The combination of Illness, work and jet-lag meant we were really low on numbers, despite having a new player, Emerald. Blue arrived first followed by Pine and both ordered food. Green arrived shortly after and ordered the mushroom tagliatelle as he was suffering with toothache and he thought it would be nice and soft. Blue’s scampi arrived lightening fast, quickly followed by Green’s tagliatelle, much to Pine’s chagrin. Despite his head-start, Green was still last to finish, partly due to his toothache making him eat slowly, but mostly because he was busy texting. When called out on it, he explained that it was important – he was helping some friends at a quiz.
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Green denied it, but that didn’t stop everyone from was roundly chastising him for aiding and abetting cheaters. That was until Ivory pointed out that it was strange anyone would choose to ask Green when it would be just as easy to ask “Mr. Google”, and “Mr. Google” would probably be better! Eventually, as Green mopped up the last of his sauce, Blue suggested people started shuffling seats so games could be started. Blue, Pine and Lime had all had a fairly long week and fancied an easy night, and the “Feature Game”, The Voyages of Marco Polo which Green was leading, was always going to be right up Ivory’s street, and it turned out, Emerald’s too. So after a little prompting, the groups sort of formed themselves.
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Although we’ve played The Voyages of Marco Polo a couple of times before on a Tuesday, the last time was over a year ago. In the game, players recreate the journey from Venice to China undertaken by seventeen year-old Marco Polo, his father and older brother. During their voyage, they travelled through Jerusalem and Mesopotamia and over the “Silk Road” until they reached the court of Kublai Khan in 1275. In the game, each player has a different character and special power. The game is played over five rounds with players rolling their five personal dice and using each one to perform one action per turn with them.
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The actions include: gathering resources, gathering camels, earning money, buying purchase orders and travelling. The game ends with players receiving victory points for arriving in Beijing, fulfilling the most purchase orders, and having visited the cities on the secret city cards that each player gets at the start of the game. With only three people playing the group decided not to use the Agents of Venice, but did use the New Characters mini-expansion. It took quite a while to set up and explain the game as it is one of those where the rules explanation is far heavier than the game itself: after only a round or two it all becomes quite clear how to play. However, the trick is to work out what are the best actions to take and when.
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The main game board is divided into two parts with the upper part showing a map of Marco Polo’s travels from Venice to Beijing. On the routes there are oasis-spaces as short stops and fourteen cities. When a traveller stops at a city, they mark that with a trading post and may use the special action of that city for the rest of the game (these are allocated during setup). The first player reaching a city also gets an additional bonus. Travelling costs a varying amount of camels and money depending on the route taken and whether it is over land or sea.
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The bottom part of the board shows the five main actions, which are triggered by the placing of dice. Each player has five personal dice in their player colour and may purchase one additional black die per turn. The actions are the guts of the game. The first action is purchasing Resources/Camels and the table on the board indicates how many dice must be placed for different numbers of a given resource. Players need Camels to travel, and Gold , Silk and Pepper to fulfil orders. The first player at each Resource gets them for free, with each subsequent player paying as much as the lowest result he placed next to the table. For the next action, Players can instead take one Resource of their choice and two Camels, and again, each player sets the cost for subsequent players.
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The next action is getting money: the first player can take five coins in exchange for any die, but the later players must also pay the dice value for doing so. As an action, Players can also purchase Orders. These are placed on six “double dice” spaces at the beginning of each round. The value of one die unlocks the orders up to that number (shown on the spaces) and allows the player to buy one or two of those orders. The Orders are refreshed and replaced at the beginning of each round. The orders are placed on the player’s individual player board and can be fulfilled at any time as an additional action by returning the resources needed back to the supply. The completed Order cards are then turned face down and placed in the player’s “drawer”, and the player gets victory points, money, camels, another order, etc. as a reward.
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Finally, players can travel. To do this, they place two dice are to “unlock” the distance they want to move on the map. Each traveller starts in Venice and can decide between several possible routes eastward, towards Beijing. Each player also gets two “city cards” with two cities on each of them, which they keep secret. At the end of the game, they get additional victory points depending on how many of these cities they have visited by the end of the game.
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This is one of those games where players want to do lots of things but can’t do everything, need lots of Resources way more than they have, and therefore want to be first to do all the actions, but can’t. Despite the dice, the luck factor is relatively low; high rolls are usually better, but low ones are also usable in many ways. With city cards, Orders and attractive special actions in the cities, players usually have clear primary and secondary targets as well as an overall strategy. At the same time they have the freedom to do what they want.
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The winner is usually the player who makes best use of their character’s special ability, however, so it is this that usually drives strategies. The characters are very different, for example, with one character the player doesn’t roll their dice, instead turning them to the result they need before each placement. With another, the player always gets one of the resources from the supply, whenever another player purchases any resource. As a result of these differing abilities, each player generally follows a totally different path with a very different approach.
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Following the group’s usual policy of the player with the least experience of the game going last, Emerald took that position, but that meant choosing his character first. Fortunately, he only had four to choose from and they did not take much explaining. Emerald chose Johannes Carprini which allowed him to jump between oasis points on the travel map; handy to get to those hard to reach bonuses. Ivory then chose Alton Ord (from the New Characters mini-expansion) which gave him extra cumulative bonuses every time he placed a trading station. This had the potential to become quite lucrative if he could get around the map fast enough. This left Green with a choice of two. He didn’t favour the extra trading posts, so went for Matteo Polo which gave him a new contract and resource at the beginning of every round; clearly the contract strategy was the way to go for him.
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As ever in this (and many) game resources were tight, camels all too rare and players could never get the dice rolls they needed. Emerald quickly got the hang of it and was doing his best to move around the travel map while also keeping an eye on completing contracts. Even with the oasis hop, it still took him a few rounds to get to the far side of the board and the triple action city, but once there, he started using the extra actions to his advantage. Ivory also went travelling and managed to place a number of trading posts and so collect more and more bonuses on the way. The small city bonus card which allows a player to choose any other small city bonus at the beginning of each round was located near to Venice. So this was an early target for Ivory and Emerald who both got there early and used it to broadened their options and give them room for manoeuvre.
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Green hardly travelled at all, and found himself somewhat at a dead-end which was compounded by making a free move in the wrong direction, so he only managed to place two trading posts in total. This wasn’t his game plan anyhow though, and he mostly stuck to the bottom part of the board, hoovering up contracts and hunting down resources to complete them: not bothering with travelling gave him extra dice to do it all with. He also made use of the favours two or three times and by the end of the game had a huge lead and a pile of completed contracts far higher than either of the other two. Ivory, in particular, had a lot of bonus points to come from his travels though.
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Everyone thought it would be a tight game, and indeed it was. When all the points were in, Ivory and Green tied on sixty-seven points with Emerald not far behind. A quick check of the rules for tie breakers gave it to Green thanks to the fact he had two Camels left over. meanwhile, on the next table, while Ivory and Emerald helped set up Marco Polo and Green began his rules explanation, Pine pointed out the long and unpronounceable title of “Weltausstellung 1893” on the German box. So, before long Blue was explaining the rules to World’s Fair 1983.
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This is a fairly simple little game that is now a few years old and flew under the radar a bit at the time. Reviews generally seemed to be complimentary though, referring to it as a bit of a “Hidden Gem”. So, having been on the look out for it at a reasonable price for nearly three years, Blue and Pink had finally picked up a German copy at Essen. The game is a set-collecting dame with an area majority mechanism where players are proposing exhibits for the fair in the five different areas (Fine Arts, Transportation, Manufacturing, Electricity and Agriculture). The game is played on an eye-catching, modular, Ferris-wheel shaped board surrounded by sections for each of the five areas.
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The actions are simple enough, making the decisions that players have to take theprimary focus of the game. On their turn, the active player places a Supporter cube on one of the five coloured areas, taking all the cards in the area. They then place three cards drawn from the top of a deck around the wheel, the first going in the now empty area the player chose, and one going in each of the next two areas round the wheel. There are three types of cards: Exhibit cards associated with each of the five areas, Medway tickets and Influential People. The Medway Tickets are the timer, with the Ferris wheel turning one step each time a Ticket is taken. The round ends after the Ferris wheel has made one full revolution.
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At the end of the round, the Tickets are cashed in for a dollar each and the player with the most gets a couple of dollars bonus. Each area is also evaluated, and the player with the most supporters in that area gets a monetary reward worth three dollars in the three-player game. In addition the winner is also able to exchange three exhibit cards for that area, for tokens. The player who comes second receives a smaller remuneration and can exchange one card for a token of the same colour/area. The game ends after three rounds, and sets of tokens scored, with larger sets worth increasing numbers of points.
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Perhaps the thing that makes the game is the Influential People cards. These must be played the turn after they are taken, after the player places their influence token, but before they take the cards. If a player has more than one influential person card on their turn they have to play them all at this point too. These allow players to mess with the distribution of Supporter cubes slightly, either by adding an extra one in a given space, or moving one. As a result, these add a thin layer of complexity to the decision space, making it that bit more interesting. Thought processes go something along the lines of, “Placing a Supporter here will give these cards, but this person card means this Supporter can be moved giving the majority in that area, but there’s little point in winning that without any cards of that colour, so perhaps it would be better to try something else…”
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Although the game is not terribly difficult, Blue had only played it once and was a bit flaky with the rules, but it wasn’t long before the game got going. Half-way through the first round, Blue had a pile of tickets, Lime had a pile of Exhibit cards, and Pine had worked through a pile of Influential Person cards. Blue took the Medway Ticket bonus, but Pine turned a lot of his now substantial pile of Exhibit cards into a significant pile of coloured tokens. Blue picked up a few, but Lime took a round to really get the hang of things. The second round when much the same way with Blue and Lime struggling to edge out Pine.
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The third round was a tight affair with everyone needing certain colours to get full sets of five in order to be even vaguely competitive. The key was having enough cards as well as gaining the majority in the necessary area. As the game drew to a close, Lime decided to go for Fine Arts letting Pine place his Supporter in the Electricity area, take a Medway ticket, get the majority he needed, and end the game as well. In truth, the writing had been on the wall from the start—it was clear this had been a game that had just clicked for Pine and he romped home with eighty-five points leaving Blue and Lime some way behind fighting it out for second.
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As World’s Fair 1983 was coming to an end, The Voyages of Marco Polo was only just beginning and it was becoming clear that it was going to last most of the night, so Pine suggested a game of Ticket to Ride: New York. Like the London version played a few of weeks ago, this is one of the new, smaller versions of the popular route-building game, Ticket to Ride. These are reduced in size and designed be quicker to play although the game play is very similar. The New York version is set in the city, with players placing Taxis instead of train carriages.
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Players also start with two ticket cards (which they must keep one of) and successfully fulfilling these give more points. Similar to the original games, on their turn, the active player can take coloured cards from the market or play cards to place Taxis. There is no end-game bonus for the longest route, most completed tickets or similar, instead, bonus points are awarded for each of the landmarks a player builds a route from.
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Lime started and claimed one of the double track route from The Empire State Building to Gramercy Park. Pine went next and took the other track leaving Blue stymied before she had even taken a turn, specially given the tiny number of taxis each player had to place. Not one to give up, she started a detour, very glad that she had decided to keep only one of her starting tickets. Matched step for step by Pine, she built a route from The Empire State Building to Brooklyn via Chelsea. Pine on the other hand was building what he later referred to as the “Beckham” route going from Chelsea to Brooklyn.
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Blue was the first to pick up tickets and, after checking she had enough Taxis, decided to gamble, keeping both, as she had only kept the one from her starting pair. Lime quickly followed and also kept his, as did Pine, who then drew another second set. Lime claimed two tracks going from Central Park to Gramarcy Park, then suddenly looked crest-fallen having just realised he didn’t have enough Taxis to do what he wanted to. It wouldn’t have mattered anyhow, as Blue promptly triggered the end of the game. That only left the scoring.
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These little versions of Ticket to Ride are always really tight affairs where things can go horribly wrong. In this case, Blue scored most for claiming routes. Pine would have scored most for tickets except he’d just failed to complete an eight point ticket from The United Nations Building to Wall Street giving him a brutal sixteen point swing. Lime discovered that he’d not made the mistake he’d thought he had, as he’d actually gone from Midtown to Central Park by the long route, via Gramarcy Park.
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In the end, the opening play from Lime and Pine taking the two sides of the single Taxi double route from The Empire State Building to Gramercy Park might have been critical. In forcing Blue to take a detour, she had been able to visit almost all of the eight tourist destinations giving her a very valuable seven points. This coupled with completing all three of her tickets (including two long ones) and placing all fifteen of her Taxis gave her a final score of forty-four, five more than Lime in second.
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By this time, The Voyages of Marco Polo were progressing, but it was clear it wasn’t going to finish soon. With Pine flagging after his trip up to Edinburgh, and Blue and Lime fending off colds, Blue suggested Coloretto as a light game that didn’t take too long or need a lot of thought. Although it’s been played a lot within the group, it was new to Lime, so Blue gave him a run-down of the rules while Pine shuffled. The game is really simple: on their turn, the active player either takes a coloured chameleon card and places it on one of the trucks, or takes a truck.
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Each truck has a maximum of three chameleons, and there is one truck per player. Once a player has taken a truck, they are out of the game until everyone has taken a truck and the next round starts. At the end of the game (when the deck is mostly depleted and the end of game card is drawn), players score sets of chameleons. The three largest sets are scored positively and everything else gives negative points. The clever part is the triangular number sequence (one point for the first card, three points for two cards, six points for three cards etc.), which means that one more card in a large group is worth a lot more than a singleton or the second card in a pair.
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Lime picked it up quickly, but not quite quickly enough given that Blue and Pine had played the game many times before. Served two wild Joker cards by Pine, Blue was able to put together two sets of six, giving her a total score of forty-eight, a healthy advantage over the other two. Lime had enjoyed playing though, and suggested a second game as it would save getting something else out. With lethargy playing its part, Pine and Blue were very happy to give it another shot. This time, Lime was quicker out of the blocks this time, as Blue started to go off the boil. He wasn’t quite quick enough though, and Pine took the second game with forty-four points, seven ahead of Lime.
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Lime doesn’t give up easily, however. As The Voyages of Marco Polo was finally coming to an end, and Coloretto is quite quick, Lime suggested a third game. This time, Lime started very strongly with obvious determination. Ultimately Lime made a killing picking up a massive fifty-three points, more than ten points clear of Blue in second.
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Learning Outcome: You can never have too many camels.