![]() ![]() The war and tension that can happen between players as they try to take over others’ features can be exhilarating as they pray and hope for the perfect piece to be drawn. The nice thing about Carcassonne is that at its bare bones, it’s a fabulous game. For the final sour cherry on top, there seems to be no way of shutting off the loud and obnoxious rumble consistently showcased during the game. Placing a meeple on your tile is mapped to the same button as ending your turn, so there were a few times where I accidentally placed a meeple when I didn’t want to - and I ended my turn abruptly after thinking I was placing a tile. ![]() Unfortunately there is no option to use touch screen controls on the Switch’s big beautiful screen in handheld mode, and to top it off, the on-screen cursor replacement is just slow enough to be aggravating when moving around with. After zooming in to observe a tile you have just placed the camera can get stuck and won’t be able to zoom out while the computer is making its move. The camera also suffers from other issues. All of this wouldn’t have been a big deal, but when it hinders the actual ability to understand everything on the map, it can get quite frustrating. The roads are big and wide and the monasteries are so small that they look like they are part of the roads. While the menus look great, the music is nice and calming - sticking to a pleasant medieval-folk style - the game pieces just don’t look very good, as I found them hard to even understand what was happening on the board. Which leads me the unfortunate news, that while the game of Carcassonne is one of the best and most approachable strategic tabletop games (and one of my favorite games of all time), this version simply has too many flaws to compare to other digital versions I’ve played. To my pleasant surprise the camera can be moved from the isometric view it sets you in to the standard top-down view, a much better way to understand what is happening on the board. A cool option to help players see what fields they own is available to turn on in the options menu, great for beginners and probably best for this iteration. Meeples hop up and down to help visualize them upon each players turn. Cities and roads vary in appearance depending on if they are finished or not. One of the nice things about this version is that some animations are sprinkled throughout the game. ![]() All of these rules also apply to a road, with the only major difference being that the player scores one point per tile instead of two. An ownership skirmish of sorts can happen here, for the player with the most meeples on a city gets the points when it’s completed, with the players sharing points if it’s a tie. Where things can get interesting, however, is that your cities can get stolen by other players if they connect their city to yours. This obviously encourages players to build vast cities and rake in as many points as possible. Once a city is completed (encompassed with walls) the player who owns it gets two points for every tile in the city. You can claim cities by placing one of your seven meeples (the little adorable humanoid game pieces) on top of it. When a tile is drawn the player can place it on the map wherever it can fit into the mold. ![]() By erecting cities, paving roads, surrounding monasteries and farming the fields, there are four different ways to earn points.Ĭlaiming cities and roads work very similarly. Tile by tile, every player builds a huge world together - with the goal of claiming different structures and scoring points when completing them. The game of Carcassonne is a wonderful take on the strategy genre. ![]()
0 Comments
Leave a Reply. |