A little unsure as to who was coming, we decided to start with the “Feature Game”, which was the filler, Abluxxen (also known as Linko!). This is a “get rid of all your cards” type of game, and although it is initially a little confusing to understand, it mostly became clear as we played. On their turn, players play any number of cards as long as they are all the same. The cards are then sequentially compared with the last cards played by all the other players: if the number of cards played is the same, and the face value of the cards played is higher, then the other player’s cards are “snatched”. They can either be “snatched” by the active player (the “snatcher”) who takes them into their hand, or alternatively the “snatchee” has to do something with them. The “snatchee” can either choose to take them back into their hand or discard them. If they decide to discard, then they must replace the cards with the same number from the face up display in the centre or drawn blind from the draw deck.
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– Image by boardGOATS |
Thus, the idea is that players are trying to get rid of cards and force other players to pick cards up, however, picking up cards an also be a good thing as it can be an opportunity to improve the cards in hand. Better, having a lot of identical cards in hand means that when they are played they go on top of any cards previously played making it more difficult for anyone to “snatch” them or force them to be picked up. The game ends when either one player runs out of cards or the draw deck and central pool has been depleted. Just to add to the the confusion, however, the winner is then the player who has played the most cards, but any cards left in hand give a penalty of minus one.
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– Image used with permission of BGG contributor punkin312 |
Although it was a simple game and everyone knew what they had to do, at first nobody really understood what they had to do to win. Gradually people began to work it out though, starting with Burgundy who had watched a video of the game online, then Ivory who was new to the group, but had played plenty of games before. Pine and Blue eventually joined the “in the know” club, but Red continued to struggle. Every time it was her turn, Red said, “Sorry, I know I keep asking, but if I play two sevens what will happen?” Despite this apparent lack of understanding, Red was the first to check-out and with a huge pile of cards too. This was particularly amusing as Red had just been explaining to Ivory that he shouldn’t believe Burgundy and Blue when they claim to be doing badly or have no idea what they are doing as they usually go on to win. Inevitably then, although most people were only one or two turns away from finishing, Red was miles ahead much to Burgundy’s chagrin as he needed just one more turn and was left with six cards in hand compared with the seven in his pile. Blue who had just played seven “fives” and had only a couple of cards in-hand was second, just ahead of Ivory and Pine.
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– Image used with permission of BGG contributor punkin312 |
Black and Purple had walked in just as Abluxxen started, so amused themselves reading game rules and trying to work out what everyone else was doing. Abluxxen had taken a little longer than expected so with everyone present and a group of seven, we decided to split into two. Red was keen to play Niagara, a really unusual game with a moving river. It won the Spiel des Jahres in 2005 and still holds up as a good family game more than ten years on. The group has played it before, but in summary, players have two boats that they move up and down the river, trying to collect gems and return them home, to the top of the river. There are a couple of catches. The first is that each player has a set of Paddle Cards and must play each one once before they can play any of them again. These Paddle Cards dictate how far they can move on the river, but can also affect how much the river will move. Paddle Cards are selected simultaneously at the start of the round, so there is an element of programming involved, though not as much as in games like Colt Express or Walk the Plank!, but it does mean there is an element of anticipation.
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– Image used with permission of BGG contributor Marsh |
The second “catch” is the river. The river flows after everyone has moved their boats and the rate is dependent on the lowest Paddle Card played in the round and the weather. Each player has a weather Paddle Card, which they use to speed up or slow the river down, however, as this has to be played instead of moving boats, this can be a trap for the unwary. In the worst case this can lead to the loss of a boat and its contents with a penalty to get the boat back. The game ends when one player fulfills one of three criteria: four gems of the same colour, one gem of each of the five colours or any seven gems. Gems are limited, and this leads to the third “catch”, which is that once a player has picked up a gem and has it safely in their boat, another player can steal it so long as they are paddling up stream and land on the same river segment. So a nice little game with a nasty edge.
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– Image used with permission of BGG contributor erfalucho |
Red was joined by Pine, Ivory and Burgundy in what was to be a very close game. With four players, each boat should only hold one gem at a time, but a minor rules malfunction meant that everyone played with the double boats from the Spirits of Niagara expansion. Red and Burgundy took full advantage of this collecting the difficult blue and pink gems first and in one trip. It quickly became clear that five unique gems was going to be difficult so everyone went for the slightly easier seven random gems. Pine was the only “proper adventurer” exploring the limits of the river. Misinformed by Burgundy with respect to the effects of the weather, Pine become intimately acquainted with the waterfall, turning one of his boats to matchwood, but he was the only one to experience the long soggy drop. Otherwise, the weather was fairly muted and everyone was fairly close to getting a full set of gems when Red, kicking on from her successful start got her nose over the line first, finishing with a total of eight gems.
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– Image used with permission of BGG contributor William Hunt |
With Niagara done, the group moved onto Splendor. In this game, players have just three options on their turn: collect gem tokens, buy a gem card using gem tokens (and/or cards), or reserve a gem card and receive a gold (wild) token at the same time. Players can have a maximum of ten tokens, though unlimited cards and the cards act as permanent tokens. Thus, at its heart Splendor is an engine building game built on a set-collection mechanism. Players score points when they buy some gem cards and for attracting Nobles which are awarded to the first player collect certain combinations of gem cards; the game end is triggered when one player reaches fifteen points and the player with the most at the end wins.
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– Image by boardGOATS |
Despite being a very simple game, it is one we still enjoy as a relaxing little filler. Indeed, it got an outing last time when Blue succeeded in snatching defeat from the jaws of victory when Burgundy came steaming through from nowhere to win. It could have been this, or perhaps it was previous alleged trouncings that inspired Blue and Purple to let out an emphatic war cry from the neighbouring table exhorting everyone to stop Burgundy at all costs. So, Burgundy did lots of sighing as everyone rallied to the clarion call and went out of their way to bring him down. Pine had been one of the victims last time and, understanding his likely fate commented that he wished he could record all of Burgundy’s deep sighs and general moaning and then play it back to him when he won.
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– Image used with permission of BGG contributor henk.rolleman |
The tactics appeared to be working, however, as about half way through, Pine had eight points as Burgundy took his first. It wasn’t long before Burgundy took the first Noble too, but he was still some way behind and nobody was terribly concerned. Meanwhile, Ivory was quietly building his engine taking lots of freebees, looking like the new threat. Red was enjoying herself hoarding rubies just to annoy Burgundy even though she was well aware that it wasn’t actually doing her any favours. Then suddenly, Burgundy took his second Noble and the writing was on the wall: everyone knew they were doomed. It wasn’t long before Burgundy took his third Noble and nobody had an answer as he repeated the trick he’d pulled off so successfully last time winning from the back of the pack.
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– Image used with permission of BGG contributor henk.rolleman |
Meanwhile, on the next table Black, Blue and Purple were engaged in a slightly protracted game of Castles of Burgundy. This is a game we’ve not played before with the group, though Blue had played it a few times as a two player game and Black had played it quite a bit online. It is one of those games with fairly simple mechanics, but a lot of complexity in the game play. The idea is that each player has two dice which they roll at the start of the round. On their turn they then spend the two dice, trading them for two separate actions. Players can take a building from the pool on the central player board that matches the number on their die, for example, if a player rolled a six, they can take any of the buildings in the “six” poll and place it in their own supply. Their supply is limited in size and there must be space for them to be able to do this.
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– Image by BGG contributor thatmadgirl |
Alternatively, the player could take a building form their supply and place it on their personal player board on a space that matches both the number of the die and the colour of the building. Both of these actions are quite restrictive, so players can instead choose to collect two worker tiles and add them to their store. These worker tiles are the oil that greases the wheels a little, since they allow players to alter one of their dice by one for each tile used (e.g. spending two worker tiles will allow a player to change a five to a three or a one). The last action is selling goods. Players can acquire goods tiles during the game, but can only store three different types. each of the six types correspond to a different number and, on their turn, as an action players can sell all their goods that correspond to the die (modified by workers if they choose). In return they get a silverling and some points. Silverlings are a form of currency and can be used to buy one extra building per round. These are taken from a special pool, though there is nothing particularly special about the buildings themselves except that they are harder to obtain and therefore are generally only taken by players that really want them.
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– Image by BGG contributor verminose |
Points is what the game is all about, and being a game designed by Stephan Feld, there are lots of different ways to get them. Although the actions within the game are simple, how points are achieved is where the complexity of the game really lies. Each building placed on their board gives the active player a bonus. Sometimes it is a bonus action, sometimes it is bonus points and sometimes it is a strategic advantage; it is the player that makes the most of these bonuses that will win the game. Players then also score points for placing buildings to complete regions on their own board. The larger the region, the more points they get, however, there are also bonus points for completing regions early. Extra points are also available to the first players place the maximum number of each type of building in their province.
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– Image by BGG contributor 3EBC |
Black, by far the most experienced, began by investing in the special buildings that give one off strategic bonuses (e.g. an the opportunity to place an extra tile or take another from the central board). Blue began without a strategy and, as is her wont played very tactically, without a real strategy and see what unfolded. Purple, on the other hand, went for animals early. These give points, but in an unusual way: every time an animal tile is added to an area, all the other animals of the same type score again. Blue picked up four pigs in the first couple of rounds, then added two, then three then another four more, and before long she was following Purple down the animal route. Their strategies were very different, however, with Purple taking anything she could get while Blue was much more targeted. So, as Blue went heavily into pigs, she was able to keep re-triggering their scoring building a tidy number of points. Purple could have made up for with the yellow knowledge tile that rewards players with four points at the end of the game for each different sort of animal they have, but Blue had her eye on it too and got there first.
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– Image used with permission of BGG contributor kilroy_locke |
While Blue and Purple were engaged in a agricultural battle Black was able to continue with his plan pretty much unchallenged. So he moved into shipping and completed lots of areas picking up the corresponding bonuses. Purple took the bonus for finishing the farming tiles first and picked up points for finishing several others too including mining – quite an achievement since she was the last to get a mine at all. It was the compound scoring for the animals that clinched it though coupled with the knowledge tile that enabled Blue to place her green farming tiles more flexibly and she ran out the winner with one hundred and eighty-five points, nearly twenty ahead of Black in second place.
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– Image by BGG contributor Korosu_Itai |
Ivory headed off, and Castles of Burgundy was still well under way, which gave Red an opportunity to suggest one of her favourite games, Bohnanza. The original bean-trading game, this is a staple family game and is still very popular with the group as it keeps everyone involved throughout and is usually very popular as a “gateway” game. Last time he’d played it, Pine had really struggled, which both surprised the rest of the group and caused us a certain amount of consternation as it should have been a game Pine would have enjoyed. It seemed he couldn’t remember the disaster last time though and he was happy to try again.
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– Image used with permission of BGG contributor spearjr |
The game is very simple, but players have to keep their eye on what is going on around them. Players start with a hand of cards and are not allowed to change the order – a simple mechanic that is the critical part of the game. In front of each player are two “Bean Fields” and on their turn, players must plant the first card in their hand and may plant the second. Thus, the key to the game is managing the order of cards in their hand, as they cannot be rearranged and must be “planted” in the order they arrive. However, it is possible to remove unwanted cards by trading them away. Once the active player has planted the card(s) from their hand, then they turn over the top two cards from the draw deck: these must be planted by the end of the turn, though not necessarily in one of the active player’s fields if they can be traded. Once all these cards have been planted, the active player can then offer to trade any unwanted cards in their hand before their turn ends with them replenishing their hand from the draw deck.
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– Image by boardGOATS |
There are lots of different strategies players use: the cards have different values which reflect their rarity so some go for high value rare cards and others for more common cards that are easy to get. The best players are usually the most flexible and those that fit in best with what other players around are trying to do. Another aspect players need to keep an eye on is harvesting. Each field can only contain one type of bean and when they are harvested some of the cards are kept as profit. In this way, the rare cards (which are also the most profitable) are gradually depleted from the deck. So towards the end of the game, they become increasingly difficult to find. Worse, sometimes there might only be one card left and woe-betide the player that gets stuck with it in a field as there is a nasty little rule that says players can only harvest a field with one bean card if all their fields have only one bean card.
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– Image used with permission of BGG contributor spearjr |
This time, Pine began well offering lots of generous donations which earned him lots of good will as well as getting him off to a flying start. In contrast, Burgundy was repeatedly forced to plough up fields before promptly picking up the beans he had just disposed of. The first trip through the deck always seems to take ages, but as usual, the second time through was much quicker. With three players, everyone got a couple of turns in the final, third pass and everyone was looking nervously at each others’ piles of “coins”; it looked very close. In fact, there was only one point in it as Red finished just ahead of Pine who finished with a very creditable twenty-seven.
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– Image by boardGOATS |
With Castles of Burgundy finally over, Blue was keen to play something quick and light to finish the evening and, knowing how much Purple likes it, suggested Om Nom Nom. This is a really sweet little game with elements of double-think. The idea is that there are three food chains each with three tiers, a primary predator, a secondary predator and pray. Each player has a hand of cards representing the top two predator tiers and dice are rolled to represent the bottom two tiers. Once the dice have been rolled and assigned to their spaces on the board, everyone simultaneously chooses a card and the food chains are resolved starting from the top. Any predator with no prey (or where there is insufficient for all the animals played) goes hungry and is discarded. Otherwise, prey is divided equally amongst its predators leaving any left-overs for later.
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– Image by BGG contributor jancis |
A bit like 6 Nimmt!, it is all about synchronising with everyone else, or rather in this case, getting out of synch with everyone else. This is because everyone has the same set of cards, so if every player except one plays the same cards, all the players who played the same cards will likely cancel each other out and get no reward. On the other hand, irrespective of whether they get any reward for playing something different, the very fact they did not play the same card means they have it to play later when there is no competition. This worked particularly well for Blue in the first round, when she managed to pick up lots of carrots and cheese uncontested. Since prey at the bottom of the food chain are worth two point, this netted her a massive seventeen points. In contrast, the second round was very low scoring with lots of animals going hungry. Blue was less effective this time, but still won the round so going into the final round the game was hers to lose, and she tried her best.
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– Image by boardGOATS |
Pine struggled throughout and Red couldn’t get to grips with the double think aspect so was curious as to whether random draw would work better Since she won the final round it is possible that it did. Meanwhile Blue was doing her best to throw the game, demonstrating that while it was important to be out of synch with everyone else, it was important to be out of synch in the right way. First her rabbit got eaten, then her cat went hungry, but somehow she managed to scrape together enough points to ensure she ran out the winner.
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– Image by boardGOATS |
Learning Outcome: You don’t have to know what you are doing to win.
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