14th May 2019

A lot of the usual suspects weren’t about, so it looked like it was going to be a really quiet  night.  This was due to be offset by Pink, who was putting in one of his rare appearances from the frozen north, but at 6pm he was stuck at Leicester Services with a “limping” car.  While Pink’s arrival looked in doubt, he also lost the unofficial title of “furthest traveled” with Mulberry bringing along her other-half, newly arrived from California.  He had been awake for some forty hours traveling, so was reluctant to actually play anything, but we really appreciated his company all the same.  We were just starting the “Feature Game” when Pink arrived (thanks to a couple of very nice AA men), so as he scoffed his pizza we went through the rules for Powerships.

Powerships
– Image by boardGOATS

Powerships is not a complex game:  Black described it as “roll and move”, which is a little harsh if arguably accurate.  The game is played on a hexagonal grid representing the solar system and featuring the planets.  On their turn, players may take or return a single die, and then re-roll as many of their dice as they choose.  They may then rotate their space ship sixty degrees left or right and then move it the total number of spaces shown on their dice.

Powerships
– Image by boardGOATS

The movement rules are slightly more complex.  A crash is hitting a planets, a dust cloud or the “Trumpian” wall surrounding the solar system (there is a problem with alien immigrants in 2345 apparently).  Players may only crash if they have no choice, and if they crash, the penalties are severe: they must go in the direction that means they travel the furthest (even if that is unfavourable), they lose all their dice, and they move their damage maker left by a space for every unused movement (leading to a reduction in the maximum number of dice they can have).

Powerships
– Image by boardGOATS

Although ships can pass others, spaces cannot be occupied by more than one ship—they don’t crash though (fortunately), they just pull-up short, just behind. There are a number of special spaces:  yellow chevrons apply drift to a ship as they pass; space currents cause ships to change direction and warp speed and hyperspace enable ships to briefly go twice as fast.  What really makes the game, however, is the course:  players have to travel round three planets in a specific order and in a particular direction as marked by three orange bollards, before arriving at the finishing planet.

Powerships
– Image by boardGOATS

This time, as it was Tuesday, Mercury was the  starting planet. Random chance selected Purple as start player, but as spaceship placement is in reverse player order, Mulberry chose pole position and Blue placed her ship next.  Perhaps it was because he was still focusing on his pizza or maybe he decided to be a gentleman, but Pink placed his ship on the opposite side of the starting planet and just for good measure pointed it away from the first corner on Venus so that he was not forced to crash into Mercury on his first turn.  Green, Lime, Black and Purple placed their ships in turn order, with their start positions increasingly obstructed until Purple was left with no choice but to start on the planet itself surrounded by everyone else, and hope to avoid rolling a one on her first turn.

Powerships
– Image by boardGOATS

Purple was lucky and managed to escape from the ring of ships, parking herself squarely in front of Mulberry.  As everyone else rolled their first die and moved towards the first corner, the unfortunate consequences of Pink’s initial position became apparent.  Rolling a three, forced him to move his ship away from the first bollard and directly towards the walled edge of the solar system, where he stayed for the next few turns, trapped between some space dust, Saturn and a hard place, shuffling about in a strange many-point turn.

Powerships
– Image by boardGOATS

The rest of the fleet made good progress towards the first check-point, Venus, and then Blue foolishly rolled an extra dice and was forced to head off-course.  Green and Mulberry were pulling away a little as the pack headed into the farthest reaches of the solar system and approached the second corner located on Uranus, and that was where the mayhem really began. Purple went the wrong way round the bollard, so had to go back for a second shot; Mulberry hit the planet head on at full speed and was forced to maneuver slowly, and carryout repairs before she could build up speed again; Lime overshot and had to pirouette to get back on course while Black carefully dodged the debris, but struggled to find a clear course.

Powerships
– Image by boardGOATS

Meanwhile, Green sailed on serenely, finding the unobstructed path to the third marker on Pluto, on his first attempt.  It was perhaps just as well, as he was so busy advising Lime and fiddling with his phone that he missed his turn.  He suddenly realised he had missed out, but as everyone else unanimously agreed that turn order had been scrupulously observed and it was all in his imagination, he had no choice to but to acquiesce.  When Pink was about to taking his next move there was much hilarity when Green suddenly noticed he had missed out again! It was much harder for everyone to deny him a second time, and Green paid more attention for the rest of the game.

Powerships
– Image by boardGOATS

Pink had finally escaped from the combined gravitational pull of the starting planet and the  wall and Blue was moving back up the field as everyone else struggled to avoid calamity.  As Green headed towards the finish at Neptune, Black and Blue engaged in fierce struggle for second place (which Blue ultimately won by one turn) and Lime led the rest of the pack round the final corner.  It was coming into the home straight that Lime snatched defeat from the jaws of victory when he failed to decelerate and careered off for what looked like a second lap.  Mulberry was the beneficiary closely followed by Purple, with Pink and Lime bringing up the rear in what had been a mad, chaotic race, but a lot of fun.

Powerships
– Image by boardGOATS

With Powerships taking more than an hour longer than the advertised half-hour, Mulberry signed Pine’s birthday card and then took her jet-lagged husband home leaving six.  Inevitably as Pink was around, someone raised the subject of Bohnanza.  Other games were discussed, including 6 Nimmt! and Saboteur, but someone pulled a face for all of them, and in the end as Lime hadn’t played it, “Beans” won the day. This is one of our all-time favourite games, and everyone else was very familiar with it, especially Pink who claims to dislike the game while owning several copies of it in multiple languages.

Bohnanza
– Image by boardGOATS

Black explained the rules to Lime as everyone else tried to work out the game set up for six.  The game itself is actually very simple: each player starts with two bean fields in front of them.  On their turn, the active player must plant the first card in their hand and may plant a second before turning over the top two cards from the draw deck.  These two bean cards must be planted before play can continue, but they can be planted in the active player’s field or in someone else’s if a trade can be agreed.  Once these cards have been dealt with, the active player can freely trade as many cards as they want from their hand (all of which must be planted) before drawing cards and ending their turn.

Bohnanza
– Image by boardGOATS

At any time, a player can harvest a field of beans, at which point some of the beans are retained with the cards turned face down, becoming “money”.  The player with the most money after three trips through the deck is the winner.  There are two key rules: firstly, players cannot rearrange their hand – it has a front and a back and cards are played from the front and arrive at the back.  Thus the game is all about manipulating the order of the cards in hand by trading the unwanted ones for something more helpful.  Secondly, although players can harvest a field whenever they want, they cannot harvest a field with only one bean card unless all that player’s fields are singletons.  While the rules of the game are not difficult, things were complicated considerably by the fact that the only version available was in Spanish – a special gift from Red to Pink.

Bohnanza
– Image by boardGOATS

Although Blue’s Spanish was up to the job, the fact that everyone else (familiar with the English version) used the English names for the beans instead of those on the cards, confused Lime utterly.  Despite that, Lime got stuck in to what turned out to be a very tight game.  Green, Pink and Purple bought a third bean field; Green was adamant that he gained no advantage from his though Purple and her “Judías Colora” may have done a little better and Pink thought he might have got an extra coin out of it.  In the end, Blue and her seemingly never-ending stream of “Pochas” had the edge and she finished in first place with a total of fifteen coins, some way ahead of a five-way, eleven-point tie for second place.

Bohnanza
– Image by boardGOATS

Learning Outcome:  Pay attention or you might miss a turn (or two).

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