This manages to encourage players to help one another whilst rewarding those who can seize opportunities to get points for the city and the goods. Majority control of any single good grants 10 bonus points. Complete a city to gain tokens for every goods symbol shown, regardless of whether you have meeples in the city or not. Like a dainty chocolate box, this expansion starts a trend of providing little ways to shake up your games for the better.Ģ0 new tiles with cities also have goods. Nothing special but essential in highly competitive environments. Simple, effective and a great way to deter players from sneaking into your features. Lastly, everyone now has a large meeple that counts for double strength when working out majority. Dangerous yet delicious, as long as your players aren't prone to sulking. The double or nothing scoring makes these tiles fantastic ways to catch up with a massive point swing or sabotage opponents with an impossible to finish feature. If a road or city has one of these respective features, it counts for double points if completed and zero points otherwise. ![]() The real spice comes from the titular Inns and Cathedrals. It does also let someone play in pink, which is nice. The 6th Player expansion is either a must have or a pointless extra, depending on your play group size. This expansion rips away the training wheels and sets the idyllic campagne aflame. Worth playing if you like to aggressively claim every feature you can, but it otherwise adds very little. Everyone has one copy of this special meeple, which can only be used as monk, can exclusively use garden features and can be picked up early if desired. The Abbot is everything we don't want to see. This dynamic start offers more opportunities for early points and helps guide players to compete or co-operate. Players work together to place the twelve river tiles, many of which contain standard features that can be claimed as normal. The River is exactly what you want out of an expansion changing the game in a significant way without introducing too many rules. Whilst technically a supplement to the latest base game, these two mini expansions help us put all other expansions into perspective. Worry not, for we have spent our summer playing the nine boxed expansions in print, to give you our recommendations on how to best this tile-laying classic. Unless you're blessed with a bank account as large as the table you'd need to play every expansion at once, you're no doubt wondering which expansions are worth buying. This makes a lot of sense, but it's not how it works in Carcassonne.That's how many tiles you'll tally up by buying every expansion currently available for Carcassonne. "Add up the number of meeples in all fields touching this city and award 3 points goes to the player with the most". If a city happens to connect/border 2 or more fields, then that city can be scored several times (by multiple fields that don't link together). If there are an equal number of meeples in a field at the end of the game, then both players score 3 points per city for that field. If you have more meeples in that field at the end of the game then any city connected to your field scores you 3 points. ![]() ![]() Every city can be fed by more than one field.Įach field is 'owned' by the player that has the most meeples in it at the end of the game. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |