Expansion of
CarcassonneFriar & Farmhand (fan expansion for Carcassonne)
2-5
players
45
min
Categories
Mechanics
Community Tags
Description
**King & Robber mechanic adapted to fields and cloisters** introduces dynamic scoring enhancements and obstructions tailored to meeple-less board game features, balancing risk and reward in tile-placement strategy. (24 words) Key mechanics include: - *King marker deployment* Placed on field or cloister segments of special tiles to double scoring for the controlling player upon completion or end-game tally. - *Robber marker obstruction* Positioned on field or cloister edges to prevent scoring or claiming until relocated, simulating blockade effects akin to roads and cities. - *Special tile integration* Tiles featuring king (crown) and robber (sword) symbols on field/cloister parts trigger initial marker placement during gameplay. - *Marker relocation* Via scout meeples or designated actions, king shifts to the largest/completed field or cloister (amplifying high-value areas), while robber targets expansive unfinished ones (disrupting rivals). - *Scoring modification* Fields with king award double knights/points at game end; cloisters gain doubled value when surrounded, but robbers nullify until cleared, fostering tactical repositioning. The King & Robber mechanic, adapted specifically for fields and cloisters, transforms these typically passive, meeple-free features into contested strategic elements within tile-laying games. Special tiles bearing king and robber icons are drawn and placed normally, prompting immediate marker assignment: the king to the designated field or cloister segment for multiplied scoring benefits, and the robber to impose scoring halts or ownership denials. This adaptation mirrors core city/road dynamics—where kings elevate prime features to double-yield status (e.g., end-game field points from adjacent cities doubled, or cloister tallies from tiles/meeples enhanced)—while robbers strategically impede progress, forcing opponents into vulnerable positions. Relocation mechanics, activated by scouts or equivalent abilities, dynamically reassign the king to the game's most substantial field (by bordering cities/shields) or cloister (by enclosed area/size), intensifying competition over map evolution, and dispatch the robber to hinder sprawling, unscored expanses. Players must weigh aggressive expansion against rival disruption, as markers cycle through the board, amplifying tension in late-game field battles and cloister completions without altering core meeple rules.