Requests for new tiles
Carcassonne Central
March 28, 2024, 11:59:11 PM *
Welcome, Guest. Please login or register.

Login with username, password and session length
News: THESE FORUMS HAVE BEEN REPLACED. PLEASE GO TO THE NEW FORUMS: http://www.carcassonnecentral.com/community/
 
   Home   Help Search Staff List Login Register  
Pages: 1 ... 9 10 [11] 12 13 ... 20
  Print  
Author Topic: Requests for new tiles  (Read 277900 times)
0 Members and 1 Guest are viewing this topic.
kjamma4
Freeman
****

Merit: 1
Offline Offline

Posts: 51


Awards
« Reply #150 on: December 03, 2008, 10:04:13 AM »

That is a good idea about the City of Carcassonne!  Here is the PDF.  Enjoy.

Wow!!!

Outstanding!!!

Thanks!!!
Logged
Novelty
Authors
Marquis Chevalier
*
*
***

Merit: 49
Offline Offline

Posts: 2782


Custom Tile Maker


Awards
« Reply #151 on: December 05, 2008, 09:24:11 PM »

Two more tiles, mathguy, to get 12.  Here's the 4roads shrine and the no farm city:
« Last Edit: February 08, 2009, 07:53:53 AM by Novelty » Logged

mathguy89
Authors
Vassal
*
*****

Merit: 3
Offline Offline

Posts: 90



Awards
« Reply #152 on: December 05, 2008, 09:58:43 PM »

Novelty, I have to say that the 4 way city cap is a great piece of artwork.  Could you throw an inn on one of the road segments on the cult tile, call that the 11th.

I'm thinking of something like a

     R
R       S
     S         

with a cult in the middle if that's do-able.  If not I'll try to think up something else.
Logged




I'm on boardgamegeek as mathguy6189, feel free to add me as a "geek buddy"
Novelty
Authors
Marquis Chevalier
*
*
***

Merit: 49
Offline Offline

Posts: 2782


Custom Tile Maker


Awards
« Reply #153 on: December 05, 2008, 10:04:00 PM »

The inn on the cult tile might not be possible, as it would be confusing which section of the road the inn is on.  The RRSS should be fine - but do you want the road to be continuous or to end in huts?
Logged

mathguy89
Authors
Vassal
*
*****

Merit: 3
Offline Offline

Posts: 90



Awards
« Reply #154 on: December 05, 2008, 10:17:59 PM »

Let's have the roads end in huts for that tile. 

Scratch the inn - can you do two curved roads - one from top to left, the other from bottom to right, with a cult in the middle?
Logged




I'm on boardgamegeek as mathguy6189, feel free to add me as a "geek buddy"
koolkat
Marquis
***

Merit: 5
Offline Offline

Posts: 421



Awards
« Reply #155 on: December 06, 2008, 02:20:15 PM »

Novelty, is the 4-way city tile a CCCC tile type?
Logged
mathguy89
Authors
Vassal
*
*****

Merit: 3
Offline Offline

Posts: 90



Awards
« Reply #156 on: December 06, 2008, 02:59:28 PM »

Koolkat- from what I requested it is a CCCC, but none of the cities are actually connected.  Consider it the same as the 4 cap space with the grass in the middle, except you can't throw up to a 12 point farmer in there.
Logged




I'm on boardgamegeek as mathguy6189, feel free to add me as a "geek buddy"
koolkat
Marquis
***

Merit: 5
Offline Offline

Posts: 421



Awards
« Reply #157 on: December 06, 2008, 03:19:14 PM »

I got the point, thanks. It's really something new. 5 stars! But the top is not closed, is it?
Logged
Novelty
Authors
Marquis Chevalier
*
*
***

Merit: 49
Offline Offline

Posts: 2782


Custom Tile Maker


Awards
« Reply #158 on: December 06, 2008, 05:43:48 PM »

It is surrounded by walls, so it functions like any other cap.
Logged

Novelty
Authors
Marquis Chevalier
*
*
***

Merit: 49
Offline Offline

Posts: 2782


Custom Tile Maker


Awards
« Reply #159 on: December 07, 2008, 08:47:27 AM »

Let's have the roads end in huts for that tile. 

Scratch the inn - can you do two curved roads - one from top to left, the other from bottom to right, with a cult in the middle?
Would you mind if I change one of those to a cloister instead?  I'm trying to keep the cloister and shrine numbers balanced.
Logged

kjamma4
Freeman
****

Merit: 1
Offline Offline

Posts: 51


Awards
« Reply #160 on: December 07, 2008, 11:11:03 AM »

Not a tile but....

I would like to see a little "character sheet" upon which you set your non-deployed meeples during the game. There would be outlines of all the meeple types where you could set your pieces and also an area for captured prisoners.

On a similar note, I know I saw little pictures of the various meeple types to be used when designing variants. Can someone give me the link to that?

Thanks.
Logged
Joff
Authors
Chatelain
*
*
******

Merit: 30
Offline Offline

Posts: 1254


I play yellow... usually


WWW Awards
« Reply #161 on: December 07, 2008, 11:18:47 AM »

On a similar note, I know I saw little pictures of the various meeple types to be used when designing variants. Can someone give me the link to that?

Where possible I use Oskar Lindqvist's PNG pictures when compiling rules documentation for my expansions/variants. Download link here: http://www.boardgamegeek.com/file/info/27469
Logged
kjamma4
Freeman
****

Merit: 1
Offline Offline

Posts: 51


Awards
« Reply #162 on: December 07, 2008, 11:42:36 AM »

On a similar note, I know I saw little pictures of the various meeple types to be used when designing variants. Can someone give me the link to that?

Where possible I use Oskar Lindqvist's PNG pictures when compiling rules documentation for my expansions/variants. Download link here: http://www.boardgamegeek.com/file/info/27469

That's the one. Thanks!!!!
Logged
mathguy89
Authors
Vassal
*
*****

Merit: 3
Offline Offline

Posts: 90



Awards
« Reply #163 on: December 07, 2008, 12:57:21 PM »

Would you mind if I change one of those to a cloister instead?  I'm trying to keep the cloister and shrine numbers balanced.

Go for it, not going to be way too picky in things.
Logged




I'm on boardgamegeek as mathguy6189, feel free to add me as a "geek buddy"
koolkat
Marquis
***

Merit: 5
Offline Offline

Posts: 421



Awards
« Reply #164 on: December 07, 2008, 04:21:18 PM »

Sorry to insist, Novelty, but the tile I mentioned doesn't have any walls on the top side (north).
Logged
Pages: 1 ... 9 10 [11] 12 13 ... 20
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.16 | SMF © 2011, Simple Machines Valid XHTML 1.0! Valid CSS!