Welcome to what just might be my last game design article on Carcassonne. In case you’ve missed them I’ve written five previously. The first four extensively covered the main game and its expansions while the last article instead looked at the standalone variants, and examined how their tile selection and scoring differed.
- Carcassonne Part One: The Original Game
- Carcassonne Part Two: Balance and Tiles
- Carcassonne Part Three: Cooperation and Competition
- Carcassonne Part Four: Complexity & The Rivers
- Carcassonne Standalones Part One: Tiles and Scores
This week I’ll be continuing my look at the six standalone Carcassonne games and taking a look at how each one offers different answers to some major game design questions. I’ve identified three major elements, each of which differs quite a bit from game to game. Examining them offers some interesting insights both into game design and how the Carcassonne series has changed and evolved. Continue reading