The evening began with everyone comparing lurgies: Blue and Burgundy were blaming Purple for theirs (contracted in Didcot last week), while Purple and Pine blamed Lilac (contracted at New Year). With food delayed we decided to play a quick game of one of our old favourites while we waited, 6 Nimmt!. Unbelievably, this fun little card game is celebrating its twenty-fifth birthday this year, yet its still just as popular as ever with our group. That said it was a little while since we last played it, and with our guest, Maroon (Mulberry’s Daughter), new to the game we had a quick rules summary first. It’s very simple, with players simultaneously choosing a card to play which are then simultaneously revealed. Starting with the lowest number played, players add their cards to one of the four rows in the central display.
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Each card is added to the row that ends with the highest number that is lower than the card they played. If the card should be the sixth card, then instead of adding the card to the row, the active player takes the row into their scoring pile and their card replaces the row, becoming the first card. The aim of the game is to end with the lowest score, but that is much easier said than done. With so many people involved it was guaranteed to be mayhem and there were only enough cards in the deck for one round instead of the two that we usually play. The game is all about timing. Usually there is one player who gets their timing wrong, and once it starts to go wrong, it tends to go very, very wrong. With so many people we were expecting absolute carnage, but perhaps because there were so many of us, the damage was spread out and the highest score was Red with a reasonably respectable twenty-nine.
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It was close at the front though with five players within six points. Unusually for 6 Nimmt!, Burgundy managed to avoid picking up piles of cards, and he finished in first place with eight nimmts, just two ahead of Black with ten. Food hadn’t quite arrived, and largely out of inertia, we decided to give it another go. Something went a bit wrong with the first deal as there weren’t enough for everyone to get the eleven cards they’d got the first time round. To begin with, Pine got the blame for misdealing, but it quickly became clear it was not his fault and some cards were missing. There was a lot of confusion for a moment, until Blue revealed that she had a stash of cards that she’d forgotten to return.
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This time, the game followed the more usual pattern, with Purple managing to collect a massive pile of cards some with lots of high-scoring, pretty colours, totalling a massive forty-seven points. Lots of players thought they were in with a chance of winning though, Blue and Mulberry both finished with eight, but they were beaten by Green with two. It was then that Burgundy revealed that he’d managed to avoid picking up any cards at all this time, giving him victory in the second game too. It was time to decide who would play what, in particular, who was going to play the “Feature Game”, Hare & Tortoise. Although Blue had finished eating by this time, and Burgundy was coming to the end of his enormous pile of ham, egg and chips as well, they had played the game at the recent Didcot meeting so they left everyone else to play it. After lots of discussion, they were eventually joined by Pine and had to decide what they were going to play.
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Hare & Tortoise was much quicker to get started though. This is a relatively old game which won the inaugural Spiel des Jahres award in 1979 and was first released in 1973, making it over forty-five years old. The game is a very clever racing game where players pay for their move with Carrots, but the further they move the more it costs. Thus, to move one space it costs one Carrot, but to move five spaces it costs fifteen and to move ten it costs fifty-five. On their turn the active player pays Carrots to move their token along the track; each space has a different effect, but will only hold one player’s token at a time. It is this that makes the game something of a knife-fight in a phone box, as players obstruct each other (often unintentionally) causing other players to move more or less than they would wish. The icing on the cake are the Lettuces though: each player starts with a bunch of Carrots and three Lettuces—players cannot finish until they have got rid of all their Lettuces and nearly all of their Carrots.
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To get rid of a Lettuce, a player must land on one of the “Lettuce Spaces”, and then spend the next turn eating the Lettuce before they can move on again. With only four of these spaces available and players needing to land on three of them and spend two turns there on each visit, they are always in high demand, but especially with high player counts. As well as enabling players to get rid of Lettuces, these spaces also help them replenish their Carrot supply. And this is another clever trick this “simple little race game” uses that makes it special: the number of Carrots a player gets is dependent on their position in the race. This means a player who is in the lead benefits from having an unobstructed path in front of them, but they only get ten Carrots on leaving a Lettuce Space. In contrast, the player in last place in a six-player game gets sixty Carrots, and Carrots are scarce so this difference is not to be snuffled at.
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Lettuce Spaces are not the only opportunity to get Carrots though. A player on a “Carrot Space”, for example, will earn ten Carrots for every turn they wait on that space. Another way of getting Carrots are though the number spaces—a player who is on one of these at the start of their turn will get Carrots if the number matches their position in the race. Of course, the game would not be complete without “Hare Spaces” and “Tortoise Spaces”. The latter are the only way a player can move back along the track, and this can be invaluable when trying to get rid of Lettuces. Moving backwards also gives Carrots, with players getting ten Carrots for every space regressed. Hare Spaces are completely different, with players landing on these drawing a “Hare Card”. These are “Chance Cards”, some good, some not-so-good and some really, really bad. The aim of the game is to be the first to cross the finishing line, but even this is unconventional, with players having to have eaten all their Lettuces, consumed almost all their Carrots, and make the exact number of moves.
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For those who were new the game it only took a round or so to realise the subtle cleverness of it, the ability to choose one’s own position on the track is vastly tempered by the usefulness of the available squares with so many other players taking up the first few spaces. Red started the game and immediately went for a Hare card. That didn’t do a lot except tell everyone exactly how many Carrots she had, which was not difficult to work out after just one turn. Green also decided that the Hare cards were also worth a go, but his was a bad one, and he lost half his Carrots! For his second turn he decided he had not taken enough punishment and went for the next Hare as well and also got the “Show your carrots” card. As the first three had all been bad, the odds had to right themselves, so when Maroon went for the fourth Hare card it was much nicer to her. Purple, who knew the game, understood the importance of having eaten all her Lettuces and started munching on the very first available Lettuce space. Green and Red hadn’t fully understood the rules, so did not realise until they were a long way round the board; Red thought she only had to get rid of one Lettuce and Green had missed it completely.
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By that time Green only had three lettuce squares available and Red had only two, so was going to have to use the Tortoise spaces to move backwards. Meanwhile, Purple’s early pit stop for Lettuce put her near the back at the start of the game, but slow and steady she moved through the pack and then began to charge ahead as everyone else had to manoeuvre for that penultimate Lettuce Space. So in the early part of the game, Green and Purple were languishing at the back, but that meant they soon had Carrots a-plenty (from the multiplication factors) and were soon racing to join the pack. Mulberry found herself in a pickle with a Hare card when she had to give ten Carrots to each other player. Suddenly she had very few Carrots left and really needed to get something from the next Carrot space, but Green had his eye on it too. Green was just about to make the leap, but, much to Mulberry’s relief, found something better to do. Although she got her Carrots, they weren’t coming in very quickly at just ten a turn, until someone pointed out that she could go backwards to a Tortoise space and collect several more in one go.
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Eventually, luck changed for Green who had ended up with a fistful of Carrots and he joined Purple near the finishing line and the last Lettuce space. But who was going to be able to rid of their excess Carrots first and get across the line? Both Green and Purple had rather too many Carrots and were left pootling about at the front of the race, while Red and Black were languishing at the back still trying to get rid of their Lettuces. Maroon was steadily moving along, but it was Mulberry, who charged back through the pack and, without any lettuces left, hared past the Purple and Green tortoises to snatch the victory. Nobody could really be bothered playing for the minor places, but a quick check suggested that that Purple would have been next in what is still showing a worthy game, and might still be in the running for a Spiel des Jahres even now were it a new publication.
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Meanwhile, Pine, Burgundy and Blue had eventually decided what to play, opting for one of the 2018 Spiel des Jahres nominees, Luxor. This is a clever hand management and set collecting race game from Rüdiger Dorn, designer of a wide variety of games including The Traders of Genoa, Goa, Istanbul, Karuba and one of our all time favourites, Las Vegas. These games have very little in common with each other and Luxor is different again. In this game, players exploring the temple of Luxor collecting treasure as they go. Players start with two “Indiana-Jones-eeples” and move them round the board by playing cards from their hand. The clever part of this is that players have a hand of five cards, but like Bohnanza, must not rearrange the order.
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On their turn, the active player can play one of the cards at either end of their hand, i.e. the first or last card. They use this to move one of their meeples, along the twisting corridor towards the tomb at the centre of the temple. If they can, they carry out an action based on the space they land on, then replenish their hand from the draw deck, adding the card to the middle of their hand. This hand-management mechanism is one of several clever little touches that elevate this game beyond the routine. Another is the movement mechanism: players move, not from space to space but from tile to tile. Some of the tiles are in place throughout the game, but when a player claims a treasure tile, these are taken from the board into the player’s stash. This therefore provides a catch-up mechanism as the path to the tomb effectively gets shorter as the game progresses.
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Players can claim treasure tiles when they have enough of their “Indiana-Jones-eeples” on the tile. Each tile gives points individually, but there are three different types of treasure and players score points for sets; the larger the set, the more points they score at the end of the game. Treasures aren’t the only tiles players can land on though. There are also “Horus” tiles (which allow players to add more interesting cards to their hands or take key tokens), Osiris tiles (which move players forward) and Temple tiles (which give players a special bonus). These non-treasure tiles are never removed providing stepping stones as the treasure tiles disappear.
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Players strive to be the first to enter the temple chamber which will win them one of the two sarcophagi. When the second player enters the temple chamber, they win the second of the sarcophagi and trigger the end of the game with play continuing to the end of the round before scoring. There is a smorgasbord of points available with players scoring for how far their meeples have made it towards the temple, for scarabs they may have collected en route, and any left over keys or sarcophagi they have, as well as for the sets of treasure they collected. The balance of these points change dramatically with player count – with two, treasure is everything, but with more, there is increased competition.
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Burgundy shot out of the blocks like a hare, with Blue and Pine doing their best to try and follow. Burgundy had got a set of three necklaces before Pine had managed a single treasure and despite the fact that the game was hardly started, he was already hoping that “slow and steady” might win the race. It wasn’t long before Blue collected a few jewelled statues and Pin had a couple of fine vases, and finally the treasure hunt was on its way. Burgundy’s “Indiana-Jones-eeples” were stealing a march and making rapid progress, while Blue had managed to get one left one behind. Despite the built-in catch-up mechanisms, it seemed there was little Blue or Pine could do to arrest the inexorable march of Burgundy.
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Eventually, Blue sent a scout in ahead, and she was the first to enter the temple chamber, picking up the first sarcophagus. It wasn’t long before Burgundy followed though taking the second and triggering the end game. Blue and Pine tried to make as much as they could out of their last turns, but it was too little too late. Each treasure token comes with a small number of points which are supposed to be scored when the treasure is collected. Previous experience suggests players are so excited at finding treasure that they forget to collect these points, so we added a house-rule, and saved collecting these until the end of the game. Since the points are similar in value, they give a rough idea of how players stand. It was only when these were counted that Blue and Pine realised just how far behind they really were, with Burgundy taking forty-one compared with Pine’s twenty-eight and Blue’s twenty-two.
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From there matters only got worse. Burgundy’s “Indiana-Jones-eeples had made it further into the temple than anyone else’s and he had larger treasure sets too. His final score was a massive one hundred and eighty-three, nearly fifty more than Blue and seventy-five more than Pine. It’s all about getting the right cards Burgundy explained as the group tidied up. “Mmmm, I had the right cards, just not in the right order,” muttered Pine in response, a comment that pretty much summed up the entire game. It was much, much later however, that we realised we’d got the scoring very wrong. Players are supposed to score for the number of complete sets of three treasures, rather than for the the magnitude of each set. While this would have made a huge difference to the game of course, it probably would not have changed the overall outcome as Burgundy was in total control throughout. Nevertheless, we should give it another try soon, this time with the correct rules…
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With both games finishing pretty much simultaneously,the question was what to play next. Mulberry and Maroon went home to nurse their jet-lag taking Red with them, leaving six. Pine said he would stay for something short (and short didn’t include Bohnanza), but would be happy to watch if others wanted to play something longer; Green said he could also do with an early night and didn’t mind watching either. Inevitably, that created indecision and it was only when Green decided to go and Pine started a two minute countdown that Blue eventually made a decision and got out No Thanks!.
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No Thanks! is one of our oldest, “most favourite-est” games that we’ve sort -of rediscovered, giving it a few outings recently; as Blue shuffled she considered how clear and simple the cards were, and how well they were holding up given their age. The game is very simple too: the first player turns over the top card and chooses to either take it or pay a red chip and pass the problem on to the next person. The player with the lowest total face value of cards is the winner. There are two catches, the first is that when there is a run, only the lowest card counts, and the second is that nine cards are removed from the deck of thirty-four before the game starts.
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Burgundy, Purple, Pine and Blue were in the business of collecting cards hoping to build substantial runs. It was just as the game was coming to a close that Pine collected a card and a handful of chips fumbling as he did so and thought he’d dropped one. He was sat on a bench between Black and Burgundy, so rather than disturbing everyone immediately, there were only a couple of cards left so he decided to leave finding it until the end of the game. Blue and Pine fared better in their card-collecting than Burgundy and Purple, but Black had kept his head down and finished with just one run and with it the lowest score, We recounted all the chips a couple of times and there was definitely one missing, sop as Blue packed away everyone else started playing Hunt the Game Piece. It’s not often that we play this, but, we have had a couple of epic games, including one where a token ended up some thirty feet from where we were playing and the other side of a pillar. This edition, the “No Thanks! Red Chip Version”, was particularly special.
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After about five minutes hunting, one of the bar-staff asked, “Oh, what are you looking for?” and then added, “I love it when you play this!” and joined in. Fifteen minutes later, there was still no sign despite looking in lots of nooks and crannies, checking trouser turn-ups and shoes, and emptying all the bags in close proximity. Then Purple said, “I can see something red down here…” as she shone the light from her mobile phone between the cracks in the floor-boards. And there indeed, nestling about half an inch below the suspended floor, only visible when the light was exactly right, was the small red chip. It was exactly where Pine had been sitting and must have dropped straight through the gap between the floorboards and fallen over so it was lying flat, nestling in the fluff and totally inaccessible. So Purple won, but it was Game Over for the time being.
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Learning Outcome: Sometimes Bohnanza is quicker than that other “short” game…
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