House Rules / Table Edge / Coast Line
The standard Coast expansion includes 5 outer
, 15 straight
, 9 inner
edge tiles, plus 1 totally blank
tile.
The original image posted in 2016 and the additional 4 inner edge tiles
in the standard Fan-Expansion seems
to indicate that the original purpose of this expansion was to create
a body of water / lake within the tile map. BUT, the only purpose
for this expansion for our personal group will be to keep the tile
map from running off the edge of the table.
Our House Rules
We are going to use 29 of the 30 original Coast tiles, plus 3 additional
tiles that we created. We are going to eliminate the original solid blue
tile, we made a copy of the standard straight edge River Coast tile and
split it into 2 additional outer edge corner tiles, and we modified a
copy of the original Road Monastery tile to create an additional Field
Monestary tile.
At the start of every game, shuffle all 32 of the Coast tile and divide
them into the following 6 random face up stacks:
Edge-2 |
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River |
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City |
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Road |
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Road Field |
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Field |
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Then, play the game as usual with the River, followed by the standard
tiles.
At any time during the game, whenever a player places any tile that
is 4 tiles away from the edge of the table (Row Edge-4), that
player gets a "Coastal Second Turn".
- Based on the edge of the new tile that is now facing the edge of
the table: City, Road, Field . . . River.
- Draw the face up tile from the top of that Coastal Stack and
place it on the board (Row Edge-3) next to your original
new tile.
- Yes, you are allowed to claim features on the Coastal
tile.
- Monasteries and Gardens are scored as usual, but the solid
water tiles that would normally be part of the 8 surrounding
tiles are not required to complete the feature, so you just
score less points when the feature is "complete".
- If the new Coastal Tile is an
Inner Edge tile, half of
it's coast line will be pointing away from the center of the table,
SO, you can take a "Coastal Third Turn".
- Draw the next face up
Outer Edge
tile from the top of the Edge-2 stack and add
it to the edge of the first Coastal Tile so that both
coast lines are parallel to the edge of the table.
Let's take a closer look at the possible Edge-2 bump situation
Edge-4 |
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Edge-3 |
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Edge-2 |
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Edge-1 |
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Fall off the table |
When an Inner Edge Coast
situation occurs, that is when the next tile has to be one of
the Outer Edge Coastal Tiles
that will be placed in Row Edge-2 to turn the Coastline back to
parallel to the edge of
the table. Moving forward, after the River Phase has been
completed, the Coastlines can be extended with randomly drawn tiles
from the remaining Coastal Tile stacks.
What if a city tile is then placed next to the River Coast tile in row
Edge-3, and the City Coast tile also requires a second "bump"
tile to be placed in row Edge-1? Do we allow the tile map to
expand to within less than
an inch from the end of the table? Or do we set up a house rule that
would allow us to choose a different City Coast tile when there is an
Edge-1 situation?
We are going to have to come up with some house rules. Similiar to the
No U-turn rules for the
Rivers, how do we handle the situation after an Edge-2 Coastline
has been created. We need to create our own
No Row Edge-1 rules!
You must always take the required tile from the top of the designated
stack. The only time you are allowed to take a different tile is when
the tile on top will create an Edge-1 situation. There is 1 Garden
and 3 Monastery Coastal tiles. If they are not already on top of their
stack, you cannot randomly choose one of these tiles unless there is
no other choice.
Basically, this extra 32 tile fan-expansion should not add any extra
time to our games. Other than the two Road/Field tiles, the player has
no choice on what tile to draw for a second or third coastal turn, and
for the most part, it can only be placed on the board one way.
Just an FYI: This is the link to the previous versions
of this page that led to the creation of these house rules!
• The Coast
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Tiles 1
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Tiles 2
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Set Up
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Tables
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