This week, my group and I have been playing the board game called Carcassonne. It is built like a dynamic puzzle where the players build up unique combinations and worlds during each game. No game turns out exactly the same way and it is open for both cooperative and competitive play.
When a player begins his/her turn, they start with taking a Land Tile from the draw pile. The only rule they need to follow is to place the tile next to the side of another tile already in the game world and that these sides are of the same terrain type. This usually means that the player has a large variety of locations where to place their tile at. Once the player has placed their tile, they can choose to place a follower on some of the existing terrain on the tile if it does not conflict with other followers that are somehow connected to that portion of the terrain.
– Best sides –
What appeared to me as much obvious was the fact how much me and my fellow group members seemed to enjoy playing this game. I think this is because the game has a clear goal, non-complex rules and several different ways to reach to this goal. Last week we played a game that had such freedom of action that trying to figure out a play style felt confusing. Carcassonne has just the right balance to its mechanics that one can grasp the core gameplay quickly but still see the complexity to some of the dynamics that one wants to play for a longer time. There is a fine line between “midgame-points” and “late game-points” which allows several types of strategies to gather points. None of the strategies feel overpowered and makes room for a lot of replay value and enjoyment.
Another aspect that I felt was the duality in how the players cooperated to build a world together but still tried to play competitively to gather points. It’s not aggressively competitive like some other games unless the players make it so. This allows for play styles and types of game sessions which let the game cater to many different types of players. I think it is interesting how the game manages to do this.
– Worst sides –
To be honest, I see few bad sides with this game. It is difficult to figure out bad sides of a game when the experience with it has been so good, one might be blind for its weaknesses. But if I were to mention anything that brings down the level of fun from time to time, it is the random element with how the Land Tiles are picked up. The players have no power over which tile they get to use during their turn and one cannot save tiles for later. When a player gets a Tile with a curved road three times in a row it only feels frustrating. Maybe there is a way to take advantage of these tiles in a smart way that I did not figure out, but half of the group members experienced this at least once. I am not sure how this could be best solved, but I would suggest being able to keep one tile in stash so that one has a slightly better chance to do something about a repetitive, undesired Tile. It might not make much of a difference though; it would have to be tested. Anyhow, it is the only frustration that we experienced since it’s a random element. Other than that, I feel like it mostly has fun and interesting dynamics.
– Core game system –
The player is given two types of tools they get to use during their turn. These two are the Land Tiles and the Followers.
Land Tiles
The Land Tiles are like square shaped pieces of a puzzle. They are featured with different types of terrain and these types are visually reaching out over edges of the tiles. This defines which pieces can be connected; the pieces have to connect by sides with the same type of terrain. These terrains are:
- Field
- Road
- City
- River (expansion)
There are also tiles with Cathedrals in the center, but they are not related to the edges. Instead, they might have fields or roads on its edges. But they do play a part in the following section.
Followers
The second object in the players control is the follower. They are attributed with the players color and the player has seven of these to place out as they wish. The player can place these along with the Land Tile they are currently placing during their turn and depending on where the follower is placed it will be named and attributed in different ways.
- Farmer – When placed on a Field. A farmer will be permanently placed and potentially gives points at the very end of the game.
- Knight – When placed in a City. A knight returns to the player as a follower and gives points if and when a city is completed.
- Thief – When placed on a Road. A thief returns and gives points to the player when the road it’s on is connected on both ends.
- Priest – When placed on a Cathedral. A priest returns and gives points to the player if the Cathedral is completely surrounded by tiles in all directions.
These are the rules of the follower system in which the player has to think strategically in how he/she wants to gather points in the game. There is no obvious answer and it has a lot to do with what the other players choose to do. If someone already has placed out many farmers, placing out farmers of your own might risk not giving you any points. Similar scenarios can happen in cities and on roads though compared to with fields, these two give quicker feedback and are more likely to be in the players’ control. No one gets a penalty for completing a city with different players’ followers within the walls – both get the full amount of points. This pushes the possibilities for coop further.
– Most interesting system –
After playing and observing a few game sessions, I find the system of the “Farmer” follower the most interesting in the game. The Farmers dynamic functions by not knowing if it will be lucrative or not until later into the game. Many players place these out early in game, and once the world grows and gaps get filled it’s difficult to place out new farmers if there already are other farmers connected to that land. This forces the player to place them in the blind and hope that they turn out to be profitable when the game ends.
What I experienced during our second play session was that one can benefit having unconnected farmers surround secluded cities that exist on an edge of the game world. I managed to have two lone farmers on a piece of land each, divided by a big city. They gave me points for the same two cities that were completed in the area which led me to a clear victory. This might be the optimal way to use the farmer whenever it’s possible.
– Target group –
The outside of the games box tells us that it is suitable for children from ten years and up and I would like to say that I agree with this target group. When I checked online, players of the game had voted the age of eight and up to be a recommended age, so I’d like to say that eight year old children might be able to play this. There is no game dependent text at all. Also, the properties of the objects are simple enough for a child to grasp during his/her first game session so that children can easily play this without the aid of an adult. This game feels very suitable for both friends and family.
Between two to five players are meant to be able to play this game together and the number actually affects the gameplay quite a bit. Playing as five players is more chaotic and less controlled since there are more minds and wills at work. When we played the game with three players instead, the players synced together and placed their tiles more as a cohesive group. But since these three players got more turns for themselves to spend, they were a lot of the time out of followers as they were all placed in the world at once. They kept getting tiles where they wanted to place a follower on but couldn’t. This shows that the amount of players creates a new type of dynamic in the gameplay. I’d say that the game is more fun with three players, but playing with five has is good points as well.
– Summary –
Carcassonne is a dynamic puzzle where the players place out Land Tiles and Followers to create a world together and gather as many points as possible at the same time. The freedom to play cooperatively or very competitively, passively or aggressively makes each game session unpredictable in a player controlled way. The random element when drawing the Land Tiles is the only element of frustration as the players don’t feel that it’s fair at all times. Other than that, it is well balanced and has no obvious weaknesses. The rules are very simple which makes the game available for players of all types of ages and would be a very nice game for family to play during Christmas holidays. But despite the simple rules, they allow for a depth within the dynamics of the game that lets players become engaged in different strategies and want play more.