<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">
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	<title>Game: Carcassonne: The Castle</title>
	<link>http://www.boardgamegeek.com/boardgame/7717</link>
	<language>en-us</language>
	<lastBuildDate>Mon, 06 Oct 2008 19:14:31 -0500</lastBuildDate>
	<pubDate>Mon, 06 Oct 2008 19:14:31 -0500</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Thread: Re: Carcassonne or The Castle?</title>
	<description>You can't go wrong with &lt;b&gt;Carcassonne&lt;/b&gt;. It's good for two players, it's easy to learn, and it's rather expandable. It also plays up to five (or six with one of the expansions) just in case you have that opportunity. &lt;b&gt;The Castle&lt;/b&gt; is good, though I think there's a bit of a runaway leader problem. But it's fun. It's just that it's two-player only and isn't expandable. So . . . you have more options with &lt;b&gt;Carcassonne&lt;/b&gt;, and the games are so similar you might want to try the one that gives you more options should you really like it. </description>
	<link>http://www.boardgamegeek.com/article/2677448#2677448</link>
	<pubDate>2008-09-26T00:24:22+00:00</pubDate>
	<dc:creator>Drew1365</dc:creator>
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	<title>Thread: Re: Carcassonne or The Castle?</title>
	<description>&lt;b&gt;Jools wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;How does it compare with the City?&lt;/i&gt;&lt;br&gt;The City has beautiful bits and a wooden box, but regarding gameplay it doesn't come close to the Castle. The Castle is a Knizia game, and it shows the doctor's elegant touch.  It is well balanced and nuanced.  The City is a bit of a mess, which I find to be more typical of Jurgen-Wrede's games.  I think the City is one of he weakest in the Carcassonne line, although I have not played everything.&lt;br&gt;&lt;br&gt;I do like Carcassonne.  Some of the expansions are good, although my favorite is just the base game. It is at it's best with two or three players. Carcassonne can be both charmingly innocent and viscously competitive at the same time. That's my kind of fun.</description>
	<link>http://www.boardgamegeek.com/article/2677362#2677362</link>
	<pubDate>2008-09-25T23:51:11+00:00</pubDate>
	<dc:creator>photocurio</dc:creator>
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	<title>Thread: Re: A review on subtleties</title>
	<description>Nicely done.  But you must have a very different experience playing 2p Carc than I have.  Most of mine's been on BSW, and it's been cutthroat all the way.  I blame my horrible win % on not being bloodthirsty enough (and not having memorized the available tiles.) &lt;img src=&quot;http://files.boardgamegeek.com/images/wow.gif&quot; alt=&quot;:wow:&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2676690#2676690</link>
	<pubDate>2008-09-25T19:40:27+00:00</pubDate>
	<dc:creator>Carmilla</dc:creator>
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	<title>Thread: Re: A review on subtleties</title>
	<description>well you obviously shouldn't get ALL the wall tiles... lol&lt;br&gt;Thanks for he positive feedback!</description>
	<link>http://www.boardgamegeek.com/article/2675273#2675273</link>
	<pubDate>2008-09-25T12:01:27+00:00</pubDate>
	<dc:creator>Pedrator</dc:creator>
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	<title>Thread: Re: A review on subtleties</title>
	<description>Oh yeah, and I forgot:&lt;br&gt;&lt;br&gt;Nice Review!</description>
	<link>http://www.boardgamegeek.com/article/2675264#2675264</link>
	<pubDate>2008-09-25T11:52:57+00:00</pubDate>
	<dc:creator>teufen</dc:creator>
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	<title>Thread: Re: A review on subtleties</title>
	<description>&lt;b&gt;Pedrator wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;&lt;b&gt;The wall tiles&lt;/b&gt;&lt;br&gt;...&lt;br&gt;In the original game you just wanted to make things as big as possible to score huge points! Now though, you'll be willing to do some more controlled lower scorings just to make sure you get that wall tile that is right ahead. So this is an interesting rule as well.&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;I recall my last session of Carcassonne: The Castle, where I lost the game with some points because I was trying to get every wall tile I came trough. &lt;img src=&quot;http://files.boardgamegeek.com/images/laugh.gif&quot; alt=&quot;:laugh:&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2675263#2675263</link>
	<pubDate>2008-09-25T11:52:36+00:00</pubDate>
	<dc:creator>teufen</dc:creator>
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	<title>Thread: A review on subtleties</title>
	<description>Well... this is my first review ever! So I hope it will be a good review and I also hope you'll enjoy reading it.&lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;i&gt;&lt;u&gt;Carcassonne: The Castle&lt;/u&gt;&lt;/i&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;First of all you should know that this is a Carcassonne version for 2 players only. For some this might sound redundent, since the original Carcassonne plays quite well with two players. This is what I feared too, but let's see what makes this game different from the original.&lt;br&gt;&lt;br&gt;&lt;br&gt;The biggest difference towards the original game is the frame that comes in the shape of a Castle wall, which serves not only to register the players' score, but also to confine the game to a restricted area. Also new are the 18 wall tiles that are placed on specific parts of the wall frame, these provide a few interesting bonus opportunities for the players. Other then that you get the usual set of meeples + one keep per player. The keep serves to keap track of the largest house each player has built during the game, at the end of the game, the player with the largest house gets a big bonus.&lt;br&gt;&lt;br&gt;The basic idea is actually the same as the original, you have tiles that may contain any combination of four elements (Towers, houses, courts and roads), if you get through the rules, the first thing you might notice is that, other then in the original game, in this version there are no restrictions as to how you should place the tiles. You just need to place it next to a starting area at the wall frame, or you place it next to any of the tiles already in game, only that in this game you can place houses next to towers or to courts, only the roads need to be continued as in the original Carcassonne rules. After placing the tile, as usual, you may place one of yout meeples as per the original rules (on areas not already occupied by opponent or yourself), and if you score you get your meeple back to re-use it. This time around, you score whenever your area of control (be it the tower or the house) is completely surrounded by other tiles that do not continue the respective type of area, you also score if you complete a road by the same rules of the original Carcassonne, and the courts, as in the original, are scored only at the end of the game.&lt;br&gt;&lt;br&gt;You see... not much is different in this game than in the original but just a few minor changes to the original set of rules. So why should you own this if you already have the original game?&lt;br&gt;&lt;br&gt;I actually think it is worthwhile. So let me explain you why:&lt;br&gt;&lt;br&gt;&lt;b&gt;THE SUBTLETIES&lt;/b&gt;&lt;br&gt;&lt;br&gt;The changes that have been introduced to this game in opposition to the original game, make for very subtle changes in the actual gameplay. So you have to pay attention to figure out how these might actually reflect on the game, which, at first don't really seem to stand out. In my opinion:&lt;br&gt;&lt;br&gt;&lt;b&gt;Frame vs open area:&lt;/b&gt;&lt;br&gt;The thing about the original game is that you place tiles in any direction without any restriction (except the tile placing rules of course), in a two player game this tends to make the two players built in two opposite directions. There is a lot of space for every one, so players don't need to directly interfere in each others' game, this obviously doesn't mean that occasional direct competition wouldn't occur, especially if one of the players is building a very large castle for example, the other might want to smuggle his meeples into it in an attempt to get a hold of those many points on the expences of the other players' hard work.&lt;br&gt;In this version of the game though, since the area is rather small, an element of direct confrontation is introduced, and there is only very little way past it. It's like the two opponents are thrown into an arena in which they have to compete, there is no other way to go. The area is restricted, so this makes for a more confrontational gameplay.&lt;br&gt;&lt;br&gt;&lt;b&gt;The tile placing rules&lt;/b&gt;&lt;br&gt;One of the things players may have some difficulty coming around in this game are the tile placing rules. Since there are no rules as how to place tower, house and court elements, which may be placed next to each other, this may at first seem somewhat confusing. Not only because of &quot;being used to&quot; other rules (in case players are familiar with the original carcassonne rules), but also because of the visual impact this has. The effect that the original set of rules has on the original Carcassonne, is that everything looks very organized, castles with castles, fields with fields, roads with roads, and then the monasteries. This is not the same in this version, you will see a lot of houses adjacent to towers and the courts thrown into the middle of it all! Also the illustrations are in all very geometric, other then the illustrations from the original game. So in fact this is one of the aspects I consider to be less good about this game, the visual aspect, it is somewhat confusing and does need some getting used to:&lt;br&gt;BUT!&lt;br&gt;It was a necessary rule. Since the playing area is much more restricted, if the original rules where used, players would very soon be unable to place most of the tiles. So you see, this was a necessary rule change in order to make the wall frame a viable element, and since the walls main function is keeping the game more competetive and confrontational, this seems a good compromise. The only negative thing being the illustrations here, rather then the actual tile placing rule.&lt;br&gt;&lt;br&gt;So you see that the biggest changes towards the original rules enhance the 2 player gameplay in a very subtle, but in my opinion, necessary way.&lt;br&gt;&lt;br&gt;&lt;b&gt;The wall tiles&lt;/b&gt;&lt;br&gt;The wall tiles as well represent a very subtle adaptation of the originals' version. In fact, they provide some of the elements to this game, which in the original come with expantions: mostly, the builders and traders expantion. there are 9 different tiles, each comes twice. These tiles are placed on the walls' corner towers, and players, in order to get these tiles, need to score the exact points that moves their score counting meeple onto that exact place on the wall. Which is an interesting choice of rules, since you won't get these tiles if you simply pass by, no, your score needs to place your meeple right on it. The tiles per se, give the players some bonuses they may need, such as playing an extra turn (as the builder in the affor mentioned expantion of the original game), you may score 4 points rather then 3 points for every market in the court (like the pig in same expantion), you may also score unfinished buildings (which you wouldn't score otherwise), and there's some other interesting tiles. But what this does is also a more controled scoring. In the original game you just wanted to make things as big as possible to score huge points! Now though, you'll be willing to do some more controlled lower scorings just to make sure you get that wall tile that is right ahead. So this is an interesting rule as well.&lt;br&gt;&lt;br&gt;&lt;b&gt;Last but not least: The keep&lt;/b&gt;&lt;br&gt;The keep works basically just to keep track of the largest house players built during the game. So at the end of the game, both players compare which of them has the largest house and that player gets some bonus points (this idea was adptad from the small mings and scouts expantion for the original game).&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Summing it up:&lt;/b&gt;&lt;br&gt;In the end these rules are not much different to the original game, in my opinion they serve only to better adapt the original premiss to a 2 player game of Carcassonne. And in that regard I think it is a work well done. I would recomend this game to any carcassonne fan that plays it often against only one more person. Keep the original for when it's at least 3 players and play this one whenever it's only two. I think the subtleties make for a better game, but I also agree that these are indeed so subtle that maybe only real fans of the original game may be able to feel the difference in gameplay and that more occasional gamers that are already familliar to the game, may feel that this game is somewhat redundant.&lt;br&gt;&lt;br&gt;For the sneeky work on the rules I give it an 8/10 &lt;br&gt;&lt;br&gt;Edit: a few typos.</description>
	<link>http://www.boardgamegeek.com/article/2672781#2672781</link>
	<pubDate>2008-09-24T14:44:04+00:00</pubDate>
	<dc:creator>Pedrator</dc:creator>
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	<title>Thread: Re: Simple Variant</title>
	<description>I have tried a slightly different variant that added a lot of interaction between te players. &lt;br&gt;&lt;br&gt;Lay out 3, 4 or 5 tiles (open) and let every player choose one each turn (the ticket to ride way of picking train cards). When a tile is chose, replace it with a new one from the pile of tiles. You can always pick one (closed one) from the pile, if the open ones don't suit you.&lt;br&gt;&lt;br&gt;In this way the game looses from its 'light weight&quot; character, but it adds suspense.</description>
	<link>http://www.boardgamegeek.com/article/2608455#2608455</link>
	<pubDate>2008-09-01T20:01:13+00:00</pubDate>
	<dc:creator>Magritte</dc:creator>
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	<title>Thread: Re: Simple Variant</title>
	<description>Some people do this in the base Carcassonne and they say it works (although usually the hand size is 2 or 3).&lt;br&gt;&lt;br&gt;I don't do it because that's not really why I play Carcassonne. It's a nice light tactical game, and I'm not sure that adding decisions about when to play which tile would improve the game.</description>
	<link>http://www.boardgamegeek.com/article/2588164#2588164</link>
	<pubDate>2008-08-25T17:45:52+00:00</pubDate>
	<dc:creator>wmshub</dc:creator>
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	<title>Thread: Simple Variant</title>
	<description>So, I was thinking that the game would have a bit more strategy if each player had four tiles in his or her &quot;hand&quot;, and could play any tile from the hand on a turn.  The player would then replenish the &quot;hand&quot; at the end of the turn by drawing a new tile.  This would allow for a long term plan, as opposed to just finding the best place to put a given tile.  I figured I would use a rack from a scrabble game to hold the tiles.  Any thoughts?</description>
	<link>http://www.boardgamegeek.com/article/2587926#2587926</link>
	<pubDate>2008-08-25T16:44:44+00:00</pubDate>
	<dc:creator>teejay21</dc:creator>
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	<title>Thread: Re: Misc questions</title>
	<description>My rationale: It says &quot;your score double points for xxx&quot;. So if you use two on the same feature, both make it score &quot;double (the original) points&quot;, so they both do tha same thing and it is still worth double (the original) points.&lt;br&gt;&lt;br&gt;So we say you need to use the two tiles on different features to make them worthwhile. Note that the (the original) part is a clarification of what is being doubled, not anything actually written on the tiles or rules!</description>
	<link>http://www.boardgamegeek.com/article/2496438#2496438</link>
	<pubDate>2008-07-24T04:39:48+00:00</pubDate>
	<dc:creator>wmshub</dc:creator>
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	<title>Thread: Re: Misc questions</title>
	<description>Sounds like a good rationale for 3x; will try it!&lt;br&gt;Thanks!</description>
	<link>http://www.boardgamegeek.com/article/2496235#2496235</link>
	<pubDate>2008-07-24T03:21:04+00:00</pubDate>
	<dc:creator>capt yid</dc:creator>
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	<title>Thread: Re: Misc questions</title>
	<description>&lt;b&gt;capt yid wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Brian,&lt;br&gt;For question 4; 2x2=4 not 3!&lt;br&gt;But we play one tile per feature as Tim stated.&lt;/i&gt;&lt;br&gt;Yes, I know!  &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;But you get one extra set of points from the first tile (playing this way) which is the first double.  And then you get another extra set of points for the second tile, but on the 2nd tile, you already scored your base points.  So it is base + bonus + bonus = 3x base points.  I don't think you should receive the base score twice.  (O rI think of it as a Cathedral in Carcassonne: we often says it &quot;doubles&quot; your points when it reality, it just gives you +1 points per tile/shield).&lt;br&gt;&lt;br&gt;To me that justifies it giving you some points instead of quadrupling everything.  And it doesn't penalize you for happening to grab the same tile twice - which I don't think is the intent of the bonus tiles.  If you can work your score to get a freebie, it should give you something.</description>
	<link>http://www.boardgamegeek.com/article/2496153#2496153</link>
	<pubDate>2008-07-24T02:58:50+00:00</pubDate>
	<dc:creator>ColtsFan76</dc:creator>
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	<title>Thread: Re: Misc questions</title>
	<description>Brian,&lt;br&gt;For question 4; 2x2=4 not 3!&lt;br&gt;But we play one tile per feature as Tim stated.</description>
	<link>http://www.boardgamegeek.com/article/2496107#2496107</link>
	<pubDate>2008-07-24T02:45:01+00:00</pubDate>
	<dc:creator>capt yid</dc:creator>
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	<title>Thread: Re: Misc questions</title>
	<description>1) The courts (&quot;meadows&quot;) are scored at the end game.  Their boundary is whatever they are surrounded by: paths, towers, houses, and the edge of the tile.&lt;br&gt;&lt;br&gt;2) You must control it.  If you do not control it, it is worth 0 points.  From the rules: &quot;To play wall tiles 2 – 7, the player must have more followers on the feature than his opponent.&quot;&lt;br&gt;&lt;br&gt;3) I would say yes.  The rules state you may play 1 or more tiles and has no restriction on what tiles you can play.&lt;br&gt;&lt;br&gt;4) I don't know of anything official.  Taken literally, one feature is doubled.  So having the same tile twice should double the score for that feature again (so that would be x3 the original).</description>
	<link>http://www.boardgamegeek.com/article/2495412#2495412</link>
	<pubDate>2008-07-23T21:57:40+00:00</pubDate>
	<dc:creator>ColtsFan76</dc:creator>
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	<title>Thread: Re: Misc questions</title>
	<description>1. A meadow need not be bounded on all sides.&lt;br&gt;&lt;br&gt;2. You must own the feature, meaning you have singular majority (not tie).&lt;br&gt;&lt;br&gt;3. I don't believe there is anything to prevent this.&lt;br&gt;&lt;br&gt;4. No official ruling, consensus opinion is that they do not stack (i.e. one bonus per feature).&lt;br&gt;&lt;br&gt;Some of these questions have already been covered. Browse the rules forum here:&lt;br&gt;&lt;A target='_blank' href=&quot;http://www.boardgamegeek.com/forum/66/boardgame/7717&quot; rel=&quot;nofollow&quot;&gt;http://www.boardgamegeek.com/forum/66/boardgame/7717&lt;/A&gt;</description>
	<link>http://www.boardgamegeek.com/article/2495384#2495384</link>
	<pubDate>2008-07-23T21:49:51+00:00</pubDate>
	<dc:creator>EvilTimmy</dc:creator>
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	<title>Thread: Misc questions</title>
	<description>&lt;br&gt;1) Do meadow areas score if they are not bounded on all sides?  The rules may state this one way or the other, but I haven't seen it. &lt;br&gt;&lt;br&gt;2) If a player has a &quot;score this feature at end game&quot; can they score it if they are in the minority?  I am interpreting the rules to say you must own this feature to score, even though the text explicitly says that you score it.&lt;br&gt;&lt;br&gt;3) Are you allowed to play 2 2 turn tiles back to back, that is, take 3 turns in a row?&lt;br&gt;&lt;br&gt;4) I have seen discussion of how to score 2 double tiles, is there an official ruling if this is legal, and if it is, whether it is a 3x or 4x bonus?&lt;br&gt;&lt;br&gt;Thanks for any clarifications</description>
	<link>http://www.boardgamegeek.com/article/2495216#2495216</link>
	<pubDate>2008-07-23T21:10:44+00:00</pubDate>
	<dc:creator>yttire</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Dutch Cover &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic345292_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/345292</link>
	<pubDate>2008-06-20T14:02:25+00:00</pubDate>
	<dc:creator>olavf</dc:creator>
</item><item>
	<title>Thread: Re: Carcassonne or The Castle?</title>
	<description>How does it compare with the City?</description>
	<link>http://www.boardgamegeek.com/article/2363855#2363855</link>
	<pubDate>2008-06-03T00:59:43+00:00</pubDate>
	<dc:creator>Jools</dc:creator>
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	<title>Thread: Re: Keep Question</title>
	<description>Just wondering - aren't they the same? I've only played once, but as I remember the keeps never get a bonus, so most points and most house tiles will always be the same keep.&lt;br&gt;&lt;br&gt;It's towers, roads, and meadows that might get different points per tile.</description>
	<link>http://www.boardgamegeek.com/article/2337183#2337183</link>
	<pubDate>2008-05-23T01:45:32+00:00</pubDate>
	<dc:creator>wmshub</dc:creator>
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	<title>Thread: Re: Keep Question</title>
	<description>Most tiles.</description>
	<link>http://www.boardgamegeek.com/article/2336689#2336689</link>
	<pubDate>2008-05-22T22:02:24+00:00</pubDate>
	<dc:creator>tool</dc:creator>
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	<title>Thread: Keep Question</title>
	<description>When deciding the biggest keep, is it the one that scored the most points or the one that contains the most house tiles?</description>
	<link>http://www.boardgamegeek.com/article/2336648#2336648</link>
	<pubDate>2008-05-22T21:47:51+00:00</pubDate>
	<dc:creator>swingjunkie</dc:creator>
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	<title>Thread: Re: The Castle FAQ (translations)</title>
	<description>I cannot find any &quot;The Castle&quot; info by clicking that link.&lt;br&gt;&lt;br&gt;Has it moved somewhere?</description>
	<link>http://www.boardgamegeek.com/article/2298595#2298595</link>
	<pubDate>2008-05-08T16:56:35+00:00</pubDate>
	<dc:creator>wmshub</dc:creator>
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	<title>Thread: Re: Darn those wall tiles</title>
	<description>&lt;b&gt;capt yid wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Great post.&lt;br&gt;BTW, Our house rule is that you only get the wall tile if you land on itt after ALL that turn's scoring;&lt;br&gt;so you may misss more, leaving some for the other = a closer game. Great game! Gordon&lt;/i&gt;I just got the game yesterday, read the rules and got out the first play. As I ready the rules, you aren't house ruling, that &lt;i&gt;is&lt;/i&gt; the rules. Or did I miss something?&lt;br&gt;&lt;br&gt;Did the original poster didn't mention &quot;mid-scoring&quot; wall tile pickup? I can't find it in his session report.&lt;br&gt;&lt;br&gt;EDIT: I see from other posts here that I was playing wrong, and you are using a house rule. I like the house rule anyway, but I'll try it the &quot;official&quot; way as well.</description>
	<link>http://www.boardgamegeek.com/article/2298494#2298494</link>
	<pubDate>2008-05-08T16:32:51+00:00</pubDate>
	<dc:creator>wmshub</dc:creator>
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	<title>Thread: Re: Carcassonne: Castle (my new rules)</title>
	<description>I would like to suggest this as a possible game to play with one's spouse.  I know my wife does not appreciate directly competitive play where we're both trying to slash each other's throats and steal each other;'s points.  But we like to compete, you see.  This variant of the rules seems like it is more aimed building within a limited space, working against each other, but on different things.&lt;br&gt;&lt;br&gt;In the original carcassonne game, the worst thing i can do to my wife is steal a city she has been working on fFor a while.  Here, since we're both building separate colors, but still competing to get the best locations in a tight space.&lt;br&gt;&lt;br&gt;Indeed, I played this with the wife once or twice so fFar, and it has been well received.&lt;br&gt;&lt;br&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/meeple_smile.gif&quot; alt=&quot;:meeple:&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2274414#2274414</link>
	<pubDate>2008-04-29T20:10:57+00:00</pubDate>
	<dc:creator>Skotte</dc:creator>
</item><item>
	<title>Thread: Re: Carcassonne: Castle (my new rules)</title>
	<description>&lt;b&gt;Sarteel wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;To put it simply, I like the Original Carcassonne and the printed rules for this game were nothing like the first game. &lt;br&gt;I tend to think that if you are going to name a game Carcassonne: (anything), the game should operate like Carcassonne.&lt;br&gt;So I did my rewrite keeping the original game in mind.&lt;/i&gt;&lt;br&gt;&lt;br&gt;I know, I opened Carc: the Castle expecting another Carc, only to find that I was laying tiles, matching roads, and placing meeples... I mean, really, where do they come up with this stuff? </description>
	<link>http://www.boardgamegeek.com/article/2273366#2273366</link>
	<pubDate>2008-04-29T15:56:33+00:00</pubDate>
	<dc:creator>jammasterjake</dc:creator>
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	<title>Thread: Re: Carcassonne: Castle (my new rules)</title>
	<description>Welcome to bgg!&lt;br&gt;&lt;br&gt;May I ask what prompted you to play this way? Did you find any shortcoming in the Castle as is?</description>
	<link>http://www.boardgamegeek.com/article/2273312#2273312</link>
	<pubDate>2008-04-29T15:42:22+00:00</pubDate>
	<dc:creator>jammasterjake</dc:creator>
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	<title>Thread: Re: Pigs</title>
	<description>&lt;b&gt;Sarteel wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Pigs?  You add pigs to the Castle game!?  Why? &lt;/i&gt;&lt;br&gt;&lt;br&gt;I don't think the original poster was referring to the pig-meeples found in other Carcassonne games, but rather to small images of pigs which may be found on some tiles.&lt;br&gt;&lt;br&gt;It's interesting that you've made use of an element of the illustration as part of the gameplay. I don't really remember the pigs, or how frequently they appear, but it certainly sounds easy and creative.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2272113#2272113</link>
	<pubDate>2008-04-29T02:47:50+00:00</pubDate>
	<dc:creator>teabo</dc:creator>
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	<title>Thread: Re: Carcassonne: Castle</title>
	<description>I'll try this out, although I think these rules add complexity to a pretty simple-to-understand game.</description>
	<link>http://www.boardgamegeek.com/article/2271332#2271332</link>
	<pubDate>2008-04-28T21:13:25+00:00</pubDate>
	<dc:creator>dpasq</dc:creator>
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	<title>Thread: Re: Carcassonne: Castle</title>
	<description>Well, if it works for you then cool beans. But I'm fond of The Castle as it stands.&lt;br&gt;&lt;br&gt;The bonus tiles make for a fun diversion and extra little layer of strategizing. To each their own, though.&lt;br&gt;&lt;br&gt;The play's the thing.</description>
	<link>http://www.boardgamegeek.com/article/2271259#2271259</link>
	<pubDate>2008-04-28T20:48:24+00:00</pubDate>
	<dc:creator>Marqos</dc:creator>
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	<title>Thread: Re: Alternate Wall Tile mechanic</title>
	<description>[q=&amp;quot;pmagnus&amp;quot;]one player can gobble up all the bonus tiles if they get a healthy lead-- which allows them to amplify their lead and run away with the game.&lt;/i&gt;&lt;br&gt;&lt;br&gt;I'm not too sure about this. If the player leading focuses too much on getting those small points to actually get to gobble all the wall tiles they are just digging their own grave IMO. If you're second just make for bigger features if you notice the leading player trying to get too many wall tiles =) Of course you can go for a few that are bound to be left behind.. &lt;br&gt;&lt;br&gt;On the variant; how many wall tiles have you been able to get in a game playing like this?.. I would make one pretty huge castle and road at the beginning and after that there just isn't enough room for the others to get more than a few tiles.. not even that given if you've managed to make a large enough feature in the beginning =)&lt;br&gt;&lt;br&gt;Carcassonne: the castle is one of the best two-player games and gets a lot of play around our house, and I certainly like it the way it is, and after playing it a lot, we usually end up fairly close to each other; 1-10 points difference is the most usual.</description>
	<link>http://www.boardgamegeek.com/article/2209394#2209394</link>
	<pubDate>2008-04-04T00:50:01+00:00</pubDate>
	<dc:creator>kaa0s</dc:creator>
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	<title>Thread: Re: Alternate Wall Tile mechanic</title>
	<description>&lt;b&gt;capt yid wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Sounds interesting to try.&lt;br&gt;Does it make for closer games?&lt;/i&gt;&lt;br&gt;&lt;br&gt;In our experience, yes.</description>
	<link>http://www.boardgamegeek.com/article/2207169#2207169</link>
	<pubDate>2008-04-03T13:53:51+00:00</pubDate>
	<dc:creator>pmagnus</dc:creator>
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	<title>Thread: Re: Alternate Wall Tile mechanic</title>
	<description>Sounds interesting to try.&lt;br&gt;Does it make for closer games?</description>
	<link>http://www.boardgamegeek.com/article/2206401#2206401</link>
	<pubDate>2008-04-03T03:30:38+00:00</pubDate>
	<dc:creator>capt yid</dc:creator>
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	<title>Thread: Re: Alternate Wall Tile mechanic</title>
	<description>&lt;b&gt;pmagnus wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;After playing by the original rules several times, we decided we didn't like the way the wall tiles worked. Paying attention to scoring in the right increments seemed like an odd distraction, and if one player can gobble up all the bonus tiles if they get a healthy lead-- which allows them to amplify their lead and run away with the game.&lt;/i&gt;&lt;br&gt;The game &lt;u&gt;is&lt;/u&gt; the fight for wall tiles and paying attention to scoring in the right increments. &lt;br&gt;If you take that away then you have some other game (i.e. trying to turn it into regular Carcassonne). &lt;img src=&quot;http://files.boardgamegeek.com/images/goo.gif&quot; alt=&quot;goo&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2204923#2204923</link>
	<pubDate>2008-04-02T18:57:56+00:00</pubDate>
	<dc:creator>EvilTimmy</dc:creator>
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	<title>Thread: Alternate Wall Tile mechanic</title>
	<description>After playing by the original rules several times, we decided we didn't like the way the wall tiles worked. Paying attention to scoring in the right increments seemed like an odd distraction, and one player can gobble up all the bonus tiles if they get a healthy lead-- which allows them to amplify their lead and run away with the game.&lt;br&gt;&lt;br&gt;In any case, we adopted these alternate rules:&lt;br&gt;&lt;br&gt;The first player to complete a castle gets a bonus tile. After that, if a player gets a bonus tile when they complete a castle that is larger than any castle previously completed during the game.&lt;br&gt;&lt;br&gt;Similarly, the first player to complete a road gets a bonus tile. After that, if a player gets a bonus tile when they complete a road that is longer than any road previously completed during the game.&lt;br&gt;&lt;br&gt;We keep track of it with two markers: One goes on the largest-so-far castle and the other on the longest-so-far road.</description>
	<link>http://www.boardgamegeek.com/article/2204870#2204870</link>
	<pubDate>2008-04-02T18:41:26+00:00</pubDate>
	<dc:creator>pmagnus</dc:creator>
</item><item>
	<title>Thread: Re: Is there a FAQ for this game?</title>
	<description>&lt;b&gt;TnT! wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Q: If you have a wall tile that lets you count an unfinished feature - and another that lets you double it - can you use both?&lt;/i&gt;&lt;br&gt;The double score wall tile only counts for a &lt;u&gt;completed&lt;/u&gt; feature. The tile that lets you score an incomplete feature does not complete that feature.&lt;br&gt;&lt;br&gt;&lt;i&gt;Q: If both players have a meeple on a feature when it completes - but one has a double score wall tile - do they get a single score for the feature?&lt;br&gt;&lt;br&gt;Q: If both players have a meeple on an unfinished feature when the game ends - but only one has a the count unfinished feature wall tile - does that player score the feature?&lt;/i&gt;&lt;br&gt;If the meeple count is tied then no one scores the feature. At the end of the &quot;description of wall tiles&quot; section in the rules it even states, &quot;To play wall tiles 2-7 the player must have more followers on the feature than his opponent.&quot;&lt;br&gt;&lt;br&gt;&lt;i&gt;Q: Can you play two doubler wall tiles on the same completed feature?&lt;/i&gt;&lt;br&gt;I'm fairly certain the consensus is that the bonus tiles each apply to only &lt;u&gt;one&lt;/u&gt; feature and can not stack. The only exception is the one that lets you increase the effective size of your largest keep by +2.&lt;br&gt;&lt;br&gt;&lt;br&gt;Browse the &lt;b&gt;Rules section of this forum&lt;/b&gt; for plenty of discussion on just these matters:&lt;br&gt;&lt;A target='_blank' href=&quot;http://www.boardgamegeek.com/forum/66/boardgame/7717&quot; rel=&quot;nofollow&quot;&gt;http://www.boardgamegeek.com/forum/66/boardgame/7717&lt;/A&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2193979#2193979</link>
	<pubDate>2008-03-29T18:17:55+00:00</pubDate>
	<dc:creator>EvilTimmy</dc:creator>
</item><item>
	<title>Thread: Re: Is there a FAQ for this game?</title>
	<description>&lt;b&gt;TnT! wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Q: If both players have a meeple on a feature when it completes - but one has a double score wall tile - do they get a single score for the feature?&lt;/i&gt;&lt;br&gt;The rules say that when two players have the same number of followers on a feature, the feature doesn't score at all.  So, neither player moves their VP counter at all, doubler or not.&lt;br&gt;&lt;br&gt;Sorry I can't help with the rest.</description>
	<link>http://www.boardgamegeek.com/article/2193954#2193954</link>
	<pubDate>2008-03-29T18:04:39+00:00</pubDate>
	<dc:creator>generalpf</dc:creator>
</item><item>
	<title>Thread: Is there a FAQ for this game?</title>
	<description>Reading the list - I see that some have indicated they have seen the FAQ - but I can't seem to find it...&lt;br&gt;&lt;br&gt;Q: If you have a wall tile that lets you count an unfinished feature - and another that lets you double it - can you use both?&lt;br&gt;&lt;br&gt;Q: If both players have a meeple on a feature when it completes - but one has a double score wall tile - do they get a single score for the feature?&lt;br&gt;&lt;br&gt;Q: If both players have a meeple on an unfinished feature when the game ends - but only one has a the count unfinished feature wall tile - does that player score the feature?&lt;br&gt;&lt;br&gt;Q: Can you play two doubler wall tiles on the same completed feature?&lt;br&gt;&lt;br&gt;Thanks&lt;br&gt;&lt;br&gt;PS If you know of a FAQ for this game - please post a link.  Thanks!</description>
	<link>http://www.boardgamegeek.com/article/2193938#2193938</link>
	<pubDate>2008-03-29T17:51:42+00:00</pubDate>
	<dc:creator>TnT!</dc:creator>
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	<title>Thread: Re: Be Careful What You Build For--You Might Not Get It</title>
	<description>&lt;b&gt;capt yid wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;&lt;br&gt;Also, we find the market wall tile too strong: one courtyard with 8 markets grows in worth from 24 (8x3) to 56 (8x7)!&lt;/i&gt;&lt;br&gt;&lt;br&gt;Doesn't that bonus just make the markets worth 4 points each instead of 3 points each? It's not an &lt;i&gt;additional&lt;/i&gt; 4 points each, only an additional 1 point each. So, it would be 32 instead of 24, not too big of a deal and not much different from the potential gains from some other bonus tiles.</description>
	<link>http://www.boardgamegeek.com/article/2169979#2169979</link>
	<pubDate>2008-03-20T01:17:18+00:00</pubDate>
	<dc:creator>NateStraight</dc:creator>
</item><item>
	<title>Thread: Re: Be Careful What You Build For--You Might Not Get It</title>
	<description>Very thoughtful review.&lt;br&gt;After over 50 games, our house rule is that you can only pick&lt;br&gt;up wall-tiles that you land on AFTER totally all your points that turn; not score first a 2 point road and move to pick up a wall tile 2 away then add on your 8 point tower; you would move ALL 10 and only pick up a wall tile if on the 10 th space. (if this makes sense)&lt;br&gt;&lt;br&gt;Also, we find the market wall tile too strong: one courtyard with 8 markets grows in worth from 24 (8x3) to 56 (8x7)!&lt;br&gt;&lt;br&gt;Nice writing!</description>
	<link>http://www.boardgamegeek.com/article/2169698#2169698</link>
	<pubDate>2008-03-19T23:12:54+00:00</pubDate>
	<dc:creator>capt yid</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		an image I took and modified for my blog &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic307887_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/307887</link>
	<pubDate>2008-03-03T23:16:15+00:00</pubDate>
	<dc:creator>severian73</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Midgame and dark has a huge lead in the size of the Keep. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic302403_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/302403</link>
	<pubDate>2008-02-19T04:18:11+00:00</pubDate>
	<dc:creator>crazytalk</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Recreation (more or less) of tiles in Lego &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic298293_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/298293</link>
	<pubDate>2008-02-07T01:51:31+00:00</pubDate>
	<dc:creator>Legomancer</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Near the end of the game, and my wife is beating me again! &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic292932_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/292932</link>
	<pubDate>2008-01-23T05:39:39+00:00</pubDate>
	<dc:creator>rbrockfam</dc:creator>
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	<title>Image</title>
	<description>
		The game is set up, and my wife is anxious to beat me again &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic292930_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/292930</link>
	<pubDate>2008-01-23T05:37:24+00:00</pubDate>
	<dc:creator>rbrockfam</dc:creator>
</item><item>
	<title>Thread: Re: Darn those wall tiles</title>
	<description>Great post.&lt;br&gt;BTW, Our house rule is that you only get the wall tile if you land on itt after ALL that turn's scoring;&lt;br&gt;so you may misss more, leaving some for the other = a closer game. Great game! Gordon</description>
	<link>http://www.boardgamegeek.com/article/1992708#1992708</link>
	<pubDate>2008-01-09T18:51:30+00:00</pubDate>
	<dc:creator>capt yid</dc:creator>
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	<title>Thread: Darn those wall tiles</title>
	<description>I really quite enjoy Carcassonne and Carcassonne: The Castle.  They are very similar games yet unique enough to make for a good gaming experience.  I think that The Castle is a bit better for 2 players who are into it enough to think a little more.  It's not a brain-burner, but there is more to think about in The Castle than the original.&lt;br&gt;&lt;br&gt;I had played this game 6 times with my wife and, unfortunately for me, I had just one measly win.  So, we brought it out to give me a chance for win number 2.&lt;br&gt;&lt;br&gt;In the early going, I was already in trouble.  My wife was picking up almost all of the wall tiles just in front of me and she was connecting her meeples to mine, minimizing my chance to catch up.  At one point in the game a gigantic road (about 11 tiles with a x2 well) was going and I thought about putting a meeple there.  I didn't because it had 4 or more open spots and it looked tough to close.  My wife put one on this road (surely she had a &quot;score an open road&quot; wall tile) and I knew I was in trouble.  Just to rub it in, she closed the road before the end of the game even though she did have a &quot;score an open road&quot; wall tile.  Yikes!&lt;br&gt;&lt;br&gt;I got one &quot;4 point markets&quot; tile and that was good as I put 6 markets with one farmer (or whatever they are called).  Still, that was very sadly no where near enough.  I was destroyed again in The Castle 129-85.&lt;br&gt;&lt;br&gt;I find that the fact that I just can't win this game brings me back for more.  I want to &quot;figure it out.&quot;  Some of the people I play games with won't play certain games because they struggle to win them.  I find, as long as the game is mostly skill-based, not being able to win gives me more reason to want to play the game.  Clearly, there is opportunity for me to improve.</description>
	<link>http://www.boardgamegeek.com/article/1989610#1989610</link>
	<pubDate>2008-01-08T20:31:20+00:00</pubDate>
	<dc:creator>bnordeng</dc:creator>
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	<title>Thread: Re: Castle or the City!?</title>
	<description>And don't forget &lt;a class='gamelink' target='_blank' href=&quot;/game/2655&quot;&gt;Hive&lt;/a&gt;.</description>
	<link>http://www.boardgamegeek.com/article/1917583#1917583</link>
	<pubDate>2007-12-09T00:30:55+00:00</pubDate>
	<dc:creator>johnweldy</dc:creator>
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	<title>Thread: Re: Castle or the City!?</title>
	<description>The City is a good game, but probably better with 3 or 4 players. It's a longer game, with placing walls and towers adding extra layers of complexity on top of placing tiles. The city is good, but I think for 2 players, the Castle is probably better.&lt;br&gt;&lt;br&gt;If you are looking for good games for just 2 players, I enjoy the Kosmos games, as well as Mr Jack, and Aton. </description>
	<link>http://www.boardgamegeek.com/article/1917176#1917176</link>
	<pubDate>2007-12-08T20:09:14+00:00</pubDate>
	<dc:creator>quartex</dc:creator>
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	<title>Thread: Castle or the City!?</title>
	<description>We found hunters and gatherers to be just ok.  The Castle is uch better.. is it worth it to invest in the City as well or is it just more of the same?  We are playing exclusively 2 player.&lt;br&gt;&lt;br&gt;Thanks.</description>
	<link>http://www.boardgamegeek.com/article/1917138#1917138</link>
	<pubDate>2007-12-08T19:50:05+00:00</pubDate>
	<dc:creator>shadow9d9</dc:creator>
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	<title>Thread: Re: Carcassonne or The Castle?</title>
	<description>&lt;b&gt;johnweldy wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I have owned and/or played several versions of Carc and the only one I currently own is the Castle.&lt;/i&gt;&lt;br&gt;&lt;br&gt;ditto.</description>
	<link>http://www.boardgamegeek.com/article/1916961#1916961</link>
	<pubDate>2007-12-08T18:37:06+00:00</pubDate>
	<dc:creator>astroglide</dc:creator>
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	<title>Thread: Re: Carcassonne or The Castle?</title>
	<description>I have owned and/or played several versions of Carc and the only one I currently own is the Castle.  IMO, Carc is a great 2p game that gets bogged down by more (especially when AP sets in) and Knizia's additions to The Castle make it the superior 2p game.</description>
	<link>http://www.boardgamegeek.com/article/1916005#1916005</link>
	<pubDate>2007-12-08T04:19:33+00:00</pubDate>
	<dc:creator>johnweldy</dc:creator>
</item><item>
	<title>Thread: Re: Carcassonne or The Castle?</title>
	<description>Thank you for the feedback.</description>
	<link>http://www.boardgamegeek.com/article/1914670#1914670</link>
	<pubDate>2007-12-07T19:34:00+00:00</pubDate>
	<dc:creator>piks</dc:creator>
</item><item>
	<title>Thread: Re: Carcassonne or The Castle?</title>
	<description>Get Both.&lt;br&gt;&lt;br&gt;In all honesty, the mechanic is nearly identical in both games.  I really would recommend getting both, though.  Castle is good for 2 people, but then again, so is regular Carc.  Regular Carc also scales up and has some great expansions for it.  &lt;br&gt;&lt;br&gt;I really can't recommend that you ONLY get the Castle. &lt;br&gt;I could recommend that you ONLY get Carcassonne.&lt;br&gt;&lt;br&gt;Again, I'd say get both.  They can be had for 30 bucks total on B&amp;B or Thoughthammer.</description>
	<link>http://www.boardgamegeek.com/article/1914487#1914487</link>
	<pubDate>2007-12-07T18:53:30+00:00</pubDate>
	<dc:creator>wittdooley</dc:creator>
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	<title>Thread: Carcassonne or The Castle?</title>
	<description>I'm thinking about getting Carcassonne, and I've never played it.  I've read a lot of reviews that The Castle plays better with two people.  If I've never played this game, would it be better for me to get the original Carcassonne prior to The Castle or does it not matter?&lt;br&gt;&lt;br&gt;Thanks</description>
	<link>http://www.boardgamegeek.com/article/1914427#1914427</link>
	<pubDate>2007-12-07T18:42:08+00:00</pubDate>
	<dc:creator>piks</dc:creator>
</item><item>
	<title>Thread: Re: Can a path tile end at a Castle wall?</title>
	<description>Any castle wall will end a path?  Where does it say this?</description>
	<link>http://www.boardgamegeek.com/article/1903933#1903933</link>
	<pubDate>2007-12-04T14:13:17+00:00</pubDate>
	<dc:creator>shadow9d9</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		The essential components of the game. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic253985_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/253985</link>
	<pubDate>2007-10-05T02:10:37+00:00</pubDate>
	<dc:creator>OldestManOnMySpace</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Some of the pieces of the jigsaw outer board. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic253982_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/253982</link>
	<pubDate>2007-10-05T01:34:32+00:00</pubDate>
	<dc:creator>OldestManOnMySpace</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic248962_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/248962</link>
	<pubDate>2007-09-19T13:32:59+00:00</pubDate>
	<dc:creator>Get Earthworm</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic248737_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/248737</link>
	<pubDate>2007-09-18T18:41:12+00:00</pubDate>
	<dc:creator>Get Earthworm</dc:creator>
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