Food was a little delayed, so we decided to start playing something. Food was clearly on our collective minds though, because we opted for a starter of Point Salad. This is a very simple set collecting game where players take cards from the market. The cards are double sided with brightly coloured vegetables on one side and scoring conditions on the other. The market consists of three piles of cards showing the scoring condition sides, and six cards showing the reverse, the vegetable side. The number of cards a player can take depends on where they take it from: one scoring card or two vegetable cards.
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Each pile of cards feeds one pair of vegetables. So, when a vegetable is taken, a scoring condition card is turned over to reveal its vegetable side, and that scoring condition is no longer available. Players can also, once per turn, turn over one of their scoring cards so it becomes a vegetable, but they may never turn over a vegetable to make it a scoring card. The game is over when all the cards have been distributed, and the scores have been totaled. One of the more unusual things about this game is that both vegetable and scoring cards can be used more than once. So, a player with a card giving points for sets of onion, cabbage and carrot (i.e. coleslaw), can score it as many times as they have sets. Furthermore, if they also have a card that scores for pairs of carrots and lettuces (i.e. rabbit food), they can reuse the carrot cards and count them a second time.
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Pine began collecting lettuces, an obsession with green things that ended up lasting the whole evening. Burgundy was more obsessed with red things, specifically tomatoes, so Mulberry, Black and Purple took great delight in snaffling them first, even when they didn’t help. Blue only needed mayonnaise for her coleslaw as she collected onions, cabbages and carrots and generally made a nuisance of herself with Mulberry, sat to her left. Food arrived before the game finished, and with people getting distracted by pizza and chips (always more appealing than salad) it is possible there were some missed opportunities. It was tight finish at the front with only six points between the winner and third place. Sadly, despite everyone else’s best efforts, Burgundy top-scored with fifty-six, ahead of Mulberry and then Blue.
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Once everyone had finished eating, it was time to decide who would play what. The “Feature Game” was The Isle of Cats, a tile-laying game where players are rescuing cats and packing them onto their ship. There were a lot of takers, none of which were keen to back down (even though Mulberry misunderstood and thought it was called “Pile of Cats” which, on reflection, does sound very exciting). The game is not terribly complicated though we did make a bit of a meal of it. It is played over five rounds, each of which starts with card drafting. Players are dealt seven cards and keep two passing the rest to their neighbour; this is repeated until they receive only one single card.
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The cards come in five different colours: blue, green, yellow, brown and purple. Blue cards are Lesson cards which are really just Objective cards, but these come in two types, personal and public. Yellow cards depict some combination of “Boots”, “Cat Baskets” and “Broken Baskets”. Boots are useful because they dictate where you come in the turn order, while Baskets are needed to used to “pay” to rescue Cats. Yellow cards are treasure cards, brown cards are special “Oshax” cat cards and purple cards are instant effect cards that can be played at any time.
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At the start of every round, each player receives twenty Fish which are used to pay for both cards and Cats. So, once the cards have been drafted, players choose which ones they want to buy. with prices varying from free to five Fish. The rest are discarded. It is imprudent to over-spend, as Fish are also needed later in the round to lure cats off the island and onto the players’ ships; some cats are easier to lure than others, with cats on one side of the island costing three Fish and others costing five Fish.
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Once everyone has paid for their cards, they must play any blue Lesson cards they kept in the round. Any Public Lessons are revealed while Private Lessons are kept to one side face down. Players then play their green cards—this is the guts of the game. Players do not have to play all their green cards straight away, some can be kept for later rounds. The number of Boots played are counted up, and the turn order is adjusted according to the number of Boots played so that the player with the most goes first and so on. Player then take it in turns to spend one of their baskets and the appropriate amount of Fish to take one of their Cats and place it on their ship.
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Each player starts the game with one “Permanent Basket” which they can use once per round, aside from this, the other Baskets usually come from the cards played or other Permanent Baskets acquired later in the game. The Cats come in five different colours and are depicted on polyomino tiles which are placed on the players’ Ship-player boards. At the end of the game players score points for grouping Cats of the same colour together in Families: the larger the Family the more points. So, a group of three Cats of the same colour will score eight points, while a Family of ten Cats scores a massive forty points. In addition, players lose one point for each rat they have failed to cover with a cat, and lose five points for each room they fail to fill.
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Thus, perfectly tessellating Cats is the aim of the game, but additional points are also available from the Lesson-objective cards. It would be quite a challenge to perfectly tessellate tiles while keeping cats of the same colour together and conforming to the arbitrary objectives given in the Lessons, however, there are a couple of things to help grease the wheels. Players who cover Scrolls on their Ships with a Cat of the same colour can add a Treasure tile to their ship for free—these are small tiles that are very useful for filling in holes. There are only five scrolls though, one of each colour.
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Additionally, however, once everyone has run out of Baskets, they can also play their Rare Treasure, yellow and brown cards. The yellow cards enable players to place more Treasure tiles while brown cards allow players to place the very rare Oshax Cats (or “Oh, shucks!” Cats as we mostly called them). These are very friendly Cats and will join any Cat Family of the player’s choice, though they have to pick the colour when they place it. The cards are quite rare and very expensive, but a couple of these can be a really good way to boost the size of a Family.
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In addition to Baskets on cards, each player starts with one Permanent Basket which they can use once per round. Blue started the game quickly, by playing two lesson cards followed by a special card which enabled her to swap them for a second Permanent Basket. Everyone looked on agog, envious of the advantage that would give, however, it had cost a lot of Fish, and she spent the rest of the game trying to recover. Mulberry struggled to get some useful cards, but eventually managed to get a Permanent Basket of her own while Burgundy managed to get a couple of his own and he concentrated on trying to make sure there were no gaps round the edge of his boat to fulfill Lesson 113 to give him twelve points.
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Pine meanwhile, continued his obsession with green and hogged all the green cats. Since cards are drafted most of the cards are seen by some of the other players, so when he said he wasn’t sure how one of his Lesson cards worked, Blue and Burgundy knew exactly what his problem was. The Lesson in question was Card 222 which gave ten points for each row of twelve containing at least twelve cats of the same colour. Green’s queries concerned whether the row had to be continuous or whether they could be broken up by treasure, and whether Oshax cats counted. We said they didn’t have to be continuous and Oshax cats counted so long as they were the right colour. As a result, Pine’s green car family continued to grow, now forming long rows, lots of them.
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It was in the final round that Mulberry turned nasty playing Public Lesson Card 235 which meant anyone who didn’t have seven treasures would lose five points, which inconvenienced Blue quite a bit. When it came to scoring, it turned out that we weren’t quite right with the rule for Card 222—the rows should have been continuous. That might have cost Pine ten or even twenty points, though of course had he known that, he would likely have been able to offset that a little. It wouldn’t have mattered anyhow as finished with ninety points and a huge lead. Over thirty points behind, it was close for second, but Burgundy, who just managed to ensure there were no gaps at the edge of his boat, pipped Blue, by two points.
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There are a number of really nice things about The Isle of Cats. Firstly the production quality is stellar and there are some really, really nice touches. The cat artwork is fantastic and the fancy screen-printed cat-eeples from the deluxe upgraded version are quite special. Unquestionably, we made a mistake playing with five the first time round—we were slow, with a lot of people spending a lot of time checking whether tiles would fit and that made the game even slower. Mulberry commented that she disliked variable turn order as a mechanism: it is common in lots of games, but tends to encourage a lot of pauses followed by queries about whose turn it is. The are other little things like the fact the purple and brown cards could have been more distinct. Overall, it definitely deserves another chance, but it might be hard to get some of the players from the first time to give it a second try.
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Meanwhile, on the next table, Ivory, Black and Lime, started off with Key Flow. This was particularly sad for Blue to see, because Key Flow is a sort of card game of Keyflower, one of her favourites. That said, Key Flow had been played at our sister group, the Didcot Games Club, just a few days previously, so she consoled herself with the memory of that and concentrated on The Isle of Cats. Although Key Flow has a lot in common with Keyflower, it has a very different feel. Where Keyflower is really an auction game (using meeples as currency), Key Flow is a card drafting game. So, in Key Flow, players start with a handful of cards, simultaneously choose one and place it face down, passing the rest on.
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Players then simultaneously reveal their card and add it to their village before picking up the hand they’ve just been given, selecting another card and so on. Like Keyflower, the game is played over four seasons, and like Keyflower players receive some of the Winter offerings at the start of the game which they can then use to drive their strategies. The iconography is very similar too, so a player who is familiar with Keyflower generally feels at home with Key Flow. 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.
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Meeple cards are used to activate Village cards by placing them above the relevant building. 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.
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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. 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.
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Black began the game by adding the Key Mine to his village which provided him with iron (wooden, black octagonal prisms). In summer he added the Smelter which added more iron producing capacity (converting skill tiles), but he quickly upgraded this to give gold instead as it is more versatile and can be used instead of any other resource and any left overs are worth a point each at the end of the game. Ivory also had resource providers in the shape of the Workshop which provided him with a wood, an iron and a stone every time it was activated. He then added an Apprentice Hall which generated skill tiles.
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Meanwhile, Lime built a village strong in gold production, with the Gold Mine and Brewer and potentially the Carpenter too if he could upgrade it. To his village, Black added a flock of sheep on his river bank while Ivory added a heard of pigs; Lime was more of a mixed farmer though with a bit of everything. As the game progressed into the scoring rounds, Ivory added a Truffle Orchard which gave him four points for each pig and skill tile pair, allowing him to put all his pigs to good use netting twenty-four points.
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Lime and Black pulled in similar points tallies with their Emporium (four points for each green meeple and gold pair) and Traveller’s Lodge (points for transport and boats) respectively. With similar points for their upgraded buildings as well, it was close and the smaller contributors became really important. Ivory’s Trader which scored him fifteen points for stone and axe skill tiles, while both Black and Lime scored ten points for their Autumn stores (Stone and Timber Yards respectively).
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Perhaps it was the points he got from the meeples (Winter Fair and Craftsmen’s Guild), but there was only two points between first and second in the end. Black finished with a total of seventy-one points, just enough for victory—a couple of points more than Ivory, with Lime not far behind. It had been a hard fought game, and Ivory was impressed how the Scribe, which in Keyflower he felt was always a winner, had little effect. For him, this made the game more interesting, though he had really enjoyed the last time the group played Keyflower with the Farmers expansion, as that had also mixed things up.
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Given the recent game with the Didcot group it was inevitable that a comparison was going to be made. This time Black won, but he scored fewer points than he had the previous week when he had come second. Perhaps the most marked difference was how much quicker the three player game of Key Flow had been than the six player game a few days earlier. Where the six player game had taken all evening, there was still time for something small, and with Lime taking an early bath, Ivory and Black chose to play a head-to-head of Ticket to Ride: London.
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Ticket to Ride is a train game with an inexplicable alure, which everyone in the group loves and we’ve found that the small versions of the game, New York and London make excellent fillers. The rules and game play are very similar to the full versions, but the take half the time, and with just two players, that makes it a very short game indeed. On their turn, players take coloured cards or spend them to place their pieces on the map. Points are awarded for completing tickets, but critically, failing to connect two locations marked on a ticket will score negative points. The player with the most points at the end of the game wins.
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This time, Ivory built a network connecting Brick Land and the Tower of London in the East with Hyde Park in the West, while Black joined Regent’s Park in the North with Waterloo and Elephant & Castle in the South. The crunch point came in the area around Covent Garden, but despite this, both players managed to complete all four of their tickets. This meant it was down to the length of the tickets and the number of pieces placed—Ivory had the edge on both of these. His revenge for the result in Key Flow was completed by a four point bonus for connecting all four in the St. Paul’s district resulting in a ten point victory. With that, Ivory headed home, leaving Back to watch the end of The Isle of Cats.
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Learning Outcome: Games take longer with more players.