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Subject: Runaway leader problem? rss

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Edwin Priest
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My wife and have recently rediscovered Carcassonne: The Castle. Although we are quite enjoying it again, I am noticing that the wall tiles seem to create a real imbalance. If one player can stay even a few points ahead of the other player they can, with carefull tile placements, gather most of the wall tiles and thereby create a real runaway leader problem in the end game scoring.

Has anyone else felt this, or are we over-reaching here?
 
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Bryan Maxwell
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ERPriest wrote:
My wife and have recently rediscovered Carcassonne: The Castle. Although we are quite enjoying it again, I am noticing that the wall tiles seem to create a real imbalance. If one player can stay even a few points ahead of the other player they can, with carefull tile placements, gather most of the wall tiles and thereby create a real runaway leader problem in the end game scoring.

Has anyone else felt this, or are we over-reaching here?


My wife and I have only played a few games of this, but haven't gotten that impression. I think it's a bit easier for the leader to snag the bonus tiles, but you'd have to have a pretty big lead to be able to consistently posture and get all the tiles. Besides, none of the tiles seem overly game-breaking.

Again, we've only played 3 or 4 games so I could be way off here.
 
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Gordon Stewart
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Good point;
This why in over 100 games we
house rule it that you only score
the TOTAL at the END of your turn
AND only then get the wall tile of
the LAST space.
MUCH CLOSER!
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Bjarne Aagaard
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Sometimes it feels that way, but only yesterday I was way ahead in a game against my wife, and I got must of the wall tiles, constantly scoring small amount of points. But in the end my wife scored heavely because of market-scoring (with the wall tile giving 4 for each points in a court). She beat my by 3 points!

It's true, that the player in front will often collect most of the wall tiles, by quickly completing small castles etc. and scoring maybe 4 points. The other player will counter by building big instead.

For us, that is exactly why we think this game is fantastic - the choices you have to make with every tile: score a little and collect wall tiles, or building big and score big.
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Edwin Priest
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capt yid wrote:
Good point;
This why in over 100 games we
house rule it that you only score
the TOTAL at the END of your turn
AND only then get the wall tile of
the LAST space.
MUCH CLOSER!


I love this idea, we'll try it with our next game. Thanks!
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ERPriest wrote:
capt yid wrote:
Good point;
This why in over 100 games we
house rule it that you only score
the TOTAL at the END of your turn
AND only then get the wall tile of
the LAST space.
MUCH CLOSER!

I love this idea, we'll try it with our next game. Thanks!

I'm going to try this as well. I've had more run-away games than not.
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