The evening started badly when Purple, Black, Plum and Pine all turned up hungry to a pub that wasn’t serving food and Blue was delayed taking her last opportunity to play with her hosepipe. Eventually, Blue arrived and suggested getting food from Darren at “The Happy Plaice“, who delivers chips around the area and is in Stanford-in-the-Vale Village Hall car park on a Tuesday. Blue and Plum nipped off to place an order and returned five minutes later with a collection time of 8pm, which left just enough time for a game of Azul.
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Azul is a simple, largely abstract game that we’ve had a lot of fun with since it came out at Essen five years ago. The idea is that there is a market place where are a number of Factories are selling tiles. Players can take all the tiles of one colour from one of these Factories and sweep the rest into the Remainders Bin in the centre of the table, or take all the tiles of one colour from the Remainders Bin. These tiles are added to their one row in their display, but the catch is that they must be added to the same row and match any tiles already there with any left-overs scoring negative points.
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At the end of the round, any completed rows are scored: one tile is moved across to the Mosaic taking its place in the row it was collected in and scoring points for any rows and columns they become part of. The game ends when one player fulfills one entire row in their Mosaic, and since the mosaic is a five by five square, that means after a minimum of five rounds. With bonuses added for completed rows, completed columns and sets of five of the same colour, the player with the most points is the winner.
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Pine started taking tiles from the bag and started debate about what colour the patterned pale blue tiles were. He referred to them as “green”, when clearly they were blue. However, when he pointed out that the blue tiles were blue, it made a bit more sense, though really, they were not green. Plum opined that they might be cyan and Blue suggested turquoise, but pretty much everyone agreed that they weren’t green. Pine continued to call them green though, probably partly to slightly annoy and confuse everyone else, but also because to him it was just easier and less confusing.
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– Image by Plum |
Plum did unexpectedly well, unexpected because she was distracted when someone mentioned kittens, and for a while she took her turns very quickly so she could return to finding more kitty snaps to pass round. Perhaps others found them equally distracting or maybe the kittens just gave Plum a bit of extra good luck. Certainly luck played its part, when for example, she had the first player token and one of the factory tile had three of the cyan/turquoise/green tiles that she had fallen into collecting. We don’t generally “play nasty” and in general, nobody really engages in hate drafting and the same was true this time, so luck played its part a few times. Plum finished some way ahead of all the others scoring eighty-two, over twenty more than Pine in second place.
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Blue disappeared about half way through to collect the chip order and, on her return, Azul was over and almost everyone else had arrived. So while the now very hungry folk tucked in, Green and Lilac started the “Feature Game” which was Scotland Yard. The food was worth the wait though, because as Black commented, it was some of the best fish he’d had for a long time. Orange, Lemon, Teal and Lime joined in setting up Scotland Yard, which is a semi-cooperative social and logical deduction game where one side is a team of detectives are trying to catch one player who is Mr. X and is on the run. Mr. X moves around London taking taxis, buses or subways while the detectives, who nearly always know his mode of transport, work together to try to locate and then catch him.
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At the start of the game, the detectives are given a set number of tickets allowing them to travel by taxi, bus and on the underground. In addition to taxi, bus and Tube tickets, Mr. X (in this case Green, as he was most familiar with the game) also gets two “Double move” tickets and five “Black tickets” which can be used on any service, but can also be used to travel along the Thames by River Boat. Players can only move between locations if they are connected by a line with the colour dictating the transport type. Only one player at a time can be at any station so Detectives must work together to not block each other off.
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Detectives can never share tickets with each other, and cannot hide their remaining tickets from Mr. X. Once a Detective runs out of a certain type of ticket, they cannot use that service again. Mr. X always moves first followed by the Detectives, and he writes down the destination of his next move in the next free space in the log book, then covers it with the ticket he used. Mr. X must surface after his third, eighth, thirteenth, eighteenth and twenty-fourth (final) move, by making his move as normal and then placing his pawn where he is for that round. The Detectives win if they are on the same location at any time as Mr. X, whereas Mr. X wins if he evades the detectives until they run out of tickets.
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Since it wasn’t until the third round that Mr. X first appears, not a lot happened in the first couple of rounds and everyone just milled around their starting positions, edging towards the interchange stations. When Mr. X duly appeared in round three, it was at Bank station, but Green decided not to hang around and played his double turn with a black ticket to disappear again, leaving everyone uncertain as to where he had travelled to. There was much discussion and Lime was certain he had taken the Tube line to Kings Cross. Not everyone was in much position to travel far, so Lime took himself in that direction since he was already in the area, Lilac was closest to Mr X’s last known location and headed by taxi that way.
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Everyone else tried their best to head towards East London, some north of the river and some south. Although Lime’s suggestion was a good one, and later Green admitted that he had missed that as an escape route, he had in fact taken a taxi towards the bridge in the hope of out-foxing everyone by staying somewhat close to his last known position. For the next few turns, only Green knew that Lilac was actually tracking Mr. X only one space behind for most of the next several turns, until Lemon had arrived and then was also only one space behind. In the second appearance, Green again did a double turn with a black ticket, but this time he only had a taxi or a bus as an option.
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Lime felt somewhat out of the game as he had chased a wild goose on his own towards Regents Park, but everyone else was closing in and it was looking extremely tight for Mr. X. This time Mr. X used the bus, but the consensus amongst the detectives was that he had used another taxi and was close by. As a result Green slipped past them and crossed the river. There then followed a cat and mouse game in the south east corner. Green was unable to (secretly of course) get to another bus station as the detectives were too close, and he was left relying on taxis to shuffle around the streets. Amazingly, he managed to keep just out of reach of the detectives, but when he had to reveal his location again, everyone knew what they had to do.
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By this time, Lime had managed to double back and was able to rejoin the action. The detectives debated where Mr. X could possibly be with much discussion and gesticulation of locations on the board. As the end of the game neared and time was running out, the game seemed to swing away from the Detectives’ grasp. They started tripping over each other and then realised they had used far too many Taxis and ran out. Left with only buses and tubes, it became difficult to close the net and Mr. X was able to just flit around doubling back regularly to stay just out of reach and win the game.
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Everyone had enjoyed that game and nobody wanted to go home just yet, so as the other games were still ongoing, the group settled on a quick game of 6 Nimmt! as a short one for six players. The game is very simple and everyone knows how to play: simultaneously choose a card to play which is added to one of the four rows on the table. They are added to the rows starting with the card with the lowest face value; each card is added to the row ending in the highest number card that is lower than the value of the card played. If the card is the sixth card, instead the player picks up the five old cards. The player with the fewest “nimmts” (bulls’ heads) is the winner.
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6 Nimmt! did not fail to deliver it’s usual mix of lucky escapes and unfortunate catches to the amusement of all. No-one escaped cards in the first round, but both Orange and Teal succeeded in being “nimmt free” in the second. As a result it was these two who finished with the lowest score taking first and second place respectively. Lilac and Lemon were less fortunate, and top-scored with the most nimmts overall. That was enough for Lime and Teal who decided to head home. Green and Lilac considered leaving too, but eventually decided on a quick four player with Lemon and Orange, and Tsuro was the choice.
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Quite quickly, Orange, Lemon and Lilac moved quite close to each other, leaving Green to wind his own path on the other side of the board. A couple suitable tiles later, Orange and Lemon avoided a collision and headed off in different directions and away from Lilac. Everyone was able to meander their own way for a few more turns until Lilac realised she was headed to a dead end and in two tiles turn was guaranteed to run off the board. Orange and lemon managed to survive for only one turn more, when Lemon was forced to play a tile that sent them both off the board. This was a lucky escape for Green as he would also have had to head off the board on his next tile.
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Meanwhile, as the five chip-eaters finished their supper (and made the rest of the pub clientele jealous with the smell), Ivory and Blue tried to come up with something to play—either a game that played six or two smaller games. Usually, the group would go down the route of two small games, but this time, Blue found the Asia expansion map for Ticket to Ride in Ivory’s bag, and as the Team Asia variant plays six and everyone loves Ticket to Ride, it wasn’t long before the decision was made. This version of the game has only a few small rules tweaks, but the feel is completely different to every other version as players are working in pairs and teamwork is essential.
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The basic rules are still the same: players take it in turns to either take Train cards, or use the Train cards to pay to place Trains on the map with the number and colour of the cards matching that of the route claimed. As usual, players are trying connect the locations marked on their Tickets for which they get extra points for completing and lose points if they fail. The difference in the Team Asia variant is that players work in teams, and unusually for a game played in pairs, players sit next to their partners. This is very clever and really makes the game work as it means one player can set up their partner.
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The other rules tweaks are centered round cards that the players in a team share and cards players keep private. At the start of the game, players place one of their Ticket cards into the shared area, so that both players can see them, other cards are kept private (though players can choose to take a turn to reveal two of their hidden cards to their partner). When a player draws Train cards, one of these must be placed in the shared area with the other placed in their private hand—a decision players have to make when before they draw their second card. Similarly, should a player draw more Ticket cards, only one can be shared while the others are kept private.
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Players also have separate pools of Train pieces (albeit with teams having the same colour), which is critical, because if one player runs out of pieces, they are significantly restricted in what they can do. The game ends when one Team has only four Train pieces left (or fewer), at which point every player gets one more turn. The game starts with everyone getting four Train cards and five Tickets from which they must choose at least three, a difficult choice, and one to share, another difficult choice. The looks on everyone’s faces as their partner’s chosen Ticket was revealed told the tale for each pair. While Blue and Ivory were reasonably satisfied, Pine and Plum were decidedly unimpressed and Black and Purple just shrugged.
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After several attempts to drop just one Train piece in a random selection sort of way, Team Piney-Plum went first. Pine placed the first Train and everyone else groaned as they seemed to hit the ground running. Everyone started placing trains in the south east corner of the map, with the teams moving out in different directions. When Pine was clearly unimpressed with the Train cards available in the Market and shrugged taking anything, Ivory delightedly pointed out that he should have taken the one off the top of the pile when it turned out to be a Locomotive (wild) card. Pine equally delightedly pointed out the same to Ivory when he did the repeated the feat couple of turns later. From then on, it seemed that almost every time someone had the same decision, the same thing happened and, as a result, “Should have taken the one from the pile” became a frequent chorus.
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Team Piney-Plum took the lucrative red line into Cawnpaw giving them fifteen points and an early lead which they never really reliquished during play. In contrast, Team Bluey-Ivory got stuck with lots of single Train lines and lagged at the rear. After some grunting, muttering and non-specific pointing, Ivory commented that they’d “take the coastal route”. When Pine pointed out everyone who was listening knew where they were going, Blue pointed out all the possible coastal routes, but nobody was really fooled. There were two things that stopped anyone from interfering: firstly, the group rarely plays “nasty”, but mainly, everyone was too worried their own issues to give anyone else more problems. Indeed, when Ivory pointed out the singleton white route between Chunking and Nanning threatening to take it to block Team Purpley-Black, nobody really thought he was serious.
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That didn’t stop people messing up each other’s plans however. For example, when Blue spotted Pine had picked up two orange cards, she nipped in quickly and nabbed the line from Cawnpaw to Bombay with a pawful of Locomotive (wild) cards—this wasn’t out of spite though, it was simply critical to Team Bluey-Ivory’s plans and without it, they would have been very stuck. Team Piney-Plum also had a bit of a tussle with Team Purpley-Black in the south east quadrant of the map, and then got in a bit more of a tangle with Team Bluey-Ivory around the Punjab. However, with only two teams getting in each other’s way each case, everyone was mostly able to work round it and get to where they wanted to be.
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Black was the first to take more Tickets (four, choose at least one, with won in the shared area) and then Ivory did the same. And then Ivory had another go too, keeping a Ticket that made Blue squawk, but Ivory was right when he said he thought it could be done. So much so that a couple of rounds later, Blue took a punt on Tickets too, and although she got unlucky, she did at least get a nice short route they could bin with little loss. In contrast, Team Piney-Plum eschewed the option of taking Tickets as they were to busy struggling to complete their starting set and were focused on building a ridiculously roundabout route that covered almost all four corners of the map.
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Towards the end of the game, Team Purpley-Black made a late dash to the north west, including a brave, and ultimately successful effort to build a Tunnel into Rawalpindi. They were the only ones with the courage to try digging with all the Tunnel routes being high risk, low reward. Indeed, Blue’s Ticket attempt gave her Team an opportunity for eighteen points, but she decided discretion was the better part of valour because even though it only needed one Train piece, it was a Tunnel section potentially needing up to seven cards. As the game drew to a close, there was the usual scrabbling to get points at the end; Pine ran out of trains, but Plum still had a handful so didn’t trigger the end of the game until the next round.
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At this point, Team Piney-Plum had a huge lead, and after the obligatory recount they increased their lead by taking the Asian Express bonus for the longest continuous route (with forty-five Train pieces). Tickets were then added, starting with Team Purpley-Black. They had lots of Tickets and quickly took the lead. Team Bluey-Ivory were next—they also had a lot of completed Tickets, on average of a slightly higher value and one more than Team Purpley-Black as it turned out, which meant they just took the Asian Globetrotter Bonus and with it, the lead. That left Team Piney-Plum, and although they completed all their tickets, they didn’t have as many and, were unable to overhaul Team Bluey-Ivory’s lead taking a valiant second.
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The differences in strategies was interesting though. Team Piney-Plum’s starting Tickets didn’t match at all so they went the round-about route almost everywhere, they mostly stuck to longer track sections and had a lot of cards in hand. Team Bluey-Ivory built loads of short track sections to connect the end stations for their starting Tickets together and had a permanent shortage of Train Cards with just enough to complete their short term goal. Team Purpley-Black prioritised getting tickets built a branched track to ensure they were all completed. The one thing everyone agreed on though was how different the Team experience was to the usual game—not one to be played too often, but it made a nice change.
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Learning Outcome: You should always take the cards from the top of the pile…