(I'm assuming that those reading this review
already know how to play basic Carcassonne)
I have to admit that I'm a sucker for expansions
to Carcassonne - the basic system is great, and
each succeeding expansion has added to the game.
While each expansion certainly isn't necessary to
enjoy the game (in fact, I'd recommend new players
to get Carcassonne: the
City first), they add
enough options to make the game interesting. Even
with all of the current expansions added to the
game, Carcassonne's complexity isn't that high.
But you're here to read about Carcassonne: the
Princess and the Dragon (Rio Grande Games, 2005 -
Klaus-Jurgen Wrede). It adds a level of
confrontation hitherto unknown in the Carcassonne
universe - one that will please many people and
possibly annoy others. It certainly raises the
"mean" factor of the game with meeples being
removed from the board. There are some who don't
enjoy this added level of harshness, but for me it
adds just enough confrontation to make the game
fun. A small level of chaos is added to the game
with the entrance of the dragon, but more choices
are also allowed.
1.) Dragon: By far, the dragon, a large wooden
"meeple", is the most intimidating part of the new
expansion. There are six volcano tiles included
in the expansion - a normal tile with a volcano on
it. When a player adds one of these tiles to the
game, they immediately place the dragon on the
tile, rather than one of their meeples. There are
then twelve tiles that show the picture of a
dragon on them. When one of these tiles is added
to the board, play pauses for the dragon to move.
The dragon moves six spaces, with the following
restrictions:
- The player who placed the tile moves the dragon
the first space, with each player taking a turn in
clockwise order.
- The dragon cannot go to the same tile twice.
This may mean that he may hit a dead end and be
unable to continue six spaces.
- The dragon may not enter the same space as the
"fairy" meeple.
- Every meeple piece, regardless of type, that is
on a tile that the dragon comes through "dies" and
is returned to their owner.
This, of course, makes the dragon a very dangerous
entity. If multiple players are playing, they can
gang up one person who is building a "mega city".
The dragon makes the meeples who control the huge
farms not quite so dangerous. Players must always
be on the lookout for the dragon and keep tabs on
its location - so as to avoid getting killed. At
the same time, I've seen players kill their own
farmers, pigs, etc. just so that they can use them
in other locations. Some people hate having their
meeples killed, but they can either use the fairy
as protection or try to avoid the dragon altogether.
2.) The Fairy: The expansion is called the
PRINCESS and the dragon, but the most interesting
piece in the game is the fairy, a little white
meeple. Whenever a player plays a tile but places
no meeple on that tile, they may place the fairy
next to any of their meeples on the board instead.
The fairy protects that meeple from the dragon,
as well as giving the player who controls the
meeple three extra points when scoring the farm,
city, road, or cloister that the meeple is on.
Also, if a player starts their turn, and they
already control the fairy, they gain an additional
point! No one wants to see anyone else pick up a
free point each turn, so the fairy gets moved
around a lot. This gives players a decent amount
of options. No longer will players complain when
they don't draw the tile they need (okay, I'm
kidding here - the complaining will always occur),
because they can instead choose to move the fairy.
The fairy is a desperate maneuver to protect your
meeple in the "mega city" and also a way to get
extra points.
3.) Princess: Six city tiles have a picture of a
princess on them. When a player places these
tiles in a city, they must remove one of the
meeple knights in that city from the game. While
the dragon is annoying, at least you can see it
coming. The princess is EVIL and cannot be
defended against by the fairy. I really don't
have much of a problem with using the princess,
however, because she causes players to focus on
roads and cloisters a little more, instead of
trying to score myriads of points from cities.
4.) Magic Portals: Six tiles show a magic portal.
When a player draws one of these, they can place
their meeple either on that tile or on any feature
in the game that is both unfinished and
unoccupied. This adds a neat twist to the game
and makes these some of the most valuable tiles
there are. See an empty cloister that's almost
surrounded? Now your meeple can "warp" in thanks
to the portal tiles.
5.) Other tiles: Some of the dragon tiles have
some cool features - like a cloister in a city and
a road that goes under a city. Others have good
combinations that allow holes in the grid to be
filled. Still, better combinations have occurred
in other expansions - the dragon and fairy are the
reasons to buy this set.
6.) FAQ: I saw a few complaints about how the
Princess and the Dragon were confusing when
combined with all the other expansions.
Apparently there was a necessary FAQ on the
internet that was long, detailed, and annoying.
So I looked up and read the FAQ online, and was
surprised at how short, simple, and easy it was.
In fact every question that was asked I had
already figured out the correct answer for! Yes,
compared to the shear simplicity of regular
Carcassonne, this expansion is more complicated -
but only a little.
I really enjoyed this expansion; it's my favorite
so far. The competitiveness of the expansion, and
the fact that the board becomes less static, makes
it a much more interesting game for me. No longer
will the largest cities win the game. No longer
will farmers dominate in huge fields; the dragon
eats all alike with no mercy. The dragon and
fairy meeples look cool on the board, and the new
tiles fit in seamlessly with the rest of the game.
If you like Carcassonne, but wish it had more of
a "take that" feel, then this expansion should be
your first choice.
Tom Vasel
"Real men play board games"