With lots of absentees including Pink, Lemon, Orange and Plum, it was a relatively quiet night, but there were still nine and that left a difficult decision as to how to split up the group. The “Feature Game” was Everdell, and although it only really plays four, Ivory had the new, Complete Collection which includes the Bellfaire expansion which adds two more players. Three players seemed a little on the small side, so a four and a five it was, and the five were keen to give Everdell a go.
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– Image by boardGOATS |
Although Ivory had played Everdell with Pink and Blue in the summer of 2020, nobody had seen the new, Complete Collection which was a recent acquisition for Ivory, and what a box it was—It was humongous! Everyone wondered how Ivory stored it. That developed into a conversation about where people store their games, and it seems pretty much everyone uses a “Kallax” (though some people didn’t know that’s what they are called). However, it turned out the Everdell box is so big, it doesn’t fit onto a Kallax and Ivory stored it under his bed!
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Everdell is a very good looking game, a card-driven, tableau building and worker placement game set in a woodland glade. Players take the role of leader of a group of critters constructing buildings, meeting characters and hosting events by placing workers to get resources and spending them to play cards. Everyone enjoyed the opportunity to choose their own wooden meeple animals out of a selection of over twenty different types. Ivory went for the purple Platypuss, Purple went for a light purple Owl, Lilac went for orange Foxes, Teal chose the grey Hedgehogs , and Green wanted the Brown Bats. By random selection using a mobile app, Teal was to go first.
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It took a few turns to get the hang of the game, although it is not overly complex on the face of things. It is one of those games where there are apparently lots of choices, but in practice they are clear and relatively simple: players either place a meeple to get a selection of resources, or play a card into their tableau. And then, when all possible choices have been exhausted, players move onto the next “season”. The trick is working out how to extend the possible number of turns taken each season. Ivory was the only one of the group who had played it before, so had got it worked out. Everyone else had moved into spring while he merrily carried on taking his turns in his winter!
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Teal was the first to move onto spring, and this order continued through the rest of the game. At one point it looked as though everyone else would have finished completely, while Ivory was still in summer! It didn’t quite work out like that, but Ivory did have several more turns after everyone else had finished. The other trick to Everdell is to pair up the Critters cards with the Construction cards. By building a Construction, a player could then build the corresponding critter for free afterwards, thus giving them extra turns and extra bonuses. Ivory did well in this, and his starting and early meadow cards fell his way.
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Green and Purple also did well getting pairs of cards and playing them during the game. Unfortunately Lilac and Teal just couldn’t seem to get the pairings they needed. So it seems there is still a certain amount of luck in this game. The other thing which surprised everyone was how quickly the group got through a very big stack of cards from the meadow draw pile. After last time where we nearly failed finish Endeavor before the pub closed, the group set an alarm to give them a thirty minute warning before closing time as we were worried we may have the same problem this time.
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By the time the alarm went off nearly two hours later, the game was all but finished—not bad for a new five player game. Playing it again, the same group could probably do it in ninety minutes or less. Would it get another outing though? It certainly has cuteness factor in spades; it is interesting, and the game-play is not overly complicated; it has challenge in random variations, and many good looking expansions to enhance and change the experience. So, it will almost certainly get another outing and Ivory had better not put the box too far under the bed, as we’ll be wanting him to bring it along again in the new year.
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After too much “cards with text” with Villainous last month, it was clear that Everdell was not a game ideally suited to Lime and Pine. Instead, Blue said she had just the game for them: Cascadia. Cascadia won this year’s Spiel des Jahres award, and had not yet had an outing within the group. The game is very simple though: players have a starting three hex terrain tile, and on their turn, they take a terrain hex and a wooden wildlife token and add these to their tableau. Each terrain tile has one, two or three types of wildlife depicted on it, and the wooden tokens have to be placed on a terrain tile with matching wildlife symbol and that is more or less all there is to it.
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The interesting part is the scoring. Players score points for the largest area they have of each of the five different types of terrain with bonus points for the player with the largest area of each. That is simple enough, but they also score points for each of the different types of wildlife, and their scoring is different for each game. The scoring depends on the location of each type of wildlife, for example, this time players scored for each set of three (and only three) adjacent bears. They also scored points for each different type of wildlife between pairs of hawks. Ribbons of salmon and groups of elk also scored as did foxes for each different type of wildlife surrounding them.
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The game play behind Cascadia isn’t very new or terribly original, with the tile laying elements giving a feel similar to games like Kingdomino, or even Carcassonne. The variation in the wildlife scoring (with more wildlife cards available to add more variety), however, and the fact that the wildlife tokens are finite in number and are drawn from a bag, adds just a hint of something reminiscent of bag-builder games like Orléans or Altiplano. As the group played and Lime and Pine got into it, Blue and Black started to appreciate the subtlety a little more. The addition of special Keystone tiles that give players nature tokens when wildlife tokens are placed on them, also help players to mitigate the luck elements.
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This time, foxes seemed to hide in the corner of the bag when players wanted them, then when they didn’t, they all came out of hiding. Pine, inevitably put in a good showing and, despite everyone trying to persuade him, Lime succeeded in ignoring the advice to join his two groups of bears together (which would render them pointless). The scores for the terrain were quite close with a spread of just a handful of points. However, while Lime, Blue and Black had similar scores for their wildlife as well, Pine was eight points clear of his nearest rival giving him a final score of ninety-eight, ten points clear of Blue who was the best of the rest. Pine and Lime had clearly enjoyed the game though and it will almost certainly get another outing soon.
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Lime excused himself, leaving Blue, Black and Pine to play something quick, taking less than an hour. Although every time we play it, Pine points out that Bohnanza is not quick, this time he was persuaded because there were only three players and he wasn’t given time to think about it too carefully. Bohnanza is one of the group’s most popular games, yet it hasn’t had an outing for ages. The game play is very simple, but very interactive with a strong trading element. The active player first plays one or two bean cards from their hand into their fields taking care to keep them in the same order and only play the cards at the front. They then turn over the top two cards from the deck and plant or trade them. Finally when everything else has been dealt with, they can trade any cards in their hand with anybody else.
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Cards are played into fields—with more players, each person has two fields in front of them and may buy a third, but with three, everyone starts with three fields. This is important as each bean field can only hold one type of bean at any given time. Beans can be harvested at any time to give coins and the game ends after three turns through the deck. There are a few clever things about the game. Firstly, players cannot harvest a field with a single bean in it unless all their fields have a single bean in them—this prevents players just cycling through beans they don’t want. The really clever part of the game is that the fact that bean cards turn into coins when fields are harvested. As the rarer beans are more valuable, this means they get increasingly rare as the game progresses.
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This time, Blue planted two lots of Garden Beans early in the game which meant there were none available later. Pine and Black shared the Black-eyed Beans, Stink Beans and Red Beans between them. Blue planted lots of Green Beans and took it in turns with Pine to experiment with Soy Beans. By the end, there were really only Wax Beans, Blue Beans, Coffee Beans and the occasional Green, Soy and Stink Beans. With three experienced people playing, it was always going to be a tight game. Pine finished with thirty “Bohnentaler”, a couple of more than Black, and was quite disgusted to find he was pipped by Blue by a single point.
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Learning outcome: Ikea need to sell a bigger Kallax.