Far from being over-run by new people flocking to games night in response to our advert in the Parish Newsletter, it was one of the quietest weeks for ages. With Ivory still on “sabbatical”, Mulberry in the States, and Pine, Pink and Red all having something better to do, for the first time in ages, we were down to just five and a single game. Burgundy was just finishing eating and Blue was waiting for the imminent arrival of her pizza, so the group decided to play something short that could be played while feeding. After a brief discussion the group began a game of Walk the Plank!, and inevitably, Blue’s pizza arrived just as it started.
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– Image by boardGOATS |
Walk the Plank! is an old favourite that has been somewhat neglected by the group of late. It is a very silly programming game where players control pirate meeples who try to push each other off the ship and, when plans go wrong, occasionally jump overboard. The idea is that each player begins with a hand of action cards and simultaneously everyone chooses three cards to play and the order they are going to play them in, placing them in a stack with the first card on top. Once everyone has chosen their cards, the players take it in turns to take the top card off their pile and carry out the action using one of their three “pirate-eeples”. Actions include shoving other players meeples closer to the end of the plank (or into the sea); running towards the ship; retracting or extending the plank, and even changing along the plank pushing another player closer to the sea. As we were playing with the Limited Edition which comes with some extra cards, so for a bit of variety, we added the Dynamite and Ghost Pirate cards.
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– Image by boardGOATS |
The first of the extra cards, “Dynamite”, pushes everyone on a given piece of plank one space closer to the sea. The other, the “Ghost Pirate”, scares everyone on a a piece of plank so much that they run away, half towards the sea and half towards the ship. The newly bespectacled Green was of the opinion that the extra cards were generally a little over-powered, so we house-ruled it so that they could only be played once each. When we play this game we include a couple of other house rules too: according to the rules as written, the last piece of the three piece plank should not be removed when shortening the plank and the game is supposed finish when there are two meeples left. While we understand why these rules exist, we find that sharing victory means the game feels a little unresolved so we play through to the bitter end. Similarly, we quite like the madness removing the last plank adds, and in such a short game, crazy chaos seems entirely appropriate.
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– Image by boardGOATS |
And chaos there was aplenty this time round too: Burgundy was quickly out of the game when the third and final of his meeples was banished to the deep. As the first person to be eliminated, Burgundy was given the slightly dubious honour of returning as a Ghost. In this mini-expansion, the player returns as a white pirate-eeple doomed to haunt the ship and generally cause mayhem for everyone else by playing one shove card per round. When the last of Black’s pirates joined Burgundy’s there was some discussion about a second ghost, but we decided it would just prolong the game. It wasn’t long before he had company on the sidelines though, leaving just Blue and Purple. With both of them perched precariously on the end of what was left of the plank and Blue set to go first the game was her to take. However, she decided she couldn’t take advantage of the position and instead retracted the plank unceremoniously pitching both of them into the drink.
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– Image by boardGOATS |
With Blue finished with her pizza, and it clear that nobody else was coming, the group decided to move on to the “Feature Game” which was to be Through the Desert. This is an old game, but one that is very simple to play, though difficult to play well. It is an area control game with pastel camels that many feel is reminiscent of the classic game, Go. The game begins with players placing one camel in each colour on the board. Each of these has a rider (Leader) in their own colour, so these camels are the start of the player’s camel trains or Caravans. After the initial placements, on their turn, players take any two camels from the general supply and add them to the board. There are a few rules about placement – each one must be placed next to camels of the same colour to become part of one of that player’s caravans, and must not be placed next to a caravan of the same colour belonging to another player (as this would cause them to join).
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– Image by boardGOATS |
The aim of the game is to gain points through via the four sources. Firstly, there are several oases marked with green plastic palm trees; players who connect a caravan to an oasis get five points. There are also watering hole tokens—players who place a camel on these spaces can claim these tokens which are worth up to three points. Players who finish with the longest Caravans in each of the colours are also rewarded with points at the end of the game. The most lucrative source of points, but also the most risky is enclosing areas. It is in this way that it is most like Go. Go is a very ancient game played on square grid with black and white stones. People often try to compare it to Chess, though in truth, beyond the facts one play plays black, the other white and the game is played on a rectilinear grid and both are very old, the two games have almost nothing in common.
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– Image by Unsplash contributor sk |
Chess is a game with a very rigid structure where players control armies that are lined up to face each other. Each piece has a clearly defined role and movement pattern and games develop in a very particular way. The highly structured nature of the game means strategies are developed by analysing all the possible or likely moves which makes it highly programmable. In contrast, Go is all about territory and pattern analysis, which has traditionally made it much more challenging for computer programmers and it is only recently that software engineers have been able to use machine learning algorithms that have the ability to beat Go champions. In Go, players place their stones on the intersections of a rectilinear grid with the aim of marking out territory. There is a lot of psychology in the early moves with players declaring their space; if a player is too aggressive at the start, they won’t be able to defend their position, if they are too timid with their opening they will have lost before they’ve begun.
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– Original image by Tomasz_Mikolajczyk on pixabay.com |
Ultimately however, Go is a complex game of strategy where players are trying to capture their opponent’s stones and with i,t territory. A single empty space inside a group is called an eye; for a group to remain alive it must contain at least two eyes. Creating eye spaces in a player’s groups and trying to prevent their opponent from making eyes is one of the key aspects of Go. It is in regard to building territory that Through the Desert is similar to Go, however, there are two significant differences. Firstly, and perhaps most obviously, the game is played on a hexagonal rather than a square grid. The main difference is in the game-play though: in Through the Desert pieces must be added to an existing caravan and surrounded pieces are not removed from the board. Nevertheless, despite the differences it is unquestionably true that the Through the Desert is reminiscent of Go and was likely inspired by it.
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– Original image by Przemek Pietrak on flickr.com |
With five players, everyone starts the game with Leaders mounted on four of the five different colours of camel. Starting placement was quite difficult because nobody really knew constituted a good starting position, though some claimed to know what a bad one was. Maybe there was an advantage in going last, or perhaps Black had a better idea than everyone else, but it quickly became apparent that that he had a large corner of the board all to himself. This put Burgundy in a very difficult position as he was the only one who could do anything at all about it, but he had other plans. In the end, Burgundy decided to do his own thing because the damage he could do to Black was minimal and it would be a significant expense to himself.
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– Image by boardGOATS |
Elsewhere, Burgundy was in a four-way tussle with Purple, Green and Black for access to an oasis and Green and Burgundy combined to prevent Blue from connecting two of the oases. Meanwhile, Purple collected a pile of watering-hole tokens, and Burgundy was attempting to enclose an enormous space in the middle, while Green and and Blue were hoping to fly under the radar and get away with discretely annexing small areas at the edge of the board. It wasn’t long before the number of pale blue camels was dwindling and Black was left trying to decide whether it was in his interest to bring the game to an end.
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– Image by boardGOATS |
When Blue reduced the handful to one lonely looking camel, Black could resist no longer leaving Burgundy’s audacious attempt to claim on the large central area incomplete and looking temerarious as a consequence. Everyone had thought Black was so far in front that they were playing for second place, however, it turned out that the game was much closer than expected. Green had scored slightly more for his oases and the length of his Caravans than Black and Black’s large corner hadn’t given him quite as much territory as it had first appeared. It was very close, but Green took it by just two points. As the group packed away, feelings were generally positive, but everyone was agreed that they’d play it differently next time, so we’ll have to give it another Go sometime soon.
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– Image by boardGOATS |
With five players, the options were limited – we generally try to avoid two-player games and we were a bit short on good five-player ones. In the end, it was either yet another game of Bohnanaza, or the 2016 Kennerspiel des Jahres winner, Isle of Skye, and Isle of Skye won easily. Although this is a game we’ve played quite a bit and know reasonably well, we decided not to add the new Druids expansion as it is a while since we last played the base game and we felt we could do with a reminder. The game is a sort of upgraded tile laying game with a lot in common with Carcassonne, but with an auction at the start of each round and scoring at the end of each round. The scoring is one of the interesting parts of this game as the four scoring criteria change from game to game and, and each one scores three times during the course of the game. Choosing how to prioritise these to drive a strategy is one of the keys to playing well.
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– Image by boardGOATS |
This time, points were available for cows in the largest field; brochs; completed areas, and lighthouse-longboat combos. The game proceeded along its usual course: Burgundy had stacks of money but no tiles because everyone kept buying them while Blue and Black had plenty of tiles, but no money. Black with a very linear kingdom was reminded by Purple that the goal for that shape wasn’t in use this time. It didn’t seem to matte as he stormed off into the lead with a large field full of cattle, but it wasn’t long before others gave chase. The winner in this game often comes from the back, because there is a “catch-up mechanism” where players get money in the later rounds, with those at the back getting more. So, when Green and Blue eventually caught up with Black, the positions were important and Green looked ideally placed one point behind Black who was one point behind Blue.
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– Image by boardGOATS |
Although the points awarded at the end of the rounds are valuable, it is usually the end game scoring through the scrolls that is critical. These provide personal targets for each player, and score twice where terrain is “completed” (i.e. completely enclosed). So towards the end of the game everyone scrabbled to maximise their points. Green took a tile Blue wanted to keep, so Blue took one that Burgundy had priced very highly giving him even more money, but not the one tile that was really crucial to his plans. Black added a couple more farms, while Green went for ships Purple went for light-houses and Blue tried to get both. Burgundy and Blue were also working on the communal, end of round scoring for the brochs (prehistoric circular stone towers found in the highlands and islands of Scotland). In the case of scoring for brochs though, one would give one point, two would give three and three six points.
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– Image by boardGOATS |
With two players fighting for them brochs were scarce, but by the final round both Blue and Burgundy had managed to get their quota of six. They were less than impressed when Black pointed out that the brochs only scored if they were in the same mountain region. Although Black had read the scoring in full, somehow it had failed to make it to the end of the table as both Blue and Burgundy had missed it. Green pointed out that anyone affected should be called out for cheating, but Burgundy was in such dire need of points nobody was going to contest him claiming them. The scoring at the front was a bit closer though. As the points were calculated though it was clear that Green needn’t have worried. Although he was only one point behind Black, Blue’s fleet of ships meant she was twelve points clear, and it was obvious that even allowing for the extra points, she would still have won.
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– Image by boardGOATS |
Learning Outcome: If the rules are that important to your game-plan, clarify them first.