Plum and Blue were first to arrive and, by the time they had finished their enormous rack of ribs (or given up and had a doggy bag made up), almost everyone else had arrived. There were a few people missing, but still enough for two games of four. The first was the “Feature Game“, but nobody really wanted to commit to that until they knew what the other game was going to be. As he had done the last couple of times, Green suggested Terraforming Mars. Unlike previously, this time Ivory, Plum and Teal felt up to it, leaving Blue, Black, Purple and Lime to play their preferred choice of New York Zoo.
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New York Zoo is a tile laying game by Uwe Rosenberg, designer of Agricola, Bohnanza, Patchwork and many other well-known games. The idea is that players are building pens in their zoo, populating them with animals, and building attractions. This is one of several polyomino, Tetris-like, tile-laying type games (including Cottage Garden, Spring Meadow, Indian Summer and Patchwork), but what makes this one unique and interesting is the Market. Players move the Marker Elephant one to four spaces round the Market, landing either on an Enclosure tile space (taking the top one and adding it to their zoo) or on an animal space (taking one or both of the animals depicted). Enclosure tiles can be placed anywhere in the player’s Zoo, then one or two identical Animals from elsewhere in their Zoo must be moved to occupy the Enclosure.
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Each Enclosure can only hold one type of Animal, meercats, snow-foxes, kangaroos, penguins or flamingos, but when moving Animals, no pen can be left empty. There is an advantage to pens having two or more Animals in them too—the Market also features breeding spaces, and when the Marker Elephant passes these, up to two pens containing two or more matching Animals get an extra one. When a player moves the Elephant onto an Animal space, they take one of either or both the Animals depicted into Enclosures containing matching Animals (moving another from Storage if they can), or into the Storage space. Moving animals is important, because when an Enclosure is completed the player removes all the animals putting one into Storage if they have space, and then takes an Attraction tile of their choice and adds it to their Zoo.
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Attraction tiles are useful because they fill additional spaces, and at its heart, New York Zoo is a race game—the winner is the first to fill all the spaces in their Zoo. Black and Purple had played this a few times, and once Black had explained the rules to Lime and Blue, Purple started. Black and Purple prioritised completing Enclosures to get Attractions. The Market is stacked so there are large tiles, heptominoes, on the top of each tile space, with hexominoes, then pentominoes and finally tetrominoes at the bottom of each pile. Black and Purple prioritised getting breeding pairs of animals and as the Market dwindled, getting smaller enclosures because small Enclosures are easier to complete than large ones.
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Blue, who had not played the game before, started off getting large Enclosures and fitting them tightly together. As the game progressed, however, she realised her mistake as everyone else’s Animals were breeding and she didn’t have pairs because she was taking one out every time she added another Enclosure. This had the additional consequence that she was starting to run out of Animals too, so she prioritised getting breeding pairs for a couple of rounds before continuing to take the biggest Enclosures she could get away with. It was a tight game—Purple seemed to take an early lead, but it looked like Black and Lime over-took her towards the end and were in a tussle to finish the game first.
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With everyone else concentrating on filling pens and taking Attractions, nobody was watching Blue. So they were taken by surprise when her kangaroos bred filling their pen and she took her first Attraction. That left one space which she promptly filled taking the only Enclosure that fitted, perfectly, and ended the game. With everyone else so close to finishing, however, the rest of the group played on to see who would place where. In the event, Black finished just ahead of Lime. The group were just dissecting the different strategies when Pine arrived, fresh from his meeting teaching “cubbish-sized scouts” about waste. Terraforming Mars was still going on, so the hunt was on for a five-player game, and the group settled on Kingdomino.
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Native, Kingdomino is a four player game, however, with the Age of Giants expansion, it plays five. The base game is simple enough, but it had been a while since most people last played it, so there was a quick run through of the rules. On their turn, players add a terrain domino to their Kingdom; each domino comprises two squares of terrain and when placed at least one end must be adjacent to the same terrain type. Like New York Zoo, the interesting and clever part of the game is the Market. In Kingdomino, there are two parts, current and future—when a player takes their domino from the current market, they choose their next domino by placing their marker on it.
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At the end of the game, players score each terrain region with points equal to the area of each region multiplied by the number of crowns on it. The clever part is the timing of the Market. The tiles are drawn at random from a set numbered from one to forty-eight. The low numbers generally being the less desirable ones, those without crowns or those for terrain types where crowns are more scarce. Since players take the tiles in numerical order (low to high), taking a low value tile in one round gives a better choice in the next. Similarly, taking a high value tile means there will be less (or maybe no) choice in the following round.
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The Age of Giants expansion firstly adds twelve extra tiles (enough for a fifth player), six labeled with letters A to F and six numbered forty-nine to fifty-four. These are ranked below one for the letters and after forty-eight for the high numbers, with the low ranking tiles featuring a Giant, and the high ranking ones featuring Footprints. Players taking dominoes with a Giant on them, also take a Giant-eeple and place it over a crown in their Kingdom so that it doesn’t score. Taking a Footprint domino allows the player to move a Giant from their Kingdom to a crown in someone else’s and this increase their score, making these tiles potentially very valuable.
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Unfortunately (especially for Lime and Blue who ended up with all the Giants), the Footprints seemed hard to come by in this game. The other part of the Age of Giants expansion are the Quests. The base game comes with two Quests, arrangement targets that give points. These are “Middle Kingdom” and “Harmony” which respectively give ten points for a castle in the centre of a player’s Kingdom and five points for a complete five-by-five territory with no discarded tiles. This time, the Quests drawn essentially at random were “Bleak King” and “Four Corners of the Kingdom”. The first of these gave five points for each five square of terrain with no crowns while the second gave players five points for placing cornfields on all four corners of the five-by-five grid that defines their Kingdom.
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Although the Quests had been included in game play several times before, the Giants have only had an outing once and didn’t go down all that well. Still, with five players all the extra tiles were needed and their values would have been unbalanced without including Giants, so the group thought they’d give it another try. This time Blue and Purple had a really hard time getting crowns and things were so bad for Blue that she resorted to picking up twenty points, more than half her total, from the “Bleak King” Quest. Black built a lot of sea and pasture, while Lime scored heavily for his mountains and Pine picked up lots of points for his large woodland.
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It was very close between the top three and both Lime and Pine scored forty-five points for their highest scoring terrain—Lime for nine crowns spread over five spaces, Pine for five crowns spread over nine spaces. There were just two points between Lime and Pine in the end, but Pine’s sixty-eight points just edged Lime into second with Black four points behind that. It had been a good game. However, the group felt that the Giants took a positive constructive game and added a negative aspect. Those that had been stuck with them hadn’t found that aspect particularly enjoyable, especially as it was easy to get lumbered largely through no fault of their own, so it is unlikely they’ll get another outing very soon.
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Meanwhile, on the next table, Green, Ivory, Plum and Teal were still playing Terraforming Mars. To speed up the game they played with the Prelude start cards and also removed the Corporation cards—that turned out to be a good choice as the game only just finished before the pub closed. In this game, players play corporations sponsored by the World Government working together in the terraforming process, but competing for victory points. These are awarded not only for their contribution to the terraforming, but also for advancing human infrastructure throughout the solar system, and doing other generally commendable things.
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The players acquire unique Project cards by buying them into their hand; these can represent anything from introducing plant life or animals, hurling asteroids at the surface, building cities, to mining the moons of Jupiter and establishing greenhouse gas industries to heat up the atmosphere. The Projects can give immediate bonuses, as well as increase production of different resources. Many cards also have requirements and become playable when the temperature, oxygen, or ocean coverage increases enough. Buying cards is costly, so there is a balance between buying cards (three MegaCredits per card) and actually playing them.
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The game ends after the terraforming is complete when the three global parameters, temperature, oxygen, ocean have all reached their goal. Players then score for their Terraform Rating with any other points they might have accrued. This time, Green made his presence felt on the surface of Mars in the early stages with his initial starting forest, which grew a little, and seeded the oceans. He was the only one for a while. Plum played a blue card which gave her a couple of extra Credits every time someone built a city. This one really paid for itself in the four-player game as everyone wanted to build more than one city. Green was first, but had mis-read the card and found himself colonizing Phobos instead.
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So, Teal was the first to actually build a city on the surface of Mars. He opted for the equator but on the other side from Green’s forests. Later he played a blue city bonus card that gave him a Credit production bonus for each one. Although several cities had already been built by then, several more followed and he was able to enjoy the benefit of extra cash in later rounds. Ivory meanwhile had made a different start to the game than his normal opening gambit (building a city), and completed the first Milestone: the Ecologist. However his cities did follow later as he extended down towards the south pole. Teal claimed the second milestone: the Specialist, helped on by his city Credit production bonus.
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Plum was the last to claim a Milestone: the Generalist, as she was able to pay to increase her production one step each round. She did not claim it straight away, but noticed it after Teal had claimed his, and thought she had better get in there quick. Green was not able to claim any milestones, but instead was the first to fund an Award. A quick check around the player boards suggested he should fund Celebrity as he had three high value cards to Teal’s two, but neither Plum or Ivory had any cards over the value of twenty Credits. Later on Teal funded the second award and went for Estate Dealer as he clearly had more tiles next to oceans at this point (having planted his forests northwards around the oceans.
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At the end of the game Green pulled out his wallet once more and funded Benefactor since he was ahead on the Terraform Rating track. Ivory was only one behind, but Green had a couple of options he could play on his last turn for a couple of extra Terraform Rating points. This prevented Ivory from funding the Dessert Settler award for which he had been building. Green decided to go for outworld domination and also built Deimos city. During the second half of the game Green realised he had forgotten his company bonus of a two MegaCredits reduction for each brown, Industrial tagged card. He had built three, so put six Credits aside to be used in the event of a tie, (although had he remembered to claim them at the time, he may have been able to play more and better cards).
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In the final scoring it was very close indeed, although during the game Mars was regularly bombarded with meteors and nuclear bombs, so it was a wonder any one survived at all! Ivory and Green tied for second with fifty-nine points. Even with his extra six Credits, Green still lost the tie to Ivory, who had more Credits left over from the final production. At this point, Green realised he again had misread a card thinking he would get one point per ocean tile in the game for his capital city, but that would have given him a guaranteed nine points and would have been way too powerful. In the end, it was Teal who triumphed, but only just, with sixty-one points, in well deserved victory.
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Learning Outcome: Mama’s taking us to the zoo tomorrow, zoo tomorrow, zoo tomorrow… We can stay all day!