I consider it dishonest play, not optimal play. While it may not explicitly be forbidden by the rules, it is still borderline cheating by my definition. I would rather not play at all, than play with someone who considers it acceptible to play in such a crooked fashion.
Jim places a tile and claims a city. Marie claims a nearby city, and then lays more tiles to try to join up the two cities - a completely legal play. At what point do you say her move is illegal? When she plays the tile that connects them?
Exactly. My rule would be something to the effect of "players may not place a tile which connects two claimed areas of different players." (I might also allow them to reclaim one meeple if they connect two of their own areas, or I might just disallow that too.)
That could lead to both players unable to finish their respective features leaving their meeples stranded.
Perfectly acceptible, so long as it does not result in larceny.
Sure, a better player usually beats a weaker one. I have no problem with that at all. The better player should win - after all, spotting the best placement is an essential skill in the game. If that annoys you, either don't play or get better at the game.
There is no "getting better". I play games for fun, not to prove something about myself. If I have to think too hard, desperately struggling to predict all possible outcomes, then I'm not relaxing and enjoying my limited free time.
Again, managing the amount of meeples you have is an essential game skill, and playing your guys into meadows or fields at the wrong time can be disasterous. You have to work it out - is this feature worth spending the second meeple, or shold I put it elsewhere? Fight, or give up?If one player claims a great feature because he lucked into exactly the right tile, you should be able to claw back some points by invading if you're clever, given enough time. I'd much rather that that have someone build up a 50pt city with no way to do anything about it other than hope for the right tiles to make him unable to finish it.
The game is random regardless; allowing theft doesn't eliminate that risk. It only compounds it - now the opponent can luck into tiles which let him steal your lucky tiles, so the game is no longer just about who's luckiest, but who's lucky last. Far worse screwage than the basic mechanic; you might as well just roll dice and say that the first person to roll a 6 wins.
It's a Euro. They all have "pasted on" themes - none of them are really about what they appear to be. Agricola for example isn't really about farming,it just has a farming skin. And Carc is an area control tile-laying game about getting the most points, made into a much richer and deeper game by the fact that you can compete over partially completed features.This is of course a problem when people can't see past external appearance.
I'm pretty sure I've seen some euros that I found quite adequately flavorful (Carcassone itself isn't bad in that regard, IMO, at least in the Hunters and Gatherers version - the tiles you draw and play represent new areas your tribe explores in search of food, the meeples are where they concentrate their populations, and the mountains give you a bonus play because they let you get up high and see farther in whatever direction the rockface has the best view of). But in general, I guess that's a vote against euro-style gaming in general for me, though not necessarily an incredibly strong one. All other things being equal, I would generally prefer a game to have a strong flavor-mechanics connection, rather than be abstract - and if it is abstract, I'd rather keep it completely so, like checkers, rather than attach a theme to it which doesn't make sense (shouldn't a knight on horseback be able to move farther than a queen on foot? And why can a castle tower move at all?). There are games which I've heard are very good, like Power Grid and Flash Point, which I just can't bring myself to even try because the concept is so utterly boring; if the game is indeed abstract (I don't know whether that's so), I'd rather it not have had a theme at all, so that I couldn't reject it for having a theme I like (or be drawn to it by a theme I do like, only to find the game mechanically unappealing).
Then what game is exactly that? And how can we force the company that makes Carcassone to stop marketing it so that it's mistaken for being such a thing? The bright colorful box and cartoony art do not advertise the fact that it is a game which rewards predatory behavior and punishes even the slightest weakness.
In my experience, trading is only occasionally possible; usually all the players are in different corners of the map, if not in different Other Worlds. If all the characters stay together in a group, then nobody will be close enough to jump on some devastating Rumor when it turns up in a far-away place.