Author Archives: nannyGOAT

Next Meeting, 14th May 2024

Our next meeting will be on Tuesday 14th May 2024.  As usual, we will start playing shorter games from 7.30pm as people arrive, until 8pm when we will start something a little longer.  The pub is doing food, and the table is booked from 6.30pm for those that would like to eat first.

This week, the “Feature Game” will be Faraway (review, rules, “How to Play” video).  This is a game where players are exploring the mysterious land of Alula in search of its secrets, meeting its inhabitants and listing its wonders in order to gain more fame than everyone else.  We played this a few weeks back and it was so popular that we thought we’d make it the Feature for an evening so more of us could try it.

Faraway
– Image from boardGOATS

And speaking of explorers…

Jeff was exploring the rain forest, when, after a few weeks, he stumbled across a large clearing. Right in the middle of the clearing was an enormous bull elephant, lying on its side, motionless. As Jeff cautiously approached the elephant, he could see that it wasn’t breathing and a small trickle of blood was running down the elephant’s neck.

He eyed the trickle of blood back up to its source, where a tiny Pygmy tribesman sat, stark naked, with a wide grin on his face.

“Oh no!” exclaimed Jeff.  “What on earth happened?”

“It’s dead”, replied the Pygmy, from on top of the giant elephant. “I killed it.”

Jeff was horrified and amazed in equal measure. “But this beautiful elephant is huge… It must weigh at least four tons… and you’re only 3ft tall. How on earth did you manage to kill it?”

“Easy”, said the Pygmy. “I did it with my club.”

“Your club?”, replied Jeff.  “It must have been a pretty big club.”

“It is”, said the Pygmy.  “There’s three hundred of us in it…”

30th April 2024

Blue and Pink were unusually early and had already finished their pizzas when Pine rolled in.  He was soon followed by Black and Purple and then Lime and Teal giving a total of seven for one of the quietest nights for a long time.  With seven, the question was how to split the group and what would everyone play.   For seven players, the go-to game is generally Bohnanza, which Blue inevitably suggested.  Pink suggested playing it later, but when Teal commented that he’d never actually played it, that was the decision made.  There was no way that state of affairs could continue, so the “Feature Game” (which was to be Canvas) was put on the back burner until later, and the Beans came out.

Bohnanza
– Image by boardGOATS

Bohnanza is best part of thirty years old and is, despite him designing a huge number of excellent and popular games since, including Agricola, Caverna, Le Havre, A Feast for Odin and Patchwork, is arguably, still one of Uwe Rosenberg‘s best games.  It is a really simple game of set collecting and trading, that when explained sounds strange, but when played is great fun.  While everyone else chatted, Blue explained the rules and how to play to Teal.  The important thing is players cannot rearrange the cards in their hand (similar to recent Spiel des Jahres nominee, SCOUT).

Bohnanza
– Image by boardGOATS

So, players start with a hand of cards, and, on their turn, must plant the first Bean card in the front of their hand into one of the two “Bean Fields” in front of them.  Then they may, if they wish plant the next Bean into one of their Fields, but each Field can only contain one type of Bean.  Once they have finished planting from their hand, the active player turns over the top two Bean cards, which must be planted, but may be traded and planted in another player’s Field if agreements can be reached.  Once these Beans have been dealt with, the active player can trade any cards from their hand, but all cards involved in any trades must be planted straight away.

Bohnanza
– Image by boardGOATS

Finally, the active player tops up their hand taking Bean cards into their hand (three in the case of the seven player game).  At any point, players can harvest one or both their Bean Fields converting some of the cards into Bean Thaler (according to the “Beanometer”), placing them face-down in their scoring pile, returning the other cards to the discard pile.  However, players cannot harvest a Field with a single single bean in it unless all their Fields have only the one Bean in them (a rule that can sometimes make things unbelievably difficult).  The game ends after three passes through the deck and the player with the most Thaler at the end is the winner.

Bohnanza
– Image by boardGOATS

There are a few, very clever things that really make the game work.  Firstly, there are different numbers of the different types of Beans in the deck—some beans are very common and give a small return, others are quite rare and give a better return.  The number of each card present in the deck at the start of the game is printed on them.  This is key, because it helps players to work out the rarity and therefore the value of different Beans when arranging trades.  However, the value also changes according to the situation in the game and how many players want each Bean type at the time.

Bohnanza
– Image by boardGOATS

Further, because the rare Beans give a larger yield, more of these are removed from the deck, which makes them increasingly rare as the game progresses.  This is because there are disproportionately fewer in the discard pile when it is shuffled to give the new deck.  Players can also buy a third Bean Field, but choosing to do this is a real gamble and only worthwhile if it can be done early in the game.  Choosing when to harvest is also critical, because harvesting a big Field just before the discard pile is shuffled will increase the length of the game.  Finally, players can be generous in their trades in the hope that the generosity will be returned, however, giving away trades too cheaply can cost a player the game.

Bohnanza
– Image by boardGOATS

Once Blue had finished explaining the game, Black started and explained his way through his turn.  Teal quickly caught on and got engaged in trading and planting Beans with everyone else.  There was a lot of debate about players buying their third Bean Fields with about half the players buying one and Teal leaving it to the second round (much against Black’s advice). Several people, including Purple, Teal and Pine got into Black-eyed Beans—quite an achievement given how few of them there are in the pack—and Blue had a couple of goes with the similarly rare Red Beans.  Pink tried for Soy with mixed success and almost everyone planted some combination of Wax, Coffee and Blue Beans at some point during the game.

Bohnanza
– Image by boardGOATS

Teal quickly realised how quick you have to be declaring an interest in a trade in a game where if you snooze, you lose.  And with seven you have to be keep an eye on what’s going on, which can be difficult given how far away some players are.  In the corner, Black quietly got on with his game eschewing the third Bean Field option as he felt there wasn’t time in the seven player game to recoup the cost, and perhaps he was proved right as he ran out the eventual winner with twelve Bean Thaler, closely followed by Pine with eleven and Blue with ten.  It had been a lot of fun, but as usual, had lasted longer than it really should, leaving little time before the first people needed to head home.

Bohnanza
– Image by boardGOATS

So after some discussion (where pink suggested Ticket to Ride: Northern Lights again), everyone settled down to play 6 Nimmt!.  This had recently had an outing with the new Jumping Cow mini-expansion, but this time the group chose to play it without the additional madness.  6 Nimmt! is also a simple game that is a lot of fun:  Players start with a hand of cards and simultaneously choose one to play, then, starting with the lowest value, these are added one at a time to the four rows on the table.  If a player’s card is the sixth in the row, instead, they take the first five into their scoring pile and their card becomes the first in the row.

6 Nimmt!
– Image by boardGOATS

This is another very clever game that does a lot with very little (which is probably why it is still so popular despite the fact it is thirty years old).  Different cards give a different number of points (or Nimmts), and players can also introduce a little bit of their own randomness by playing a card lower than the final card in all the available rows and thus, taking a row of their choice, upsetting everyone else’s plans.  The Jumping Cow mini-expansion adds more of this, but the group felt it didn’t really improve the game, so stuck with the chaos and fun of the original game, also eschewing the mathematical complexity of the Professional Variant.

6 Nimmt!
– Image by boardGOATS

This time, both Pink and Pine managed to avoid picking up any cards in the first round.  However, Blue only picked up two Nimmts and Teal collected seven leaving it all to play for, at least for most people—Black’s twenty Nimmts had already put him out of the game.  In the second half, Lime picked up twenty-four giving him the top score of thirty-eight (some way ahead of Purple with total twenty-nine).  Black managed a clear round, but there was nothing he could do about his pile of Nimmts from the first round.  It was tight between the top three, but Pink just took victory with ten, three fewer than Blue and Pine who tied for second place.  From there, the evening deteriorated into chatter and we decided to leave the “Feature Game“, Canvas, for another day.

6 Nimmt!
– Image by boardGOATS

Learning Outcome:  You can have a lot of fun with nothing but an old deck of cards.

Next Meeting, 30th April 2024

Our next meeting will be on Tuesday 30th April 2024.  As usual, we will start playing shorter games from 7.30pm as people arrive, until 8pm when we will start something a little longer.  The pub is doing food, and the table is booked from 6.30pm for those that would like to eat first.

This week, the “Feature Game” will be Canvas (review, rules, “How to Play” video).  This is a game where players take on the role of artists and draft clear cards to make new composite artwork to score points.  A relatively short and light game, this should give lots of opportunity to play other games regardless of who comes.

Canvas
– Image from kickstarter.com

And speaking of art and artists…

Jeff and Joe were visiting an art exhibition at the Ashmolean Museum.  They were both really impressed with some of the works, but Jeff was more fascinated by the artists themselves.

He explained why to Joe, “Take Leonardo da Vinci for example, it’s remarkable that he could paint such fantastic pictures and also invent things like the helicopter.”  Jeff went on, “And what’s really amazing is that he could still find time to be a crime-fighting turtle…”

16th April 2024

Everyone seemed more keen on standing around and chatting that playing, but eventually, once everyone had arrived, people started dividing up into groups.  Ivory began by leading Jade, Sapphire and Cobalt to the other side of the room to play the “Feature Game“, which was the new “hotness” Let’s Go! To Japan.  In this game, players are travelers planning, then experiencing their own dream holiday in Japan.  Played over thirteen rounds, players draw activity cards place them in different days in their week-long itinerary. These can’t-miss tourist attractions have players traveling between Tokyo and Kyoto as they try to maximize their experience by optimising their activities while balancing resources.

Let's Go! To Japan
– Image by boardGOATS

In each of the thirteen rounds, players draw cards according to the pre-organised sequence.  For example, there are two decks of cards (Tokyo and Kyoto), and for the first four rounds, players take one card from each deck, keep one and add it to their tableau assigning it to one of the days of their dream, then pass the second card to their neighbour.  In the fifth round, players take the four cards they’ve been given and then they place two in their tableau and pass two on, and so on.  Once eighteen cards have been played (three on each of the six days), the game is over and players take their planned trip, activating each of their cards in order, starting on Monday and work their way through to Saturday.

Let's Go! To Japan
– Image by boardGOATS

There is a catch:  where there is a swap between the two decks, players have to move between the cities of Tokyo and Kyoto by playing a Luxury Train Ticket which they can acquire during the game.  Each of these is worth two points.  If players do not have enough tokens to cover each change, they play a Regular Train Ticket from the supply which costs them two points.  Activating cards involves moving the players’ five Experience tokens along a track, increasing or decreasing their Mood, Stress and Happiness, gaining points and then evaluating the requirements for the Highlight of the Day depicted on the final card of the day.  If these requirements have been fulfilled, the player gets bonus points and the player with the most points at the end of the game is the winner.

Let's Go! To Japan
– Image by boardGOATS

The game rattled along very quickly with swift turns and the added bonus that setup was quite rapid too.  As a result, it was easily under forty-five minutes before everyone was explaining their plan and scoring it.  That said it was hard to keep track of what everyone was doing.  Ivory was the first to fill a day and managed to get everything aligned to get the top bonus of a Luxury Train ticket. Although this was very nice, it in no way indicated Ivory was going to get a big score.  Jade and Cobalt quickly followed suit, Cobalt also gaining Luxury Train Tickets (which he got quite a few of throughout the game), and Jade got quite a lot of the second best reward, choosing Wild Tokens that would be really useful at the end of game to ensure meeting Highlight of the Day/End of Game objectives.

Let's Go! To Japan
– Image by boardGOATS

Sapphire was spreading his activities out a little bit more, but as the game went on he also managed to build a large store of wild tokens.  At the start of the game, Jade and Sapphire (who were not sitting next to each other) focused more on Kyoto, whereas Ivory and Cobalt were playing a lot more Tokyo cards.  Inevitably, however,  everyone ended up going to both cities and need Train Tickets as a result. Cobalt and Jade were the only people who choose to grab research tokens; Cobalt used one of these mid-game and managed to manipulate his hand so he ensured he passed nothing of use to Jade, much to his annoyance.  Otherwise, everyone worked on their mental health and managed to keep their stress down scoring positive points for the trip.

Let's Go! To Japan
– Image by boardGOATS

At the end of the game, Sapphire, Jade and Ivory had minimized their travel between the two cities though, whereas Cobalt required a lot of trains:  as he had lots of Luxury Train Tickets he actually increased his score significantly with these.  Jade had not picked up enough Luxury Train Tickets, so was stuck on commuter trains causing him to lose a lot of points. Sapphire ended up with a quick return trip between Kyoto and Tokyo on his last day, but that was acceptable because you should always go out your way for Sake!

Let's Go! To Japan
– Image by boardGOATS

Scoring took longer than usual as everyone gave a detailed description of their trip. Both Cobalt and Sapphire scored well on every day of their trip, with Cobalt slightly ahead thanks to his Luxury Train Tickets.  Sapphire managed to complete all his Highlight of the Day objectives though without using his wild tokens, so he cashed these in at the end of the game to push all his tokens into the next scoring zone and subsequently won the game by two points from Cobalt.  It had been a highly enjoyable experience though, enhanced by the beautiful components, especially the extremely pretty, but totally over the top ceramic component bowls!

Let's Go! To Japan
– Image by boardGOATS

From there, the group then played a game of Faraway, a light game set on the mysterious continent of Alula with its ever-changing geography, shaped after the rhythm of the seasons.  On each turn, players play a card from a hand of three.  As play is simultaneous, players must take into account the priority system in all their choices—being last to pick a card leaves fewer options and often less profitable choices for later turns.  During the game, players will play a row of eight cards in front of them, from left to right. These cards represent the regions they will come across while exploring the lands. Characters on these cards will give victory points if the player later fulfills the conditions they demand.  At the end of the game, players walk back along the same route, scoring cards in the opposite order to that they were played in—and therein lies the heart of the game-play.

Faraway
– Image by boardGOATS

Throughout the game, the cards played serve both to set new objectives, and to meet ones played previously.  This time, Ivory started quickly out of the traps playing the highest card and subsequently getting the last pick in the following round, which was a minor hindrance. As the game went on, the order of picking the cards changed each time and everyone managed to pick first at some point, although it did seem like Sapphire and Ivory had the greatest varieties, mostly either being first or last!  Jade was very quick off the mark getting lots of maps which gave him a significant card advantage throughout the game as he could look at four or five cards and pick the best one. Ivory also didn’t do too badly with maps.

Faraway
– Image by boardGOATS

It eventually became clear that Jade had managed to play his cards in such a way he was always playing a higher card than his last card giving him an additional secondary card, but he was also able to fulfill the requirements to score the objective on that card even though it would need fulfilling earlier in the journey.  Come the end of game scoring and going on their journey, both Cobalt and Ivory had slightly take their eye of the ball and missed fulfilling the requirements of some of their cards and thus missed out on points they though we were going to get. In the end, it was very close for second place Sapphire just taking it, while everyone was thrashed by Jade.

Faraway
– Image by boardGOATS

On the next table, Green was keen to play Lost Ruins of Arnak, and was eventually joined by Black and Plum.  This game combines deck-building and worker placement with resource management.  Players start with six cards in their deck, two Money, two Compasses and two Fear cards, and draw five of these to play.  As in the original deck-builder, Dominion, or in the racing games, Flamme Rouge and Snow Tails, Fear cards clog up players’ decks and more are acquired as the game progresses.  But also as in Dominion, there are ways to “exile” cards during the game.  So, players can try to keep a tight deck with minimal cards, or try to buy lots of cards that work well together.

Lost Ruins of Arnak
– Image by boardGOATS

Players then have two meeples each that can be sent to locations on the map, to either discover or use an action Location.  These generally give Resources plus some additions like draw a card, or gain a Fear card etc.. Each new site also has a Creature guarding it, which, if beaten, will give points and a small one-time bonus.  The Research Track is where players spend three of the resources, Tablets, Arrows and Jewels. Each player has two tokens which move up the same track giving different rewards as it ascends. Thematically, you can’t write stuff in the notebook until you find it with your magnifying glass, so the former can never overtake the latter on the track. And of course, the notebook gives cooler rewards.

Lost Ruins of Arnak
– Image by boardGOATS

Players get one action each per turn, until everyone has passed signalling the end of the round, and the game finishes after five rounds.  At the end of the game, Points are awarded for Cards, for progress on the Research Track, for discovering Locations and for beating Creatures; the player with the most points at the end is the winner.  This time, early in the game, Green pointed out to Plum that she could use an Idol gained by defeating a Guardian to give her the resources she needed to go up the Research Track.  That gave Plum an Assistant and she picked one that turned a Boot into an Arrowhead.

Lost Ruins of Arnak
– Image by boardGOATS

Green bought the card Plum had been eying up, which let players rid themselves of Fear cards (worth minus one point), and therefore seemed like a good use for a Boot/Fear.  It was pointed out later, however, that any card could be used in place of the Boot as all other transport types work for Boot icons.  Plum then got an Assistant that could upgrade a resource, which in practice she used turn Arrowheads into a Rubies as that was all she had by the end of the rounds.  She also managed to get ahead with her Explore magnifying glass token and was the first to a new level on a couple of occasions, which gave her valuable bonuses.

Lost Ruins of Arnak
– Image by boardGOATS

Green picked up a couple of Fear cards from leaving Guardians undefeated; Black got at least one as well, but Plum managed to dodge them.  Both Black and Green got useful Artifact Cards where they could get lots of resources.  It was a little way in that the group noticed the slight Rules Malfunction:  although players were putting their new cards at the bottom of their Draw pile, players were then shuffling the Draw and Discard piles together before drawing new cards.  This gave an extra bit of randomness that this time, worked in Plum’s favour.  For example, she had an item card that gave a Compass per worker when it was played, and it seemed to put in a lot of appearances.  In contrast, all the cards Green had bought didn’t come out until the final round—he got the balance of the bad luck.

Lost Ruins of Arnak
– Image by boardGOATS

Black picked up an Assistant which helped him cycle through his cards which helped mitigate the randomness a little, though there were a couple of occasions when someone took the location he had been working towards. Right at the end of the game, when Plum had managed to reach the top of the Explore/Research Track with her magnifying glass, she was able to use the Icons on her board to get the resources needed to pick up one of the most valuable Temple Tiles—worth eleven points. Green, however, scored almost twice that of the others for his Idols and Black top-scored for his item and artifact cards.

Lost Ruins of Arnak
– Image by boardGOATS

It was the Temple points, together with the extra points Plum got for getting to the top of the Explore/Research Track that ultimately made the difference, giving her a total of sixty-nine points, thirteen more than Green who took second place.  Both Plum and Green had played before, though most of their previous games had been online where the administration of the card shuffling was done for them, hence the Rules Malfunction.  It was Black’s first game, and despite the rules issue and not scoring as well as the other two, he still really enjoyed the game, so there is a good chance it will get another outing in the not too distant future.

Lost Ruins of Arnak
– Image by boardGOATS

Meanwhile, that left six players; Pink was keen to give his favourite panda game another outing, so Pine and Lime joined him in a game of Zoo Break.  This is a cooperative game, where players work together to try to prevent animals escaping from Bedlam Zoo.  On their turn, players roll the die to decide how many Action Points they get, then, after carrying out their turn, flip a Escape Card and a then a Move Card to determine what gets out of its cage and what moves.  Players have to avoid getting trampled on or bitten by the animals, while catching them and then locking them in their cages.

Zoo Break
– Image by boardGOATS

The group started well, or at least it started well from Pink’s perspective when he was cuddled by a Panda (one of his real-life wishes).  However, the game did not go so well.  There are a number of optional variants, and the group had chosen to use the “Faulty Lock” Variant which means that if an escape card is drawn for animals who have already been locked up, the die is rolled to determine whether there are escapees.  This turned out to make things just a bit too difficult and a Coral snake quickly made a bid for freedom, and as it’s a dangerous animal, that was that.  One snake might not seem like much, but there were another five lining up in front of the gate and three tigers too, so it really did not go well.

Zoo Break
– Image by boardGOATS

Reluctant to leave it like that, the trio decided to give it another try, this time without the “Faulty Lock” Variant.  This second try went better, though at one point two elephants got very close to the exit.  The situation was rescued by peanuts which enticed them to the Snack Stall where they were eventually captured.  There was some extensive rules reading to decide whether Pandas were considered “Dangerous” so only one escaping would trigger failure.  The group concluded that Pandas were not Dangerous animals after all though, and four Pandas roaming the streets would not lead to closure of the Zoo (though perhaps the Chinese government would not be appreciative).

Zoo Break
– Image by boardGOATS

In the end, the distinction wasn’t necessary, none of the Pandas got out, though one Capuchin did manage to escape.  That was all, however, and once the group finally rounded up the last of the mad Meercat escapees, the writing was on the wall and the Zoo was saved.  The other games were still underway, so once the charming wooden animals had been tucked away, the trio opted for a couple of rounds of Coloretto.  This is a charming little card game which is the core of the, arguably better known board game, Zooloretto.

Coloretto
– Image by boardGOATS

The game is very simple:  Players either draw a Chameleon card from the deck and add it to one of the Carts, or take the cards on one of the Carts and add them to their tableau, stepping out until everyone else has taken a Cart.  Each Cart has three spaces and players core points for their three largest sets of cards and negative points for any others.  The player with the most points at the end of the round after the trigger card is revealed is the winner.  The clever part is the scoring for sets, which uses the Triangular Number sequence and means that later cards are worth a lot more than the early ones.

Coloretto
– Image by boardGOATS

When the Golden Chameleon card came out, there was some discussion about the difference between it and the multi-coloured Chameleon.  Blue, on the next table was consulted, and explained that it meant the person who takes it gets an extra card drawn from the top of the deck.  With that sorted, the game continued.  The group played two games and both were close, especially between Pine and Pink with Pink just edging it for the first game by two points and Pine just beating Pink by a single point in the second.  Both games were won by Lime, however, and by a larger margin, taking the first by four points and the second by six.

Coloretto
– Image by boardGOATS

The last table included three players, Blue, Purple and Byzantium.  They were the last to start, and were somewhat torn between two of the current hot games in the group, Wyrmspan and Meadow.  After some discussion, the group went for what was probably the easier of the two, and gave Meadow its their outing in three consecutive meetings.  A light to medium card collection game, it was new to both Purple and Byzantium, so Blue explained the rules.  Most of the game is built round a Card Market with players placing an Action Token and taking a card into their hand, before playing a card from their hand.

Meadow
– Image by boardGOATS

This aspect of the game has led to some reviewers comparing the game to Splendor, though there is a lot more to the game than that.  In addition to the Market, there is a second Campfire board, which allows players to carry out special actions, and also claim Bonus points. for cards in their tableau.  The first time the game was played, there was a token included erroneously from the Envelope U mini-expansion, and last time the game got an outing, there was a minor rules malfunction where the four players ended up playing on the three-player board.  So although the game has been played three times in fairly quick succession, this time was the first time the game was played by the rules as written, probably.

Meadow
– Image by boardGOATS

Players start with a hand of cards, including one from the North deck (which is only introduced halfway through the game)—this last card is typically more worth more but is difficult to play, so is a good way to get a steer in the early stages of the game.  As well as the other cards in their starting hand, another key strategy lead is the Bonus points obtained from the Campfire board.  These are obtained by placing a Bonus point token between two Icons, but in order to do so, the player must have those icons in their tableau.  Since each bonus place can only be claimed once, this element of the game is something of a race between those who want to compete for these points.

Meadow
– Image by boardGOATS

This time, the Icons drawn at random and placed round the Campfire included the relatively scarce Cottage, Fence and Garden Bird as well as the Wolf and Hawk which only come out in the second half of the game, when the North deck is introduced.  This made the Bonus points hard to claim. Although neither Blue nor Byzantium appreciated it at the time, although most Wolf cards are in the North deck, this copy of the game included the Seal promo card, which is a Wolf card that hides in the South Deck.  As it was key to getting bonus points, when it came out, both Blue and Byzantium spotted it, but Blue got to it first, and that turned out to be critical to her Bonus point objectives as Byzantium pinched the other spots early.

Meadow
– Image by boardGOATS

Meanwhile, Purple was busy collecting frogs and very effectively daisy-chaining cards to give her points.  As the game moved into its final rounds, Byzantium struggled to get a Landscape card that he could play without needing too many difficult prerequisites.  In spite of the frustrations when players can’t get cards, the game has a nice gentle roll to it and with three players doesn’t outstay its welcome in the way it does with four (when there are two extra rounds).  It was quite a tight game—Purple and Byzanium finished with thirty-seven and thirty-six points respectively from their observations, but Byzantium had more points from his Landscape cards.

Meadow
– Image by boardGOATS

Blue didn’t do as well as them with her observations, but had the most points from her Landscape cards.  Although Purple hadn’t managed to get any Bonus points, both Blue and Byzantium had picked up the full nine giving them a bit of a lead.  In the end, it was the Observations that were key, and they gave Byzantium victory by four points with a total of sixty.  As the Meadows were tidied up, the last of the other games came to a close too and everyone chatted until it was time to go home.

Meadow
– Image by boardGOATS

Learning Outcome:  Every game should come with ceramic component bowls.

Gweeplefest 2024

Gweeplefest is an all day gaming charity event, dedicated to open table gaming held in Didcot, and organised by the Didcot games group, Gweeples. Along with a large number of tables for people to play games on, there will also be games designers showing off their new games, a large lending library with games experts available to teach and help out, a Bring and Buy sale, a family section, and of course, a raffle.  The venue has a bar, which sells snacks, drinks etc., and there are a large number of places to eat within walking distance and possibly vendors on site as well.

Gweeplefest 2024
– Image by Gweeples

This year all profits will be donated to Play2Give, a fantastic fundraising charity based in Didcot, for Oxford and surrounding areas. They support a wide range of causes from local children with disabilities requiring specialist trikes to charities and organisations supporting adults with brain injuries and those living with terminal illnesses.

Gweeplefest 2024 will be held on Sat 11th May, 9.30am-10pm at The Barn on Foxhall Road in Didcot (OX11 7AD).  Tickets are now on sale and cost £12.50 for adults and are free for accompanied children under the age of twelve.

Next Meeting, 16th April 2024

Our next meeting will be on Tuesday 16th April 2024.  As usual, we will start playing shorter games from 7.30pm as people arrive, until 8pm when we will start something a little longer.  The pub is doing food, and the table is booked from 6.30pm for those that would like to eat first.

This week, the “Feature Game” will be Let’s Go! To Japan (review, rules, instructional video).  This is a game where players take the role of a traveler planning, then experiencing their own dream vacation to Japan.  The game is played over thirteen rounds, after which players draw activity cards and strategically place them in different days in their week-long itinerary.

Let's Go! To Japan
– Image from kickstarter.com

And speaking of dreams…

Jeff and Joe were sitting in the pub one Saturday lunchtime, but Jeff looked very glum. So Joe asked him what the problem was.

Jeff sighed deeply and answered, “Last night, I had a terrible dream that I ate a giant marshmallow.”

Joe was always easily confused, but this time he had a point.  “Why is that so terrible?” he asked.

Jeff, replied, “When I woke up, my pillow was missing.”

2nd April 2024

While Blue, Pink and Cobalt were finishing their supper, Plum led a quick game of Draftosaurus with Black, Purple and Cobalt (who had already finished his pizza).   Cobalt was new to the game, so after a quick rules explanation the group were passing dino-meeples left and right and building themselves exciting dino-parks.  The game is really quick and simple:  players start with a handful of wooden dino-meeples, and on each turn, they draft one, that is to say, they choose one and pass the rest on.  The chosen dino-meeples are then placed in the players’ parks, obeying the rules on the Die (the active player who rolled the Die excepted).

Draftosaurus
– Image by boardGOATS

The Die roll forces players to choose from locations in one half of the board, or restricts them to playing in an empty pen or one without a T-rex, making things considerably harder.  Players draft a hand clockwise, and then a second hand anti-clockwise, after which, points are scored for each pen and totalled up to find the winner.  This was Plum’s fiftieth game—it was one of their group’s go-to warm-up and filler games played remotely during the global pandemic on BoardGameArena.  Although her 24% success rate seems really good at first, at four players, one out of four could be seen as about par.

Draftosaurus
– Image by boardGOATS

Plum marked her milestone with a change of strategy, forced by the Dice to go for the most T-rexes, but it worked giving her victory with forty-one points.  Purple took a very respectable second with thirty-five points—one of her best scores in this game.  From there, Cobalt headed off to play Meadow with Blue, Jade and Sapphire, while everyone else joined Plum, Black and Purple to play the “Feature Game“, which to mark the thirtieth anniversary of 6 Nimmt!, was the new Jumping Cow mini-expansion.  6 Nimmt! is one of the group’s favourite games and was arguably responsible for keeping us sane when we were stuck at home in 2020 and as a result, won the Golden GOAT Award.

6 Nimmt!
– Image by boardGOATS

The game is super-simple:  players simultaneously choose a card from their hand and then, starting with the card with the lowest face value, they are added to one of four row.  Each card is added to the row that ends with the highest value card that is lower than the card to be placed.  If that means the row now has six cards, the active player takes the first five cards in the row into their scoring pile, with their card becoming the new first card.  The new Jumping Cow expansion is a single additional card that lurks at the end of the row.  Cards are added as normal, however, when one is added to the Jumping Cow row, the Cow jumps to another row, the one with the lowest face value at the end.

6 Nimmt!: The Jumping Cow
– Image by boardGOATS

The Jumping Cow Card does not have a value itself, but it does add to the number of cards in the row.  So if the card added is the sixth, the player takes the other four cards and then the Cow jumps.  If the row the Cow jumps to has five cards in it, the active player takes four of those too before the Cow jumps again…  Thus, as Plum discovered this time, multiple jumps can lead to collecting a lot of points!  The game was the usual entertaining fun, but although the Jumping Cow expansion adds more madness, 6 Nimmt! is a near perfect game that needs little to no improvement (although we have found the Professional Variant an occasional worthwhile addition).

6 Nimmt!
– Image by boardGOATS

This time, the top scorer (aided by the Jumping Cow) was Plum with sixty-one, closely followed by Ivory with fifty-seven.  Purple did very well to limit her takings to nineteen, but she was beaten into third place by Pink who just kept his to single figures with nine.  The winner was Teal, however, with just four from the first hand and a clear round from the second.  From there, with six, the options were limited, but the group decided to stick together and, after eschewing Bohnanza, opted for another golden oldie: For Sale.  Remarkably, Ivory had somehow not played this before, and was really taken with it, so much so that he immediately looked to see if he could get a copy and everyone was shocked to find it was out of print and the only copy available was for forty pounds on ebay!

For Sale
– Image by boardGOATS

For Sale is really simple:  Players start with a hand of cash and use this to bid for buildings, with a face value from one to thirty.  In the second half of the game, cheques are revealed and players have to choose one of their properties—the player with the highest value building then takes the highest value cheque, thus the idea is not to waste high value buildings when the takings available are low.  Pink, Plum and Teal were all really close and ended in a three-way tie for third place.  Ivory and Purple were some way in front, but separated by a single point with Purple just taking victory, with a final taking of fifty-six thousand dollars.

For Sale
– Image by boardGOATS

Casting about for another game that plays well with six, Bohnanza was passed over once again, this time in favour of Saboteur.  Saboteur is a hidden traitor game where players are Dwarves tunneling to find gold.  With six players, the rules have either one or two Saboteurs, however, as the game is always difficult for the Saboteurs and impossible alone, the group chose to forgo the ambiguity and go for a guaranteed two Saboteurs.  Once the Saboteurs knew who they were, everyone got a hand of cards: a mixture of tunnel cards and special cards.  On their turn, players play a card and draw a new one.  Tunnel cards extend the network, while special cards allow players to break or mend tools stopping other players from building tunnels (or reinstating that ability).

Saboteur
– Image by boardGOATS

Additionally, there are Treasure Map cards which allow players to look at one of the three potential gold cards to see if it is gold or coal, and Rockfall cards which allow players to collapse the tunnel by removing one card.  Usually, the Saboteurs hide for as long as possible in an effort to acquire some good “Saboteury cards” and play them with a lot of impact.  Choosing the right time for that reveal is really critical though, leaving it too late means there isn’t time to do enough damage.  This time then, Black announced his position very early by playing an obviously obstructing tunnel card and was swiftly followed by Pink who compounded the poor Dwarves’ problems by playing a Rockfall card.

Saboteur
– Image by boardGOATS

The Evil Criminal Masterminds were aided by the fact that when the Dwarves played their Treasure Map cards they struggled to find the gold.  The game turned out to be quite epic, but success just fell to the Saboteurs, giving them a rare victory.  As Teal and Ivory waved farewell, the others looked for something else to play.  Saboteur is a great game, and although it is not as old as 6 Nimmt!, this year is also Saboteur’s anniversary year. It is celebrating twenty years, as is another old favourite, No Thanks!.  In choosing this, those that had played all five games had played over a hundred years of popular games in one evening.

No Thanks!
– Image by boardGOATS

No Thanks! is a super simple, push-your-luck game, where players are trying to finish with the lowest score from the total face value of their cards minus any chips they have.  On their turn, players either take the top card and any chips on it, or pay a chip to pass the problem on to the next player.  There are thirty-three cards in the deck (numbered three to thirty-five), but nine are removed at random, which is what makes the game really tick—when scoring, players only count the lowest card of a run.  This time. Pink top-scored with forty-nine points.  Plum and Purple both took forty-eight points for their cards, but in Plum’s case this was off-set by her enormous pile of chips, leaving her with just twenty.

No Thanks!
– Image by boardGOATS

It wasn’t enough though. Black managed to just scrape through with only a single chip left at the end, giving him a total of thirteen points, and with it, victory.  While everyone else had been sampling a smorgasbord of golden oldie games, Jade, Blue, Cobalt and Sapphire were revisiting the relatively new Meadow, which they’d missed out on playing last time.  This is a fairly simple game, where the complexity is in choosing and placing tokens to get cards that combine well together.  Players take it in turns to play an Action Tokens either in the Market or round the Campfire, and complete the associated Actions. The Market consists of a four by four grid of face up cards.

Meadow
– Image by boardGOATS

Players play an Action token in the market to define a row or column with the number on the token dictating which card they will take from that row or column.  They then place a card in their play area.  This can be the card just collected or one from the player’s hand, but the prerequisites must be satisfied. Playing around the Campfire gives a special action and the option to additionally place a bonus point token on a tree-stump between any pair of symbols currently displayed in the player’s area.  At the end of the game, the total score for the cards played is added up together with any bonuses and the winner has the most points.

Meadow
– Image by boardGOATS

Last time, the general feeling was that the game dragged a little with four, so Blue suggested that instead of playing with the full eight rounds, maybe playing with six (as for the three player game) would make things easier.  Jade interpreted that as the suggestion to play with the three player board, but as quickly became apparent, the campfire circle is smaller with three, leaving fewer bonus spaces available making that element of the game very competitive.  Blue and Sapphire were already committed to their strategy as placing later bonus tokens give more points, so they went for the bonuses doubly hard.

Meadow
– Image by boardGOATS

Jade kept getting Cobalt’s name wrong in a way reminiscent of Blue with Ivory’s name some ten years ago—that lasted the best part of a year, but hopefully Jade will sort it out before then.  It didn’t seem to put Cobalt/Chromium/Cadmium off his game though.  From early on, he focused on building some Landscape cards adding some valuable Observation and Discovery cards.  Sapphire’s starting hand included a Wolf icon for his card from the North deck, and he played that nice and early giving him the opportunity to use it to claim a couple of the bonus spots giving him all three and a total of nine points.  Blue also claimed her third quite early leaving only two for Jade and Cobalt/Chromium/Cadmium to share between them.

Meadow
– Image by boardGOATS

Although she couldn’t see it, going into the final couple of rounds it was tight between Blue and Cobalt/Chromium/Cadmium.  The game is very tight though, with only four turns per round, so it is important to make sure they all count.  In the final round, Blue was fortunate in going first and was able to grab and play a couple of high value cards.  Jade and Sapphire also added a couple more cards to their tableau all of which made it really hard to call.  In the end, Jade (who had the most valuable tableau) pipped Sapphire by a single point (after a couple of recounts) and Cobalt/Chromium/Cadmium was two points clear, finishing with forty points.  The winner, however, perhaps thanks to those final couple of cards, was Blue with a total of forty-three.

Meadow
– Image by boardGOATS

Learning Outcome:  Golden Oldies are golden for a reason.

Boardgames in the News: 20 Years of Some Great Games

This year is the thirtieth anniversary of 6 Nimmt!, but also the twentieth anniversary of two more small-box card games, Saboteur and No Thanks!.  All three are light, family-friendly games that play larger numbers, but they are very different in style.  While 6 Nimmt! is a game of double-think, No Thanks! is a game of push-your-luck and Saboteur is a hidden traitor game.  Looking back, 2004 was a very good year, so these are not the only games celebrating their twentieth anniversary.  In addition to Saboteur and No Thanks!, Ticket to Ride, Power Grid, Goa and San Juan were released in the same year.  Combined, these games have given over a hundred years of great fun.

Saboteur
– Image by boardGOATS

Goats in the News: When the Goats get your Goat

Everyone loves a goat, though perhaps you can sometimes have too much of a Good Thing.  Riccardo Gullo, the mayor of tiny the five-square kilometre island in Sicily’s Aeolian archipelago, Alicudi, came to exactly this conclusion when, after a recent census, he found the human inhabitants were of the island were outnumbered by their four-legged friends by more than  six-to-one.  The problem is the caprine chompers move around in packs causing severe damage to the island’s vegetation.  The mayor’s solutionGive them away to anyone willing to take one.  Rather than culling, the mayor initiated an “Adopt a Goat” initiative, where people have until 10th April to make their request.  So, for anyone who fancies an Italian goat in their garden, this is an opportunity not to be missed, though beware, they are very adept at climbing…

– Image by boardGOATS

Next Meeting, 2nd April 2024

Our next meeting will be on Tuesday 2nd April 2024.  As usual, we will start playing shorter games from 7.30pm as people arrive, until 8pm when we will start something a little longer.  The pub is doing food, and the table is booked from 6.30pm for those that would like to eat first.

This week, to mark the thirtieth anniversary of 6 Nimmt!, the “Feature Game” will be the new Jumping Cow mini-expansion (rules).  This is a single card addition, which is initially added to the row with the lowest face value for the end card.  When another card is added, the Cow “jumps” to one of the remaining rows, the one which has the lowest terminal face value, making that row longer and causing even more chaos as the Cow jumps around the play area in an unpredictable way…

6 Nimmt!
– Image by boardGOATS

And speaking of jumping cows…

Jeff and Joe were discussing their farming woes, when Joe asked, “Did you hear about my cow Daisy, who tried to jump over a barbed wire fence yesterday?”

“No,” answered Jeff, “You haven’t told me about that.  What happened?”

Joe shook his head in dismay and replied, “Well, it was an udder disaster…”