![]() Farmers are never removed until the end of the game-making it a risk and permanent sacrifice of a meeple-but are worth 3 points per completed city that touches any continuous part of a particular farm. Roads are worth 1 point per tile in the set, Cities are worth 2 (plus an an additional 2 for special “pennant” icons that appear on specific tiles). When this happens, the scoring player also receives his meeple back, allowing it to be used again on a new feature. Points are scored when features are fully completed-a road “ends” at both sides, a city is completely walled off, or a Monastery is completely surrounded by eight tiles. He may not place a meeple on any feature that already has a meeple on it. He may place it as a thief on the road, a knight in the city, a farmer in the grass, or a monk in the monastery. Then the active player may place one of his limited set of meeples, and only on the tile he just placed. Thus city edge must connect to city edge, road must connect to road, and grass must connect to grass. The only rules for placement are that 1) at least 1 side must be touching and 2) any sides that are touching must match in feature. One by one, players randomly draw a tile and place it adjacent to the tiles already in play. Start here… How it PlaysĮach Carcassonne tile is a square that may contain one or more of the following features: grass, cities, roads, and monasteries. However, Carcassonne adds a layer of strategy, a lot of color, and a set of classic “meeples” for each player. In a similar manner, Carcassonne involves drawing tiles randomly and playing them with their sides matched up. ![]() ![]() I’m talking about the game of dominoes where you draw a tile and attempt to connect it to a matching end until all the dominoes run out. It is a game about laying tiles down in a similar manner to dominoes-no, not the fun version of dominoes where you stack up a line of dominoes on their ends and then tip one over. Fortunately, there exists a number of games that are close equivalents to those weakly designed games that are still simple and easy to learn, but add some choices and elements of strategy that give the gameplay lasting value. In fact, it doesn’t take long to realize that these games just… aren’t very fun. Mechanics such as “roll the dice and move that many spaces forward” are simple and easy to learn, but don’t have any lasting value. A lot of American games are based entirely on luck (or weird knowledge of an obscure subject).
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