10th February 2022

It was just Blue and Pink for food, so while they waited, they killed time with a very quick game of Ticket to Ride: London.  The little, city versions of Ticket to Ride make great appetisers, and this one is no exception.  The game play is essentially the same as in the full-sized versions (collect coloured cards and play them to buy routes), except they have fewer pieces, a much smaller map and take a lot less time to play.  In terms of strategy, there usually isn’t really time to do much, so it’s typically a case of doing one thing and doing it well.

Ticket to Ride: London
– Image by boardGOATS

This time, Blue decided to really challenge herself.  The London game gives bonus points for connect for players that collect certain locations together.  Blue worked out that if she managed to complete her longer ticket (Buckingham Palace to Brick Lane), going via the “ring road”, she could also complete her shorter ticket (Hyde Park to St Paul’s), and pick up lots of bonus points too, with just one bus left over.  Unfortunately for her, Pink managed to end the game just one turn too soon, leaving her with a gap between Regent’s Park and King’s Cross, no bonuses, no tickets and almost no points.  When it came to sparing her blushes, food couldn’t arrive too soon.

Ticket to Ride: London
– Image by boardGOATS

With Green bringing his parents (Saffron & Sapphire), the “Feature Game” was a light, hand-management, double-think fox and chickens game that we’ve played a few times before, called Pick Picknic.  It looked like three games were going to be needed, so Pink suggested Altiplano (in lieu of Orléans which didn’t quite make it last time), and took it to the other side of the room along with Ivory, Sage and Teal.  Pick Picknic plays six, but with eight foxes to fight over the chickens, two games of four seemed the best way to set things up.  Green suggested breaking up his family unit, so Blue instigated a trade and swapped Lilac and Sapphire for Lime and Purple.

Pick Picknic
– Image by boardGOATS

So, after a quick game of Musical Chairs, Green, Saffron, Lime and Purple settled down to play Pick Picknic.  At the start of each round, the six coloured farm yards are seeded with a random corn (worth one, two or three points).  Players then simultaneously choose a card from their hand and play it.  If their card is the only card of that colour and is a chicken, it gets all the corn.  If there is more than one chicken of that colour, they can either come to an agreement to share the corn, or fight for it.  If there is a fox amongst the chickens, the fox has a good feed and the corn remains till the next round.  If someone plays a fox card and there are no chickens, the fox goes hungry.

Pick Picknic
– Image by boardGOATS

The game started in an amicable manner sharing out the corn instead of fighting for it when the need arose, until half way through when Lime decided he no longer wanted to share. He won, but the scene was now set and squabbles broke out over corn more often.  In the meantime, Lime’s foxes were getting fat from eating everyone else’s birds and corn was building up, uneaten.  The others’ foxes were usually not so lucky, and Purple’s foxes were hungriest of all.  Towards the end of the game peace finally broke out once again and sharing was order of the day once more.  In the final tally, Lime proved the wiliest of us finishing first with fifty points and Saffron and Green close behind with forty-four and forty-five respectively.

Pick Picknic
– Image by boardGOATS

On the neighbouring table, Blue, Lilac, Black and Sapphire were a little slower to get going as they had to choose a game, but eventually decided on Coloretto.  While we’ve played it a lot, it was new to both Lilac and Sapphire so there was a recap of the rules first.  Blue explained that on their turn players have a simple decision:  turn over the top card in the deck and choose a “cart” to add it to, or take the cards from one of the carts.  Lilac commented that it was similar to Zooloretto, which of course it is, as Coloretto was it’s predecessor and they share the same basic mechanism.

Coloretto
– Image by boardGOATS

Players are trying to collect sets of the coloured chameleon cards, but there are two clever features.  Firstly, the largest three sets score positively and scores for the others are subtracted from a player’s total.  Secondly, for each set, the first card is worth a single point, but the second is worth two, the third is worth three and so on (up to a maximum of six cards).  Thus, it is better to get six cards of one colour, rather three in each of two suits.  Sapphire, took this to heart, focusing solely on red and green, and often taking nearly empty trucks as a result.

Coloretto
– Image by boardGOATS

Lilac was more adventurous and pushed her luck a bit, ending up with a bit of a rainbow, but with a couple of strong suits and a few bonus point cards.  Blue commented that, although players need to avoid negative points, players who don’t take cards generally don’t do well, and promptly took lots of cards and ended up with lots of negative points as a result.  Black, very experienced at this game, played smart and took an early lead which he held right until the last round when Blue got lucky and drew cards in her longest suit and with it, took victory, pushing Black into second.  Lilac and Sapphire were not far behind and separated by a single point.

Coloretto
– Image by boardGOATS

Pick Picknic and Coloretto finished at much the same time.  Purple then requested a game of Azul, so we preceded it with another quick game of Musical Chairs as Blue swapped places with Green.  Then, after a little discussion, Green, Lilac, Black and Sapphire chose to play Draftosaurus.  This is a fun little drafting game like Sushi Go!, but instead of drafting cards, players are drafting little wooden dinosaurs.  The dinomeeples are placed on the player’s board with different areas on the board scoring points in different ways.  For example, the “Meadow of Differences” can only hold one of each type of dinosaur, but will score twenty-one points if it contains all six (using the same scoring scheme as Coloretto).

Draftosaurus
– Image by boardGOATS

The game is played over two rounds (drafting clockwise and then anti-clocwise), before all the parks are scored.  Players also score an extra point for each Tyrannosaurus rex they have in their park, as well as extra points if they have if they have the most dinosaurs of the type they put in their “King of the Jungle” pen.  Everyone knows there is only one King of Jurassic Park and Black was looking like the winner with his T-rex strategy. He not only got several bonus points for pens with T-rex’s he also got seven points for having the most T-rexes too.  However it was Green’s more general approach to his dinosaur park that pipped Black to the post.

Draftosaurus
– Image by boardGOATS

All the scores were close though: Green finished with thirty-seven with Black in second with thirty four, and Lilac and Sapphire were just behind.  As everyone else was still playing, the group carried on together and moved on to the fun little push-your-luck game, Port Royal.  This (like its little cousin “Unterwegs“) is a very simple game: on their turn, the active player chooses to “twist” and turn over the top card of the deck, or “stick” and keep the current card set.  The deck of cards consist of coloured ship cards and character cards.  The first decision is to decide whether to risk a “twist” because if second ship card of a colour is drawn the player goes bust and their turn ends.

Port Royal
– Image by boardGOATS

If a player “sticks” they can take a ship and add its treasure to their stash, or they can use their gold to buy the support of characters.  These give players victory points and special powers, but also can be used to claim contracts and give more points.  The cards are double-sided like those in San Juan or Bohnanza, so in the same way, keeping an eye on the discard pile and the money in players’ hoard is key.  Once the active player has taken a card, players round the table can take a card too, but they must pay the active player for the privilege.  The game ends when one player has twelve points or more, that triggers the end of the game and the winner is the player with the most points.

Port Royal
– Image by boardGOATS

Black, once again, got off to a fighting start, collecting arms to help him ward off the pirates while Lilac had her eye on the contract symbols. Sapphire went for the Admiral, which gave him a bonus for drawing at least five cards and would give others an increased chance to buy and pay him even more.  Green started out with Green Trader bonus, but then got consistently hit by the black pirates before he could barely draw any cards, so his game was hampered from the very start.  With his fighting force at strength, Black was able to haul the cards out and start raking in the points.  Lilac managed to convert high value contracts before anyone else, gaining her more coins to buy more cards.

Port Royal Unterwegs
– Image by boardGOATS

Sapphire built up a “Jack of all Trades” hand, but it only steadily gained him points.  Green managed to finally rid himself of the scourge of the black pirates by stopping draws early, and started collecting symbols, but it was too late as Black reached the twelve points before anyone else. Everyone had one more turn, and Lilac was able to convert her final contract to also reach twelve. Both Lilac and Black managed one more purchase to finish on thirteen points each, but Lilac won took the tie break by virtue of having one more coin left than Black.  Sapphire and Green were also tied on points (on nine-points), but Sapphire completed the podium places with four coins more.

Port Royal
– Image by boardGOATS

Meanwhile, Blue, Saffron, Purple and Lime were playing Azul.  We’ve enjoyed the recent versions of these (Stained Glass of Sintra and Summer Pavillion), but this time the original was the game of choice.  All three use the same market mechanism where players either take tiles of one colour from one of the small markets and put the rest in the central pool, or take all the tiles of one colour from the central pool.  In this original version of Azul, players add these tiles to the channels on the left of player board, and at the end of the round if any of these are full, they move one tile to their mosaic and recycle the rest.

Azul
– Image by boardGOATS

Players score points for placing tiles such that they are part of a row and/or a column in the mosaic and at the end of the game, players score bonus points for completed rows and columns and also for placing all five tiles of any one colour.  There is a catch, however.  When a player takes tiles, all the tiles must go into a single tile channel, and must be of the same colour as any that are already there.  Any left overs score negative points and, as the more left over tiles a player has, the more negative points each one will score.  This has the potential to leave one player picking up lots of tiles and scoring lots of negative points.

Azul
– Image by boardGOATS

This time, that player was Lime.  Having scored a few points during the first round, he was unimpressed when all his negative points at the end of that round pushed him straight back to zero.  This wasn’t the only time that happened though, to the point that it became a bit of a running joke, especially as he made it a point every round to take the first player token (which counts as another negative tile).  One of the key tactics of the game is to try to complete tile channels at the end of the round because these are then emptied leaving the maximum amount of flexibility for the next round.

Azul
– Image by boardGOATS

And this is exactly what Saffron did.  Despite never having played the game before, by focusing on completing her tile channels she was always able to dig herself out of any difficulties.  Although the game was longer than Draftosaurus, it didn’t seem like very long before Purple triggered the end of the game by completing a row, the only one to do so.  It was quite close, but Blue just edged it from Saffron who took an excellent second.  With that, Lime headed off (before the drawbridge was raised) and Blue left Purple and Saffron chatting while she went to watch the last few rounds of Altiplano on the other side of the room.

Azul
– Image by boardGOATS

Altiplano is a much longer game and one that we are very fond of in the group.  Indeed, it was the first winner of the Golden GOAT award (in 2018), though we haven’t really been able to get it to the table since then.  For a while, it had been in the plan to play The Traveler expansion, however, we wanted to play the base game again first and with both Teal and Sage new to the game only the Sunny Days mini expansion was included.  The basic mechanism of the game is quite simple:  on their turn, players carry out the action based in the location their meeple is in, and optionally, moves their meeple either before or after, if they can.

Altiplano
– Image by boardGOATS

The game is a “bag building” game, so a bit like its predecessor, Orléans, or even deck builders like Dominion, players need the correct resources to be available when they carry out the actions.  So, at the start of each round, players draw resource disks out of their bag and place them on their player board to be used in the locations they plan to visit.  Mostly the game trots along quite merrily as this stage of the game is carried out simultaneously and everyone does their planning at the same time so the action phase is quite rapid.  Pink explained what all the different locations did and that there were two main sources of points:  Contracts and Resources.

Altiplano
– Image by boardGOATS

At the end of the game, the resources give points with the amount depending on what it is: primary resources score one point (wood, stone, fish etc.) while advanced processed materials (like cloth and glass) can score up to three or four points.  These will score even more points if they are stored in the Warehouse.  When a resource is used it is places into the players recycling box and goes back into their bag when their bag is empty.  In this way, instead of relying on probability/luck as in Orléans where used resources are returned straight to the bag, all resources are used before they are recycled.

Altiplano
– Image by boardGOATS

Players can leave unwanted resources on their player board, but this can obstruct their plans, so another option is to move them to the Warehouse.  Once in the Warehouse, they cannot be removed, but each full shelf (which can only store one type of resource), gives more points at the end of the game.  Only completely full shelves score in this way, which cost Pink some valuable points when he realised Ivory had pinched the last available fish just before he got there.

Altiplano
– Image by boardGOATS

The other main route to scoring points is through completing Contracts.  Players can only have one on the go at any one time, but when complete, they are worth points and also provide the player with a corn which goes straight in the warehouse and can act as a space-filler too.  As well as getting resources from the Wood, Mines, Seafront etc., players can also buy Contracts, build Carts (to provide them with additional travel options), build Boats or Huts (which provide resources and increase their resource scoring), or buy Board Extensions which give them enhanced abilities.  These Extensions also act as a timer triggering the game end.

Altiplano
– Image by boardGOATS

The game was really tight and despite the fact that all four protagonists employed different strategies, a postage stamp would have covered the final scores.  Pink, despite having carefully explained the importance of Contracts as a means to get points, decided to see how he could do by avoiding them completely—the only one to do so.  He concentrated instead on getting resources, especially high value ones, and storing them in his Warehouse.  Teal’s strategy was driven by the fact he started with the Woodcutter which allowed him to turn food into wood, so he concentrated on building Canoes, lots of Canoes.  This was not a strategy anyone had seen before, but it provided him with a lot of resources.

Altiplano
– Image by boardGOATS

Ivory went for Contracts in a big way, taking a massive fifty-five points for them alone.  Since resources on Contracts don’t score in and of themselves, however, this meant he scored fewer points elsewhere.  Sage went for a more “all round” strategy, picking up a lot of points for his contracts too, but also building a lot of Huts to enhance his resource score.  As the game came to a close there was the inevitable checking what the final Extension tiles and then everyone took their shoes and socks off for the complex final scoring.  The winner, on his first time out was Teal, his unconventional Canoe strategy netting him eighty-six points.  Pink finished second with eighty-three and Ivory was just one point behind that, in what had been a very tight game.

Altiplano
– Image by boardGOATS

Learning outcome: Teach a man to fish, and he’ll swap them for a pile of stones.