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Thread: Carcassonne:: Variants:: Custom Expansion : Evil Sheriff

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by cybertech99

I have a 3D printer to make some custom pieces so this is not for everyone. I wanted to get your guys thoughts and any suggestions on game play or rules.

New Pieces
1. There would be no new board tiles, but one new meeple for each player (The Sheriff).
2. A Fake compass to establish North, South, East and West.
3. A set of dice. A number die, and a die with N, S, E, W, A, A (A stand for any direction)
4. A jail box to hold the arrested farmers or road claimers.

Rules
1. For my family after we play the river. The first player spins a meeple to determine which direction on the board is North and set the fake compass to remember which way North is.
2. At any time the sheriff can be placed on grass or road (Claimed or not) on the tile they just played. No other claiming can take place during this turn.
3. Then a role of the dice. The number is how many tiles you can traverse (you don't have to go the entire distance) and the other die tells in what direction. You can go any any direction that contains the rolled die. For example you can go North, North East or North west if North was rolled. If direction is not available the turn is over.
4. If you want to jump from grass to road you can but that is your turn, and any arrest will need to wait until the players next turn.
5. Once you are on the same tile as the claimer of grass or road you make an arrest.
a. This put that meeple in jail.
b. If you take a road claimer then you get all the point that user had accumulated to that point, and the Sheriff returns back to the castle.
c. For a farmer you do not get any points, but you can now claim that grass with a available meeple even if the claim is shared.
d. To get your meeple back you can pay a bail of 5 points. (You can not go into the negative you have to have the points to give.)
6. Unlike farmer's claim if there is grass that goes under a bridge then the sheriff can go under the bridge to the other side.
7. If a sheriff enters a tile with a sheriff already on it you can arrest the sheriff and the bail is the same to get him back.
8. You can not make a claim and move the sheriff in the same turn. It's either make a claim or role the dice.

That's all I can think of right now. Thoughts?

Thanks,
Cyber

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