Social contact is really important for mental health and board games are a great medium for that. Unfortunately, physical proximity isn’t an option at the moment, so we’ve moved our games nights online. Despite the limitations experienced last time, the overwhelming response from the group was that we should persist with online meetings. With this in mind, and the recent special offer for Tabletop Simulator on the Steam platform, we’d had a couple of trial runs to see if that would work for the group. Tabletop Simulator is a “sandbox” environment, which provides an electronic rendering of the game and tools to move things around.
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– Image from steampowered.com |
The strength of Tabletop Simulator, but also its weakness, is that people have to do everything themselves. Everything. This is good because it means the game can be played according to any rules people want, however, it also means there is a substantial overhead, which is just that bit too much for players not used to computer gaming. Additional hurdles included installing software (a problem on some work laptops) and the intricacies of actually getting it running which required an hour or so tutorial to get going. Unfortunately, these were just too large for us, especially for a group meeting only once a fortnight.
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– Image by boardGOATS from Tabletop Simulator on Steam |
Last time, we had played a simple physical game that we knew well, Las Vegas using cameras. Seeing the “table” had been difficult though, limited by the resolution of the cameras and lighting. So to improve things and get others involved, we decided to go with a compromise: some people would run the game on Tabletop Simulator (providing a better visual experience), but the game would then be “streamed” to the group through Microsoft Teams, using the technology everyone was already familiar with. This time, we were more ambitious: the “Feature Game“, Camel Up has more moving parts and lots of people hadn’t played it before. It still fits the two key requirements, however, lots of people can play (especially with the Supercup expansion), and it has minimal “hidden information”, so it would still work with a couple of minor tweaks.
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– Image by boardGOATS |
Camel Up is a simple enough family game, so teaching, even online, wasn’t too difficult. It is a race game, where people are betting on racing camels and the player with the most money at the end of the race is the winner. On their turn players have four options. Firstly, they can roll dice to move a camel. In the physical game, this is done with a special pyramid dice shaker that holds a die for each of the five camels and spits them out one at a time. We found using the online rendering of this very difficult, and wanted to involve the players more, so we used the real shaker to deliver dictate the number and players rolled their own dice at home to see how far they moved.
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– Image by boardGOATS |
Alternatively, players could place a tile on the track which would earn them money whenever anything landed on it and move those camels forwards or backwards one space (depending which way up the tile had been placed). The other two options involved betting: players could bet on the winner of the leg (i.e. after all the dice had been rolled once) or the eventual winner or loser of the overall race. A simple roll and move would not make betting very interesting, but in Camel Up, when a camel lands on the same space as another camel, it is placed on top of the other piece. Then, if the lower camel moves before the top one does, it gets a free ride.
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– Image by boardGOATS |
Betting on the winner of a leg was easy to implement—each player had a space on the simulator and betting tiles (and pyramid tiles showing players had rolled dice) were moved to that area. Betting on the eventual winner/loser was more difficult. In the physical game, players have five cards which they play onto the winner or loser pile. At the end of the game, these are evaluated with the first player to bet correctly getting the most money, continuing on a sliding scale, with those who bet incorrectly losing their stake. Obviously, this wasn’t going to work for us, so instead, one person made a note of who placed bets and people kept track of their own choices (as well as their money), and we just tallied up at the end.
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– Image by boardGOATS |
Blue, Pink, and Mulberry started setting up from around 7pm. We used the expanded board from the expansion to make the race a little longer, but decided that any of the other modules would just make it too complicated this time. This was a very hard decision, because the game can become very random with lots of players and the expansions do a lot to mitigate that. We had already increased the complexity considerably compared with last time, and that would have been a step too far this time.
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– Image by boardGOATS |
As people joined the “meeting”, people chatted, mostly about nothing, largely because not a lot had happened for most people. Blue commented on the lovely large rainbow image in the window at Lime’s house (drawn by Little Lime), and Pine commented on how nice it was to be home now his caring duties were over. Green was the last to join the party, and he immediately asked when Pine was going to get back which led to much hilarity as the previous conversation was reprised. The procession of soft toys reappeared: Mulberry showed off her Pony, apparently called Macaroni (after Yankee Doodle), and Pine introduced us to his Gremlin, who apparently wants to join us at The Jockey when it re-opens and would like to be known as “Beige”.
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– Image by Beige’s “Wrangler” |
Having already set the game up for eight, Green and Lilac decided to play as a team, especially as they were still to eat their supper. Blue was about half way through the rules explanation, when, much to everyone’s delight, Burgundy arrived. He didn’t have a microphone, though he could hear everything people said. This created a weird juxtaposition of speaking and reading replies, which occasionally became typing (especially for Blue) when confusion set in. Playing would have been quite difficult as well as needing more set up, but it was lovely to have Burgundy back as we’d all missed him last time, and people couldn’t resist chatting on the text channel in the background. We will definitely sort out a microphone for him for next time though.
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– Image by boardGOATS |
From there on, it was disorganised chaos mediated by camels. Pine decided to share his packet of Tangy Cheese Doritos with everyone, and the disembodied crunching and rustling was quite something. He blamed it on Beige, but no-one was fooled. This was followed by someone (possibly Black) making a strange bonging noise that to Pink sounded like a bell from a traditional, mechanical signal box. He does have a bit of a thing about trains though. Meanwhile, on the chat, there were discussions about shopping and Pine’s burping camel impersonations. Clearly the Doritos were working their magic.
– From Peter Jordan on youtube.com |
The game was something of a side-show to all this “excitement”. In the first round, aside from a couple of people placing oasis/mirage tiles, everyone just moved camels. Having seen how the race worked though, the betting really got going on the second round. The tech, though not perfect, worked well enough, thanks largely to Mulberry’s efficiency. And although the game wasn’t a “meaty”, “manly” game, being together doing something a little different was the most important thing.
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– Image by boardGOATS from Tabletop Simulator on Steam |
The betting on the end game really told the story of the race. Mulberry was the first to bet on a win, quickly followed by Pine, Black, Purple, Pink and Blue, with everyone gambling on the green or white camel making it over the line first. Pine was the first to have another shot, but still didn’t get it right. Betting on the loser, on the other hand, was started early by Lime and quickly followed by Pink, Black, Blue and Mulberry all of whom bet on the yellow camel to stay at the back of the pack. That camel seemed to have three legs, or maybe a pulling rider, or perhaps it had eaten too many of Green’s sausages. Whatever, it was definitely not a contender, and everyone agreed with Purple who commented that it should retire to a camel sanctuary.
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– Image by boardGOATS from Tabletop Simulator on Steam |
The front of the race was much tighter, and as the probability field gradually whittled down the likely order of finishers as it became clear that the game was coming to an end. The order of movement was all important and players jumped in with their final bets on who would win the race, but the final leg. Lime was the first to bet on the eventual winner, giving him eight Egyptian pounds, followed by Blue, and Pine with diminishing returns. Green realised that betting on the winner of the leg was more lucrative by this point than betting on the end of the race, and Pink followed suit, leaving Mulberry to finish the race.
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– Image by boardGOATS from Tabletop Simulator on Steam |
A quick run-down of the final finances showed that Pink was a single pound ahead of Green who who posted an initial, competitive total winnings of twenty Egyptian pounds. Lime, the first to successfully predict both the overall winner and loser finished some way ahead though, with takings of twenty-eight pounds. Pine excused his particularly poor showing by saying he thought camel racing was cruel. From there, the evening mostly descended into verbal and text chatter as people discovered and shared emojis (Pine was the first to find camels, but only in camel colour) and stickers, and then soft toys… again.
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– Image by Mulberry |
Mulberry suggested that when The Jockey re-opens we should have a “BYOB” party and “Bring Your Own Buddy”. Burgundy apparently misheard and there was more hilarity when the sad message appeared on the chat, “no bunny”. Green saw Mulberry’s Pikachu and said Pokemon Go was a problem in the current climate. That’s not the case for Mulberry apparently, who commented that she has a “Pokey-stop” outside her house. For those who were not familiar with the game Pokemon Go, that just sounded very smutty. Mulberry shared a “Let Me Google That For You” link, but it didn’t seem to help, and things only got worse when she tried to explained what she did with her “Pokey-balls”…
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– Image from yucata.de |
Time was getting on, and meeting on line is surprisingly tiring so eventually, people sadly departed, leaving Pink, Blue, Black and Purple to continue the seemingly eternal game of Snowdonia they had started two weeks earlier, on Yucata.de. Snowdonia is a worker placement game that we’ve played quite a bit as a group, where players are building the rack-railway up the famous mountain. The basic idea is that each player has two workers and they take it in turns to place these on one of the seven options: gather resources; remove rubble; convert resources; lay track; build part of a station; pick up a contract card, and move their surveyor.
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– Image by boardGOATS from yucata.de |
Each of these actions have a different number of available spaces, so for example, only three workers can lay track in any given round. During the game, the weather changes, increasing and decreasing the work-rate so that players can build that track faster, or slower, or if it is foggy, not at all. Contract cards give players points for successfully completing certain tasks, but can also be used to give an enhanced action instead. The game ends when all the track has been built to the summit, Yr Wyddfa.
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– Image by boardGOATS from yucata.de |
This game was started after the last games night, so it was only fitting that is should be finished on a games night too. It had started quite slowly – Yucata is quite different to Tabletop Simulator because it is much less flexible, but does ensure players follow the rules and can play turns for them when they have no decision to make. This can help speed things along, but can also be confusing at times when the game state changes more than expected between turns.
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– Image by boardGOATS from yucata.de |
Playing a strategy game over such a long time period proved difficult for those not used to it. This is mainly because players lost the thread of the “narrative”, and ended up playing tactically for the short term rather than following a long-term plan. Unsurprisingly, Black, who plays quite a lot of games asynchronously on Yucata, struggled least with this. He was also must familiar with the environment and got off to a flying start. Blue prioritised getting a train, but discovered that it didn’t do quite what she had in mind when she tried to use it a day or two later.
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– Image by boardGOATS from yucata.de |
Pink was the first to move his surveyor, but then completely forgot about it. He only realised it had been passed by everyone else’s about half-way up the mountain in the final round, by which time it was too late to do anything about it and the others were all at the summit. Blue had been horribly inefficient in places due to losing the thread of the game and additionally couldn’t quite build the track she needed to fulfil her most lucrative contract. According to Black, Purple was “playing online like she plays in real life”, but she was definitely doing something right as she put a spurt on at the end laying track.
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– Image by boardGOATS from yucata.de |
Black started fastest, took the lead and then stayed there, but contracts can be a big game changer in Snowdonia. This time though, Black completed two contracts adding a total of forty-six points to his twenty-one for getting his surveyor to the top of the mountain and forty-five points collected for building during the game. The total made him a run-away winner with a total of a hundred and twenty-one, miles ahead of Purple who sneaked into second place a couple of points in front of Blue. And with that it was time for the long walk to bed.
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– Image by boardGOATS from yucata.de |
Learning Outcome: A simulator can still be used even when most people don’t have access.
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