Tag Archives: Agricola

30th April 2024

Blue and Pink were unusually early and had already finished their pizzas when Pine rolled in.  He was soon followed by Black and Purple and then Lime and Teal giving a total of seven for one of the quietest nights for a long time.  With seven, the question was how to split the group and what would everyone play.   For seven players, the go-to game is generally Bohnanza, which Blue inevitably suggested.  Pink suggested playing it later, but when Teal commented that he’d never actually played it, that was the decision made.  There was no way that state of affairs could continue, so the “Feature Game” (which was to be Canvas) was put on the back burner until later, and the Beans came out.

Bohnanza
– Image by boardGOATS

Bohnanza is best part of thirty years old and is, despite him designing a huge number of excellent and popular games since, including Agricola, Caverna, Le Havre, A Feast for Odin and Patchwork, is arguably, still one of Uwe Rosenberg‘s best games.  It is a really simple game of set collecting and trading, that when explained sounds strange, but when played is great fun.  While everyone else chatted, Blue explained the rules and how to play to Teal.  The important thing is players cannot rearrange the cards in their hand (similar to recent Spiel des Jahres nominee, SCOUT).

Bohnanza
– Image by boardGOATS

So, players start with a hand of cards, and, on their turn, must plant the first Bean card in the front of their hand into one of the two “Bean Fields” in front of them.  Then they may, if they wish plant the next Bean into one of their Fields, but each Field can only contain one type of Bean.  Once they have finished planting from their hand, the active player turns over the top two Bean cards, which must be planted, but may be traded and planted in another player’s Field if agreements can be reached.  Once these Beans have been dealt with, the active player can trade any cards from their hand, but all cards involved in any trades must be planted straight away.

Bohnanza
– Image by boardGOATS

Finally, the active player tops up their hand taking Bean cards into their hand (three in the case of the seven player game).  At any point, players can harvest one or both their Bean Fields converting some of the cards into Bean Thaler (according to the “Beanometer”), placing them face-down in their scoring pile, returning the other cards to the discard pile.  However, players cannot harvest a Field with a single single bean in it unless all their Fields have only the one Bean in them (a rule that can sometimes make things unbelievably difficult).  The game ends after three passes through the deck and the player with the most Thaler at the end is the winner.

Bohnanza
– Image by boardGOATS

There are a few, very clever things that really make the game work.  Firstly, there are different numbers of the different types of Beans in the deck—some beans are very common and give a small return, others are quite rare and give a better return.  The number of each card present in the deck at the start of the game is printed on them.  This is key, because it helps players to work out the rarity and therefore the value of different Beans when arranging trades.  However, the value also changes according to the situation in the game and how many players want each Bean type at the time.

Bohnanza
– Image by boardGOATS

Further, because the rare Beans give a larger yield, more of these are removed from the deck, which makes them increasingly rare as the game progresses.  This is because there are disproportionately fewer in the discard pile when it is shuffled to give the new deck.  Players can also buy a third Bean Field, but choosing to do this is a real gamble and only worthwhile if it can be done early in the game.  Choosing when to harvest is also critical, because harvesting a big Field just before the discard pile is shuffled will increase the length of the game.  Finally, players can be generous in their trades in the hope that the generosity will be returned, however, giving away trades too cheaply can cost a player the game.

Bohnanza
– Image by boardGOATS

Once Blue had finished explaining the game, Black started and explained his way through his turn.  Teal quickly caught on and got engaged in trading and planting Beans with everyone else.  There was a lot of debate about players buying their third Bean Fields with about half the players buying one and Teal leaving it to the second round (much against Black’s advice). Several people, including Purple, Teal and Pine got into Black-eyed Beans—quite an achievement given how few of them there are in the pack—and Blue had a couple of goes with the similarly rare Red Beans.  Pink tried for Soy with mixed success and almost everyone planted some combination of Wax, Coffee and Blue Beans at some point during the game.

Bohnanza
– Image by boardGOATS

Teal quickly realised how quick you have to be declaring an interest in a trade in a game where if you snooze, you lose.  And with seven you have to be keep an eye on what’s going on, which can be difficult given how far away some players are.  In the corner, Black quietly got on with his game eschewing the third Bean Field option as he felt there wasn’t time in the seven player game to recoup the cost, and perhaps he was proved right as he ran out the eventual winner with twelve Bean Thaler, closely followed by Pine with eleven and Blue with ten.  It had been a lot of fun, but as usual, had lasted longer than it really should, leaving little time before the first people needed to head home.

Bohnanza
– Image by boardGOATS

So after some discussion (where pink suggested Ticket to Ride: Northern Lights again), everyone settled down to play 6 Nimmt!.  This had recently had an outing with the new Jumping Cow mini-expansion, but this time the group chose to play it without the additional madness.  6 Nimmt! is also a simple game that is a lot of fun:  Players start with a hand of cards and simultaneously choose one to play, then, starting with the lowest value, these are added one at a time to the four rows on the table.  If a player’s card is the sixth in the row, instead, they take the first five into their scoring pile and their card becomes the first in the row.

6 Nimmt!
– Image by boardGOATS

This is another very clever game that does a lot with very little (which is probably why it is still so popular despite the fact it is thirty years old).  Different cards give a different number of points (or Nimmts), and players can also introduce a little bit of their own randomness by playing a card lower than the final card in all the available rows and thus, taking a row of their choice, upsetting everyone else’s plans.  The Jumping Cow mini-expansion adds more of this, but the group felt it didn’t really improve the game, so stuck with the chaos and fun of the original game, also eschewing the mathematical complexity of the Professional Variant.

6 Nimmt!
– Image by boardGOATS

This time, both Pink and Pine managed to avoid picking up any cards in the first round.  However, Blue only picked up two Nimmts and Teal collected seven leaving it all to play for, at least for most people—Black’s twenty Nimmts had already put him out of the game.  In the second half, Lime picked up twenty-four giving him the top score of thirty-eight (some way ahead of Purple with total twenty-nine).  Black managed a clear round, but there was nothing he could do about his pile of Nimmts from the first round.  It was tight between the top three, but Pink just took victory with ten, three fewer than Blue and Pine who tied for second place.  From there, the evening deteriorated into chatter and we decided to leave the “Feature Game“, Canvas, for another day.

6 Nimmt!
– Image by boardGOATS

Learning Outcome:  You can have a lot of fun with nothing but an old deck of cards.

7th March 2023

Plum and Blue were first to arrive and, by the time they had finished their enormous rack of ribs (or given up and had a doggy bag made up), almost everyone else had arrived.  There were a few people missing, but still enough for two games of four.  The first was the “Feature Game“, but nobody really wanted to commit to that until they knew what the other game was going to be.  As he had done the last couple of times, Green suggested Terraforming Mars.  Unlike previously, this time Ivory, Plum and Teal felt up to it, leaving Blue, Black, Purple and Lime to play their preferred choice of New York Zoo.

New York Zoo
– Image by boardGOATS

New York Zoo is a tile laying game by Uwe Rosenberg, designer of Agricola, Bohnanza, Patchwork and many other well-known games.  The idea is that players are building pens in their zoo, populating them with animals, and building attractions.  This is one of several polyomino, Tetris-like, tile-laying type games (including Cottage Garden, Spring Meadow, Indian Summer and Patchwork), but what makes this one unique and interesting is the Market.  Players move the Marker Elephant one to four spaces round the Market, landing either on an Enclosure tile space (taking the top one and adding it to their zoo) or on an animal space (taking one or both of the animals depicted).  Enclosure tiles can be placed anywhere in the player’s Zoo, then one or two identical Animals from elsewhere in their Zoo must be moved to occupy the Enclosure.

New York Zoo
– Image by boardGOATS

Each Enclosure can only hold one type of Animal, meercats, snow-foxes, kangaroos, penguins or flamingos, but when moving Animals, no pen can be left empty.  There is an advantage to pens having two or more Animals in them too—the Market also features breeding spaces, and when the Marker Elephant passes these, up to two pens containing two or more matching Animals get an extra one.  When a player moves the Elephant onto an Animal space, they take one of either or both the Animals depicted into Enclosures containing matching Animals (moving another from Storage if they can), or into the Storage space.  Moving animals is important, because when an Enclosure is completed the player removes all the animals putting one into Storage if they have space, and then takes an Attraction tile of their choice and adds it to their Zoo.

New York Zoo
– Image by boardGOATS

Attraction tiles are useful because they fill additional spaces, and at its heart, New York Zoo is a race game—the winner is the first to fill all the spaces in their Zoo.  Black and Purple had played this a few times, and once Black had explained the rules to Lime and Blue, Purple started.  Black and Purple prioritised completing Enclosures to get Attractions.  The Market is stacked so there are large tiles, heptominoes, on the top of each tile space, with hexominoes, then pentominoes and finally tetrominoes at the bottom of each pile.  Black and Purple prioritised getting breeding pairs of animals and as the Market dwindled, getting smaller enclosures because small Enclosures are easier to complete than large ones.

New York Zoo
– Image by boardGOATS

Blue, who had not played the game before, started off getting large Enclosures and fitting them tightly together.  As the game progressed, however, she realised her mistake as everyone else’s Animals were breeding and she didn’t have pairs because she was taking one out every time she added another Enclosure.  This had the additional consequence that she was starting to run out of Animals too, so she prioritised getting breeding pairs for a couple of rounds before continuing to take the biggest Enclosures she could get away with.  It was a tight game—Purple seemed to take an early lead, but it looked like Black and Lime over-took her towards the end and were in a tussle to finish the game first.

New York Zoo
– Image by boardGOATS

With everyone else concentrating on filling pens and taking Attractions, nobody was watching Blue.  So they were taken by surprise when her kangaroos bred filling their pen and she took her first Attraction.  That left one space which she promptly filled taking the only Enclosure that fitted, perfectly, and ended the game.  With everyone else so close to finishing, however, the rest of the group played on to see who would place where.  In the event, Black finished just ahead of Lime.  The group were just dissecting the different strategies when Pine arrived, fresh from his meeting teaching “cubbish-sized scouts” about waste.  Terraforming Mars was still going on, so the hunt was on for a five-player game, and the group settled on Kingdomino.

Kingdomino
– Image by boardGOATS

Native, Kingdomino is a four player game, however, with the Age of Giants expansion, it plays five.  The base game is simple enough, but it had been a while since most people last played it, so there was a quick run through of the rules.  On their turn, players add a terrain domino to their Kingdom; each domino comprises two squares of terrain and when placed at least one end must be adjacent to the same terrain type.  Like New York Zoo, the interesting and clever part of the game is the Market.  In Kingdomino, there are two parts, current and future—when a player takes their domino from the current market, they choose their next domino by placing their marker on it.

Kingdomino
– Image by boardGOATS

At the end of the game, players score each terrain region with points equal to the area of each region multiplied by the number of crowns on it.  The clever part is the timing of the Market.  The tiles are drawn at random from a set numbered from one to forty-eight.  The low numbers generally being the less desirable ones, those without crowns or those for terrain types where crowns are more scarce.  Since players take the tiles in numerical order (low to high), taking a low value tile in one round gives a better choice in the next.  Similarly, taking a high value tile means there will be less (or maybe no) choice in the following round.

Kingdomino: Age of Giants
– Image by boardGOATS

The Age of Giants expansion firstly adds twelve extra tiles (enough for a fifth player), six labeled with letters A to F and six numbered forty-nine to fifty-four.  These are ranked below one for the letters and after forty-eight for the high numbers, with the low ranking tiles featuring a Giant, and the high ranking ones featuring Footprints.  Players taking dominoes with a Giant on them, also take a Giant-eeple and place it over a crown in their Kingdom so that it doesn’t score.  Taking a Footprint domino allows the player to move a Giant from their Kingdom to a crown in someone else’s and this increase their score, making these tiles potentially very valuable.

Kingdomino: Age of Giants
– Image by boardGOATS

Unfortunately (especially for Lime and Blue who ended up with all the Giants), the Footprints seemed hard to come by in this game.  The other part of the Age of Giants expansion are the Quests.  The base game comes with two Quests, arrangement targets that give points.  These are “Middle Kingdom” and “Harmony” which respectively give ten points for a castle in the centre of a player’s Kingdom and five points for a complete five-by-five territory with no discarded tiles.  This time, the Quests drawn essentially at random were “Bleak King” and “Four Corners of the Kingdom”.  The first of these gave five points for each five square of terrain with no crowns while the second gave players five points for placing cornfields on all four corners of the five-by-five grid that defines their Kingdom.

Kingdomino: Age of Giants
– Image by boardGOATS

Although the Quests had been included in game play several times before, the Giants have only had an outing once and didn’t go down all that well.  Still, with five players all the extra tiles were needed and their values would have been unbalanced without including Giants, so the group thought they’d give it another try.  This time Blue and Purple had a really hard time getting crowns and things were so bad for Blue that she resorted to picking up twenty points, more than half her total, from the “Bleak King” Quest.  Black built a lot of sea and pasture, while Lime scored heavily for his mountains and Pine picked up lots of points for his large woodland.

Kingdomino: Age of Giants
– Image by boardGOATS

It was very close between the top three and both Lime and Pine scored forty-five points for their highest scoring terrain—Lime for nine crowns spread over five spaces, Pine for five crowns spread over nine spaces.  There were just two points between Lime and Pine in the end, but Pine’s sixty-eight points just edged Lime into second with Black four points behind that.  It had been a good game.  However, the group felt that the Giants took a positive constructive game and added a negative aspect.  Those that had been stuck with them hadn’t found that aspect particularly enjoyable, especially as it was easy to get lumbered largely through no fault of their own, so it is unlikely they’ll get another outing very soon.

Kingdomino: Age of Giants
– Image by boardGOATS

Meanwhile, on the next table, Green, Ivory, Plum and Teal were still playing Terraforming Mars.  To speed up the game they played with the Prelude start cards and also removed the Corporation cards—that turned out to be a good choice as the game only just finished before the pub closed.  In this game, players play corporations sponsored by the World Government working together in the terraforming process, but competing for victory points.  These are awarded not only for their contribution to the terraforming, but also for advancing human infrastructure throughout the solar system, and doing other generally commendable things.

Terraforming Mars
– Image by boardGOATS

The players acquire unique Project cards by buying them into their hand; these can represent anything from introducing plant life or animals, hurling asteroids at the surface, building cities, to mining the moons of Jupiter and establishing greenhouse gas industries to heat up the atmosphere. The Projects can give immediate bonuses, as well as increase production of different resources. Many cards also have requirements and become playable when the temperature, oxygen, or ocean coverage increases enough. Buying cards is costly, so there is a balance between buying cards (three MegaCredits per card) and actually playing them.

Terraforming Mars
– Image by boardGOATS

The game ends after the terraforming is complete when the three global parameters, temperature, oxygen, ocean have all reached their goal.  Players then score for their Terraform Rating with any other points they might have accrued.  This time, Green made his presence felt on the surface of Mars in the early stages with his initial starting forest, which grew a little, and seeded the oceans. He was the only one for a while.  Plum played a blue card which gave her a couple of extra Credits every time someone built a city.  This one really paid for itself in the four-player game as everyone wanted to build more than one city.  Green was first, but had mis-read the card and found himself colonizing Phobos instead.

Terraforming Mars: Prelude
– Image by boardGOATS

So, Teal was the first to actually build a city on the surface of Mars. He opted for the equator but on the other side from Green’s forests.  Later he played a blue city bonus card that gave him a Credit production bonus for each one. Although several cities had already been built by then, several more followed and he was able to enjoy the benefit of extra cash in later rounds.  Ivory meanwhile had made a different start to the game than his normal opening gambit (building a city), and completed the first Milestone: the Ecologist. However his cities did follow later as he extended down towards the south pole. Teal claimed the second milestone: the Specialist, helped on by his city Credit production bonus.

Terraforming Mars
– Image by boardGOATS

Plum was the last to claim a Milestone: the Generalist, as she was able to pay to increase her production one step each round.  She did not claim it straight away, but noticed it after Teal had claimed his, and thought she had better get in there quick.  Green was not able to claim any milestones, but instead was the first to fund an Award. A quick check around the player boards suggested he should fund Celebrity as he had three high value cards to Teal’s two, but neither Plum or Ivory had any cards over the value of twenty Credits. Later on Teal funded the second award and went for Estate Dealer as he clearly had more tiles next to oceans at this point (having planted his forests northwards around the oceans.

Terraforming Mars
– Image by boardGOATS

At the end of the game Green pulled out his wallet once more and funded Benefactor since he was ahead on the Terraform Rating track. Ivory was only one behind, but Green had a couple of options he could play on his last turn for a couple of extra Terraform Rating points. This prevented Ivory from funding the Dessert Settler award for which he had been building.  Green decided to go for outworld domination and also built Deimos city.  During the second half of the game Green realised he had forgotten his company bonus of a two MegaCredits reduction for each brown, Industrial tagged card.  He had built three, so put six Credits aside to be used in the event of a tie, (although had he remembered to claim them at the time, he may have been able to play more and better cards).

Terraforming Mars: Prelude
– Image by boardGOATS

In the final scoring it was very close indeed, although during the game Mars was regularly bombarded with meteors and nuclear bombs, so it was a wonder any one survived at all!  Ivory and Green tied for second with fifty-nine points. Even with his extra six Credits, Green still lost the tie to Ivory, who had more Credits left over from the final production.  At this point, Green realised he again had misread a card thinking he would get one point per ocean tile in the game for his capital city, but that would have given him a guaranteed nine points and would have been way too powerful. In the end, it was Teal who triumphed, but only just, with sixty-one points, in well deserved victory.

Terraforming Mars
– Image by boardGOATS

Learning Outcome:  Mama’s taking us to the zoo tomorrow, zoo tomorrow, zoo tomorrow… We can stay all day!

Boardgames in the News: The Best Game EVAR?!?!

BoardGameGeek is the largest and most comprehensive website dedicated to board and card games, with a database comprising nearly a hundred and fifty thousand games.  These games have a ranking based on ratings submitted by account holders.  While these rankings are obviously skewed by the characteristics of the contributors, the number one ranking game clearly has significance.  In the twenty-two years that the rankings have been in place, there have been just ten games to achieve the top rank, but as of today, there is an eleventh, with Brass: Birmingham taking the top spot from Gloomhaven.

Brass: Birmingham
– Image from boardgamegeek.com

Of these now eleven games, three held the top rank briefly, for a day or two only.  The first of these was The Game of Life, and it’s top rank was the result of a software bug when on 25th February 2006, a User gave it a rating of sixty-five thousand five-hundred and thirty-five out of ten.  Just over a year later, as an April Fool, another User encouraged his friends to give Monkey Auto Races a rating of ten.  With just three hundred ratings, this game went from unranked to number one overnight, only to plummet back down the rankings just a day or so later.  Three years later, the site owner pulled his own April Fool stunt and set the ranking equal to the data base number, making Die Macher number one for a day.

The list of eight genuine Number One Games and the date they first achieved the top ranking are:

Brass: Birmingham
– Image by boardGOATS

Deutscher Spiele Preis – 2022

The Deutscher Spiele Preis awards recognise the “Best Children’s Game” and a top ten list of the “Best Family and Adult Games”, the results of an open vote by games clubs, gamers and people in the industry.  They are awarded annually at the Internationale Spieltage in Essen and the winners are announced in advance.  As annual awards, the games named in the Deutscher Spiele Pris lists often intersect with the winners and nominees of Spiel des Jahres Award, but in many other ways, the awards differ.

Deutscher Spiele Pries 2022
– Image from
spiel-messe.com

The Spiel des Jahres winners are chosen by a committee with a list of strict criteria whereas the Deutscher Spiele Preis is more a list of the most popular games of the preceding year.  As such, games that are not eligible for the any of the Spiel des Jahres Awards often feature in the top ten list of “Best Family and Adult Games”.  For example, games that were considered at the time to be too complex or aggressive for the Spiel des Jahres awards have ranked number one in the Deutscher Spiele Preis list.  These include Tigris & Euphrates (1998), Puerto Rico (2002), Louis XIV (2005), Caylus (2006), The Pillars of the Earth (2007), Agricola (2008), Terra Mystica (2013), Russian Railroads (2014), Voyages of Marco Polo (2015), Mombasa (2016) and Terraforming Mars (2017).

Terraforming Mars: Hellas & Elysium
– Image by boardGOATS

Of all these great games, only Terraforming Mars even received a nomination for the Kennerpiel des Jahres award (though Agricola did receive a special “Complex Game Award”).  In contrast, over the last few years, there has been much more overlap with games like Azul (2018), Wingspan (2019) and The Crew (2020) all ranking highest in the Deutscher Spiele Preis list and winning either the Spiel or Kennerspiel des Jahres award.  Further, all the other winners of both awards including MicroMacro, Cartographers, Paleo, Lost Ruins of Arnak have featured high on the Deutscher Spiele Preis list and/or received Spiel/Kennerspiel des Jahres nominations.

Ark Nova
– Image by boardGOATS

This year, while there is still a lot of overlap between the lists, the top ranked game on the Deutscher Spiele Preis list is a bit of a throwback, being too complex even for the Connoisseur or Kennerspiel des Jahres award.  The Deutscher Spiele Preis winner, Ark Nova has been extremely popular amongst gamers creating a lot of “buzz”, so it is no surprise that it did well.  The strategy revolves round building card combinations and the theme, zoo building is very appealing—everyone loves animals.

The full Deutscher Spiele Preis list is:

  1. Ark Nova
  2. Cascadia (Spiel des Jahres Award Winner)
  3. Dune: Imperium (Kennerspiel des Jahres Award Nomination)
  4. Living Forest (Kennerspiel des Jahres Award Winner)
  5. The Red Cathedral
  6. Witchstone
  7. Beyond the Sun
  8. SCOUT (Spiel des Jahres Award Nomination)
  9. Golem
  10. Terraforming Mars: Ares Expedition
Ark Nova
– Image by boardGOATS

Boardgames in the News: Games making Cameos on TV

Board games are an integral part of family life and growing up and, as such, they have a long tradition of appearing on TV programs.  For example, Kramer and Newman get wrapped up in a game of Risk in Seinfeld, Scrabble features in the second series of Hamish Macbeth and in The Simpsons, while Stratego was the game Fox Mulder was playing with his sister the night she was abducted in the X-Files.  Often, games are used to highlight something “geeky” or otherwise “cerebral”.  So, Rimmer was known to maintain a “Risk Campaign Diary” and often recounting games turn-by-turn to his crew mates in Red Dwarf, and in Star Trek: Voyager, Tom Paris and B’Elanna Torres were shown playing Quarto (though it is probably known by a different name in the twenty-fourth century).

Escape From Colditz
– Image from bbc.co.uk

More exiting games have started to appear on TV recently though.  A few years ago, we commented on how Mage Knight featured in the BBC romantic drama Last Tango in Halifax but that is by no means the only TV program to use a designer board game to create atmosphere.  The BBC has a bit of a penchant for including board games in their programs, and when they do, they often choose games that are outside the mainstream.  For example, in the 1970s police drama, Life on Mars featured people playing Escape from Colditz, and more recently, the second series of Killing Eve showed Villanelle playing Dixit.

Dixit on Killing Eve
– Image from bbc.co.uk

In this case, it is a plot device, as Villanelle’s protagonist is commented, “You are struggling with the rules of Dixit, a simple story telling game for players aged eight and upwards, and yet you claim to have two philosophy degrees.”  The BBC doesn’t have a monopoly on showing modern board games, however.  The Channel 4 program, The IT Crowd regularly featured a stack of games in the background that variously included Memoir ’44, Ticket to Ride, Shadows over Camelot, Mystery of the Abbey and War on Terror, while Settlers of Catan, Talisman, Ticket to Ride, and Race for the Galaxy are all shown on shelves in The Big Bang Theory, highlighting how games are still often seen as something for “geeks”.

Tikal
– Image from youtube.com

The “geeky” angle may be changing though.  The Amazon thriller Reacher shows people playing Settlers of Catan in a safe-house, and there is a game shown in every series of the Canadian thriller, Orphan Black because co-creator John Fawcett is a gamer and the show has a “Board Game Advisor” (games featured include Gloomhaven, Runewars, Agricola, Descent, Dead of Winter and Scythe)Tikal even appeared in Glee during the fifth season where the cast sing, “What does the Fox Say?”  Some of these appearances may be paid product placement, in particular Arkham Horror in Limitless and Race for the Galaxy in Silicon Valley, with Rio Grande Games allegedly having confirmed that they have paid for games to appear in shows.  That is not the reason in all cases though.

Wingspan
– Image from itv.com

Last week, Wingspan appeared in the ITV soap-opera, Coronation Street with people shown reading the rules and references to having played later.  Designer Elizabeth Hargrave confirmed that this was not a case of product placement, commenting that the show got in touch and no money had changed hands.  It is possible that one of the script writers is a fan of modern board games as “Corrie” did something similar just over a year ago with Billy Mayhew shown struggling to fathom the rules to Mysterium shortly after Christmas. With the appearance of modern board games in programs like this, it is clear they are no longer solely the preserve of the “geeky”, though it would probably help if we could get rid of the “frowning over difficult rules” stereotype.

Mysterium
– Image from itv.com

Boardgames in the News: The Great Escape?

Over the last decade, Asmodee has swallowed most of the big names in modern family board games, including the likes of Ticket to Ride, Settlers of Catan, Star Wars: X-Wing Miniatures, 7 Wonders, Dominion, Agricola, and Pandemic amongst others.  This has been through the relentless acquisition of the companies that produce these titles, in particular, Days of Wonder, Fantasy Flight Games, Z-man Games, Mayfair, Lookout Spiele, and Repos Production.  This monopolising of the market cannot be a good thing for gamers, indeed the effects are already being felt with the introduction of Minimum Advertised Pricing (MAP) and now the loss of customer servicing for all Asmodee products.

HeidelBÄR Games Logo
– Image from twitter.com

There is perhaps a glimmer of hope, however.  Three years ago, the German publisher and distributor Heidelberger Spieleverlag was acquired by Asmodee, with the publishing part splitting off to form the Asmodee Studio, HeidelBÄR Games.  Last year, however, ownership and with it the nucleus of the HeidelBÄR team, was transferred back to the previous manager, Heiko Eller-Bilz.  The resulting enterprise is much smaller than it was, but the most important asset, the people, are in a position to develop new titles.

Plaid Hat Games Logo
– Image from plaidhatgames.com

More recently, Plaid Hat Games have made a similar, slightly slower, journey.  Around five years ago, Plaid Hat Games was bought out by Canadian company F2Z Entertainment, then the parent company of Z-Man Games, Filosofia Éditions and Pretzel Games (now known as Asmodée Canada).  However, earlier this year it was announced that Plaid Hat Games had been reacquired by Colby Dauch, the original founder, albeit without the rights to some of their biggest products, including Dead of Winter, Aftermath, and Mice and Mystics, which remain with the Asmodee Group.  Plaid Hat Games retained the rights to Summoner Wars though, and are currently developing a new product, Forgotten Waters, which will be the first game released by Plaid Hat after their Great Escape.

Forgotten Waters
– Image from plaidhatgames.com

Boardgames in the News: Who are PAI Partners and what do they want with Asmodee?

A couple of months ago, Reuters reported that according to un-named sources, investment bankers had been hired to run the sale of Asmodee.  The claim was that the sale “could value the company at over €1.5 billion”, but there was no credible information as to who the potential buyers were.  This mystery has now been solved with the announcement that PAI Partners have entered into exclusive discussions to acquire Asmodee, a company with an enterprise value of €1.2 billion.  So, who are PAI Partners and what do they want with Asmodee?  Well, PAI is a European private equity company, that grew out of the merger between the French banks, BNP and Paribas in 1993, with a management buyout completed in 2001.  They have invested in a wide range of companies covering everything from yoghurt (Yoplait) to tyres (Kwik Fit) to cargo handling (Swissport).  Obviously PAI are interested in making money from Asmodee, but at this time there is no evidence to suggest that would by by asset stripping.  Price increases would be almost inevitable however, as the Studios would be under pressure to provide a good return on the investment.

PAI Partners
– Image from paipartners.com

15th May 2018

As Blue and Burgundy finished their dinner, everyone else arrived and we began the “Who wants to Play What” debate, and particularly, the “Who wants to play the “Feature Game” tonight” discussion.  The “Feature Game” was to be Caverna: The Cave Farmers, a game that is so similar to Agricola, that it is often referred to as “Agricola 2.0”.  In Agricola, the idea of the game is that players start with two farmers, a large field and a wooden hut and try to build a farm, by planting wheat and vegetables, buying and breeding animals, extending and upgrading their hut, and expanding their family.  It is a worker placement game which takes place over a set number of rounds and in each one, each family member takes one action.  The actions that are available are very limited at first, but more are added as the game progresses.

Caverna: The Cave Farmers
– Image by BGG contributor MisterC

There are three main differences between the Caverna and Agricola, and the first (and most obvious) is the theme.  Instead for medieval farmers, players are dwarves living in the mountains, building a dwarfish community with dogs and donkeys.  This means players are developing their cave system (rather than their hut) and cultivating forest land rather than pasture.  The game play is very similar though with players taking it in turns to place one of the dwarves from their community on one of the action spaces and then carrying out that action.  Again during the game, the number of actions available increases.  Many of the actions are different though as players cultivate the forest in front of their cave and dig into the mountain, furnishing caves for their clan as well as mining for ore or ruby.  This leads to another obvious differences:  Expeditions.  In order to go on expeditions dwarves need ore to forge weapons, and the better armed the dwarf, the more exciting the adventures they can go on and the better the rewards.

Caverna: The Cave Farmers
– Image by BGG contributor saksi

These features are largely cosmetic though, and the real differences are in the game play.  In the advanced game of Agricola, each player is dealt a hand of fourteen cards at the start, which are used to add variety and interest to the game.  There are hundreds of possible cards available and players can either choose from their starting hand, or to make the game fairer, they can be drafted.  The problem with this is that for players who are unfamiliar with the game, choosing which cards might be useful or will work together is a very painful process.  In Caverna, the depth is introduced by the addition of forty-eight different buildings tiles which laid out so players can see what the options are throughout the game.  Critically, there is one set of tiles and they are all used in the advanced game.  This means Caverna doesn’t have the infinite variety of Agricola, but the buildings deliver a more balanced game with a lot of options that are available every time.

Caverna: The Cave Farmers
– Image by BGG contributor saksi

The games also feel very different:  with Agricola the game is always a struggle, with players fighting to balance feeding the family and developing the farm.  At the end of the game, a large proportion of players scores come from fulfilling a checklist of animals and vegetables.  This means that there are one or two main strategies and successful players are generally those who are most efficient in these. In Caverna, there is more variety in the strategies available, but without the feeding mechanism and associated peril of starvation, there is a lot less stress in the game.  All in all, it is generally a lot easier to build a productive engine and more difficult to make a total mess of it in Caverna, while still providing a lot of the same sort of challenges.

Caverna: The Cave Farmers
– Image by BGG contributor haslo

Both Agricola and Caverna take up a lot of table space and a while to set up. As Ivory had never played it before, and even Burgundy, Magenta and Green had not played it in nearly four years, we decided to play the introductory game.  It turned out that this was just as well, as it still took the best part of three hours to play.  By random selection Burgundy got to go first and effectively choose his own strategy, while Green went last and was more or less forced to let his strategy be dictated by what was left over.  The first few turns were the inevitable resource grab—anything and everything that players could get hold of.  Being a cave based game, stone and ore were particularly popular to such an extent that Green found he was struggling to get any by the time his turn came round, which pushed him towards a more Agricola-style farming strategy.

Caverna: The Cave Farmers
– Image by BGG contributor haslo

Although Magenta had played Caverna once before she had little recollection of it as it had been at 3am one Christmas Holiday.  As a result, the game was all a bit of a mystery at the start.  Nevertheless, she got into sheep farming early, but did not neglect her mountain either, regularly chipping away giving her ample opportunities for rooms and mines.  She was struggling outside though:  she managed to get some more animals, but couldn’t get the pastures to keep them in, and without crops she was constantly struggling for food.  She was able to build an oven, but this meant that as fast as her flock grew she had to slaughter them to keep her hungry dwarves fed.  With her lack of outdoor enclosures though, this might actually have been a help.  In the end, it was her mining and interiors that helped give her the best scores and she did eventually manage to cover her whole player board by the end of the game to avoid negative points.

Caverna: The Cave Farmers
– Image by BGG contributor haslo

Ivory and Green were the first to grow their families and, fed up with being last in the turn order, Green used his larger family to good effect and nabbed the start player marker. So the very next turn he was able to grab a wheat and veg while planting a field and pasture at the same time.  Then, with his second dwarf he immediately planted another field and pasture to plant that self same wheat and veg, and thus started his crops growing. He then supplemented this with an improvement tile which enabled him to convert a wheat and a veg into five food which meant he was never short of food to feed his family and was free to expand whenever he was able to mine the mountain and build extra rooms. With crops aplenty, he then set about acquiring animals and fencing in fields, leaving his mining for the last few turns in a frantic dash to increase his final score.

Caverna: The Cave Farmers
– Image by BGG contributor saksi

Burgundy and Ivory, both decided to bet heavily on arming their dwarves and sending them on expeditions to bring back lots of exciting goodies. Several times, Ivory exchanged a precious ruby to play his fighting dwarf out of turn and grab the four-goods expedition before Burgundy could. This strategy served them both well, especially as they were able to keep mining in order to locate more and more ore to help weaponise more dwarves.   Burgundy held on to his gems and managed to build a special room to help them score him more points. He also managed to also cover his whole area and “discovered” two ruby mines.  Ivory neglected his farming and failed to plant anything till right at the end of the game.  Ultimately, that counted against him as he was left him with empty spaces that lost him six points.

Caverna: The Cave Farmers
– Image by BGG contributor saksi

The last two harvests were both interrupted by the special tiles which caused everyone a few problems and in the end it was really quite close. It was Burgundy who took the glory though, a handful of points ahead of Green who was a single point ahead of Ivory.  It was a good game though and everyone enjoyed it—Burgundy professed to prefer it over Agricola too, a game where he reckons he always struggles to do well in.  Meanwhile, the next table started with a big debate about what to play.  Several games were considered, but Black made the mistake of mentioning Keyflower, which is one of Blue’s favourites and thereafter, there was only one game she wanted to play.  Other games were suggested, but for the most part, there was a good reason why these were not ideal, and, in the end, Black pointed out Blue’s interest in Keyflower, and everyone else agreed to play it.

Keyflower
– Image by boardGOATS

Everyone had played the game before, but it was a while ago and Pine had little recollection, so a rules run-through was necessary first.  The rules of the game are not terribly difficult to understand, but combine to make a complex game.  Played over four rounds (or Seasons), players bid on hexagonal tiles which are added to the winners’ village at the end of the round.  Bidding is carried out with coloured meeples (or Keyples as they are known in this game), and counter-bids must follow colour, usually red, blue or yellow.  Most tiles are action spaces, so as well as currency for bidding, Keyples can also be used to activate spaces.  Any space can be activated at any time by any player when they place one of their Keyples on a tile, any tile, one in their own village, one in someone else’s, one still being auctioned.  At the end of the round, Keyples used in winning bids are lost, while those involved in losing bids return to their owners and any used to activate tiles are adopted by the tile owners.

Keyflower
– Image used with permission of
BGG contributor punkin312

Essentially, that is really all there is to the game, but there are lots of consequences of this simple mechanism and a lot of complexity underlies what players can do with the actions on the tiles.  In Spring, most of the tiles available provide resources of some description, in Summer there are more advanced resource and related tiles, while in Autumn the first of the scoring tiles arrive.  The majority of the scoring comes from the Winter tiles though, and these are selected by the players, who are dealt a small number at the start of the game and choose which to introduce at the start of the final round.  This is particularly clever as it provides players with possible strategies if they choose to follow them.  Invariably, though, the best laid plans go completely awry and players are left choosing which of their tiles will be the least useful to their opponents and hope that others will be forced to play something more helpful.

Keyflower
– Image used with permission of BGG contributor punkin312

Once we’d run through the rules, we laid out the Spring tiles and began.  Keyflower plays two to six players and unusually, it plays well acrioss the whole range, but is different at each number due to the fact that different numbers of tiles are used during the game.  With two players nearly half the possible tiles are removed from play, so the game becomes very tactical rewarding players who can keep their options open and change their plans like a politician changes policy, when they find the tiles they need are not available.  With six players, all the tiles are available, however, with so many opponents lots of competition is guaranteed.  Black pointed out that Keyflower is particurly good with four though as almost all tiles are in play, and there is lots of competition as well.

Keyflower
– Image used with permission of BGG contributor punkin312

There are other consequences of changes in player number.  For example, at the start of each Season, ships arrive delivering Keyples and Skill tiles; players bid to have first choice of these.  The number of arrivals is dependent on the number of players, however, no matter how many arrive it is never enough, worse, as the game year progresses the number of Keyples arriving steadily decreases.  This is because players are spending less on buying tiles and instead are reusing workers that have been activating tiles.  Regardless, having a means to get extra Keyples is invaluable and it was with this in mind that Black began bidding for the Ale House.  This tile generates another Keyple, each time it is activated, two once it has been upgraded.  Largely on the principle that if someone else wants something, they should not be allowed to have it, Blue started a bidding war.

Keyflower
– Image used with permission of BGG contributor punkin312

Unfortunately for her, Blue won, but at a cost.  This was very much counter to her usual strategy, as she usually avoids overpaying at all costs, often leaving her with the fewest tiles at the end of Spring, sometimes none at all.  Pine on the other hand, fancied the Pedlar, a tile that turned yellow Keyples into green ones, and green ones are Special.  Green Keyples behave in exactly the same way as red, yellow and blue Keyples, except there are none in the game at the start so their extreme scarcity means they are very powerful, especially when bidding. Pine also went for gold and Purple took the Keywood, which gave her substantial wood producing capability and the Workshop which allowed her to produce any resources she wanted.

Keyflower
– Image used with permission of BGG contributor punkin312

Summer and Autumn proceeded in a similar fashion, except that everyone started out much more careful with their Keyples, which meant everyone ended Summer with lots of stuff they didn’t want.  Black finally got his Keyple generating tile when he took the Brewer, however, that needed Skill Tiles and he didn’t have a source of them.  Blue was worse off finishing Summer with a random assortment of boat tiles she didn’t really need.  Pine and Purple did slightly better, taking tiles that convert Skills into resources and transport/upgrade tiles and adding to their gold producing ability.  Autumn saw the advent of round two of the bidding war when Blue started bidding for the Sculptor and Sawmill and Black decided to join in.  It ended with honours even, but there was more to follow.

Keyflower
– Image used with permission of BGG contributor punkin312

In the final round, some of the strategies became clearer, when the Jeweler, Craftsman’s Guild and the Windmill appeared.  Everyone was hustling for the tiles they wanted, trying to maximise their points for the end of the game.  It was then that Black finally finished the bidding war, taking the Sea Breese boat tile, which gave him only one point, but cost Blue nearly twenty points.  Pine who had struggled throughout the game suddenly found he had lots of points, sixty in total, just two behind Black who finished in first place, thanks largely to the vast number of Keyples he finished with.  On the next table, Caverna still had some way to go and there was still time for one more game, so Pine dipped into Burgundy’s back and brought out Splendor—at least with Burgundy occupied elsewhere, everyone else had a chance of winning for a change…

Splendor
– Image used with permission of boardgamephotos

We’ve played Splendor a lot within the group, an awful lot, and have just begun exploring the Cities of Splendor expansion, but after the last game, everyone wanted something they were very familiar with, so we stuck to the base game.  And it is a simple game of chip collecting and engine-building with a very loose gemstone theme. Basically, on their turn, players can take gemstone poker chips, or use chips to buy a card. Some cards have points on them and all can be used like the poker chips to buy cards (but without having to return them). The cards also give players access to “Noble tiles” which also give points. The winner is the player with the most points after someone reaches fifteen points.

Splendor
– Image used with permission of boardgamephotos

The game play was very unusual this time, because the black Opals came out very late, and on the odd occasion that they did appear Blue pounced on them and immediately reserved them.  This had two effects as it both prevented anyone else from getting them and also ensured that she had a plan each time she had to pick up gemstone poker chips.  The problem was made worse by the fact that three of the Nobles required Opals.  With the strangle-hold she had on the game, it was not surprising that she was the only one to get any Nobles and quickly brought the game to an end finishing with eighteen points, well clear of Pine in second place.

Splendor
– Image used with permission of boardgamephotos

Learning Outcome:  Sometimes winning a bid can be worse than losing.

Boardgames in the News: Asmodee For Sale‽

Over the last few years Eurazeo have developed Asmodee from a small French games company primarily known for a clever little kids game called Dobble, into an industrial conglomerate swallowing up the likes of Days of Wonder, Fantasy Flight Games, Z-man Games, Mayfair, and Lookout Spiele.  In the process, Asmodee added some of the most high profile modern boardgames to their portfolio, including Ticket to Ride, Carcassonne, Pandemic, Agricola, Star Wars X-Wing Miniatures Game, SplendorDead of Winter, Settlers of Catan (now known simply as “Catan”) and as of this weekLove Letter.  Speculation as to the end result has been rife, here and elsewhere.  Indeed, three months ago we raised the question:

…it would seem that Eurazeo is not looking to hold onto Asmodee for the long haul, instead they will be looking to maximise Asmodee’s growth and then make their exit, probably in the next two to five years.  So the big question is, how are Eurazeo going to make their “controlled exit”?

Reuters now reports that according to un-named sources, the answer is, “Sell Asmodee”.  Apparently, investment bankers have been hired to run a sale process which they claim could value the company at over €1.5 billion (quite a return for Eurazeo who originally paid €143 million for Asmodee in November 2013).  As yet, there is no credible information as to who the potential buyers may be, but if the news that Asmodee is to be sold is true, there will no doubt be plenty of speculation over the coming weeks and months.  Possibilities range from a major toy manufacturer like Hasbro or Mattel wanting to add expand their range of boardgames, to venture capitalists companies going for maximum short term profits, leading to reduced quality and increased prices.  No doubt, time will tell…

Asmodee Logo
– Image from
escapistmagazine.com

Boardgames in the News: What is Asmodee’s Grand Plan?

Four years ago, Eurazeo bought a small French games company called Asmodee from the investment firm, Montefiore.  Asmodee were a small company hitherto primarily known for a clever little kids game called Dobble.  With the financial might of their parent company behind them, over the next few years, Asmodee proceeded to gobble up many larger, well-established companies, including Days of Wonder, Fantasy Flight Games, Z-man Games and most recently, Lookout Spiele.  Those companies produced some of the best known modern games including Ticket to Ride, Carcassonne, Pandemic, Agricola and Star Wars X-Wing Miniatures Game.  Not content with that, they also acquired the rights to the English language version of the Settlers of Catan (now known simply as “Catan”) and all the related Catan games as well as gobbling up a number of smaller and/or newer companies like Space Cowboys (producers of Splendor and Black Fleet) and Plaid Hat Games (producers of Dead of Winter and Mice and Mystics) and entering into a distribution agreement with many others.  There are now very few games companies of any substance that are not somehow tangled in the Asmodee web.

Star Wars: X-Wing Miniatures Game
– Image used with permission of BGG contributor adamfeldner

The last major purchase was F2Z Entertainment in 2016, and since then it has been relatively quiet.  With the new year comes a new wave of acquisition, however, so at the end of January Asmodee announced that they were in exclusive negotiations with Rebel.  Rebel is a relatively small, Polish company responsible for games like K2 as well as Polish editions of many popular games like 7 Wonders and Codenames.  Perhaps more importantly, Rebel also produces the Polish language versions of many of the Asmodee games and is the largest distributor in Poland.  And Poland is a big country, smaller than France or Germany, but bigger than Italy and the UK,  globally Poland is the thirty-forth largest country by population.  That is a lot of Poles and they do like playing board games in Poland.

K2
– Image used with permission
of boardgamephotos

This announcement was almost immediately followed by the bombshell that Asmodee had acquired all the residual assets from Mayfair and with it, Lookout Spiele. Although this is by far the largest deal in recent months, Asmodee have not been resting on their laurels and there has been a lot going on behind the scenes.  In December last year they announced that Esdevium was to be renamedAsmodee UK” bringing them in line with the “Asmodee North America” and “Asmodee Canada” brands.  At around the same time, Eurazeo announced that French publisher Purple Brain Créations would be joining the Asmodee Group.  Furthermore, they have also been streamlining their distribution network in North America.  Having reduced the number of distributors they deal with to five in 2015, in June last year Asmodee North America announced an exclusive distribution deal with Alliance Game Distributors, effectively creating a monopoly of supply within the USA.  This coupled with their Minimum Advertised Price policy (or MAP) gives them a stranglehold on the US market in a way that would never be allowed in Europe.  Whether they are planning to take that one step further and acquire Alliance themselves still remains to be seen, but that looks like a real possibility.  Finally, they have been pushing in a new direction, developing electronic versions of some of the most popular games through their studio, “Asmodee Digital“.

Asmodee Logo
– Image from
escapistmagazine.com

So what is Asmodee‘s Grand Plan?  Where will it all end?  Well, there are still a couple of other large manufacturers out there that are not yet part of Asmodee.  Looking at the companies they have already absorbed there is a clear trend: they typically have one particular feature that Asmodee are interested in.  In the case of Days of Wonder, that was the Ticket to Ride series, with Z-man Games it was Pandemic and Carcassonne, and with Rebel, it was probably their distribution network that caught the eye of the executives at Asmodee.  Going forward, the most obvious targets are probably Rio Grande Games, Czech Games EditionQueen GamesHans im Glük and maybe 2F, or Pegasus Spiele (who have just announced a partnership with Frosted Games).  For example, it would be surprising if Rio Grande Games have not been approached given the popularity of games like Dominion and Race/Roll for the Galaxy.  Similarly, Czech Games Edition are a small company with some very juicy morsels including Galaxy Trucker, Dungeon Lords/Petz, and the hugely successful Spiel des Jahres winner, Codenames.

Codenames
– Image by boardGOATS

Ultimately they may or may not add some or all of these to the Greater Asmodee Empire, but it is clear that at some point, eventually, there will be nothing left worth taking over and growth of the company will plateau, so what happens then?  And this is the crux of the matter. Some have speculated that the aim is to add Hasbro to Asmodee’s ever growing dominion, but Hasbro has a market value of $11.9 billion—Asmodee are mere minnows in comparison.  On the other hand, the parent company, Eurazeo are worth approximately $5.7 billion, which at least puts them in the same ball park, although even they are small by comparison.  According to the “Vision” page on the Eurazeo website:

The purpose of Eurazeo is to identify, accelerate and enhance the transformation potential of the companies in which it invests, even long after its exit. An active and committed shareholder, Eurazeo assists its holdings in the long term – 5 to 7 years – with control over exit timing. An extensive role enabling it to combine business development and corporate social responsibility.

So, it would seem that Eurazeo is not looking to hold onto Asmodee for the long haul, instead they will be looking to maximise Asmodee’s growth and then make their exit, probably in the next two to five years.  So the big question is, how are Eurazeo going to make their “controlled exit”?  With this in mind it seems unlikely that acquiring Hasbro is on the agenda, but making Asmodee attractive to Hasbro just might be…

Hasbro Logo
– Image from stickpng.com