It was a quiet night, thanks to illness, work and other commitments. There were still enough of us to split into two small groups, the first of which settled down to play Endeavor. This is a game we’ve played a couple of times this year and still proves quite popular. This time, only Green had played it before and Grey and Ivory were unfamiliar with it, so it was necessary to have a complete run-down of the rules. The game is played over seven rounds, each of which consists of four phases: Building, Population, Income and Action. The idea is that players have four status tracks, one each for Industry, Culture, Finance and Politics, which roughly correspond to the four phases of the game and dictate what players are allowed to do at each stage.
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– Image by boardGOATS |
Players begin by choosing a building, some of which provide an increase in one (or more) of the four status tracks, some provide actions, while most others do a mixture of both. Players then move population markers from their general supply to their harbour according to their current culture level. A strong population is essential as it ultimately limits the number of actions players can take on their turn. The income phase allows players to move some of their workers from buildings back into their harbour as dictated by their current level on the income track. These add to the population players have available to do things with, while also making space on the buildings so that these actions are available for re-use. The first three phases of each round are mostly just preparation and book-keeping; the guts of each round are in the final phase, where players take it in turns to carryout an action of their choice. There are five basic actions: Taking Payment, Shipping, Occupying, Attacking, and Drawing Cards.
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In order to carryout an action, players must activate an appropriate building by moving a population marker from their harbour to the building. In the case of shipping, occupying and attacking, the actions are carried out on the central, communal player board. To ship, after activating an appropriate building, players can move one of the population markers to one of the six shipping tracks and take the token that was on the space. These tokens are useful as they add to the status tracks, but some also give a free action. Shipping is also important as it gives players a presence in a region which is necessary for occupying, attacking and drawing cards. When a player places the last token on a shipping track, The Governor card from the top of the pile in the region is allocated and the region is considered “open”. This means that players who already have a presence in the region can also occupy the cities within the region. This gives both tokens and victory points, but where a player occupies a city that is connected to another city they already occupy, they get an extra token, which can be very valuable, as well as providing extra points at the end of the game. This makes position very important, but if someone occupies a city that another player wants, one option is attacking.
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This is carried out in the same way as occupying, but is a separate action and costs an additional population marker. Occupying a region also adds to a players presence in the region: players can also draw the top card from a region’s stack and add it to their player-board, so long as their total presence in the region is higher than the card number. Cards are important as they also add to the status tracks as well as provide victory points, however there is a card limit which is enforced when a player passes at the end of the round and any status track points gained with the card are lost when cards are discarded. Once everyone has completed one action phase players continue taking it turns until everyone passes. Thus, the final possible action is taking payment which is the simplest action and allows players to move one of their population markers back to the harbour so that they can re-use the building in the same round. In addition to the five basic actions, some of the more expensive buildings provide a choice or even a combination of two of the basic actions. After seven rounds, points are awarded for cities, for connections between cities, for progress up status tracks, cards, some special buildings, and any left-over population markers.
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– Image used with permission of BGG contributor henk.rolleman |
It was an inauspicious start: Grey was unhappy with the name, it hurt his language sensibilities, and he was very concerned as to where the “u” had gone. Green was definitely at an advantage as the only person to have played the game before, but he did his best to guide the others for their first few turns. In truth, there is very little choice to be made in the first round or so, however, what choice there is tends to turn out to be critical by the end of the game. With so little decision to make, the first round is always over in a flash, though the later rounds take progressively longer as the game goes on. Ivory and Green both started building Workshops for the extra brick, while Grey went for a Shipyard and started to ship. In the second round, Ivory and Green’s Workshop enabled them to build more valuable buildings and Ivory took a Guildhall to get in on the shipping act, while Green declined the extra brick and went for the Shipyard. This gave him a second green population token and popped him over into gaining three population markers. As the fog of first game confusion began to clear for Grey, he saw the advantage of the Workshop, so took it at the second opportunity.
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The first few rounds raced past as everyone developed their own board, increased their populations and took cities and shipping tracks, but some clear strategies were emerging. Green had a large number of cities in central Europe and a smattering of shipping routes, but was pushing strongly for Africa (to make connections with his European cities and give some great bonus action chits). Ivory was also keeping a strong hold in Europe, but not so much on the shipping tracks, while Grey was concentrating on opening up India and the Far East. Ivory had built up a healthy row of cards, and although he was the only one to resort to slavery so far, it was only the one card. In the fourth round Grey took the penultimate space on the India shipping track and gifted Green a super-turn, when he used his Dock to ship (thus opening up the region) and then occupied too. The newly occupied town linked to his European city and so he got that extra token too. Grey did get the bonus Governor card in consolation however. And then, the regions tumbled, next were the Far East and then North America.
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By the fifth round, the first four cards in the central region had all been taken, and a quick count up showed Green had five cities. He waited until the sixth round and, since no-one had attacked him, he took the final card and abolished slavery. Luckily Ivory was not too badly affected by this and avoided the collapsing house of cards such an event can often trigger. At the start of the final round, Grey spotted that Ivory had a cluster of four cities plus one in Africa: that gave him four connections. He also noticed that there was one cornerstone city that connected them all. So he bravely marched in, took the losses involved in attack and swiped several points from Ivory in one go. The final turns were used for mopping up as many points as possible and once everyone had passed, it was on to final scoring.
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Not unexpectedly given his extra experience with the game, Green scored the most, with victory points from most areas. Ivory was close behind in what had been a very enjoyable game. In fact Grey had not only got over the mis-spelled title, but had enjoyed it so much that he went on to try to find a copy for himself. Alas Endeavor is very out of print so if it can be found, it’s going to cost a pretty penny, which is a shame, as it is a really good game with good replay-ability, thanks to its random token layout. On the adjacent table, there was much debate as to what to play, but eventually, the group settled on Istanbul, winner of the Kennerspiel des Jahres two years ago. We’ve played it a couple of times, but Pine was completely new to it, though both Blue and Red had played it before. It is also a fairly simple game where players are trying to lead their Merchant and his four Assistants through the Turkish bazaar. There are sixteen locations each with an associated action, but to carry out an action, the Merchant needs an Assistant to help out.
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– Image used with permission of BGG contributor duchamp |
The problem is, once an action has been completed, the Merchant must move on, however, an Assistant remains to complete the details of the transaction. Thus, the Merchant can only carryout a transaction if he has the help of an Assistant. When he runs out of Assistants, the Merchant cannot carryout a transaction and must either visit the Fountain and summon his Assistants or go back to stalls where the Assistants are to collect them. The central play-area is made up of tiles representing each stall, so there are four possible layouts: “Short”, where the distances between places that work well together are small making game-play easier; “Long”, where places that work well together are far apart, which forces players to plan ahead more; “Challenging”, where similar places are grouped together, and “Random”. For this game, we chose “Long” routes to give us a slightly more interesting game.
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– Image used with permission of BGG contributor punkin312 |
Blue began by collecting money and visiting the Wainwright to build up the size of her cart, while Red began collecting the special tiles from the Mosque’s while they were still cheap. Although Pine felt he understood the rules and the aim of the game perfectly, it took him a few rounds to work out how to go about making things work together effectively. So it was that Blue just managed to get to the Jewelers before Pine and use a double card to buy two gems. As Pine had only had the exact money for his own double gem purchase, he was now two Lira short and had to go and acquire more cash. To add insult to injury, he had just acquired his extra Lira when Red pulled a similar trick and Pine had to go and find yet more cash. While Blue and Pine were building piles of currency, Red was quietly collecting tiles from the Mosques and a full set gave her two gems.
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– Image used with permission of of boardgamephotos |
Blue and Pine completed their carts and, with her gems from the Jeweler, Blue seemed to have got her nose in front. That was before Pine, largely unintentionally, got his revenge for the problems Blue had caused him earlier in the game. Everything Blue tried to do, Pine was there first and obstructed her plans. In such a tight game, it was just enough to give Red the extra time she needed to get her fifth gem and trigger the end of the game. Despite a massive forty-two Lira, Pine needed two turns to change them into gems leaving Blue just ahead in second place with four gems. As Endeavor was still in the closing stages, Red, Blue and Pine investigated the “Feature Game”. To celebrate our fourth birthday this week, this was to be Crappy Birthday a silly little filler/party game. This game has a lot in common with games like Apples to Apples and in particular, Dixit. The idea is that each player has a hand of cards featuring strange potential gifts. On their turn, it is the active player’s birthday and everyone else passes them a card. The active player then chooses what they think is the best and worst and returns them to the original owner who keeps them as points.
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After a couple of turns, Endeavor came to an end and the group joined up for a proper game of Crappy Birthday. The key to playing this sort of game is knowing the other players. Although we meet regularly, we don’t all know each other all that well, so this was always going to be interesting. By the end, we’d learned that Red would quite like to bungee-jump; Green thinks turning his car into a caravanette would be fun (well, perhaps not his car); Blue has a pathological hatred of having her photo taken and Pine likes fluffy penguins and had been to the Westmann Islands and played with warm lava… In the absence of cake (partly due to a mix up) we completed two rounds and Ivory and Green finished in front with three points apiece. Given how unsuccessful social games often are with our group (most recently Codenames, which was very divisive), this was not expected to be a great success. However, the cards were such fun and so unusual, that we all really enjoyed it. Sadly, that means the game has poor replayability as, once the surprise has gone, the game will be much less fun.
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– Image by boardGOATS |
With that done, Red, Ivory and Grey headed off, leaving Pine, Blue and Green to play something quick. After a little chit-chat Splendor was the chosen game, with both Pine and Blue having unfinished business after getting soundly beaten twice in quick succession. 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 used with permission of BGG contributor henk.rolleman |
The game started with both Pine and Blue going for it with all guns blazing. The set up included three special Noble tiles: one from the 2015 Brettspiel Adventskalender and two from the promotional tiles set, but all four Nobles included opals. So, it was just as well that there were lots of opals out at the start of the game. Blue and and Pine collected as many of them as they could. Green picked up a few too, but found the competition was quite stiff and went for more rubies and sapphires. It was Pine who picked up the first of the Nobles, but that galvanised Blue into action and she grabbed the remaining three in quick succession. She was still a few points short of the finish line, and it was then that Green realised he had misread one of the cards. Having had a similar lead and lost last time she had played, she wasn’t going to let this one get away, and ruthlessly gathered the remaining points she needed to quickly bring the game to a close. Blue finished the game with sixteen four points ahead of Pine in second place.
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– Image used with permission of BGG contributor henk.rolleman |
Learning outcome: Some of the best games can be very difficult to get hold of.
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