Although they started the meeting early, Blue and Pink left Pine and Green to chat while they set things up. Lime popped in and joined the chatter, with everyone else arriving in good time for 8pm. Blue was just starting to explain the rules for the “Feature Game“, Noch Mal So Gut!, when the gremlins first put an appearance (and no, it wasn’t Beige, though he might have been responsible for summoning them).
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– Image by Pine |
For the most part, we’ve been quite lucky with the technology. We’ve had a couple of issues, once when Lime and Ivory got alternately thrown out of Microsoft Teams and another when Tabletop Simulator died on us last April in the middle of a game of Finstere Flure (aka Fearsome Floors), but otherwise the issues have been very minor. This time the Gremlin Attack was ultimately more spectacular, although it started slowly with Black and Purple having issues with the window-in-window Teams view that wouldn’t maximise. Eventually the problem went away and Blue explained the rules.
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– Image by boardGOATS |
Noch Mal So Gut! is a slightly more complex, more strategic version of Noch Mal!, a game we have played a few times (including with the first Zusatzblock) and is known within the group as “Boardgame Bingo“. The basic version of the game is quite simple: the active player rolls three colour and three number dice and picks one of each, using them to cross off coloured blocks on their player board. Everyone else then picks one colour and one number from the remaining dice and uses them in the same way. The player board consists of coloured squares in groups making blocks. Squares can only be crossed off when they are orthogonally adjacent, match the colour on the die chosen and either start in the middle row (Row H) or are next to another square that has already been crossed off.
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– Image by boardGOATS |
The dice are numbered one to five with a wild for the sixth face, and the number indicates exactly how many squares must be crossed off, it is not possible to “overpay”. Similarly, there are five colours and one wild (black)—each play only gets eight chances to use number or colour wilds during the game, so they must be used sparingly. Points are scored for completing columns or crossing off all the squares of a colour, with the player who manages this first scoring more points than those to achieve it later in the game. Negative points are scored for any stars that are not crossed off. The game ends when a player crosses off all the squares of two colours.
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– Image by boardGOATS |
The second implementation, Noch Mal So Gut!, adds a couple of new features which add a large slice of strategy. Firstly, there is an extra die which players can choose to use instead of the colour/number dice pair. This special die provides actions like bombs which blow up any four squares in a two-by-two group, or the ability to cross out two squares with stars on them. The special actions can only be used if a player has a “special die” token to spend. These can be collected during the game, primarily by crossing off squares featuring the special symbol. In addition to the special die, players also score points for completing rows, with the first successful player or players additionally gaining a bonus, special dice tokens, bombs or hearts. The hearts are one of the symbols on the special die, in fact it features on two faces so comes up quite often.
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– Image by boardGOATS |
Hearts give players the bonus points when they complete columns; the number of bonus points they get depends on the number of hearts they have when they complete the column. So this adds a little bit of spice to the game: should a player spend dice rolls in the early stages on hearts and hope to be able to cash in later? Or should they concentrate on completing rows and columns and end the game before other players can capitalise on the hearts they have collected? The good thing about Noch Mal! (and the reimplementation) is the interaction, through the dice selection and also the scoring. This is something that is sorely missing in many of the “Roll and Write” style games we have been playing.
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– Image by boardGOATS |
That said, the dice selection element does slow the game down somewhat. It’s not too bad though, as everyone is only waiting for one player before they can make their selection simultaneously. It didn’t take too long to get started, though first Black and Purple had technical issues and then Green dropped out for a bit too, so they all had to be filled in on the bits they missed. A couple of others had a moment and Microsoft Teams got the blame, but we soon started playing, and as always, Ivory was quick to start collecting columns making rapid progress to the right where he started to claim lots of points. We were making good progress when Black and Purple vanished, so we waited to see if they would come back.
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– Dots by Dribbble on pinterest.com |
After some waiting, and attempts to invite them back, it was starting to look like they had a more serious problem. Green offered to contact them by SMS and everyone else took drink, snack and litter tray breaks while the opportunity was there. Eventually, we heard back that Black’s computer had crashed and was now doing a disk-check. We were reluctant to admit defeat, so although we carried on without them, we took screen-shots of the dice choices they had, just in case they were able to rejoin us. This was working fine until it was Black’s turn and it was looking like the game might have to continue without Black and Purple, when miraculously, they suddenly rejoined the meeting. A quick flash back through the previous three or four rolls and the game continued from there.
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– Image by boardGOATS |
Blue picked up the first row, Green took one, Burgundy got a couple and Blue took a couple more. Pink meanwhile had collected a full set of hearts and was starting to make hay on the bonus points. People seemed to enjoy this implementation more than the original Noch Mal!, because it offers more in the way of strategy. It was pushing 10pm by the time Burgundy brought the game to an end, though to be fair we’d spent nearly half of the time dealing with the gremlins. And it took a while to work out the scores too. Like the original, the first task is to finish with a positive score, which this time, everyone managed. As the totals came in, Burgundy, Green, Pink and Pine had all done well, but Blue was well out in front finishing with sixty-four points, more than twenty ahead of Pink in second.
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– Image by boardGOATS |
The lateness of the hour ruled out the possibility of playing ClipCut Parks or Cartographers (again!), and given the IT issues, we decided it was time to move to Board Game Arena. After a bit of chit-chat about leaving up Christmas lights, Ivory and Lime said good night. There was some discussion about what to play: Pine commented that despite nominating it for the GOAT Poo prize before Christmas, he actually really liked Welcome To… on Board Game Arena, and for some reason found it better than playing on paper. Green took a quick look and vetoed it as “another Roll and Write game” saying he’d had enough of them. So eventually, we decide to play Saboteur.
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– Image by boardGOATS |
Saboteur is an old favourite which we’ve played a lot over the years, including just two weeks ago. This is a hidden traitor type game where players are Dwarves tunnelling to find gold, or evil Saboteurs trying to prevent the Dwarves succeeding. Players have a hand of cards which they can use to progress the tunnel or or action cards which they can use to do things like stop other players from digging, cause rock-falls or look at the target cards and help to identify where the gold is hidden. Half the fun in this game is the banter and accusations that go along with it.
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– Image by boardGOATS |
This time, the banter started with Green accusing Blue of being a Saboteur, mostly just because. Blue retaliated and accused Green, but when Pink played a dead-end card on the main route to the gold, Black broke Pink’s pickaxe for him and Pine followed by breaking his lamp. Green triggered a rock-fall only for his suspicions about Blue to be confirmed when she blocked the tunnel. With Purple aligning herself on the side of the Saboteurs, by breaking Green’s pick, the three Saboteurs knew each other. The game is always really difficult for the Saboteurs, but with three against four Dwarves and the tunnel blocked, there was just a chance that they might manage it this time.
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– Image by boardGOATS from boardgamearena.com |
Pink broke Black’s trolley only for Burgundy to repair it immediately. Pine removed the blockage and Blue blocked it again. Eventually Pine cleared it again and with the deck exhausted, victory for the Saboteurs was tantalisingly close. That triggered a tsunami of tool destruction. The Dwarves were creeping ever closer to their target though, but there was just a chance. If Purple could play a straight tunnel past the target it would mean the Dwarves would have to tunnel that bit further, and perhaps they wouldn’t have the cards.
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– Image by boardGOATS from boardgamearena.com |
Unfortunately, Purple misunderstood and, amid much hilarity, the Dwarves gleefully claimed their treasure. They almost certainly would have won anyhow, but it still felt a bit like an opportunity missed. There wasn’t time to dwell on it though as it was time for the second round. Burgundy declared his position early by playing a dead end card forcing Pink to clear it, exonerating him. Pine joined Burgundy’s side when he caused a tunnel collapse in the middle of Route One and Purple again showed her evil side by breaking tools. The Dwarves quickly patched up the tunnel, but the Saboteurs again put up a fight.
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– Image by boardGOATS from boardgamearena.com |
Eventually, Blue claimed some coal and the gold with a single card, and it was time for the third round. This time, the Dwarves hedged their bets and started with a three-pronged approach, but before long, the tunnel was marching forward towards the central card. Green revealed his true nature as an Evil Saboteur by playing a dead-end card and was joined by Purple and Pink, (again). Pine cleared his blockage enabling Black to get to the treasure before the deck was exhausted.
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– Image by boardGOATS from boardgamearena.com |
The winner depends on the distribution of “gold cards” at the end of each round. There are the same number of cards as players, and the number of gold on the cards varies at random between one and three. The person who finds the gold will always get the highest value card and one other, as they are doled out to the winning team, highest first, in reverse player order. The problem is, as the Dwarves have the advantage, the “winner” will almost always be a player who has not been a Saboteur.
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– Image by boardGOATS |
This time that was not the case, with Blue and Burgundy tying for first place, both having been Saboteurs, but also both having personally found gold and also been the penultimate player (thus getting four cards). Black was the only player not to have been Evil at some point during the game and took the bronze medal, also having taken four cards, but with a lower total value. Poor Purple though, who had been a Saboteur in all three rounds definitely drew the short straw. In fact, we are starting to think her friendly exterior belies an Evil lurking beneath as she has been the Saboteur on no fewer than four occasions this year already!
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– Image by boardGOATS |
As Pink and Pine signed off, eschewing our usual finale of 6 Nimmt!, this time we enticed Green to stay for one last game of Coloretto. This is a very simple card game that forms the underlying mechanism of the perhaps better known board game, Zooloretto. On their turn, players have a very simple choice: Draw a coloured chameleon card and add it to a truck, or take a truck. The chameleons come in seven different colours and players are trying to build sets, but only the largest three sets will score positively, with the rest subtracted from that total. With five players, the game is quite short. This time, the game started with everyone pretty much level until Blue started to lag behind.
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– Image by boardGOATS |
Forced to gamble, when she found herself the only player left “in” with an almost empty truck, she chanced her arm and turned over cards. When she got lucky the first time, she tried gambled the second time it happened and went from the back of the pack to taking a large lead. Black tried the same trick and also got lucky then when Burgundy decided to “take one for the team” and played “King Maker”, Black took the lead as the game came to an end and held on for a fine victory. With that, Green decided it was definitely time for bed and after a little bit of chit-chat, everyone else went too.
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– Image by boardGOATS from boardgamearena.com |
Learning Outcome: Being evil is harder than you might think.
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