Author Archives: nannyGOAT

Next Meeting – 26th Movember 2019

Our next meeting will be on Tuesday 26th Movember, at the Horse and Jockey pub in Stanford-in-the-Vale.  As usual, we will be playing shorter games from 7.30pm as people arrive, until 8pm when we will start something a little longer.

This week, the “Feature Game” will be Mississippi Queen which is an old game that won the Spiel des Jahres award in 1997, but has recently been re-released in a new edition having been out of print for many years.  In this game, players race their paddle steamers down the Mississippi, picking up passengers along the way. Onboard, the coal supplies are limited, so each ship’s acceleration and manoeuvrers must be carefully planned…

Crappy Birthday
– Image by BGG contributor garyjames

And speaking of riverboats…

Jeff was on a boat with a priest and a rabbi.  The weather was hot and humid and the trio had been fishing there nearly all day without a nibble.  Eventually, the rabbi said he was thirsty, so carefully, he climbed over the side of the boat, walked across the water to the bank where they’d left supplies.  He took a cold bottle of water and drank thirstily.  A couple of moments later, the priest gave a deep sigh and said, “I’m not getting anything here either, I think I’m going to join him.”  And with that, he climbed over the gunwale and followed his friend.

Jeff had had enough too by this time, but didn’t fancy the hard work involved in rowing the boat back to the bank.  So, thinking to himself, “If God lets them walk on water, he’ll let me too,” he left the boat.  Inevitably, Jeff being Jeff, he sank like a stone.  Bedraggled, he climbed back in to the boat, raised the anchor, and dejectedly started to row.

On the riverbank, the rabbi turned to the priest and said, “I guess he didn’t know where the stepping stones are then.”

12th Movember 2019

The combination of Illness, work and jet-lag meant we were really low on numbers, despite having a new player, Emerald.  Blue arrived first followed by Pine and both ordered food.  Green arrived shortly after and ordered the mushroom tagliatelle as he was suffering with toothache and he thought it would be nice and soft.  Blue’s scampi arrived lightening fast, quickly followed by Green’s tagliatelle, much to Pine’s chagrin.  Despite his head-start, Green was still last to finish, partly due to his toothache making him eat slowly, but mostly because he was busy texting.  When called out on it, he explained that it was important – he was helping some friends at a quiz.

Google
– Image from google.com

Green denied it, but that didn’t stop everyone from was roundly chastising him for aiding and abetting cheaters.  That was until Ivory pointed out that it was strange anyone would choose to ask Green when it would be just as easy to ask “Mr. Google”, and “Mr. Google” would probably be better!  Eventually, as Green mopped up the last of his sauce, Blue suggested people started shuffling seats so games could be started.  Blue, Pine and Lime had all had a fairly long week and fancied an easy night, and the “Feature Game”, The Voyages of Marco Polo which Green was leading, was always going to be right up Ivory’s street, and it turned out, Emerald’s too.  So after a little prompting, the groups sort of formed themselves.

The Voyages of Marco Polo
– Image by boardGOATS

Although we’ve played The Voyages of Marco Polo a couple of times before on a Tuesday, the last time was over a year ago.  In the game, players recreate the journey from Venice to China undertaken by seventeen year-old Marco Polo, his father and older brother.  During their voyage, they travelled through Jerusalem and Mesopotamia and over the “Silk Road” until they reached the court of Kublai Khan in 1275.  In the game, each player has a different character and special power. The game is played over five rounds with players rolling their five personal dice and using each one to perform one action per turn with them.

The Voyages of Marco Polo
– Image by boardGOATS

The actions include:  gathering resources, gathering camels, earning money, buying purchase orders and travelling.  The game ends with players receiving victory points for arriving in Beijing, fulfilling the most purchase orders, and having visited the cities on the secret city cards that each player gets at the start of the game.  With only three people playing the group decided not to use the Agents of Venice, but did use the New Characters mini-expansion.  It took quite a while to set up and explain the game as it is one of those where the rules explanation is far heavier than the game itself:  after only a round or two it all becomes quite clear how to play. However, the trick is to work out what are the best actions to take and when.

The Voyages of Marco Polo
– Image by boardGOATS

The main game board is divided into two parts with the upper part showing a map of Marco Polo’s travels from Venice to Beijing.  On the routes there are oasis-spaces as short stops and fourteen cities.  When a traveller stops at a city, they mark that with a trading post and may use the special action of that city for the rest of the game (these are allocated during setup). The first player reaching a city also gets an additional bonus. Travelling costs a varying amount of camels and money depending on the route taken and whether it is over land or sea.

The Voyages of Marco Polo
– Image by boardGOATS

The bottom part of the board shows the five main actions, which are triggered by the placing of dice. Each player has five personal dice in their player colour and may purchase one additional black die per turn.  The actions are the guts of the game.  The first action is purchasing Resources/Camels and the table on the board indicates how many dice must be placed for different numbers of a given resource.  Players need Camels to travel, and Gold , Silk and Pepper to fulfil orders.  The first player at each Resource gets them for free, with each subsequent player paying as much as the lowest result he placed next to the table.  For the next action, Players can instead take one Resource of their choice and two Camels, and again, each player sets the cost for subsequent players.

The Voyages of Marco Polo
– Image by boardGOATS

The next action is getting money:  the first player can take five coins in exchange for any die, but the later players must also pay the dice value for doing so.  As an action, Players can also purchase Orders.  These are placed on six “double dice” spaces at the beginning of each round.  The value of one die unlocks the orders up to that number (shown on the spaces) and allows the player to buy one or two of those orders.  The Orders are refreshed and replaced at the beginning of each round. The orders are placed on the player’s individual player board and can be fulfilled at any time as an additional action by returning the resources needed back to the supply.  The completed Order cards are then turned face down and placed in the player’s “drawer”, and the player gets victory points, money, camels, another order, etc. as a reward.

The Voyages of Marco Polo
– Image by boardGOATS

Finally, players can travel.  To do this, they place two dice are to “unlock” the distance they want to move on the map.  Each traveller starts in Venice and can decide between several possible routes eastward, towards Beijing. Each player also gets two “city cards” with two cities on each of them, which they keep secret. At the end of the game, they get additional victory points depending on how many of these cities they have visited by the end of the game.

The Voyages of Marco Polo
– Image by boardGOATS

This is one of those games where players want to do lots of things but can’t do everything, need lots of Resources way more than they have, and therefore want to be first to do all the actions, but can’t.  Despite the dice, the luck factor is relatively low; high rolls are usually better, but low ones are also usable in many ways.  With city cards, Orders and attractive special actions in the cities, players usually have clear primary and secondary targets as well as an overall strategy.  At the same time they have the freedom to do what they want.

The Voyages of Marco Polo
– Image by boardGOATS

The winner is usually the player who makes best use of their character’s special ability, however, so it is this that usually drives strategies.  The characters are very different, for example, with one character the player doesn’t roll their dice, instead turning them to the result they need before each placement.  With another, the player always gets one of the resources from the supply, whenever another player purchases any resource.  As a result of these differing abilities, each player generally follows a totally different path with a very different approach.

The Voyages of Marco Polo
– Image by boardGOATS

Following the group’s usual policy of the player with the least experience of the game going last, Emerald took that position, but that meant choosing his character first.  Fortunately, he only had four to choose from and they did not take much explaining.  Emerald chose Johannes Carprini which allowed him to jump between oasis points on the travel map; handy to get to those hard to reach bonuses. Ivory then chose Alton Ord (from the New Characters mini-expansion) which gave him extra cumulative bonuses every time he placed a trading station.  This had the potential to become quite lucrative if he could get around the map fast enough.  This left Green with a choice of two. He didn’t favour the extra trading posts, so went for Matteo Polo which gave him a new contract and resource at the beginning of every round; clearly the contract strategy was the way to go for him.

The Voyages of Marco Polo
– Image by boardGOATS

As ever in this (and many) game resources were tight, camels all too rare and players could never get the dice rolls they needed.  Emerald quickly got the hang of it and was doing his best to move around the travel map while also keeping an eye on completing contracts. Even with the oasis hop, it still took him a few rounds to get to the far side of the board and the triple action city, but once there, he started using the extra actions to his advantage.  Ivory also went travelling and managed to place a number of trading posts and so collect more and more bonuses on the way.  The small city bonus card which allows a player to choose any other small city bonus at the beginning of each round was located near to Venice.  So this was an early target for Ivory and Emerald who both got there early and used it to broadened their options and give them room for manoeuvre.

The Voyages of Marco Polo
– Image by boardGOATS

Green hardly travelled at all, and found himself somewhat at a dead-end which was compounded by making a free move in the wrong direction, so he only managed to place two trading posts in total.  This wasn’t his game plan anyhow though, and he mostly stuck to the bottom part of the board, hoovering up contracts and hunting down resources to complete them: not bothering with travelling gave him extra dice to do it all with.  He also made use of the favours two or three times and by the end of the game had a huge lead and a pile of completed contracts far higher than either of the other two.  Ivory, in particular, had a lot of bonus points to come from his travels though.

The Voyages of Marco Polo
– Image by boardGOATS

Everyone thought it would be a tight game, and indeed it was.  When all the points were in, Ivory and Green tied on sixty-seven points with Emerald not far behind.  A quick check of the rules for tie breakers gave it to Green thanks to the fact he had two Camels left over.  meanwhile, on the next table, while Ivory and Emerald helped set up Marco Polo and Green began his rules explanation, Pine pointed out the long and unpronounceable title of “Weltausstellung 1893” on the German box.  So, before long Blue was explaining the rules to World’s Fair 1983.

World's Fair 1893
– Image by boardGOATS

This is a fairly simple little game that is now a few years old and flew under the radar a bit at the time.  Reviews generally seemed to be complimentary though, referring to it as a bit of a “Hidden Gem”.  So, having been on the look out for it at a reasonable price for nearly three years, Blue and Pink had finally picked up a German copy at Essen.  The game is a set-collecting dame with an area majority mechanism where players are proposing exhibits for the fair in the five different areas (Fine Arts, Transportation, Manufacturing, Electricity and Agriculture).  The game is played on an eye-catching, modular, Ferris-wheel shaped board surrounded by sections for each of the five areas.

World's Fair 1893
– Image by boardGOATS

The actions are simple enough, making the decisions that players have to take theprimary  focus of the game.  On their turn, the active player places a Supporter cube on one of the five coloured areas, taking all the cards in the area.  They then place three cards drawn from the top of a deck around the wheel, the first going in the now empty area the player chose, and one going in each of the next two areas round the wheel.  There are three types of cards:  Exhibit cards associated with each of the five areas, Medway tickets and Influential People.  The Medway Tickets are the timer, with the Ferris wheel turning one step each time a Ticket is taken.  The round ends after the Ferris wheel has made one full revolution.

World's Fair 1893
– Image from google.com

At the end of the round, the Tickets are cashed in for a dollar each and the player with the most gets a couple of dollars bonus.  Each area is also evaluated, and the player with the most supporters in that area gets a monetary reward worth three dollars in the three-player game.   In addition the winner is also able to exchange three exhibit cards for that area, for tokens.  The player who comes second receives a smaller remuneration and can exchange one card for a token of the same colour/area.  The game ends after three rounds, and sets of tokens scored, with larger sets worth increasing numbers of points.

World's Fair 1893
– Image by boardGOATS

Perhaps the thing that makes the game is the Influential People cards.  These must be played the turn after they are taken, after the player places their influence token, but before they take the cards.  If a player has more than one influential person card on their turn they have to play them all at this point too.  These allow players to mess with the distribution of Supporter cubes slightly, either by adding an extra one in a given space, or moving one.  As a result, these add a thin layer of complexity to the decision space, making it that bit more interesting.  Thought processes go something along the lines of, “Placing a Supporter here will give these cards, but this person card means this Supporter can be moved giving the majority in that area, but there’s little point in winning that without any cards of that colour, so perhaps it would be better to try something else…”

World's Fair 1893
– Image by boardGOATS

Although the game is not terribly difficult, Blue had only played it once and was a bit flaky with the rules, but it wasn’t long before the game got going.  Half-way through the first round, Blue had a pile of tickets, Lime had a pile of Exhibit cards, and Pine had worked through a pile of Influential Person cards.  Blue took the Medway Ticket bonus, but Pine turned a lot of his now substantial pile of Exhibit cards into a significant pile of coloured tokens.  Blue picked up a few, but Lime took a round to really get the hang of things.  The second round when much the same way with Blue and Lime struggling to edge out Pine.

World's Fair 1893
– Image by boardGOATS

The third round was a tight affair with everyone needing certain colours to get full sets of five in order to be even vaguely competitive.  The key was having enough cards as well as gaining the majority in the necessary area.  As the game drew to a close, Lime decided to go for Fine Arts letting Pine place his Supporter in the Electricity area, take a Medway ticket, get the majority he needed, and end the game as well.  In truth, the writing had been on the wall from the start—it was clear this had been a game that had just clicked for Pine and he romped home with eighty-five points leaving Blue and Lime some way behind fighting it out for second.

World's Fair 1893
– Image by boardGOATS

As World’s Fair 1983 was coming to an end, The Voyages of Marco Polo was only just beginning and it was becoming clear that it was going to last most of the night, so Pine suggested a game of Ticket to Ride: New York.  Like the London version played a few of weeks ago, this is one of the new, smaller versions of the popular route-building game, Ticket to Ride.  These are reduced in size and designed be quicker to play although the game play is very similar.  The New York version is set in the city, with players placing Taxis instead of train carriages.

Ticket to Ride: New York
– Image by boardGOATS

Players also start with two ticket cards (which they must keep one of) and successfully fulfilling these give more points.  Similar to the original games, on their turn, the active player can take coloured cards from the market or play cards to place Taxis.  There is no end-game bonus for the longest route, most completed tickets or similar, instead, bonus points are awarded for each of the landmarks a player builds a route from.

Ticket to Ride: New York
– Image by boardGOATS

Lime started and claimed one of the double track route from The Empire State Building to Gramercy Park.  Pine went next and took the other track leaving Blue stymied before she had even taken a turn, specially given the tiny number of taxis each player had to place.  Not one to give up, she started a detour, very glad that she had decided to keep only one of her starting tickets.  Matched step for step by Pine, she built a route from The Empire State Building to Brooklyn via Chelsea.  Pine on the other hand was building what he later referred to as the “Beckham” route going from Chelsea to Brooklyn.

Ticket to Ride: New York
– Image by boardGOATS

Blue was the first to pick up tickets and, after checking she had enough Taxis, decided to gamble, keeping both, as she had only kept the one from her starting pair.  Lime quickly followed and also kept his, as did Pine, who then drew another second set.  Lime claimed two tracks going from Central Park to Gramarcy Park, then suddenly looked crest-fallen having just realised he didn’t have enough Taxis to do what he wanted to.  It wouldn’t have mattered anyhow, as Blue promptly triggered the end of the game.  That only left the scoring.

Ticket to Ride: New York
– Image by boardGOATS

These little versions of Ticket to Ride are always really tight affairs where things can go horribly wrong. In this case, Blue scored most for claiming routes.  Pine would have scored most for tickets except he’d just failed to complete an eight point ticket from The United Nations Building to Wall Street giving him a brutal sixteen point swing.  Lime discovered that he’d not made the mistake he’d thought he had, as he’d actually gone from Midtown to Central Park by the long route, via Gramarcy Park.

Ticket to Ride: New York
– Image by boardGOATS

In the end, the opening play from Lime and Pine taking the two sides of the single Taxi double route from The Empire State Building to Gramercy Park might have been critical.  In forcing Blue to take a detour, she had been able to visit almost all of the eight tourist destinations giving her a very valuable seven points.  This coupled with completing all three of her tickets (including two long ones) and placing all fifteen of her Taxis gave her a final score of forty-four, five more than Lime in second.

Ticket to Ride: New York
– Image by boardGOATS

By this time, The Voyages of Marco Polo were progressing, but it was clear it wasn’t going to finish soon.  With Pine flagging after his trip up to Edinburgh, and Blue and Lime fending off colds, Blue suggested Coloretto as a light game that didn’t take too long or need a lot of thought.  Although it’s been played a lot within the group, it was new to Lime, so Blue gave him a run-down of the rules while Pine shuffled.  The game is really simple: on their turn, the active player either takes a coloured chameleon card and places it on one of the trucks, or takes a truck.

Coloretto
– Imageby boardGOATS

Each truck has a maximum of three chameleons, and there is one truck per player.  Once a player has taken a truck, they are out of the game until everyone has taken a truck and the next round starts.  At the end of the game (when the deck is mostly depleted and the end of game card is drawn), players score sets of chameleons.  The three largest sets are scored positively and everything else gives negative points.  The clever part is the triangular number sequence (one point for the first card, three points for two cards, six points for three cards etc.), which means that one more card in a large group is worth a lot more than a singleton or the second card in a pair.

Coloretto
– Image by boardGOATS

Lime picked it up quickly, but not quite quickly enough given that Blue and Pine had played the game many times before.  Served two wild Joker cards by Pine, Blue was able to put together two sets of six, giving her a total score of forty-eight, a healthy advantage over the other two.  Lime had enjoyed playing though, and suggested a second game as it would save getting something else out.  With lethargy playing its part, Pine and Blue were very happy to give it another shot.  This time, Lime was quicker out of the blocks this time, as Blue started to go off the boil.  He wasn’t quite quick enough though, and Pine took the second game with forty-four points, seven ahead of Lime.

Coloretto
– Image by boardGOATS

Lime doesn’t give up easily, however.  As The Voyages of Marco Polo was finally coming to an end, and Coloretto is quite quick, Lime suggested a third game.  This time, Lime started very strongly with obvious determination.  Ultimately Lime made a killing picking up a massive fifty-three points, more than ten points clear of Blue in second.

Coloretto
– Image by boardGOATS

Learning Outcome: You can never have too many camels.

Christmas GOATS 2019

Christmas 2019
– Image from vectorstock.com

The Calendar has been updated, but here is a quick summary of the key dates for GOATS and Didcot Gamers:

Christmas 2019
Tuesday 10th December 2019
(Last normal meeting of the year)
“Un-Christmas Dinner” meeting at 7pm;
Festive and Wintery games from 8.00pm(ish) at the
Horse and Jockey pub in Stanford-in-the-Vale.
Friday 20th December 2019
(Didcot Gamers)
Games at The Loop in Didcot
(as normal).
Tuesday 24th December 2019
(Unofficial boardGOATS?)
As it is games night and there is no quiz
this year, some people might meet up
from 7.00pm for food and a game or two.
Thursday 26th December 2019
(GOATS do the Quiz – CANCELLED)
No Quiz Night at the Horse and Jockey pub
this year as the pub is closed on Boxing Day.
Sunday 29th December 2019
(Monster Games)
Something longer in the
afternoon at Barney’s House.
Tuesday 31st December 2019
(New Year Party)
Games and food from 7pm until
the early hours at Barney’s House.
Friday 3rd January 2020
(Didcot Gamers)
Games at The Loop in Didcot
(back to normal).
Tuesday 7th January 2020
(boardGOATS)
Games from 7.30pm at the Horse and Jockey pub
in Stanford-in-the-Vale (back to normal).

Next Meeting – 12th Movember 2019

Our next meeting will be on Tuesday 12th Movember, at the Horse and Jockey pub in Stanford-in-the-Vale.  As usual, we will be playing shorter games from 7.30pm as people arrive, until 8pm when we will start something a little longer.

This week, the “Feature Game” will be The Voyages of Marco Polo, a game where players recreate the journey the seventeen year old Marco Polo took to China with his father and older brother.  The long and grueling journey led through Jerusalem and Mesopotamia, and over the “Silk Road”, reaching the court of Kublai Khan in 1275.  In the game, with each player takes the role of a different character with a special power.  The game only plays five, but we have the Agents of Venice expansion which adds an extra player.

The Voyages of Marco Polo
– Image used with permission of boargamephotos

And speaking of travelling…

Jeff and Joe were driving through Wisconsin. As they were approaching Oconomowoc, they started arguing about the pronunciation of the town’s name. They argued back and forth until they stopped for lunch.

As they stood at the counter, Jeff asked the blonde employee, “Before we order, could you please settle an argument for us? Would you please pronounce where we are… very slowly?”

The blonde girl looked at him, and then leaned over the counter and said, “Burrrrrr-gerrrrrr Kiiiing.”

29th October 2019

Blue and Pink were first on the scene, armed with special deliveries from Essen and some new exciting toys to play with.  Burgundy, Pine, Lime and Green weren’t far behind and soon those that hadn’t eaten earlier were tucking in.  Inevitably, the conversation was all about the games fair in Essen and how much it had grown – this year, according the organisers, there were over 209,000 participants, ten percent more than last year.  There were also one thousand two hundred exhibitors from fifty-three nations, occupying six large halls, around twice the hall space when Green last went.

Essen 2019
– Image by boardGOATS

As people arrived, they received their consignments.  Purple and Black got their sadly rather squished copy of the new release, Fast Sloths complete with Expansion and Chameleon promo, a copy of the new portable set of Settlers of Catan (“Catan Traveller“) and a several bags of German lebkuchen biscuits.  Burgundy got his annual Concordia expansion (the Balearica/Cyprus map) and the European Birds expansion for Wingspan.  This last game was one of the sell-out games at Essen, and Blue and Pink had been at the front of what became a very long queue to get it.  That said, the length was probably more to do with the fact that it was also the queue to get a hand on one of the fifty English language copies of Tapestry at the show. Given the fact that Wingspan is very popular at the moment and it would need very little learning, the new expansion was “Feature Game” for the night.

Wingspan
– Image by boardGOATS

The game is relatively simple, with players collecting birds for their reserves.  On their turn, the active player chooses one of four actions/habitats, and then starting with the card furthest to the right in that habitat, activating each card in turn.  The actions associated with the habitats are spending food to play cards; getting food; laying eggs, and more drawing bird cards.  Players start with eight possible actions per turn, which gradually reduces to five over the course of the four rounds of the game.  All the bird cards in the game have actions that fit with their real-life behaviour.  For example, the food needed to play cards closely resembles their diet, the number of eggs each bird has in their nest is proportionately correct and bonus actions are associated with birds that flock and birds of prey.

Wingspan
– Image by boardGOATS

The European Expansion adds more birds that mostly do more of the same thing, but includes birds that have new end of round powers.  There were enough copies for everyone to play, so we set up two games in tandem.  Blue, Green and Pink helped Burgundy christen his new copy, while Black, Purple, Ivory, Pine and Lime gave Blue and Pink’s copy it’s first outing.  After making sure all the new cards were thoroughly shuffled into the deck, Burgundy’s group were first to get started.  The end of round objectives were particularly awkward as the final round rewarded players with the most birds without eggs on nests (one of the new objective tiles).

Wingspan
– Image by boardGOATS

Blue started off very well, but then her game stalled as she struggled to find useful cards.  Burgundy wasn’t far behind and his very hungry Griffon Vulture seemed to be very effective when it came to catching mice.  Blue’s Barred Owl was also successful on almost every occasion it went hunting while Green’s Northern Harrier repeatedly went hungry.  Meanwhile, Pink was building a very fine reserve with lots of high value birds, although he felt they didn’t give him such effective actions.  With Blue struggling to get anything she could play and Green muttering about not understanding the game, it was left to Pink and Burgundy to fight it out.  In the end, although Pink had far more interesting birds, Burgundy did much better with his personal objectives and end of round objectives, giving him a total of seventy-three points, nine more than Pink in second place.

Wingspan
– Image by boardGOATS

On the neighbouring table, everyone started off slowly.  Black grabbed one of the new European birds that allowed him to steal food which he used to great effect.  Black and Lime also took one of the new end of round bonus cards each which allowed them both to tuck cards.  Pine played a Long-tailed Tit, one of the new double space birds, allowing him to get lots of food. Ivory focused on cards with activation powers and in the second round, he and Lime built egg laying engines, with Lime making good use of his Fish Crow which allowed him to exchange eggs for food. Purple struggled due to the lack of fish, clearly having an eye on the last round objective (most birds in wetlands).

Wingspan
– Image by boardGOATS

Both Pine and Lime struggled seeing and understanding the cards, but despite this, both managed to get effective engines going, particularly Lime.  By the end, Black had lots of valuable birds and did well on his objectives and Pine missed out on a seven point objective bonus by just by one corn eating bird (getting three points instead). Black also did well on tucked cards, as did Lime.  Everyone drew for the first end of round objective (most birds in any row), with Ivory followed by Lime for the second (most birds with “brown powers”).  Lime managed to win the third round objective battle (most grassland birds), edging Ivory into second place, but the final round (most wetland birds), was a three-way tie between Ivory (again!), Pine and Purple who all had the maximum number of birds in their wetland.

Wingspan
– Image by boardGOATS

Although he did well on objectives, in the final round Ivory’s primary focus was on getting as many eggs laid as possible and he finished with a massive twenty-seven, a significant contributor to his final, winning score of seventy-nine, seven more than Black in second place and ten more than Lime in third.  There was the inevitable comparisons between the two games, and when Ivory asked whether people felt the expansion had made much difference to the game, opinions seemed divided.  Having birds he could see in his garden had made a big difference to Pine, though to those people who were less interested in our feathered friends and more interested in the game play, the expansion had made less of an impact.  For those that have it though, the European expansion will no-doubt remain a permanent feature.

Wingspan
– Image by boardGOATS

The four-player game including Burgundy, Pink, Blue and Green finished first by some margin, giving them time to play something else.  With Blue and Pink having exchanged last year’s variant on the 2018 Spiel des Jahres winner, Azul (Azul: Stained Glass of Sintra), for this Essen’s latest model, Azul: Summer Pavilion, this seemed a good time to give it an outing.  All three games are based round a clever “market” mechanism:  players take all the tiles of one colour from one of the stalls and put the rest in the central pool, or take all the tiles of one colour from the central pool.  In the original game and in the second iteration, these are placed straight away in a tableau, with the original representing a mosaic and the second a stained glass window.

Azul: Summer Pavilion
– Image by boardGOATS

In the new, Summer Pavilion variant, tiles taken from the market are put to one side for the second phase when players take it in turns to place them on their personal player board.  Where the tiles in the first two versions are square (opaque and clear plastic respectively), in the new edition, they are rhombus-shaped.  Instead of rows, each player’s tableau consists of stars made  up of six rhombi.  In this game, as they add pieces players score points for the size of the block.  For example, adding a piece to an existing partial star consisting of two pieces gives three points.  Thus, increasing the size progressively yields increasing amounts of points.  Although this is an obvious difference, the biggest difference in the game play is the cost of placing tiles and the use of “Wilds”.

Azul: Summer Pavilion
– Image by boardGOATS

Each space on a player’s tableau has a number on it: one to six.  This is the cost to place a tile in that space.  So, placing on a six-space means they place one tile on the board and five in the tile tower.  The tiles must all match the colour being placed, however, every round, one of the six colours is “Wild” and this can be used as a substitute.  The Wild colour affects the tile drawing phase too:  Wilds cannot be chosen from the market, however, if there is are Wilds present in the market, one (and only one) must be taken as well.  For example, if there are two blue tiles, a red and a green (which is Wild), the player can take the two blues and the green, or the red and the green, but cannot take the green alone.

Azul: Summer Pavilion
– Image by boardGOATS

There are several bonuses, both in game and end game.  Players who surround certain features on their tableau get to take extra tiles from a second, special market.  This helps grease the wheels and makes the decision space a little more interesting too.  At the end of the game, players get bonus points for completing stars and for covering all the “ones”, all the “twos” etc..  The stars give different numbers of points depending on the colour.  Each tableau has one of each colour available and one central multicolour star in which every tile must be a different colour.  At the end of the game, the player with the most points is the winner.

Azul: Summer Pavilion
– Image by boardGOATS

Although Blue had found time to punch the pieces in advance, she had not been able to read the rules properly so did it on the fly – the rules are not long, nor are they complex.  That said, this version certainly adds strategic depth compared with the original, without the fiddliness of the second version.  Without any experience, there were no clear strategies.  Blue targeted the bonus points for the must lucrative, purple star and the central star as “low hanging fruit”, while Pink went for the in-game bonus tiles and picked up the extras for completing all the “ones” and “twos”, but didn’t quite make the “threes”.  Burgundy played for some of the less valuable stars and Green struggled to get anything to work at all.  It was really close, with only one point between Blue and Burgundy, and Pink just a handful of points behind him.

Azul: Summer Pavilion
– Image by boardGOATS

This was a brand new game, never played by anyone round the table, so inevitably, something got missed in the rules.  In both the base game, Azul, and the follow-up, Stained Glass of Sintra, the first person to take tiles from the central pool in each round takes the first player marker and a penalty for doing so.  The same is true here, but unlike the base game, the size of the penalty depends on the number of tiles taken with the first player token.  Everyone played by the same rules, so nothing was “unfair” and nobody noticed any balance issues, however, in such a close game it is very likely to have made a difference.  We’ll get it right next time!

Azul: Summer Pavilion
– Image by boardGOATS

Learning Outcome:  Essen is Awesome!

Next Meeting – 29th October 2019

Our next meeting will be on Tuesday 29th October, at the Horse and Jockey pub in Stanford-in-the-Vale.  As usual, we will be playing shorter games from 7.30pm as people arrive, until 8pm when we will start something a little longer.

This week, the “Feature Game” will be the new European Birds, Wingspan expansion, fresh from the International Spieltage in Essen.  As well as the European bird cards the expansion also includes some new purple eggs.  We’ve chosen this game expansion because it is very new flying off the Essen shelves very quickly, needs minimal teaching, and plays in a reasonable amount of time giving everyone plenty of opportunity to look at their new arrivals and perhaps play some of the other hot new games.

Wingspan: European Expansion
– Image by boardGOATS

And speaking of eggs…

Jeff walked into a bar with a fried egg on his head.

The landlord was puzzled and asked, “Why have you got a fried egg on your head?”

“Well,” replied Jeff, “You see, boiled eggs fall off…”

Essen 2019 – Update

Sunday was the last day of this year’s Internationale Spieltage, the largest games fair in Europe (and arguably the world), known to gamers worldwide simply as “Essen”.  Although there was a lot of buzz about some of the hot games like Maracaibo and Cooper Island, it is the smaller, less well-known games that really make the fair what it is.  For example, Firefly Dance, is a fun little memory game with gorgeous little light-up fireflies activated with a wooden magic wand.

Firefly Dance
– Image by boardGOATS

Some games sold out within minutes: the last copy of Tapestry went in less than half an hour, and other early sell-outs included Alubari: A Nice Cup of Tea, A Fistful of Meeples and Point Salad.  There were lots of good deals to be had, including Passing Through Petra, one of the hot games from last year which was reduced from €60 to just €15.  Part of this might have been to attract attention to the Renegade Games stand because according to staff their entire supply of this year’s releases were “stuck in customs”.  This included their copies of Paladins of the West Kingdom (the sequel to last year’s smash hit, Architects of the West Kingdom).

Ticket to Ride Map Collection: Volume 7 – Japan & Italy
– Image by boardGOATS

There were also a number of other unusual games available, for example, Wsiąść do Pociągu: Polska, the new Poland map for Ticket to Ride, as well as the more widely available new Japan/Italy Map Collection.  There were other expansions as well, including the European Birds expansion to Wingspan, Sagrada: The Great Facades – Passion and Terraforming Mars: Turmoil.  In addition to expansions, there were several stand-alone re-implementations of old favourites, including the new 6 Nimmt! Brettspiel (boardgame), Glen More II: Chronicles and Azul: Summer Pavilion.

Azul: Summer Pavilion
– Image by boardGOATS

Games fairs are also about demonstrations of games that have not yet been released.  There were many of these, but one of the highlights was perhaps Namiji which is the sequel to Tokaido and will be the subject of a crowd-funding campaign in a month’s time.  So there is much to look forward to  from the Essen haul, old games as well as new, which will make the coming months very exciting indeed.

Namiji
– Image by boardGOATS