During the usual chit-chat it became apparent that Pine didn’t have the paperwork for the “Feature Game“, Tiny Towns, or if he did, he couldn’t find it. So after everyone had listened to him rifling through his front room for a bit, Pink popped round with replacements and everyone had everything they needed to start. Tiny Towns is an area and resource management game where players are planning and building a town. Although it has some similar elements, it makes a bit of a change from the many “Roll and Write” games of which we’ve played so many.
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– Image by boardGOATS |
The idea is very simple: in each round, everyone places a resource cube on one of the sixteen plots on their player board. After placing cubes, players may, if they wish, remove cubes corresponding to a building and place a corresponding building on one of the newly vacated spaces. Functionally, that is all there is to it, but the clever part is the interplay between the different buildings and how players score points. The different buildings all require different resources in different arrangements, and although they give different amounts of points and different conditions, the relationship between the building types is always the same.
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– Image by boardGOATS |
For example, the Cottage is always included in the mix of buildings, but to score points, a Cottage needs to be “fed” by a red building. In the introductory buildings, this is the Farm, but drawing at random, we ended up with the Greenhouse which feeds all the cottages in a contiguous block. We also had the Shed (which could be built anywhere), the Temple (scored points if adjacent to fed Cottages), the Almshouse (scores increase the more you have, so long as you don’t have an odd number!), the Bakery (scores if adjacent to red or black buildings) and the Trading Post (can be used as any resource for subsequent buildings).
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As when we played Tiny Towns on previous occasions, we played with the Town Hall variant which works better with more players. With this, instead of players taking it in turns to choose the resources everyone places, cards are revealed for two rounds and players have a free choice for the third round. Part of the reason for playing it again was in preparation for the Fortune expansion in a few weeks. This time though, we added the Monument variant to increase the challenge slightly. In this, players are dealt two special building cards each at the start of the game and choose one to act as a personal, and initially private, goal. Each house-hold had a pack of Monument cards so everyone could deal cards and they could remain secret.
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With the Greenhouse in play, almost everyone tried to group all their cottages together, but everyone had a slightly different way of doing this and a different approach to using the other buildings. Pink in particular focused on Cottages, but later regretted it, while Black tried to score points for Temples, but found it hard to do this and keep his Cottages in a single group as well. Blue tried to build her monument, the Architects Guild, early, and then use it to create two Trading Posts then use these to build lots of Cottages all snuggled up together. That didn’t work so well.
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Ivory and Pine on the other hand, built the Archive of the Second Age which gave them one point for each different building type in their town, and both managed five. Burgundy built the Mandras Palace which gave him points for each different building orthogonally adjacent to it, but only managed two, giving him four points. Green went for the same Monument and made better use of it taking the maximum, eight points. Perhaps having a palace in your town makes it a better place, but either way, Green and Burgundy took first and second respectively, with Black completing the podium.
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Tiny Towns had taken a little while to play and it was getting late, so we moved to Board Game Arena to finish off the night. For a few weeks, we have been saying we should try the some of the new games, so Green had tried a few and suggested we tried Dingo’s Dreams. This is a strange little game where players compete to be the first to successfully guide their animal through the dream world.
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– Image from kickstarter.com |
Players start with a grid of twenty-five tiles set up at random in a five by five array representing their dreamscape, and one extra tile with their animal depicted on it. Each turn, a card is revealed and players find the tile that matches it and turn it over. They then take their animal tile and slide it in from one edge; the tile that emerges is the tile added the next time round. Players continue until one player succeeds in matching the pattern in their dreamscape to the goal tile.
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– Image by boardGOATS from boardgamearena.com |
Unsurprisingly as he was the only one to have played it before, Green won. Unfortunately, nobody else understood how the game worked as the explanation wasn’t as clear as it could have been. That meant nobody really had a clue what was going on and the whole thing felt very random. As a result, everyone was very glad when it was over and keen to move on to one of our favourite games, No Thanks!, which has become an alternative to 6 Nimmt! as our go to game for relaxing fun.
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No Thanks! is very simple: on their turn, players take the card or pay a chip to pass the problem on to the next player. At the end of the game, the face value of the cards score negatively, offset by any remaining chips. The clever part is that if a player has two or more consecutive cards, only the lowest one is counted, but there are some cards missing from the deck, so there is a strong element of chance. This time, it was a bit of a car crash, with almost everyone ending up with runs with gaps in them. The exception was Green, who managed a six card run from thirty to thirty-five, and offset twenty-one of those negative points with chips giving him a winning score of minus nine.
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– Image by boardGOATS from boardgamearena.com |
With Green having won three out of three games, everyone felt the need for revenge, so we gave it a second go. Green tried the same trick again collecting high value cards, but wasn’t so lucky this time. Purple, however, with the last few cards managed to complete a seven card run, and with the lowest card a twelve, she managed that rarest of things—a positive score and everyone was delighted for her.
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It was getting quite late, but there was just time for a game of one of our recent discoveries, Draftosaurus. As Pine described it the first time we played, this is basically Sushi Go!, but with dinosaurs. Players start with a handful of dinosaurs, place one in their park and pass the rest on. Dinosaur placement is according to a dice roll which restricts where on their board players can place their dinosaurs on each turn. Otherwise, players score according to how well they have fulfilled the different requirements for the pens.
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– Image by boardGOATS from boardgamearena.com |
This time we played two rounds, first with the Summer board, and then with the Winter board. In the first round, Pine top-scored with a massive forty points, nine points more than anyone else. The Winter board was new to everyone except Pine, but despite that, the scores were very close. Pine still top-scored, but only by a point or so, however, the damage had already been done, and Pine closed the night with the final victory of the evening.
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– Image by boardGOATS from boardgamearena.com |
Learning Outcome: Make sure your Greenhouse is big enough to feed all your Cottages.
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