There was a bit of chit-chat as people turned up clutching their brown, manilla envelopes, delivered over the previous few days by Purple Packet-force or Pink Parcel Post. At 8pm, everyone opened their envelope to find the bits and pieces for two games: the “Feature Game” Take it Easy!, and Das Labyrinth des Pharao (with the Sphinx und Triamide expansion boards) which we will play in a month or so. There was also a little chocolate, so as people munched, Blue explained the rules to Take it Easy!.
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Take it Easy! is a tile laying game where players have a pile of hexagonal tiles which they place on their hexagon player board (because hexagons are simply the bestagons). Each tile has three pipes crossing it, in three different colours. There are a total of nine different coloured pipes, three in each different direction. Tiles are drawn from a stack one at a time, and each player adds them to their personal player board. The rules are simple: the tiles can be placed anywhere on the board but must be placed so the numbers are the right way up so that the directions of the nine different coloured pipes are fixed.
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Players score points for any pipes that contain only the one colour, and the number of points is dependent on the colour of the pipe (the number on the pipe) and the number of tiles in the pipe. Thus, a yellow pipe, five tiles long going straight down the middle scores forty-five points, while a black pipe, along the edge, just three tiles long would only score three points. There are a maximum of fifteen pipes, but it is almost impossible to complete all successfully, especially as there are some tiles that are not used, so there is an element of chance as well as hedging bets. Blue and Pink drew tiles and displayed them for everyone to see.
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The pieces the players used had been modified with the addition of letters to make it slightly easier for players to uniquely identify the individual tiles. We were about three or four tiles in, when someone’s comment suddenly made Green realise that he’d started with the wrong tile. Having form with this sort of thing, Green got a certain amount of stick for “cheating”, but having found it early, he corrected his mistake and we carried on. As the game drew towards a conclusion, the number of spaces players had left progressively decreased, and increasingly, players needed specific colours and then specific tiles to complete their pipes.
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Pink was particularly desperate, but inevitably didn’t get the yellow pipe he so desperately wanted, which ultimately cost him thirty-six points. As everyone else was still taking off their shoes and socks to add up their scores, Ivory gave his total as one hundred and ninety-four, to howls of distress from everyone else, who clearly felt they were nowhere close. Indeed, the closest score was a hundred and eighty-two from Green in second with Blue four points behind him. Although everyone believed Ivory’s score, they were keen to see how he’d done it so we looked at the photo he’d sent in and admired his layout and looked sadly at their own.
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Take it Easy! hadn’t taken very long to play, indeed it was only quarter to nine. Everyone had really enjoyed it and now they felt they understood the game a little better, they all fancied another chance to see if they could catch Ivory on the second attempt. So, this time everyone had their plan and they were keen to get going. As the tiles were drawn there were variously coos of delight when a desired tile came out and teeth sucking when the tile was difficult to place. Again, as the game progressed, the teeth sucking and pleas for particular tiles got more desperate.
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When the last tile was drawn the stress was released and everyone settled down to count. Ivory was first to finish his arithmetic, and when he commented that he’d done better than last time, everyone else’s hearts sank. Ivory set a new target of two hundred and two, but aside from him, almost everyone else failed to improve on their first score (Lime’s excuse was that he was missing the help of his assistant). Lilac was the most improved though, increasing her score by sixty to take an excellent second place with one hundred and ninety-six, with nobody else coming close.
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We had all really enjoyed Take it Easy! and we’ll definitely give the game another outing, but in the meantime it was still quite early, so although Lime took an early night, everyone else was keen to play Cartographers. This is a game we’ve been trying to get to the table since before Christmas, but have been unsuccessful thanks to the IT gremlins last time, and On Tour and electing the Golden GOAT taking longer than expected. However, even two plays through of Take it Easy! had not taken over-long and with everyone familiar with the rules, we thought there was time to squeeze it in.
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That was before the gremlins returned, this time to kybosh Ivory’s printer. It looked like plans would have to be revised, but after a bit of poking he persuaded it to cooperate and everyone settled down to concentrate on their artwork. Cartographers is a “Roll and Write” type game or perhaps more accurately a “Flip and Colour”, as the game is driven by cards instead of dice and players are colouring terrain blocks, fitting shapes together in a Tetris-style. This is similar to other games like Second Chance and Patchwork Doodle, but is definitely a step up thanks to goal cards revealed at the start of the game. There are four goals two of which are scored at the end of each round in a way reminiscent of the scoring in another game that is popular with the group, the 2016 Kennerspiel des Jahres winner, Isle of Skye.
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This time the four goal cards were Stoneside Forest (three points for each mountain terrain connected to another with forest), Shoreside Expanse (three points for each lake or arable that is not adjacent to water, farmland or the edge of the map), Great City (one point for each space in a player’s second largest city) and The Cauldrons (one point for each single, empty space completely surrounded; the only goal card that was different to when we played the game back in September). Goals A and B are scored at the end of the first round, Goals B and C at the end of the second and so on. The game proceeds with players drawing their choice of shape and terrain from the card revealed, trying to score as effectively as possible for the current round, but also with an eye to scoring in later rounds.
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The game is made more interesting in that cards give players a choice of terrain or shape and sometimes both, increasing the decision space over games like Second Chance and Patchwork Doodle. Additionally there are Ruins cards which restrict where players can play for a turn, and Ambush cards which force players to put negatively scoring shapes on their board. In the past, we have used the house-rule that instead of introducing one Ambush every round we only add them from the second round onwards to give people a chance to settle into the game. Additionally, because we are playing remotely, we play the Ambush cards using the solo player rules.
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Although we like the spice the Ambush cards add, they can swing the game quite a bit and add a bit of randomness. Part of the driving-force to play Cartographers was the desire to try out the alternative, “Wastelands” map, so because of the additional challenge we thought this would add, we again used the house-rule, and only added three Ambush cards during the game. The “Wastelands” are an area of the map that is inaccessible to the map-makers and as such is terrain already filled in, but is space that cannot be used. It quickly became apparent that this meant players filled up their maps much more quickly so it became harder to place the bigger shapes from a much earlier point in the game.
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For some, this was an advantage when it came to the Ambush cards later in the game, as it meant there wasn’t sufficient space to add them to the player board. The first round was full of Water and Farmland, which was useful for the Shoreside Expanse goal (at the end of the first and second rounds), but keeping them separate with the additional obstacle of the Wasteland was difficult. Worse, this caused obstructions for players trying to score for connecting their Mountains using forest (Stoneside Forrest, scoring in the first and final rounds).
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There was also a lot of Settlement early on, with Woodland relatively scarce. There weren’t any Ruins until later either and with the first Ambush card only appearing in the third round, players could mostly do what they wanted in the early part of the game. When the Ruins came towards the end, some players had no choice where to place them while others benefited from being unable to place them at all. The same was true for the Ambush cards with some players being unable to play them at all and therefore not picking up negative points at the end of the game.
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When everyone was feeling the pinch the Marshlands card appeared, which is one of the biggest shapes. Purple’s distressed cry of, “It won’t fit, I can’t get it in!”, was followed by Black’s dry response, “It’s too big…” which had everyone else in stitches. From there it wasn’t long before the game came to an end. Ivory was once again the first to report his score, posting a massive total of one hundred and eight, which most people felt would not be surpassed. Indeed, that was the way it stayed with nobody else exceeding a hundred (after Black’s goblin-related recount), until Pink, giving his score last, sneaked into the lead with one hundred and twelve.
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It was quite late, so Ivory headed off to bed as did Lilac, but there was still time for the rest to play a game of our current end of evening favourite, the Professional Variant of 6 Nimmt! on Board Game Arena. This is so simple yet so much fun: players simultaneously choose a card from their hand and then add them to one of the four rows in order. The fast play, lack of down time, and the illusion of control together with the sudden disasters that befall people who are doing well, just hits the spot for the group.
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This time, Burgundy started the race to the bottom, but was quickly joined by Purple. Her efforts were outstripped by Burgundy though who had high cards when he wanted low ones and low cards when he wanted high ones. As a result, he finished with a very impressive minus twenty-seven. At the other end, Green, Pink, Pine and Blue were neck-and-neck, until Green started collecting nimmts. Pine, who always does well in 6 Nimmt! held the lead for most of the game, but with the end in sight, it all went wrong for him leaving Blue to take the glory just ahead of Pink. Thanks to Burgundy’s prowess at collecting nimmts there was still time for one last game.
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– Image by boardGOATS from boardgamearena.com |
There was a lot of discussion about options, but when someone pointed out that No Thanks! had had been added to the list of games (albeit in beta), everyone was keen to give it a go. As Blue set up the game, Pine asked whether there was a “drop a token between the floorboards option” in reference to a memorable evening that had ended with a round of Hunt the Game Piece only to find that it had dropped seamlessly through the gap to nestle in the dust under the floor of The Jockey. That sort of diversion aside, we all know the rules and the game is (usually) quick to play, so we thought we’d give it a go.
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No Thanks! is an extremely simple game: the top card from the deck is revealed and the first player has a simple choice, take the card or pay a chip to pass the decision on to the next player. When a player takes a card, they also take any chips and then turn over the next card and start again. The cards have a face value between three and thirty-five, but nine cards are removed at random. When the deck is depleted, players sum the face value of their cards and subtract this total from the number of chips they have to give their final score—the player with the most positive score is the winner.
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The really clever part of the game is that players who have a run, only count the lowest card. This means cards have different values to different players and there-in lies the tension and the fun. Further, since the number of chips players have is kept secret, players have to decide whether the card they want will still be available when their next turn comes. The version of the game we usually play, nominally only plays a maximum of five people. The more recent version plays up to seven, as does the Board Game Arena implementation.
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The first thing we discovered was that the “Spend a Chip” button was perilously close to the top of the cards which meant it was very easy to “sausage-finger” and accidentally take a card without meaning to. Black was the first to fall foul of this, but he was not the only one. The second thing was that somehow, playing online somehow took away some of the tension, perhaps partly due to the automatic bidding, possibly contributed to by the fact we were playing with six, but probably mostly due to the fact that players cannot see the angst of their opponents as they try to make the simple decision.
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– Image by boardGOATS from boardgamearena.com |
Success in this game is always achieving a rare positive score. This time, Pink hogged all the chips finishing with nearly half the total in the game. This put pressure on everyone else and even the winner finished in the red, albeit with a lot more than the minus sixty-four scored by the player at the bottom. The winner was Pine, with minus six, some nine points ahead of Burgundy in second place. Although we all enjoyed playing, somehow it didn’t have quite the same effect as 6 Nimmt!, so the search to find another game we can play at the end of the evening continues.
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Learning Outcome: Never assume the name of a game is a guide on how to play it.
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