The evening started with lots of chit-chat including discussions about the smell of weed (the cheap stuff is called skunk for good reason apparently), a Czech bloke who was eaten by his illegally kept lion and the fact that Pine was feeling very poorly (which ultimately turned out to be a nasty case of cellulitis rather than man-flu). Meanwhile, lots of pancakes were eaten and there was a mix-up between Blue’s and Green’s leading to much hilarity. The return of Ivory after a a couple of months on “sabbatical” heralded the long awaited Key Flow, as the “Feature Game”. Key Flow is a card game version of one of our favourite games, Keyflower, and before Ivory left we promised we would save it for his return.
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Purple and Black quickly excused themselves from playing Key Flow, and with Blue, Burgundy and Green joining Ivory, the group divided into two with unusual alacrity. Blue and Burgundy explained the rules, which though related to Keyflower (and by extension, Key to the City: London) with familiar iconography and similarly played over four seasons, give the game a very different feel. Key Flow is a very smooth card drafting game, so players start with a hand of cards and choose to one to play and hand the rest on to the next player. The cards come in three flavours: village buildings, riverside buildings and meeples. Village cards are placed in a player’s village, in a row extending either side of their starting home card. Riverside tiles are placed in a row below, slightly off-set. Meeple cards are used to activate Village cards by placing them above the relevant building.
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As in Keyflower, buildings provide resources, skill tiles, transport and upgrades. They also provide meeple tokens which can be used to increase the power of meeple cards or activate a player’s own buildings at the end of the round. Arguably the clever part is how the meeple cards work. At the centre of each card there are a number of meeples which dictate the power of the card. A single meeple card can be played on any empty building; a double meeple card can be played on an empty building or one where one other card has already been played. If two cards have already been played, a triple meeple card is required to activate it a third and final time. Alternatively, a lower power meeple card can be played with one of the meeple tokens, which upgrade a single meeple card to a triple meeple card. Double meeple cards can also be upgraded, but each building can only be activated a maximum of three times per round.
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The really clever part is that the meeple cards have arrows on them indicating where they can be played: in the player’s own village, in the neighbouring village to the right, the village to the left, or some combination. In the four player game, this means everyone has access to the buildings in three of the villages, but not the fourth (located opposite). And in this game that was critical for Blue. As in Keyflower, players begin the game with a small number of winter scoring tiles (cards in Key Flow), which can be used to drive their strategy. In Key Flow, each player additionally chooses one at the start of the final round, so they know they are guaranteed to keep one of these and can invest more deeply in one strategy. As a result, Blue was caught in a difficult situation. As the game developed, Burgundy and Ivory both collected a lot of skill tiles; Blue was also interested as she had received the Scribe winter card at the start which gives seven points for every set of three different skill tiles.
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Unfortunately for Blue, she could only get pick-axe skill tiles and Green sat opposite, had the Hiring Fair which would have allowed her to change some of them, but the seating position meant she couldn’t use it. Ivory had other plans, however, and was busy picking up pigs and sheep. Burgundy was producing gold and Green was producing wood. Everyone was hampered by a paucity of coal as the Key Mine and miner cards were among those removed at random at the start of the game. The game progressed through the seasons, and the game is very smooth, with more restrictions on the decisions and less of the negative, obstructive bidding that often features in Keyflower, making it a bit quicker to boot, though the setup is a little tedious.
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Blue and Green were not in the running which was notable as they usually both do well with Keyflower, but both had struggled to get the cards or skill tiles they needed for their strategies. In truth, though the theme is similar and the iconography and some of the mechanisms are the same, the two games are really very different, so perhaps it was not so surprising after all. It was very, very close between Ivory and Burgundy at the front though, with just two points in it. Ivory had no points from autumn cards, but a lot of upgrades and lots of points from his winter tiles. In particular he scored well for his Truffle Orchard, which rewards players for having a lot of pigs and skill tiles, that he coupled with the marvelously named Mansfield Ark which allows pigs to be replaced with sheep. In contrast, Burgundy had fewer upgraded buildings, but a lot of autumn cards that scored points for him, especially his Stoneyard. It wasn’t enough though, and despite Green dumping his winter tile to try to limit Ivory’s scoring options, Ivory just beat Burgundy into second place—Welcome back Ivory!
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While Blue and Burgundy explained the rules to Key Flow and set up the decks of cards, the other debated what to play. Auf Teufel komm raus came out of the bag and then went back into the bag when Purple decided she didn’t want to play it, only for it come back out again in response to the chorus of protests, and this time make it onto the table. This is a game we played for the first time a few weeks ago and enjoyed though we struggled with constantly making change due to a shortage of poker chips that make up the currency. Thanks to the very kind people at Zoch Verlag, now furnished with a second pack of chips, it was time to play again. The game uses “push your luck” and bidding in combination to make a simple but fun game.
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Everyone simultaneously places bets on the maximum value of coal that will be drawn out of the fire by one player in the round. Players then take it in turns to draw coals, either stopping when they choose or going bust if they draw a piece.This time, despite her reluctance to play it, Purple started very quickly and held the lead for most of the game. Like last time, Mulberry skulked at the back, and abused this position to overtake Pine at the end by making a pact with the Devil. Black stayed hidden in the pack for the majority of the game and then, in the final round pushed the boat out and gambled big. In this game going large can lead to a spectacular win or equally spectacular loss. This time, the gamble paid off and Black raked in a massive three-hundred and eighty points taking him just ahead of Purple in the dying stages of the game.
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With Auf Teufel komm raus over and Key Flow still underway, Purple was able to choose a game she wanted to play, and picked Hare & Tortoise. This is an old game, the first winner of the Spiel des Jahres award, forty years ago. 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. 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. On their turn the active player pays Carrots to move their token along the track; each space has a different effect including enabling them to eat Lettuces, but each will only hold one player’s token at a time.
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Competition for these Lettuce spaces is always fierce, but that’s not the only stress, as efficiency is key, players who move too fast consume their Carrots too quickly and have to find a way to get more, which slows them down. The winner is the first player to cross the finishing line, but that’s only possible if they’ve eaten all their Lettuces and almost all of their Carrot cards. Last time we played Hare & Tortoise, it was six-player mayhem and a real scrabble as a result. This time with just four, it was still a scrabble, but not quite as intense. Black got his nose in front and managed his timing very effectively so was first to cross the line. Pine and Mulberry were close behind, the latter just two turns from crossing the line herself.
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Hare & Tortoise finished at about the same time as Key Flow; Pine had looked like death all night and Mulberry had an important meeting in the morning so both left early. Ivory, on the other hand, said he would stay for another game so long as it was short, so the rump of the group settled down to an old favourite, 6 Nimmt!. Everyone knew the how to play: players simultaneously choose a card, then simultaneously reveal them before playing them in ascending order placing each on the row ending with the highest card that is lower than the card being played. When the sixth card is added to a row, the first five are taken and the number of heads contributes to the player’s score, lowest score wins. We tend to play a variant over two rounds with half the deck in each round and not resetting the table in between.
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This time, Blue continued her poor run of form and top-scored in the first round with twenty-six, closely followed by Purple with twenty-two. With a round to go, Burgundy, Ivory, Green and Black were all still in with a shout though. Unusually, the second round went very similarly to the first, with Purple top-scoring with thirty-one (giving her a grand-total of fifty-three), Burgundy and Ivory getting exactly the same score as they had in the first round, and Green finishing with a similarly low score. Only Black and Blue had significantly different scores, and while Black’s second round score destroyed his very competitive position from the first round, nothing was going to put Blue in with a chance of winning. It was Ivory, again, who was the winner though, with a perfect zero in both rounds—two games out of two on his return (while we are very pleased to see him back again, we’ll have to put a stop to this run!).
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Ivory decided to quit while he was ahead, leaving five to play Sagrada with the expansion. Sagrada is a similar game to Azul, using dice instead of tiles and with a stained glass theme (which was slightly controversially also used in the recent Azul sequel, Stained Glass of Sintra). In Sagrada, each player has a grid representing a stained glass window. At the start of the round, a handful of dice are rolled, and players take it in turns to choose one and place it in their window. Once everyone has taken one die, everyone takes a second in reverse order (a la the initial building placement in Settlers of Catan). This leaves one die which is added to the Round Track—the game ends after ten rounds, i.e. when after the tenth die has been placed on the Round Track.
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When players place dice, they must obey the restrictions on the window pattern card selected at the start of the game. This time we played as well as two cards from the main decks (Gravitas for Purple and Firmitas for Black), we also used three promos: Vitraux (Blue), International Tabletop Day (Burgundy), and Game Boy Geek (Green; ironic as he’d never had a Game Boy in his life!). This doesn’t score any points they come from the objectives: public, which are shared and private which are personal. This time, the public objectives awarded points for columns with different colours, rows with different colours and columns with different numbers. The original game only included enough material for four players, but the recent expansion provided the additional pieces for the fifth and sixth, and four of the five private objectives came from there, giving those players the total face value of dice played in specific places.
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In addition to the private objectives, the group also decided to use the private dice pools. When these are used, players only take one die from the draft (instead of two), taking the second from a pool rolled at the start of the game. The final part of the game is the tool cards, three of which are drawn at random. These can be used by players to help manipulate dice after they’ve been rolled or placed. This time the tools were the Grinding Stone, Lens Cutter and Tap Wheel which enabled players to rotate dice to the opposite face, swap a drafted die with one from the Round Track and move two dice of the same colour that matches one of the dice on the Round Track. To use these Tools, players must pay in tokens that are allocated at the start of the game according to the difficulty of their window pattern card. Any of these left over at the end of the game is worth a point, but otherwise, points can only be scored by completing the objectives, and any dice that cannot be placed score negative points.
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The problem with this game is that it is extremely easy to get into a pickle and end up placing dice illegally. Blue, who was a bit all over the place due to a night shift on Monday thought she would be the culprit, but it was Black who fell foul of the rules, and several times too. Each mistake only cost him one point though, and in some respects it is better to have to remove dice than compromise plans. Although she didn’t make any mistakes, Purple was concentrating so hard on placing all her dice she completely forgot to work on the objectives. Misplaced dice tend to be indicative of other problems though and Blue was absolutely determined not break the rules this time, having made a complete pig’s ear of the game just over a year ago at New Year. As a result she concentrated so hard that she gave herself a headache.
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In the end, arguably it was worth the sore head as Blue not only avoided any illegal die placements, but also managed to get sets of different colours for all five columns in her window. Green managed four out of his five columns though and did well on some of the other objectives too. Burgundy hadn’t done so well on that objective, but had done better on others, especially his own private objective. It was very close for second, with Burgundy just one point behind Green’s sixty six, but Blue, headache and all was well in front with over eighty. As they packed up, the group discussed the inclusion of the private dice pools and the effect of the extra player. Blue felt the dice pools gave a better chance to plan, while Black felt they made the decision space more complex and slowed the game down. Certainly, with five there’s a lot of thinking time and it can be very frustrating to see others ahead in the turn order take all the “best” dice, something that seemed worse with more players.
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Learning Outcome: It’s great to welcome people back when they’ve been away!
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