As we we arrived, we were all a little thrown by the fact that we weren’t on our usual table. We coped though (just about) and, while we waited for our food, inspired by Red’s “smiley sushi” top, we felt there was only one suitable game, Sushi Go!. This is one of the simplest, “purest” card-drafting games. Card drafting is a mechanism that is the basis of a number of well-known and popular games including 7 Wonders and one of our favourites, Between Two Cities. It is also a useful mechanism for evening out the vagaries of dealing in other games. For example, a round of drafting is often added to the start of Agricola to ensure that nobody gets a particularly poor hand.
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– Image used with permission of boardgamephotos |
Basically, each player starts with a hand of cards, chooses one to keep and passes the rest onto their neighbour. Everyone receives a new hand of cards, and again chooses one and passes the rest on. This continues with the hands getting progressively smaller until all the cards have been chosen and there are no cards to pass on. In Sushi Go!, players are collecting sets of cards with the different sets scoring points in different ways, for example, a player who collects a pair of Tempura Prawns gets five points at the end of the game. In the first round Blue and Burgundy went for Sashimi – collecting three gives ten points; unfortunately there were only four in the round and both got two which failed to score. We were playing with the Soy Sauce expansion, and Burgundy made up for his lack of Sashimi by taking the Soy bonus, it was Pine who made a killing though taking the first round with a massive twenty-two points.
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– Image used with permission of boardgamephotos |
The second round was very confused pizza arriving and hands losing cards somehow. Blue won the round with seventeen, but it was a much closer affair which left Pine in the driving seat going into the last round. As they only score points at the end of the game and since the player with the fewest losing six points, everyone went for Puddings. There were a lot in the round and Red managed to collect most of them, and the end of the game six point bonus with it. It was a sizeable catch and with Pine in line for the penalty, it looked like Red might just have enough to snatch victory. In the end, Pine shared the penalty with Burgundy, however, and that was just enough to give him the game, finishing three points ahead of Red.
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– Image used with permission of boardgamephotos |
With food finished and our usual table now empty, we split into two groups with the first foursome moving back to our normal table to play the “Feature Game”, Viticulture. This is a worker placement game where players take on the roles of beneficiaries in rustic, pre-modern Tuscany who have inherited meager vineyards. Each player starts with a few plots of land, an old crushpad, a tiny cellar, and three workers. Using those workers and visitors, players can expand their vineyards by building structures, planting vines, and filling wine orders. At first glance, Viticulture appears very complicated with lots of possible actions, but in practice it is a much simpler game than it looks. Viticulture is broken down into years or rounds with each subdivided into seasons, each with a specific purpose. In the first round, Spring, players choose the turn order for the rest of the year. The start player picks first and can choose to go first and pick up a meager reward, or sacrifice position in the turn order for something more enticing, in the extreme case, going last and getting an extra worker.
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– Image used with permission of BGG contributor punkin312 |
Then, in the turn order decided in Spring, players take it in turn to choose an action and place a worker. All the action takes place in Summer and Winter and it is up to the players how they divide their workers between the two. Each action has three spaces, but only two are in use in the four player game. The first player to take an action gets an additional bonus while the second allows the basic level action only. Each player has a large worker, their “Grande”, which they can use as a normal worker, or to carry out any action, even if both spaces are already occupied. In Summer, players can add buildings to their estate; plant vines; show tourists round (to get money); collect vine cards, or play yellow Summer Visitor cards (which generally give a special action). In contrast, in Winter, players can harvest grapes from their vines; make wine; collect wine contract cards; fulfill contracts (which is the main way to get points), or play blue Winter Visitor cards. Sandwiched between Summer and Winter, is Autumn, where players get to take an extra Visitor card. Game end is triggered when one player gets to twenty points.
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– Image used with permission of BGG contributor punkin312 |
We were very slow to start as only Ivory was familiar with the game. Pine in particular felt out of his depth and moaned about how this was not his sort of game. Despite this, Pine was the first to get points on the board and he retained his lead for more than half the game thanks to the Windmill that he built at the start. This gave a him a point each time he planted vines and, since that is an essential part of the game he was collecting points from the start where everyone else was concentrating on trying to build up the framework of their vineyard. As the game progressed, everyone else’s grapes began to mature yielding points and the chase began. We were into the final quarter of the game before Blue, then Ivory and eventually Green caught Pine though. Going into the final round it was clear it was going to be close as Ivory moved ahead of Green, Blue and Pine, and triggered the end game. Blue just managed to keep up and it finished in a tie, with both Ivory and Blue on twenty-four, four points clear of Green. Money is the tie breaker followed by left over wine, and since Blue had more of both she claimed the victory.
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– Image used with permission of BGG contributor punkin312 |
Meanwhile, at the other side of the room, Red, Purple, Black and Burgundy, had been playing Ulm. This is a game Purple and Black picked up from Essen last year and has had a couple of outings since. The game play in Ulm is simple enough. It is played over ten rounds, during each of which players get one turn in which they can do three actions that help them to gain points. Ultimately players are collecting cards, city coats of arms and descendants, all of which can give them points during the game or at the end. This, in combination with the position of their barge and the number of sparrow tokens owned give the end game score, and the player with highest score wins. The novel part of the game is the Cathedral – a three by three grid of action tiles. On their turn, the active player slides a new action tile, randomly drawn from the bag, from the outside into the grid sliding another tile out. That tile stays in its spot on the outside of the grid and no other player can use that row or column until the tile is removed. The three tiles left in that row or column (two old ones and the new one, just added), represent the active player’s three actions for their turn.
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– Image by boardGOATS |
The game play in Ulm is simple enough. It is played over ten rounds, during each of which players get one turn in which they can do three actions that help them to gain points. Ultimately players are collecting cards, city coats of arms and descendants, all of which can give them points during the game or at the end. This, in combination with the position of their barge and the number of sparrow tokens owned give the end game score, and the player with highest score wins. The cathedral area is a three by three grid of action tiles. On their turn, the active player slides a new action tile, randomly drawn from the bag, from the outside into the grid sliding another tile out. That tile stays in its spot on the outside of the grid and no other player can use that row or column until the tile is removed. The three tiles left in that row or column (two old ones and the new one, just added), represent the active player’s three actions for their turn.
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– Image by boardGOATS |
Thus, players get one random action (drawn from the bag) and choose the other two. There are five different actions represented by tiles in different colours. These are: clear tiles on one of the four sides of the cathedral area (making more options playable), place a Seal, buy or play a card, move the player’s barge, or take money. Points are scored during the game through Seals and Coats of Arms, and at the end of the game for any sparrows and for the position of their barge on the Danube. The largest source of points though is through cards. These can be acquired by exchanging tiles for cards or as a byproduct of buying Seals. When played, the active player can either discard the card for the card bonus which they can use during the game, or place the card in front of them, to obtain the points bonus at the end of the game. A set of three different trade cards gets a bonus of three points while three the same gives a six point bonus. Cathedral cards are the most profitable, however, with a complete set of three cathedral cards netting a massive eighteen points, but they can be correspondingly difficult to get.
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– Image by boardGOATS |
Red and Burgundy were new to the game so there were some blank faces during the explanation and they were totally over-awed by the two epic rules books. It wasn’t helped by the cluttered nature of the board, though everyone agreed that the Cathedral action grid movement is very clever. The downside of it though is that it regularly locks up leaving difficult choices, especially for Red who seemed to come off worst. Black commented that it was very busy with four and that meant the game was very different to the two-player experience. Purple moved furthest at first and picked up some early shields to give her a good start. Despite her difficulties with the action grid, Red also picked up quite a lot of shields and generated a huge number of sparrows gave her lots of bonuses and the lead during the game.
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– Image by boardGOATS |
Burgundy is well known in the group for sighing and moaning about how badly the game is going, shortly before pulling a master stroke that gives him a massive number of points and usually, an unassailable lead. This game was no exception as he produced a massive eighteen points halfway through by trading lots of goods. As he pointed out later, however, it didn’t stop him from coming last this time though. In the event, it was quite close between first and second. Black who made his fortune as an art collector and scored the most from the his River position, demonstrated the value of experience, just pushing Red into second place. Finishing first, the group enjoyed a long postmortem and chit-chat, before the goings on with Viticulture piqued their interest and they wandered over to spectate and enjoy the drama of the final round.
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– Image by boardGOATS |
With an early start the next day, Black, Purple, Ivory and Green then headed off, leaving Blue, Red and Pine to have yet another go at wresting Burgundy’s “Splendor Crown” from him. Splendor is a really simple engine-building game that we’ve played a lot of late. The idea is that players collect chips and use them to buy cards. These cards can, in turn, be used to buy other cards and allow players to earn Nobles and victory points. People often claim the game is trivial and highly luck dependent, but there has to be more to it otherwise Burgundy would not be as seemingly unbeatable as he is. This time, there were relatively few ruby cards available in the early part of the game, and Red took those that were available. Similarly, Blue took all the emerald cards she could as these were needed for the Nobles. Given the lack of other cards, Burgundy just built his business on onyx and diamonds instead. The paucity of other cards slowed his progress and prevented Burgundy from taking any Nobles. It didn’t stop him taking yet another game though, finishing on fifteen, four ahead of Blue with eleven.
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– Image used with permission of boardgamephotos |
Learning Outcome: Board layout is very important – it can make an easy game appear complex or a difficult game seem straightforward.