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Friday, September 26, 2008

Game Review : Carcassone

In this fairly light tile-laying offering, players pull a tile from the pool and place it against one of the previously played tiles. If you start a new object (city, road, farm, or monastery), you can place one of your control markers on the tile to denote your control. Markers cannot directly compete when placed, so to achieve some gains, you must place your marker and use later tiles to connect up to it.

As subsequent tiles are arrayed on the board, objects get bigger or even merge. When roads or cities are completed, or a monastery is surrounded, the control marker is returned to you and you score the points. However, farmers are not returned and will score points at the game end.

Therefore, it's possible to have all of your control markers locked on the board on incomplete objects, and not be able to convert them into farmers later in the game. You must balance the need to score points during the game with the need to score farmer points at game end.

The goal is to have the most points at the end, which can be tricky to control considering your choice for each turn isn't the tile itself, but rather the placement of the tile that you drew.


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