Carcassonne Creativity Tile Ideas
Brendan
United States
Somerville
Massachusetts
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Share your ideas for how to use the blank tiles included in Carcassonne: Cult, Siege and Creativity! Feel free to comment on others' ideas below their entries.
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1. Board Game: Carcassonne: Cult, Siege and Creativity [Average Rating:6.80 Unranked] [Average Rating:6.80 Unranked] [Average Rating:6.80 Unranked]
Brendan
United States
Somerville
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Plague Tile

This tile would have a plague drawn on it (potentially with a black border to sort of match the abbey tile). A player can place this anywhere with two effects:

1. If the plague tile takes the last spot for a feature to be finished, that feature does not score any points. Any followers on the feature are returned.

2. Any followers (or only opponents' followers -- decide before playing) within a three-tile radius (orthogonally) die of the plague and are returned to their owners. Graphical depiction of the affected area:
---------
----*----
---***---
--*****--
-***O***-
--*****--
---***---
----*----
---------


The plague tile otherwise finishes the features on each side, and therefore does not prevent it from being completed at a later point (i.e., you can re-inhabit it after all of the original followers die).
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2. Board Game: Carcassonne: Cult, Siege and Creativity [Average Rating:6.80 Unranked] [Average Rating:6.80 Unranked] [Average Rating:6.80 Unranked]
Kent Fletcher
United States
Saratoga Springs
Utah
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My idea for the second creativity tile was a "Famine" tile. This tile contains just an empty field but when added to an existing field it changes the value of that field to zero at the end of the game, regardless of how many cities are joined to it.
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3. Board Game: Carcassonne: Cult, Siege and Creativity [Average Rating:6.80 Unranked] [Average Rating:6.80 Unranked] [Average Rating:6.80 Unranked]
Doc Bullseye
United States
Brownsburg
Indiana
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How about a tile where you weigh an adjacent meeple to see if it weighs the same as a duck, and therefore is...

A WITCH!!!!!!!!
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4. Board Game: Carcassonne: Cult, Siege and Creativity [Average Rating:6.80 Unranked] [Average Rating:6.80 Unranked] [Average Rating:6.80 Unranked]
Alan Pengelly
United Kingdom
Basingstoke
Hampshire
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Religious conversion.

Add the religious conversion tile to a city plus a meeple and convert all the meeples in the city to the same as the player placing the tile, (lie ALL the other meeples on their side to indicate conversion), no other player can add new tiles to the city, leaving the player who played the Religious conversion tile to complete the city - however city only scores like an abbey, i.e. 1 point per tile in the city, and only to maximum of 9 points. (3 tile size castle = 3 points, >9 tile size castle = 9 points).

Also negates any other special tiles within the city boundaries, monastery tiles, merchant tiles, pennants, etc.

All converted meeples in the city would be returned to the players once the city is completed or if the Meeple of the player who converted the city is removed, (e.g. eaten by the Dragon, or captured by a tower). Converted meeples could not be removed from the city prior to the completion of the city or the removal of the controlling meeple, other than by being eaten by the Dragon, any converted meeple captured by a tower would be left in the city, and a meeple of the controlling player given as hostage in its place.
In the event that the controlling meeple is removed from the city before it is completed the city reverts back to being a city, and is up for grabs for whoever can jump in.

Thus whilst this looks like a very strong tile it has weaknesses to even out its effects.
 
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5. Board Game: Carcassonne: Cult, Siege and Creativity [Average Rating:6.80 Unranked] [Average Rating:6.80 Unranked] [Average Rating:6.80 Unranked]
Keith Creighton
United States
Decatur
IL
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Just a straight up wild card. Leave it blank (because I do not trust my drawing abilities) and when played it automatically matches to whatever side is touching it.

Has not been tested, just my initial thought.
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6. Board Game: Carcassonne: Cult, Siege and Creativity [Average Rating:6.80 Unranked] [Average Rating:6.80 Unranked] [Average Rating:6.80 Unranked]
Marshall Miller
United States
Malden
Massachusetts
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Colony
A neat use for the blank tiles would be to have it trigger a colony mini-game.

When you draw a blank, put it in front of you. Draw again and place that tile on top of the blank and play a meeple to any feature of that tile. It now functions sort of like a cloister. In subsequent turns, if any player can play their tile adjacent or diagonal to your tile, they must and they may place a meeple there if they wish.

If your tile is ever completely surrounded, you may choose where to add that block of tiles to the existing board and all meeples on it score double (if completed or if completed by attaching to existing board). If you never finish your 3x3 set or it can never be legally attached to the board, it is discarded without scoring at the end of the game. Once attached, all meeples go back to scoring normally.
 
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7. Board Game: Draw It [Average Rating:4.10 Unranked]
origami freak
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Why not keep some square Carcassonne-sized post-it notes in the box and a pencil? Then if someone selects a blank tile s/he can draw whatever is desired, stick it on the tile, and then use it... This way it's unambiguous what is on the tile, once it's placed.

Green 2x2 pads could be cut down to 1.75x1.75, and would then fit perfectly.
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8. Board Game: Carcassonne: Cult, Siege and Creativity [Average Rating:6.80 Unranked] [Average Rating:6.80 Unranked] [Average Rating:6.80 Unranked]
Tiwaz Tyrsfist
United States
Gladstone
Missouri
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Cloister inside a city.

Cult place inside a city.

A tile with BOTH a cloister AND a cult place on it.
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9. Board Game: Carcassonne: Cult, Siege and Creativity [Average Rating:6.80 Unranked] [Average Rating:6.80 Unranked] [Average Rating:6.80 Unranked]
Curtis Brack
United States
Kansas
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I Call these ideas : Natural Occurrences! They would be things appropriate to encounter in the medeivel world.

1.) PLAGUE : One of your people is the source for a plague that ravages the immediate countryside. It kills the carrier and all the folks nearby, leaving roads, cities and abbies empty for re-colonozation.
RESULT: Put down the blank tile anywhere and one of your meeples. Immediately take you meeple (the carrier) off and put it back in the box. It is permanently out of action. Also, any meeples in the 9 tiles surrounding the blank tile are taken off their tiles and placed in the box, permanently out of action. The uncompleted roads, cities, cloisters, etc. are now empty and up for grabs. Beginning on the next round, anyone who can put a tile down to replace the blank tile (and of course matching the surrounding tiles) can place it and one of their meeples to repopulate the city, road or cloister.

2.) FLASH FLOOD : Torrential rainstorms hit this location, causing flash floods here and across the surrounding countryside.
RESULT : Blank tile can be placed anywhere. All meeples in the 9 tiles surrounding the blank tile are taken off the board and put back in your supply of meeples (the folks flee or drown). The uncompleted roads, cities, cloisters, etc. are now empty and up for grabs. Beginning on the next round, anyone who can put a tile down to replace the blank tile (and of course matching the surrounding tiles) can place it and one of their meeples to repopulate the city, road or cloister.

3.) ABUNDANCE / GOOD WEATHER : Player has good weather along with a good supply of workmen along with a good supply of road/city/cloister/farm building supplies.
RESULT : Player who picks the blank tile discards it and takes out two more normal tiles that they can both place on this turn.

4.) MURPHY'S LAW : Player has bad weather, workmen are sick, you can't get supplies, wagons break down, etc.
RESULT : Player who picks the blank tile loses their turn. Go on to the next player.

5.) FERTILITY : This farmland has especially good soil and really good plants and things grow like crazy!
RESULT : The blank tile is treated like a solid farm field (No roads or cities touching it) and must be placed as such, touching only fields. A farmer put on that tile (or any farmer whose farms touch that tile) will get one extra point per city (like the pig). Also, if the 'fertile' tile is placed on one of the 9 spots surrounding a cloister, the cloister gets 2 extra points upon completion (the monks are growing grapes and barley and making wine and ale like crazy!).

6.) LOCUSTS : A plague of locusts erupt and invade the surrounding farmlands, devastating the crops, eating them all up!
RESULT: Blank tile is treated like a solid farm field (No roads or cities touching it) and must be placed as such, touching only fields. At the end of the game, all farmers whose farmland touches the locust tile get no points for any of the cities in the surrounding 9 tiles or any cities touching those surrounding 9 tiles.

7.) HILLS/FOREST : An area of extremely thick woodlands or an area of extremely rocky/hilly terrain is encountered, creating a natural barrier to any further building there. This location is basically 'unpassable'.
RESULT : The blank tile can be placed anywhere. It stops roads, which now cannot be completed. It will work for one of the tiles surrounding a cloister, allowing to be completed. It blocks farmland, acting just like a blocking city or road. For a city, the hill/forest tile acts like the edge of a city - a natural barrier or wall. A city can be completed by ending it with this tile, but this tile does NOT count as part of the city.

8.) MARSH/BOG : A swampy, boggy, marshy wetlands region is encountered. The land is too wet to really build anything there, but there is abundant water supply, wildlife and plantlife.
RESULT: Blank tile cannot be placed next to a city or cloister (i.e. the builders would not be able to build city or cloister on this wet swampy land). But the tile can be placed anywhere else, even ending on a road (the moron road builders didn't find out until too late), preventing road from being completed. No cities or cloisters can after that be placed in the 9 spaces surrounding the swamp (again, you can't build on swampy ground). But any farms touching this swamp gain an extra point when scored at the end of the game due to the swamp's abundant wildlife to hunt and plantlife to harvest and the good water supply.

----------

You could use just one or two of these ideas, or make a list of 6 of them and when the blank tile comes up, roll a six-sided die to see what is encountered, possibly using a color coded dot put on top of the blank tile to keep track of what it is (red for plague, green for forest/hills, brown for locusts, blue for marsh/bog, etc.)

Hope this helps. I wanted to think of possiblilities that would make sense with the medeival Carcassonne world.
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10. Board Game: Carcassonne: Cult, Siege and Creativity [Average Rating:6.80 Unranked] [Average Rating:6.80 Unranked] [Average Rating:6.80 Unranked]
Rick Hendricks
United States
Augusta
Georgia
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Make it a draw again tile. If you draw the blank tile, you place it in front of you and draw a new tile. At any point forward, if you don't like the tile you selected, you may discard it and the blank tile and draw a replacement.
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11. Board Game: Carcassonne: Cult, Siege and Creativity [Average Rating:6.80 Unranked] [Average Rating:6.80 Unranked] [Average Rating:6.80 Unranked]
Rick Hendricks
United States
Augusta
Georgia
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Draw a hand.

When you draw the blank tile, you remove 4 additional tiles from the stock. This makes a hand, of which you play one tile immediatly, and one tile on each of your subsequent turns until your hand is exahusted. The blank tile is removed from the game.

On the off chance you draw another blank tile when selecting your hand, you return all the tiles, including the two blank tiles to the stock, and select a single tile for play. If this circumstance is caused because there are less then five total tiles in the stock, both the blank tiles should simply be removed.

If it is a player's turn to select a tile from the stock, and no tiles remain, the player may select one tile at random from another player's hand, until all tiles have been played.
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