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Carcassonne - The Catapult
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Tim Rogers
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08
The Abbey and the Mayor is the 5th large Carcassonne expansion, and in my opinion is the best expansion to date aside from Inns and Cathedrals. It adds new bits, new mechanics and new tiles, all of which make the game more enjoyable, and to top it off, it comes in an orange box, which makes your boardgame shelf more colourful and appealing.

Note what a wonderful addition this bright orange box will add to your boardgame collection.

New Bits: You get the mayor, a meeple with crazy disco pants, who becomes a mega-knight equal to the number of shields/pennants in his city. You get the barn, which chucks farmers from their fields and then scores as a mega-farmer at the end of the game. But it's not over; you get a cart, which places like a regular meeple, but then can move from one feature to a connecting feature once its feature of origin completes. Outside of the Princess and Dragon, this is the only way you can get onto a tile you don't place yourself. All of these new bits are really cool looking, and every Carcassonne player loves to add new wooden pieces to his/her repetoire.


New Tiles: The new tiles are all really fun, and fit the expansion really well. For instance, there is a new mega-city piece with two pennants on it. This, along with other new pennant-laden city pieces makes the mayor more effective. This expansion also comes with the 4-way monastery/cloister, so if you put your cart here, when it finishes, there's a good chance you'll be able to move your cart off onto a road. Almost every tile encourages the use of the new pieces and mechanics that have been introduced, so it's nice to see some thought was put into what new tiles to include.

The new double-pennant city tile. All new tiles are also marked with a small barn symbol to distinguish them from other Carc tiles. Some people think this is great, others really don't like it... I really don't have a problem with it.

The Abbey: I think the most controversial aspect of this expansion is the Abbey, so I figured I'd comment on it separately. This piece allows each player, once per game, to fill in a hole in the map (an empty square surrounded by tiles on 4 sides). It completes any features it touches, and can be used by the player as a cloister. The tile has an orange border to distinguish it, and many players feel that this takes away from the aesthetic appeal of a completed Carcassonne map. I don't really feel this way, as nothing bothers me more, than having one critical tile taken, and then not only not being able to finish something, but having an ugly hole in the map at the end of the game. Personally, I think this tile, although looking a bit out of place, actually fits in very well, and is a great mechanic to add.

As you can see the Abbey doesn't toally stick out like a sore thumb, but it does look a little odd. This would be an example of illegal Abbey placement.

In Summary: This is a non-confrontational Carcassonne expansion (as opposed to the Princess and Dragon and The Tower), that adds some great mechanics to an already great game. The bits are nice (as always), the tiles are well-conceived and the box is orange. Some small complaints are that the Abbey doesn't totally look like it fits in, and the mark on the front of the tiles might bother some purists, but aside from that, I see no reason not to grab this expansion right away if you're a Carcassonne fan!

Verdict: 9/10
Last edited on 2007-12-11 10:28:50 CST (Total Number of Edits: 1)
Rock A.
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Great review!

Though I think the barn booting out farmers (as well as the abbey completing features) could be used rather confrontationally. Maybe I'm just a jerk. ;)
Tim Rogers
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Yes, I thought booting farmers from fields might not be the friendliest of actions myself. However, the farmer still gets to score, and in fact this means if you end up with a mega-field you might want to kick out your own farmer just to score it twice and get your meeple back.
Benjamin Birch
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one thing with the barn that is intriguing is could place it and then score for the farm multiple times using the tiles creatively. might lead to significantly higher scores.

Tim Rogers
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My wife and I discussed that possibility last night. The one problem is that the field only scores 1 point per city for any additional farmers that "break in" to the field with the barn. So unless the field was pretty big, it probably isn't worth 2 turns just to score a handful of points. Rather I figure the reverse might be true. I place my barn, and then try to connect to all your farmers' fields so they only score one point per city instead of 3 at the end, and then I get 4 points per city I steal from you! Hmm... hadn't thought of that until now. Maybe this game is more confrontational than I thought.
Rock A.
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laxnbakpakr wrote:
one thing with the barn that is intriguing is could place it and then score for the farm multiple times using the tiles creatively. might lead to significantly higher scores.



Well, in the case of any farms that are joined to the barn-farm, the person only scores one point per city. I can't imagine too many instances where getting in on that mega farm would be better than staying in your smaller farm.

But it certainly MAY be another way to screw someone else's farm up! :devil:
Brian Miller
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I haven't played with the expansion yet, but there are a couple points I'm not clear on:

About barns:

Is it 3 points per city initially, and the 4 at the end, as in a +1 bonus if you're playing 3rd ed. rules? Or is the 4 points at the end for barns a compromise with 1st ed. rules? MJHarper's initial review said 3 & 4 once but 3 & 3 in another spot, which may be confusing me.

And, the barn ignores the pig-farm tile(s), only at the end?


About wagons:

Does 'adjacent' mean the 8 surrounding tiles? I was thinking it could move down a road to claim something else... or anything adjacent to the entire city or road just completed.

Brian
Tim Rogers
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Hi Brian,

When placed, the barns cause an immediate scoring of the field they are placed in. That is to say, if there are any farmers (or pigs) in the field, they score like they would at the end of the game (3pt/city for farmer or 4pt/city with farmer/pig). All farmers and pigs on that field are then removed. I take this to mean that if there is a pig tile, it is no longer considered a pig tile. If another farm later connects into that field, the player with the farmer majority scores 1pt/city in the mega-field, and 2pt/city if he hooks in with a pig, but then all farmers and pigs are removed, and again any linked in pig tiles I would consider "un-pigged". The barn at the end of the game scores 4pt/city in its field (and all the pigs should be gone). If you're playing some other edition of the rules where the farmers score 4pt/city, maybe the barn needs to be 5pt/city to balance everything out. The barn is not compatible with the ruleset that has each city score individually (although you could probably work out some sort of modification if you really like scoring farms that way).

The cart, from my understanding, needs to move to an adjacent and connected feature that is unoccupied (which could be several tiles away). It cannot just move to an adjacent tile, unless the feature on that tile is linked to the one just completed (i.e. you finish a road which connects to an unclaimed (and incomplete) cloister, and then move your cart onto that cloister).

If anyone finds error with my interpretations above, please let me know.

Last edited on 2007-12-12 12:52:49 CST (Total Number of Edits: 1)
Rock A.
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Quote:
I take this to mean that if there is a pig tile, it is no longer considered a pig tile.


Well, there's only one "pig tile" and that's with the River II exp. I think it's pretty understandable if they failed to think of it (also, since they didn't exclude it, I would think it still stood).

The "second pig tile" from the GQ is not a proper pig tile, according to Jay from RGG.

From Matt Harper's file:

Quote:
"It should be noted that the ffff tile at the top of the
second column is not a pig-herd tile (see The River II for more
details). I have been informed by John Sweeney that this has
been confirmed by Jay Tummelson of Rio Grande games."


And the footnote from that paragraph:

Quote:
"4 Question: Do you have an official ruling? I understand from Hans im Glück that these are your tiles rather than theirs, so I
guess you are the final arbiter!
Answer: Yes, I am - and this is just a field - no special points for the pigs and cows in it - sorry."


Edit:

Quote:
The cart, from my understanding, needs to move to an adjacent and connected feature that is unoccupied (which could be several tiles away). It cannot just move to an adjacent tile, unless the feature on that tile is linked to the one just completed (i.e. you finish a road which connects to an unclaimed (and incomplete) cloister, and then move your cart onto that cloister).


I think that is correct, and clear.
Last edited on 2007-12-13 09:19:20 CST (Total Number of Edits: 1)
Colonel Mustard
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Thanks for taking the time to write this review. It has helped a lot.
Brian Miller
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OK, I know they don't consider that GQ pig tile officially a pig farm, but we still do, and some people use extra rivers.

Aside from that, is the consensus that even in the initial and intermediate barn scoring, with farmers present, the pig-farm tile doesn't give a bonus?

As far as wagons, again I used the wrong term, sorry... the rules say "connected." Does that mean connected by roads? That makes sense, it being a wagon, but you'd think the rules would say that. And the examples all show it moving to an adjacent tile. I realize it has to be to an unclaimed/uncompleted feature, I'm just wondering "connected to the just completed feature HOW?"

thanks all--

Brian
Tim Rogers
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The rules don't specify exactly how, but I'm assuming that the wagon needs to be moved to a feature that starts where the current one ends. That is to say, I can't finish a city with the wagon, and then move the wagon along a road that connects the city to a cloister. What I can do is finish the city, move the wagon onto a incomplete road that leads out of the city, then when that road completes move the wagon onto an incomplete cloister that the road leads to.

My interpretation takes this to mean I can't move the wagon from a city directly to a city or a city directly to a cloister. I must instead go city-road-city, or city-road-cloister. So, this would mean that yes, connected by roads is a very key point here but with the caveat that you can't "hop" completed roads to get to the feature of interest, it must be via incomplete roads that you then finish in order to move the cart again. Therefore, if you do move the wagon from a city or cloister, it must necessarily be to a road, and if from a road then it can go to another road, a city, or a cloister that is connected to that road.

This is certainly not the only interpretation available however, and someone who was desperate for the "correct" answer would probably be best off starting a rules thread (or perhaps one has already been started!).
Brian Miller