We announced early last week that Carcassonne [$9.99] has released a mega pack of it's expansions on the cheap. After playing around with the various new rules, it's safe to say that your gameplay experience can vary pretty wildly depending on which expansion you use. If you are an avid board gamer, you know that there are certain games you just cannot play with someone who takes an attack personally. If Carcassonne was not one of these games for you before, it probably is now. Some of these sets of rules are potent enough to end friendships and cause permanent rifts between spouses and significant others. So with that in mind I want to dive into each of the new rulesets to help you separate out the benign from the potentially malignant (but still fun with the right people).
I picked up this super expansion pack combo when it went on sale and have played a number of games including a crazy "anything goes" mish mash of every expansion. If you are looking for a complete flurry of randomness, tossing all the expansions together isn't that bad of an idea. I, however, much prefer utilizing one or two expansions at a time to keep some semblance of strategy intact. So lets get into the sets and what each one offers.
Inns and Cathedrals
What it is:
This is the all or nothing version of Carcassonne. Any city with a Catheral tile in it is worth 50% more than usual, but it isn't worth anything if you cannot complete it. A road with an Inn on it's tile works similarly except the roads count for double points if completed and 0 if unfinished. This pack encourages blocking people aggressively and large scoring spikes which intensifies the random nature of the game. One way it reigns in the RNG is the 'Double Follower' game piece. This piece counts as two pieces when figuring out ownership during scoring. More control in your hand and less in the deck is always a bonus for me.
When to play it:
When you know everyone playing to going to be aggressive a...