Green and Lilac were first to roll up, with pizzas and a large basket full of wild mushrooms. While they finished their supper, everyone else rolled in and joined the largely aimless chit-chat before Blue started to explain the rules for the “Feature Game“, Patchwork Doodle. This is another “Roll and Write” style game in the “communal colouring in” vein. As such it is quite similar to the Second Chance (which we played last time), but with different scoring and a little more planning.
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– Image by boardGOATS |
Both games are based on the Tetris idea where shapes depicted on cards are drawn in a grid. In Second Chance, the cards are revealed two at a time and players choose one to draw on their grid. If they can’t add either, they get one card just for themselves; if it fits they stay in, if they still can’t draw it, they are out. When the last card is turned over or the final player has been eliminated, the winner is the player with the fewest empty spaces.
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– Image by boardGOATS |
In Patchwork Doodle, eight cards are revealed at the start, so everyone can see all the cards that will come out in the round. The chief seamstress then rolls a d3 die to move the factory foreman, and players all draw the shape he lands on. The round ends after six of the eight shapes have been used. After each round there is a scoring phase and, the final score is the sum of the three totals minus the number of empty spaces.
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– Image by boardGOATS |
In addition to the change in scoring, everyone has three special actions: they can use a shape either side instead of the one selected, make a single cut and draw one of the two resultant shapes, or fill a single one-by-one square. Additionally, there is a fourth action which allows everyone to use one of the other three actions a second time.
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– Image by boardGOATS |
The interesting, and indeed difficult bit to understand, is the scoring. Players score the number of squares in (usually) their largest square, plus one point for each row or column it is extended. Thus a five-by-three rectangle will score eleven points (nine for the three-by-three square, and two points for the extra two rows). Usually the largest continuous rectangle will give the most points, but sometimes that is not the case and players have to work out what will give them the biggest points haul.
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– Image by boardGOATS |
Once everyone had got to grips with the scoring and asked all their questions, Pink rolled the die and silence descended as everyone concentrated on their colouring in. At the end of the first round, Pine, Lilac and Ivory had their noses in front achieving a five-by-five square while others were struggling to get much less. By the second round, people were getting the hang of things and it was clear that Ivory was the one to beat, although Green had a bet on Lilac as she was doing a lot better than he was.
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– Image by boardGOATS |
By the final round, there was a peaceful calm as people engaged their inner toddler. The scores were a little bit incidental as Mulberry won the prize for “The most inventive work with just two colours” and Lilac just pipped Black and Pine for the neatest and “staying within the lines”. Pink stumbled at the end going for artistic impression over scoring, putting the penultimate shape in the corner instead of filling the hole in the middle. Blue top scored with one hundred and twenty, just beating Ivory, largely thanks to the fact she had only one unfilled space.
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– Animation by boardGOATS |
Mulberry commented that the communal colouring in was very calming, and Lime said that although he had really enjoyed it, the next game looked too complicated given that he had been up since 4am, and was finding it hard to focus. The next game, Cartographers, certainly was a step up, so despite having done really well in Patchwork Doodle, Lilac also decided to duck out. Cartographers is another “Roll and Write” game, but has slightly more of a “boardgame feel” to it. In fact, part of the reason it we chose it was to celebrate the fact that it had just been announced that Cartographers was runner-up in the 2020 Deutscher Spiele Pries.
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– Adapted from image by BGG contributor Johnny Dangerously |
The game is played over four seasons during which cards are revealed showing Tetris-like shapes which players draw on their player board. The difference is that this time, the cards show options giving players an element of choice, either between two different shapes or in the colour to be used. The colours represent different terrain types, and there are mountain spaces and ruins spaces also pre-printed on the map.
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– Image by boardGOATS |
At the beginning of the game, goal cards are identified for each season; a selection are available which gives games a lot of variety. Two of these are scored at the end of each round in a similar way to Isle of Skye, another game that is quite popular with the group, but of course one that we can’t really play at the moment. These scoring cards are really the driving force of the game, essentially creating a set of criteria that players try to follow when adding pieces to the map.
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– Image by boardGOATS |
This time the scoring cards were “Stoneside Forest”, “Shoreside Expanse”, “Great City” and “Lost Barony”. These can be really quite variable, for example, the first of thesegave players points for each mountain space connected to another solely by forest. In contrast, the “Shoreside Expanse” rewarded players for each block of farmland not adjacent water and for each block of lake not adjacent to arable, or the edge of the map. The Great City, however gave points for each square in players’ largest cities and the lost Barony was reminiscent of Patchwork Doodle giving points for the largest completed area in a square.
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– Image by boardGOATS |
The other interesting addition is the “Ambush” cards. In the “Rules as Written”, one of these is added at the start of each round and when they appear, players pass their map to their neighbour who adds the shape in the most inconvenient place they can. These then give players negative points for each empty adjacent space. This doesn’t work well with remote gaming, so we play these using the solo rules where the shape starts in one corner and and moves stars following the edge, progressively spiralling towards the centre until it finds a space that it fits in.
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– Image by boardGOATS |
Although we played Cartographers a few weeks back, quite a lot of people missed out, so we decided to add the “House Rule” that we wouldn’t add Ambush cards for the first round to give players a chance to get started. This works nicely, however, because they are removed from the deck once they have appeared, adding one less makes their appearance much less likely. For this reason, in future we would probably just add two at the start of the second round as they certainly add quite a lot to the game.
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– Image by boardGOATS |
Once the edge case rules had been clarified, Blue started revealing cards. Each card has a time counter in the top left corner where the number is roughly based on the number of spaces the shape fills. This helps to control the rate the board fills at and maintains the level of tension throughout the game. This time, the first round included quite a few large pieces, one of which was forest which enabled those who spotted it to connect two mountain squares and score a quick six points. Otherwise, the first round was all about players trying to find good places to place lots of fields and water ensuring they didn’t touch and starting a large city to set up the next round.
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– Image by boardGOATS |
The next round was all about the first Ambush card: the Gnoll Raid. Pink had a near perfect place to put it, tucked neatly round the Rift Lands space he’d placed on his ruins in the previous round. As he looked pleased with himself, others applied the complicated Ambush rule and variously sounded please or unimpressed depending on how much work it had left them with and how many negative points they had to mitigate.
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– Image by boardGOATS |
The third round was fairly quiet as there was no Ambush, increasing the chance of one appearing in the final round. The last round started very slowly and gently with lots of very “low time” cards appearing and everyone sounding initially unimpressed, then quite pleased as they discovered pleasing ways of filling spaces to help satisfy the “Lost Barony” scoring card. Then, just when everyone was nearly nearly home safe and sound, we were ambushed by the penultimate card of the game: the Bugbear Assault.
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– Image by boardGOATS |
The Bugbear Assault is two one-by-two columns with a gap down the middle, making it quite hard to place at the end of the game. Mulberry was unable to place it and therefore got away unscathed, but others like Burgundy, Purple and Black found they were suddenly four or five points worse off than they had been a moment earlier. The final piece was also difficult to place being large and awkward, and then it was just the final scores.
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– Animation by boardGOATS |
It was really tight at the top, with Pine and Pink taking second and third respectively, separated by just a single point. Ivory, however, who had lost out by four points to Blue in Patchwork Doodle, managed to take victory by the same margin, winning with the same total of one hundred and twenty points. With that, Ivory departed for the night, and Pine and Green said they would follow. Before he went, however, Green shared an image of kookaburra which looked a bit like a goat provided you mistook it’s beak for an ear…
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– Image by boardGOATS |
The chit-chat moved on to the Jockey and what it was like there now. Black, Purple, Blue and Pink had enjoyed a meal and a distanced game of Wingspan there and Ivory had joined Blue and Pink for games of Everdell and the new mini Ticket to Ride, Amsterdam. In both cases the pub had been quite quiet, but had felt very safe, partly because there was so much space and partly because the staff had done an excellent job of cleaning. The pizzas were just as good as always, and it was really good to see the staff again.
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– Image by boardGOATS |
Green commented that he was now quite bored with “colouring in”, so Pine’s parting shot was “Blue’s doing a great job”. Blue agreed that there had been “colouring in” for two weeks running, but that it would be different next time when they would likely be playing Welcome To…, and sadly, there wasn’t really that much alternative to “Roll and Write” that we hadn’t already tried. Burgundy added that nobody could play what they wanted all the time anyhow, especially at the moment. And with that, there were five left to accommodate, who switched to play something more interactive on Board Game Arena.
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– Image by boardGOATS |
After a bit of discussion and general ambivalence, those left eventually opted for Coloretto. This is a very light and simple set collecting game that we all know the rules for: turn over a card and place it on a truck, or take a truck. Despite the simplicity of the rules, the game itself is very clever and can be played positively, or aggressively taking cards others want. The winner is almost always the player who best balances these two elements.
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– Image by boardGOATS |
This time, the three of the first four cards to be drawn were Rainbow coloured Jokers. These are such valuable cards that first Black, then Blue, then Purple took them on their own leaving Burgundy and Pink without a look-in. From there, Burgundy started collecting sets of blue and brown chameleons, while Pink started work on collecting a rainbow—totally not the point of the game. Black took a cart that Blue wanted, so she took one that Burgundy wanted and the tit-for-tat rippled through the group.
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– Image by boardGOATS from boardgamearena.com |
It was quite tight at the end, and by that point almost everyone had joined Pink with five different colours. Not that it did him much harm as he finished with a very creditable twenty-four to give him second place, just behind Burgundy who finished with twenty-eight. With that, he decided it was bedtime and that left four…
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– Image by boardGOATS from boardgamearena.com |
After a bit of debate, the now dwindling group settled down to a game of Kingdomino. We have all played this game a lot, so it was remarkable that we managed to make such a meal of it. The game is very simple, but punches above its weight in terms of depth. The key part is the domino market. There are are two rows sorted by value; on their turn, the player takes their tile from the first row and moves their meeple to their chosen tile in the second row. Since tiles are taken in order from least to most valuable, players are trading value for turn order and thus, choice in the next round.
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– Image by boardGOATS |
In other words, if a player chooses the least valuable tile, on their next turn they will play first and therefore have first choice and can pick from four tiles. Alternatively, if they choose the most valuable tile, they will play last in the next round and will have Hobson’s choice. The dominoes are placed in the players’ kingdoms with players scoring points for each terrain type, where the number of points is the number of crown features multiplied by the number of squares in the area.
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– Image by boardGOATS |
Unfortunately, Blue, who set up the table chose the rules and picked the seven-by-seven variant, and the bonuses for completing the kingdom and for placing the starting tile in the centre. Sadly, as the expansion has not yet been implemented on Board Game Arena, the seven-by-seven variant is only available for the two-player game. There is no warning about this, and Blue was slow to realise, screwing up one tile placement and then was unable to complete her kingdom or get her castle in the middle.
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– Image by boardGOATS from boardgamearena.com |
Just as Blue was realising and the extent of her problems, and failing to put them right, Burgundy was busy building a very fine kingdom that would rival “Far Far Away” and when everyone else was unimpressed with the tile draw commented, “Well, all those are good for me.” The immediate response was, “Just as well, since you don’t have a choice…”
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– Image by boardGOATS from boardgamearena.com |
Meanwhile, Black put a tile in the wrong place and made a wonderful growling noise, something between a cross dog and an angry bear. Then discovered the cancel button and cheered, only to discover that the piece he wanted wouldn’t fit after all and howled with disgust. The Silent One definitely wasn’t silent this time! In fact, he thought he would have beaten the winner, Burgundy, if he hadn’t placed a single tile the wrong way round, so we decided to play again.
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– Image by boardGOATS from boardgamearena.com |
This time, Black started going for lakes but had competition from Purple who was also after lakes, but augmented them with forest. Burgundy went for marshland and Blue actually managed to complete her kingdom and get her castle in the middle this time. It was much closer, and all the kingdoms were much more mixed. The winner was Purple though, who just edged Black. Everyone was really pleased, especially when the Board Game Arena presented her with a trophy for her first win at Kingdomino. And that seemed like a good way to end the evening.
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– Image by boardGOATS from boardgamearena.com |
Learning Outcome: Colouring in nicely is an important board gaming skill.