31st December 2018

The evening began with Pine’s arrival, and he helped Pink rearrange the furniture for PitchCar while Blue added the finishing touches to supper.  PitchCar is a brilliantly simple, dexterity car racing game—players take it in turns to flick their wooden cars, and the first one to get round the track three times is the winner.  Before long Burgundy, Purple and Black had arrived and pieces from the base game and five of the first six expansions were all over the place and everyone was diving in trying to make an interesting looking track.  There was a problem though, the problem we always have, which is a shortage of straight sections.  It was then that Blue produced another expansion from under the sofa:  the “Long Straights“.  These are exactly what they sound like, two, very long, plank-like, straight sections that are a pain to store and difficult to transport, so rarely get used.  They have the potential to add a very fast section to the track though, so this time we used both with a tight hairpin in between them to add interest.

PitchCar Track 31/12/17
– Image by boardGOATS

Like last year, instead of making a circuit, we made a single long race track weaving around plates of crudites, mugs of tea, and trays of “pigs in blankets”.  There was a big debate whether to use The Cross as a cross-roads or back-to-back corners.  In the end, the double corners won, the track was complete and we had a push off to see who would start at the front of the grid.  Black won with a magnificent flick, followed closely by Purple.  Blue stalled on the grid and the only one to come off worst was Burgundy who came off the track and defaulted to the back of the grid.  The race began:  Black and Purple continued strongly and everyone else shuffled about in the middle order with Burgundy bringing up the rear.  Then Burgundy adjusted is driving style slightly and gradually began to work his way through the field.  Meanwhile the wheels dropped off for Purple who had briefly taken the lead, but suddenly seemed to lose the knack of flicking, and gradually, the rest of the pack overtook her one by one.

PitchCar
– Image by boardGOATS

Almost everyone had trouble going over the bridge, but particularly Blue, Pink and Purple.  Eventually they made it over though and shot down the rail to the hairpin some failed to make the corner, but the long straights added a bit of speed and excitement.  The tunnel ended up being a relay race with Black getting stuck under the bridge, only to be pushed out by Blue, who in turn also got stuck and was freed by Pink.  Similarly, he was freed by Burgundy and Burgundy was liberated by Pine.  And that order was maintained all the way to the finishing line, despite Blue needing several shots at crossing it without overshooting.  Green and his lady-friend, Lilac, had been held up though were expected any second; food wasn’t quite ready either so we ran the race in reverse starting with Purple, the last player to cross the line in  the first race.

PitchCar
– Image by boardGOATS

Inevitably, we’d only just started when Green and Lilac arrived, so they just joined in.  In fact by this time, Blue had actually managed to go backwards and was further behind the line than others were in front of it.  With the larger pack, this time round the race was even more eventful with Black managing to park his car in a plate of crudites just missing a bowl of salsa and Pink repeatedly bouncing off the edge of the mouth of the tunnel obstructing everyone else behind him.  Bizarrely, although the tunnel caused mayhem, the bridge was much less of a problem this time though with Pine leading the way by deftly bunny-hopping over it and almost everyone else just following his example.  Leading over the bridge was a huge advantage, and though Blue threatened to catch him, he maintained his position to the finish.  With food ready and waiting, the track was progressively dismantled as those bringing up the rear made their way to the finish line.  Although it only gets an outing two or three times a year, PitchCar is always great fun and the seventh expansion, “The Loop” which is due in the new year, looks like it will add even more madness to the game.

PitchCar
– Image by boardGOATS

With PitchCar over and the track in a heap in the corner, food swiftly appeared in the guise of enchiladas with corn on the cob, nachos and some strange yellow, habanero salsa that reminded Pine of wallpaper paste.  Supper was accompanied by more special crackers, little parcels, Herb Alpert and the Tujuana Brass, and finished with ice cream, and then it was on with the games; after a little debate first up was Ca$h ‘n Guns.  This is push your luck game with a gangster theme played over a series of eight multi-player duels over their ill-gotten spoils.  The player with the largest haul after eight rounds is the winner, as long as they are still alive of course.  Each player has a character standee, a foam gun, and a clip of three bullet cards and eight blank cards.

Ca$h 'n Guns
– Image by boardGOATS

At the start of each round, everyone simultaneously chooses a whether to “load” their gun with a bullet or a blank, and on the count of three, points it at one of the other players.  On a second count of three, they choose whether to remain in, or withdraw taking their shot with them.  Anyone whose target is still standing reveals whether their gun was loaded with a live bullet or a blank.  Anyone who received a shot takes a plaster signifying their wound and is out of the rest of the round; three wounds and they are eliminated from the game.  All players remaining then take it in turns to take a loot card from the centre of the table—there are eight cards, so the number of cards each player gets depends on how many players have survived the “duel”.

Ca$h 'n Guns
– Image by boardGOATS

The game can be quite brutal, and this was no exception, indeed, Black was out in the second round and Green quickly followed.  Pine pointed out that everyone on his side of the table had been injured while Blue, Pink and Burgundy were all uninjured.  Purple decided to fix that and faced off with Burgundy, both ending up injured as a result.  Lilac proved a dangerous adversary as she collected extra bullets from the loot and ended up with a full set going into the final rounds.  Blue injured Burgundy and coped a bullet in return.  After Black’s and Green’s dismissal, everyone was more circumspect and didn’t gamble as readily with their lives, so all the other players survived to the end of the game.  That just left the small matter of the scores.

Ca$h 'n Guns
– Image by boardGOATS

Pine and Purple had both been collecting gems, but had finished up with the same number so neither picked up the $60,000 bonus for having the most.  Blue had started out collecting artwork, but there wasn’t much available.  It became clear why, when the loot for the final round was revealed:  almost all of it was art.  It was tough in the final round; Blue was taken out by Burgundy, which effectively removed her from the running.  Pink had been doing well as the Godfather, but had taken a couple of hits in the latter stages and was also taken out of the final round.  Pink finished with $110,000 and second place.  The final round was attritional and there were few people left to share the swag.  Most of the artwork ended up going to Pine and with it first place overall thanks to a final total of $123,000 worth of loot.

Ca$h 'n Guns
– Image by boardGOATS

There was still time till midnight, and it was a toss-up between two of our favourite light games, 6 Nimmt! and Las Vegas, in the end we went for dice over cards and played Las Vegas.  This is a very simple game, but a lot of fun. The play area is made up of six casinos, each numbered one to six with a jackpot drawn at random from a deck of money cards.  With eight players, each jackpot totals at least $90,000 and comprises one or more notes.  On their turn, players must use all the dice of one number to bet on the casino of that number by placing them on that casino tile.  Once everyone has placed all their dice the player who placed the most dice on a casino takes the highest value currency card. The player with the most money after four rounds is the winner.  The snag is that before any money is handed out, any dice leading to a draw are removed. It is this rule that makes the game interesting, raising the decisions above the trivial.

Las Vegas
– Image by boardGOATS

We usually play with a few “House Rules”:  we replace one of each player’s dice with a big, “double weight” die from the Las Vegas Boulevard expansion; we include the Slot Machine, and only play three rounds.  The Slot Machine is a little different to the Casinos as players place all their dice of one number on the tile, but each number can only be placed once.  Unlike the Casinos, if there is a draw, then the player with the total number of pips wins, and if it’s still a tie, then the player with the highest value die wins.  The game is very robust to interruptions which is just as well as we took a break at midnight for toasts to the new year and to Ivory’s new arrival (we are looking forward to his return in March).  Prosecco and sparkling apple juice were accompanied by the village fireworks, an exceptional panettone and mince pies and eventually everyone made it back to the table and the game resumed.

Las Vegas: The Slot Machine
– Image by boardGOATS

Perhaps it was the interruptions, but Black’s game went almost as badly as it had in Ca$h ‘n Guns, and he won nothing at all in the first two rounds and not much in the third.  It turned out that Purple and Burgundy didn’t do any better as all three finished with just $100,000.  That was better than Green however, who made a paltry $20,000.  Pink started off really well, but at the start of the second round we realised he was using one more die than anyone else.  After paying a $10,000 penalty, he finished with $240,000, $10,000 more than Blue.  Lilac, on the other hand, took more in the first round than Blue or Pink took in the whole game and finished with $410,000.

Las Vegas
– Image by boardGOATS

Normally $410,000 would be more than enough to guarantee a win, but Pine, who took three $70,000 notes in the final round alone finished with a massive $510,000, a personal and probably group record.  With the game over, Green took Lilac home to nurse her sore throat and everyone else finished their drinks and chatted for a while.  Everyone who had been there commented how much they had enjoyed The Gallerist at the ninth “Monster Game” session a few days earlier.  Although it had taken ages and was very complex, it wasn’t a real brain-burner and everything had been done well.  The rule book was good, the board was clearly laid out, the player-aids were helpful, the pieces were great and the box was really top quality—in fact, it was almost the complete opposite of Agra, which struggled through at the previous “Monster Games” event.  The second game, Reef, had also gone down well, but everyone was particularly keen to give The Gallerist another go.

Las Vegas
– Image by boardGOATS

Learning Outcome:  GOATS enjoy a good party just as much as the next ruminant.