Author Archives: nannyGOAT

Next Meeting, 14th Movember 2023

Our next meeting will be Tuesday 14th Movember 2023.  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 Kites (rules, review and play-through video), which is a cooperative real-time game where players are playing cards and flipping egg-timers to keep the air display going.

Kites
– Image by boardGOATS

Speaking of kites…

One morning, Jeff was in his garden drinking a cup of tea when he spotted something in the sky and wondered what it was.

“Is it a bird?” he asked himself. “No, I think not—it doesn’t have wings.”

Jeff went on, “Neither is a plane, it is too circular, so I’m very sure its not a plane.”

He continued his musings, “It’s not a kite because it doesn’t move around…”

And it was then that Jeff noticed a very important detail—as he watched, it was growing larger and larger.

Then it hit him.

31st October 2023

With it being Halloween, there were lots of treats and some very fine spooky-themed attire to go along with the “Feature Game“, Betrayal at Mystery Mansion.  This is a Scooby-Doo themed re-implementation of Betrayal at House on the Hill, a semi-cooperative game, where players work together until there is a haunting and one player takes on the role of the bad guy.  So, the first task for the evening was to decide who was going to take on the roles of Mystery Inc., which precipitated lots of discussion about which was the best character.  Scrappy got short-shift from Pink, though others were less dismissive.  In any case, Scrappy was not an option, and before long, Sapphire, Pink and Pine joined Jade to solve the mystery.

Betrayal at Mystery Mansion
– Image by boardGOATS

Jade, as the group leader, took the role of Fred, while Pink and Pine enthusiastically engaged in the game as Scooby Doo and Shaggy.  That left Sapphire to choose from Velma or Daphne and he went for brains over bimbette.  The group spent quite a bit of time exploring the mansion collecting clues and the like, before the haunt finally started.  As Sapphire was the one to trigger the haunt, Velma was “temporarily lost in the woods” as he took on the roles of the bad guys, a Spectre and a female character called Sharon who was being possessed and controlled by the Spectre.  As the game progressed, it became apparent that the Spectre was her great uncle who was trying to control her to gain access to documents that would enable him to take control of the family fortune.

Betrayal at Mystery Mansion
– Image by boardGOATS

The Scooby Gang (minus Scrappy Doo, Daphne and the now lost Velma) had to track down and battle the Spectre and try break the spell controlling Sharon.  As the villain, Sapphire rolled very well and it was very hard for the Gang to pin him down.  Fred ended up stunned at one point, but thankfully revived after missing a turn.  Shaggy scoffed piles of Scooby Snacks in order to re-roll, but the dice weren’t with him.  Scooby himself, however, did very well and survived his battle with the Spectre then was able to recharge in one of the special rooms of the mansion.  In the end the Mystery Inc. won the day and the great uncle was unmasked and announced that he “would’ve gotten away with it if it weren’t for you pesky kids”!

Betrayal at Mystery Mansion
– Image by boardGOATS

Meanwhile, there were two other games underway on the neighbouring tables.  Blue, Plum and Byzantium eschewed Witch’s Brew (which plays better with more people) and opted for the slightly bigger, beefier, boardgame version of the same game, Broom Service.  Both games rely on the players having a personal deck of Character cards and a lead and follow mechanism.  Each player starts by choosing a set number of Characters from their deck, each with different actions.  The first player then chooses one to lead with and announces that they are either “Brave” or “Cowardly”.  If they choose Cowardly, they can take the action straight away, whereas, if they choose Brave, they must wait until everyone has played to see if they can take the more powerful action.

Broom Service
– Image by boardGOATS

The next player must follow if they have the card in hand, and has the same decision to make—be a Coward and take the weaker action, or be Brave, and risk being gazumped by a later player, as there can only be one Brave player taking the powerful action.  The Brave player (or the most recent Brave player) then leads with another card.  In the card game, Witch’s Brew, players are collecting tokens to give them points, however, in Broom Service, there is an additional “Travelling Salesman” pick-up and deliver type of mechanism.  Players have two Witch-meeples which travel the land collecting potions and delivering them locations to get points.  This time, it was a really, really close game, despite everyone doing different things.

Broom Service
– Image by boardGOATS

Byzantium prioritised collecting Lightening Bolts and Blue concentrated on collecting potions and delivering them.  While they both headed south and contrived to get in each-other’s way, Plum headed north and fell foul of one of the events which left her stuck with no good move in the final round.  Blue kept forgetting about the “Bewitched Roles” which can be used but with a hefty three point penalty and lost six points as a result.  Byzantium assumed he would be the only one to consciously choose to take the hit and thus guarantee he could be Brave, but happened to do that exactly when Blue picked them as well and lost the advantage when he led with those roles.

Broom Service
– Image by boardGOATS

As the game came to a close, it was clear it was going to be close with Blue ahead by a single point with sixty points scored during the game.  She lots of resources left while Byzantium had none but lots of Lightening Bolts, and Plum had some of both.  Initially, Blue and Byzantium tied with seventy-three, just two points ahead of Plum.  That gave Blue victory with the tie break (the most left over resources), but that was only until the miss-count was spotted and Blue lost one point and with it her Winning Witch Medal, instead taking second place by a single point.

Broom Service
– Image by boardGOATS

While the first two tables were playing spooky-themed games, Black and Purple led Teal and Cobalt in the monster-mad Finstere Flure (aka Fearsome Floors).  This is a game where players are trying to escape from Fürst Fieso before the castle collapses and without getting eaten.  The idea is very simple: first players move all their pieces the number of spaces shown on their visible side, then the Monster moves.  The Monster moves according to a stack of tiles, either moving a set number or moving until he eats.  The Monster moves one step forwards then looks straight ahead, left and then right. If he sees a player, he turns and moves towards them.

Finstere Flure
– Image by boardGOATS

Thus, the Monster looks, moves, looks, moves until he either runs out of spaces to move, or eats someone.  The game ends after fifteen rounds.  It is simple enough, but there are a few little elements that add to the fun.  Firstly, each player piece moves a total of seven spaces over two turns, but while some alternate three and four space moves, others are more variable, with the most extreme moving six spaces and then one space on the next turn; these different pieces require different tactics.  Players can’t land on another player, if they walk into a rock they push it and if you step in a pool of blood, they slide across it.

Finstere Flure
– Image by boardGOATS

Finally, if the Monster walks into a wall he appears elsewhere on the board adding a further layer of unpredictability.  The game opened with a bang when the first Monster tile revealed was a “Two Kill”, that is to say, the monster keeps moving until he’s eaten twice.  From there, it was carnage.  Everyone had someone eaten, with some multiple times.  There were people who managed to escape from Fürst Fieso, though it wasn’t easy of course.  Everyone managed to get at least one piece out of the castle, with Purple and Cobalt managing to get two pieces out.  The winner, however, was Black who liberated three of his people.

Finstere Flure
– Image by boardGOATS

They were the first to finish, so moved on to play the recent release, Ticket to Ride: Ghost Train.  This is really just a variant of First Journey, a simpler version of the group favourite, Ticket to Ride, aimed at children and non-gamers with super-sized pieces.  Like the original game, players take it in turns to either take “two parade float” cards (in this case blind), or pay cards to place trains on the map.  However, instead of scoring points for placing trains, the game is essentially a race game.  Players start with three Tickets and every time they complete one, they draw a replacement.  The winner is the player who completes the most Tickets.

Ticket to Ride: Ghost Train
– Image by boardGOATS

This time, Teal took an early night, but Black, Purple and Cobalt went at it with spooky enthusiasm.  As a different take on the original, they found this a very enjoyable alternative.  As well as Tickets, players can also win “Trick or Treat” bonuses for connecting the Dark Forest region to the Seashore region.  Black and Purple both took a “Trick or Treat” bonus, but the winner was Cobalt who finished with six Tickets, one more than Purple who would have taken another if she’d had just a little more time.  That wasn’t the only Ticket to Ride game of the night however, as the Scooby Gang played a quick game of Ticket to Ride: Berlin once they had solved their mystery.

Ticket to Ride: Ghost Train
– Image by boardGOATS

Ticket to Ride: Berlin is one of the mini versions, and there was a little chat about these and which ones people had played.  The first mini version was a “demo” game the publisher used to introduce people to the game at conventions.  Since then, there have been a series of City versions, with New York, London, Amsterdam and San Francisco all featuring and Berlin being the most recent (with Paris to come next year).  These all feature the same basic mechanism as the original game (including the scoring of points for placing trains unlike the First Journey type games), but they have fewer train pieces and a smaller map.  The Berlin map, is long and thin, but the big difference is that players have mixture of Trams and U-Bahn pieces.

Ticket to Ride: Berlin
– Image by boardGOATS

Tram and U-Bahn routes are paid for in similar ways, though only one U-Bahn piece is needed to mark them and they score slightly more points.  Once the differences had been highlighted by Pine and Pink (who played this together a few weeks back), everyone got down to business.  Jade and Sapphire dominated the West while Pink and Pine concentrated on the East, though the geography of the map meant everyone had to include East-West connections in their network.  It was a hard-faught close game with both Jade and Sapphire taking negative points due to incomplete Tickets.  Pine completed five Tickets and Pink finished six.

Ticket to Ride: Berlin
– Image by boardGOATS

Pine’s Tickets were more lucrative, however, and he took victory with sixty-one points, while Jade with forty-nine just pipped Pink by two points in the struggle for second place.  Everyone had enjoyed the game, and Jade commented that it was one of his favourite renditions of Ticket to Ride so far—indeed, the addition of a second set of transport seems to have been much more successful in this mini version than it was in the full-sized Rail & Sails where it made it longer and more fiddly without making it significantly better.  While everyone else was playing and then discussing the merits of different versions of Ticket to Ride, the Crafty Trio, Plum, Blue and Byzantium had finished Broom Service and squeezed in a quick game of Dinosaur Drafting with Draftosaurus.

Draftosaurus
– Image by boardGOATS

This is a fun little game that we play quite a bit, where players choose one Dinosaur from a handful, add it to their Park and then pass the rest on.  Dino-placement is slightly restricted by the roll of a die, with everyone getting points for how they occupy their pens.  Usually, the group plays with the Summer board, but with the cold weather, the group decided to play with the alternate, Winter board which introduces new and different pens.  These include the Well-Ordered Wood (Dinosaur types must alternate); Lovers’ Bridge (giving six points for each pair of Dinosaurs separated by the bridge); the Lookout (contains one Dinosaur and scores two points for each one of that type in their right neighbour’s pen).

Draftosaurus
– Image by boardGOATS

The most challenging, however is the Pyramid, which holds up to six Dinosaurs in a layered structure, but dinosaurs of the same species may not be placed adjacent to each other (horizontally or vertically).  Blue got into a mess with this, and was stuck with a Dinosaur she could not place at the end as a result.  Plum and Byzantium did slightly better and were able to capitalise more on the Quarantine Zone, which allows players to move the single occupant at the end of the game.  In the end, it was a tight game (though not as tight as Broom Service), in which Plum ran out the victor, three points ahead of Byzantium.

Draftosaurus
– Image by boardGOATS

Learning outcome: They’d have got away with it if it weren’t for those pesky kids!

Next Meeting, 31st October 2023

Our next meeting will be Tuesday 31st October 2023.  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, as it is Halloween, the “Feature Game” will be Betrayal at Mystery Mansion (rules, review and play-through video), which is a Scooby-Doo themed re-implementation of Betrayal at House on the Hill.  Betrayal at Mystery Mansion is a semi-cooperative game, where players work together until there is a haunting and one player takes on the role of the bad guy.  As well as this game other games with a witch, wizard, ghoul or ghost theme will also be available together with the odd trick or treat…

– Image by BGG contributor kalchio

Speaking of Halloween…

Vampire Jeff came in from the night covered in fresh red blood and settled down in his coffin for a rest.

Before long, all the other vampires in the area smelled the sweet scent of blood and began hassling him about where he’d got it.

He told them to go away and let him get some rest, but they persisted until finally he gave in.

“Alright then,” he said, “Follow me,” and left the crypt enthusiastically followed by all the other vampires.

Down through the valley they went, across the river and into the dark forest. Finally, he slowed down and all the other vampires excitedly milled around him.

“Now,” Jeff said, “Do you see that tree over there?”

“Yes, Yes, Yes!” the vampires all screamed together in a frenzy.

“Good,” replied Jeff, “Because I sure as hell didn’t!”

17th October 2023

Being the first meeting after SPIEL, there was a lot of chatter about Essen and how things had changed since the last time anyone from the group went, some four or five years ago.  Lots of people from the group have been over the years, and others have been to other conventions like UKGE or HandyCon, so have something to compare it to.  Eventually, the group settled down to play games and five very quickly volunteered to play the “Feature Game“, which was Forest Shuffle, a new Essen release.  This is a card game where players are trying to build combinations of animals around trees to score points.

Forest Shuffle
– Image by boardGOATS

Game play is quite simple:  players start with a hand of cards and, on their turn draw two cards from the market (or “Clearing”) or play one to their tableau.  There are two sorts of card, Trees and “Critters”.  Before playing a Critter, players must have played a Tree, which then has spaces on all four sides.  Birds and Butterflies are played to the canopy, Fungi and Amphibians are played at the bottom of the tree and Mammals are played either side.  The clever part is that Critter cards are split so they show two critters (either left and right or top and bottom), so players choose which they would like to play, and therefore where, tucking the other side under the tree, making the unplayed half invisible.

Forest Shuffle
– Image by boardGOATS

Players have to pay the cost of playing a card into the fact up Clearing, making those cards available to other players (and even sometimes themselves).  Most cards have an effect associated with them, usually this is a one-off special action, but in the case of Fungi, they are special powers that last for the rest of the game.  If the card played matches the colour of the cards used to pay for it, sometimes there is an additional bonus (e.g. take an extra turn, or extra cards, play a card for free etc.).  These can be extremely powerful as they allow players to, for example, pay with cards they can then pick back up, or play a sequence of cards together.

Forest Shuffle
– Image by boardGOATS

The game ends abruptly when the third “Winter is Coming” card is drawn from the deck and the player with the most points is the winner.  Players score points for Trees and for Critters, but it is how players get their cards combining together that really makes the difference.  Thus it is a game of strategy and tactics, but also of timing, which relies on very simple rules.  Blue outlined the rules and explained how some of the cards work together, then ??? started by choosing a card from the market.  There was a little confusion when the Dürer-Fledermaus/Feldhase card came out with the text all in German, but otherwise, everyone got the hang of the basics quite quickly, though playing well can take a little longer.

Forest Shuffle
– Image by boardGOATS

Pine got into a bit of a tussle with Blue and Black for Linden Trees, while Blue spent a long time setting up a “super-move” to play a Brown Bear and place lots of cards from the Clearing into her cave.  Ivory started collecting bats, more bats and even more bats, which coupled with a few gnats gave him lots of points.  His Fungi also gave him a extra cards as he built his forest, making him look like the player to beat.  Meanwhile, Teal was collecting hares (including the Dürer-Feldhase) and before long had down of them.  Then he switched his tactics somewhat after picking up a Roe deer.  This was a critical moment, because from there her started adding lynxes, which give ten points each if there is a Roe deer in the forest.

Forest Shuffle
– Image by boardGOATS

With five, Forest Shuffle drags a little, particularly when everyone is new to the game as they have to read all the cards and try to work out which combinations work well together.  It was an enjoyable game in spite of that, though most people played it in a very multi-player solitaire way, concentrating on their own game rather then keeping an eye on what others want and avoiding gifting people points.  That said, everyone became more aware of what was going on in their neighbour’s forest as the game progressed.  Nobody really had a feel for how well everyone was doing though because of the way the cards combined.  So it was a little bit of a surprise how disparate the scores were.

Forest Shuffle
– Image by boardGOATS

In the end, it was “The Lynx Effect” that made the difference, with Teal taking victory with a hundred and nine points, nearly twenty ahead of Ivory and his bats, with Pine a distant third.  Teal had an early start the next day, so flushed with success, he headed off leaving Ivory to consider leaving as well.  However, when presented with the possibility of playing Draftosaurus, he was tempted into staying—despite it being one of the most popular games in the group, Ivory had only played once before.  He felt he hadn’t really got to grips with it that time, so was keen to give it a quick try now.

Draftosaurus
– Image by boardGOATS

Pine was interested in playing with the Marina Expansion again, but given Ivory had only played it once before, the group decided to save that for anther time.  Without that, Draftosaurus is a simple enough game of drafting wooden dino-meeples with players starting with a hand of six, choosing one and passing the rest on.  Players also take it in turns to roll a die and that dictates where players can place their chosen dino-meeple in their Dinosaur Park.  The parks have pens that score points under certain conditions (e.g. the “Woody Trio” scores seven point if if contains exactly three dino-meeples) and the player with the most points after two rounds of drafting is the winner.

Draftosaurus
– Image by boardGOATS

In contrast to Forest Shuffle, Draftosaurus was an extremely close game—everyone picked up seven points for the “King of the Jungle” and fifteen points for their “Meadow of Differences”.  Everywhere else, where one player had an advantage, others picked up points elsewhere.  Purple and Blue picked up points for their “Woody Trio”, Pine for his “Solitary Island” and Ivory had an extra loved up couple.  In the end, Purple and Pine tied for third with thirty-five points, and Blue just pipped them to second place by a single point.  It was Ivory who was the victor, just two points ahead, perhaps thanks to his extra tyrannosaurs giving him an extra point each; it is safe to say, that he’s definitely got to grips with the game now…

Draftosaurus
– Image by boardGOATS

Meanwhile, on the next table, Green’s suggestion of Terraforming Mars (with the Prelude Expansion) was turned down since the group didn’t want to play a complex and potentially longer game. For the same reason, the group eschewed Village although it has been a long time since the group played it (Green commented on how the original artwork is very pretty, but the new version is horrible!).  In the end, since last time Green had agreed to play one of Cobalt’s games, the group ended up playing Barcelona, a game that is both complex and quite long.  With hindsight, perhaps looking for something else entirely might have been sensible as everyone except Cobalt needed to learn it, and even with experienced players it can take a while.

Barcelona
– Image by boardGOATS

Barcelona is a game where players take on the role of builders in nineteenth century Barcelona who are working on the new expansion to the city following the destruction of old city walls.  Each round, each player takes a single turn consisting of two or more actions, a building phase, and then preparation for their next turn.  Players start with two random Citizen tokens which are placed in a stack onto a chosen unoccupied intersection. Unusually, players can place anywhere they want (no adjacency restrictions as seen in other games).

Barcelona
– Image by boardGOATS

Choosing an intersection is the guts of the game that has significant consequences, initially the type of actions the player can carry out in that round, which are indicated by the streets selected.  At the end of their turn, players must construct a single building if they can which depends on the Citizens adjacent to the building spot selected.  There are four types of buildings: corners and normal shaped Level One buildings require any two adjacent citizens while Level Two building require at least one of them to belong to the middle class and Level Three buildings require three adjacent citizens, one of which must be a member of the upper class.

Barcelona
– Image by boardGOATS

As well as moving players along the Cerdà track, Level Two buildings also allow them to progress on their own Sagrada track giving Sagrada bonus tiles with rewards increasing the more they progress.  Level Three buildings move players two steps on their Sagrada track and give them seven pooints, but will also move players down two steps on the Cerdà track.  All the citizens required for buildings have to come from intersections adjacent to the building spots and are removed from the board and placed on their respective progress tracks according to their colour. Once the first citizen is placed on the end segment of a track, that segment’s Cerdà scoring is triggered and players gain points based on the criteria shown on the tile.

Barcelona
– Image by boardGOATS

This value is then multiplied by players’ positions on the Cerdà track, which represents whether or not players build according to the original intentions of Ildefons Cerdà (now considered the inventor of urbanism).  The game is then played over a variable number of rounds interrupted by three scoring phases before a final scoring phase, after which, the player with the most points wins.  Cobalt started first and went straight in, knowing exactly what the best thing to do was, but being first he couldn’t buy a building with only one stack of citizens. Everyone else was much more uncertain of what to do.

Barcelona
– Image by boardGOATS

At the outset Black chose to follow a policy of not buying buildings if he could get away with it (the rules are you must buy after your turn if you can), while Green had decided to work to getting the best result for each stage scoring, and Lime for a while was really confused and did not really know what he was doing at all.  Lime managed to trigger the first stage scoring, meaning that while he, Cobalt and Black had two turns before scoring, Green had only one turn—so much for his game plan and he soon found himself falling behind the others. Going last seemed to be a significant disadvantage, something Cobalt said has been mentioned before in forums, especially for four player game.

Barcelona
– Image by boardGOATS

And so the game continued. Cobalt knew what he was doing, while Black was trying not to buy buildings, but to get as many points along the way from other means as he could—as he put it, the game was a bit of a “points salad”. Green fared a little better at the second round scoring, but he was still a turn behind the rest (as was Lime for the second stage).  By this time he had decided to get his tram moving as much as possible as well, which was helping him to catch up on the score board.  Lime was still struggling, and gaining a lot of help and advice from Cobalt. It seemed to be working though as he was scoring nearly as well as Cobalt himself.

Barcelona
– Image by boardGOATS

The final stage of the game took a bit longer to complete, but was mostly just more of the same. By the final scoring, Lime took the lead to win the game while Cobalt’s experience had helped him compete and take second place, just three points behind. Green had caught up a bit and took third, while Black’s strategy of not buying really hampered him as he dropped further and further behind. He admitted that it probably wasn’t a good strategy as the later building buys really brought home a lot of points due to the points that also came with each purchase.  It had been an interesting game though, not so much about building a points engine, but looking for a good haul of points on each turn.  Having played once though, next time it might feel more like players are scoring from the game rather than the game scoring for them.

Barcelona
– Image by boardGOATS

Learning Outcome:  Nobody can resist the Lynx Effect.

Next Meeting, 17th October 2023

Our next meeting will be Tuesday 17th October 2023.  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 Forest Shuffle (rules, review and how to play video).  This card game is a new release from the SPIEL in Essen, where players are trying to build combinations of animals around trees to score points.

– Image by BGG contributor W EricMartin

Speaking of forests…

Jeff lived in the a forest. As he grew older and older, he started losing his hair, until one day, on his deathbed, he was completely bald. That day, he called his children to a meeting…

He said, “Look at my hair. It used to be so magnificent, but it’s completely gone now. My hair can’t be saved. But look outside at the forest. It’s such a lovely forest with so many trees, but sooner or later they’ll all be cut down and this forest will look as bald as my hair.”

“What I want you to do,” Jeff continued, “Is, every time a tree is cut down or dies, plant a new one in my memory. Tell your descendants to do the same. It shall be our family’s duty to keep this forest strong.”

And so they did. Each time the forest lost a tree, the children replanted one, and so did their children, and their children after them. And for centuries, the forest remained as lush and pretty as it once was, all because of Jeff and his re-seeding heirline.

3rd October 2023

Black, Purple, Byzantium, Plum, Blue and Pink all arrived early for food, and were soon joined by Pine, Lime and finally Ivory.  The “Feature Game“, was to be Crappy Birthday, a party game where players give each other comedy birthday presents and the recipient has to decide who gave them the best and worst gifts.  A bit like the better known game, Dixit, the idea is to be the master of non-mediocrity, with the best and worst gifts netting points for the person who gave them.  It was our birthday party, so as is now traditional, everyone shared cake (this year, meeple topped carrot cup cakes), before Plum started off the year of GOATS crappy birthdays, receiving her first gift from Byzantium.

2023 Birthday Cupcakes
– Image by boardGOATS

This year we discovered that Plum fancied a custom chopper, Byzantium liked the idea of visiting a radioactive swamp (so long as it wasn’t too active) and Lime would gratefully accept a gift Monster Truck weekend.  Unusually, Pine didn’t get horses and a pile of meat, and picked skiing in Alaska (finding the Alaska bit more appealing than the skiing), and Black chose a Safari as his favourite gift.  Plum picked a chick-flick marathon over a litter of puppies and Ivory opted for a catapult over several space-based options.  Finally, much to everyone’s surprise, Blue picked a garden chess set and Pink chose a set of cuddly penguins over a pet vulture (who is very friendly, but stares at you while you are sleeping).

Crappy Birthday
– Image by boardGOATS

Less popular were singing the national anthem a the baseball, extreme bungee jumping, face piercing, a flexible trainer, and perkiness training.  The horrific baby sculpture was pretty much guaranteed to be rejected (and Lime had the opportunity for a second time), but others were more specific.  For example, Purple eschewed the drive across the Sahara because she dislikes the heat while others felt they would quite like a visit to the desert.  Similarly, Pink couldn’t imagine anything worse than mime camp, although most of the others couldn’t really see his problem.  Most people managed at least one or two loved or loathed gifts, nobody came close to matching Plum, who took a massive six points—a remarkable seventy-five percent of her potential maximum, quite a record for a worthy winner.

Crappy Birthday
– Image by boardGOATS

With our birthday suitably marked, the question was whether to continue to play light, large-group games or to break the group up and play something slightly more serious.  Pink suggested Niagara, and although Blue, Black and Purple warned against it, Plum showed an interest and that suckered in Byzantium, Lime and Pine.  The idea of Niagara is that players are rowing their canoes along the river to collect gems and then safely row them back to shore.  Players do this by simultaneously choosing a Paddle tile to play, then taking it in turns to activate their chosen Paddle to move their canoe (or canoes), trying to avoid losing them over the cataract and turning them into match-wood.  The winner is the player who manages to get seven different coloured gems or five gems of the same colour safely to shore.

Niagara
– Image by boardGOATS

The reason for the warnings and large amount of reticence form some of the group was after an online game some two years ago when Pink had the temerity to steal gems from everyone else and collective punishment failed to correct his appalling behaviour, winning the game in spite of it all.  This time, fore-warned and fore-armed the game started mean and got meaner, with the gem stealing starting in the very first round.  As a result, three out of the five finished the game with nothing.  Although Pink ended the game with two red gems, at least he didn’t win—that honour went to Byzantium, who by hook or by crook (mostly crook to be honest), managed to get five purple gems and ended the game.

Niagara
– Image by boardGOATS

Meanwhile, on the next table, Black and Purple were introducing Blue and Ivory to Little Town.  Despite the similarity in names (and inevitable resulting confusion), this is nothing to do with Tiny Towns. In this game, players acquire resources like wood, stone, fish, and wheat from the surrounding squares by placing workers on the board. When a worker is placed, the owner acquires the resources available from all eight surrounding spaces. They can then build buildings by using these resources, and the owner (or indeed any other player), can gain the effect of the building when they place a worker next to it, although when claiming a resource from a building owned by another player, they must pay a them a coin.

Little Town
– Image by boardGOATS

The game is deliciously tight—each player gets one action per turn, three turns per round and the game lasts just four rounds. Players collect victory points by using the powers of buildings, by constructing buildings taken from the market (which is not refilled), and by achieving goals dealt to them at the beginning of the game. After the fourth and final round, whoever has the most victory points wins.  Ivory started building an engine based on turning money into points, but then he realised the flaw in his plan:  there was no additional source of money in the game, so once he’d spent his cash, he was reliant on others paying to use his facilities, a source that rapidly diminished.  So he moved on to collecting wheat instead.

Little Town
– Image by boardGOATS

Blue built an engine to turn fish and wheat into points.  Black also built a wheat into points engine and pinched the last wheat field that both Blue and Ivory had their eye on.  Purple on the other hand did something completely different, converting resources into other resources to satisfy her goal card.  Ultimately though, none of it really mattered as the game was really, really tight and all four players finished within three points of each other.  Black’s experience with the game told and his thirty-two points just edged him one point clear of Blue who took second and she in turn finished one point ahead of Ivory.  It had been an enjoyable game though, definitely deserving of another outing, especially as the variety in the buildings would make it play very differently every time.

Little Town
– Image by boardGOATS

While the Little Town was being explored, Niagara had already finished and Lime, Plum and Byzantium rowed their respective ways home, leaving Pine and Pink to play a quick game of the new mini-version of Ticket to Ride, Berlin.  This is the latest in the “City Series”, smaller versions of the game that play more quickly, but still keep the essence of the original game.  Each game (full-sized or smaller), has some unique “hook” as well as a new map and features designed to bring a flavour of the new location.  Like all the other game, players have a choice on their turn to either take coloured cards from the market, or pay cards to place pieces on the map.

Ticket to Ride: Berlin
– Image by boardGOATS

In the Berlin version, players have both subway trains and trams to place. Tram routes are claimed in the usual way, but only one underground carriage is placed to claim a Subway or U-bahn route. When a player has one or none of their pieces left in their supply (either Tram or U-bahn carriages), each player, including that player, gets one last turn, then tickets are scored as usual.  One of the differences between this game and the other variants is the shape of the map, with it being very elongated in the east/west direction.  Pine built his routes along the north side and into the centre while Pink stretched his network along the south bank and into the centre.

Ticket to Ride: Berlin
– Image by boardGOATS

It was a very enjoyable game, and both Pink and Pine said they would definitely play this one again.  Perhaps part of the reason was that it was very close, but neither player realised how close until the final scoring.  In fact, it was so close that they double checked the score and confirmed that it was a tie with both players finishing with fifty-four points.  After a bit of chat, they had a rummage through the rules to find out what the tie breaker was, only to discover that it was the number of completed tickets, and both had finished with five.  So remarkably, it was a real tie, but while they shared victory this time, there will almost certainly be a rematch in the not too distant future.

Ticket to Ride: Berlin
– Image by boardGOATS

Learning Outcome: Everyone loves a nice birthday gift.

Essen 2023

Today is the final day of this edition of the largest games fair in Europe and arguably the world, the Internationale Spieltage.  Known to gamers worldwide simply as “SPIEL” or “Essen”, the annual fair is of particular significance as many new releases are scheduled to coincide with the event just in time for Christmas sales.  Following the recent change in management, this year there were quite a few changes.  Aside from the logo, the most noticeable was the layout in the halls—according to one game designer, every stand except his was in a new location in an effort to theme the halls.  For the most part, this seemed to work, though inevitably some people will feel they lost out in the great shuffle.

Essen 2023
– Image from spiel-essen.com

One thing that hasn’t changed, is the lack of general gaming space, especially when compared with the likes of the UK Games Expo and Gen Con.  SPIEL is a games fair, not a convention—it’s purpose is to showcase new and up-coming games and sell them to the general public, but also small and medium-sized resellers.  Additionally, there is a lot of business going on behind the scenes, including designers demoing games to publishers, and publishers meeting with producers and other publishers to discuss contracts.  It is arguable that large amounts of playing space are counter to SPIEL’s priorities, but they could definitely do with providing more chairs—not everyone has the stamina of a twenty year old, and the number of people just sitting on the ground suggests more seating is an essential.

Essen 2023
– Image by boardGOATS

Following the cancellation of SPIEL in 2020, there were restrictions on numbers for 2021 and Covid mandates in 2022 leading to reduced numbers (93,600 and 147,000  respectively), so 2023 was the first year when things were back to normal.  One question therefore, has been whether numbers would return to the levels, or even exceed those of 2019, when there were 209,000 entries.  It will be a few days before the statistics for 2023 are reported, but anecdotally, the answer is yes, with some exhibitors commenting that Friday was the busiest it had ever been, and the annual no-ship Maths Trade and Auction was as mad as ever.

My Gold Mine
– Image by boardGOATS

This year there is the usual selection of the latest releases including, The White Castle, Nucleum, Kutná Hora: The City of Silver, Evacuation, The Glade, My Gold Mine, Amygdala, Forest Shuffle and Footprints.  There are also expansions for previous games like Cascadia (Landmarks), Ark Nova (Marine Worlds), Lost Ruins of Arnak (The Missing Expedition) as well as this year’s winners of the Deutscher Spiele Preis, Planet Unknown (Supermoon).

Ticket to Ride Legacy: Legends of the West
– Image by boardGOATS

A common theme are the re-releases and reimplementations of old favourites and there are a lot of these this year, like Ticket to Ride (Legacy: Legends of the West) Elfenland, Zooloretto, Dixit (Disney Edition), Shipyard (Second Edition) and NMBR 9.  As usual, there are also loads of mini promotional expansions available for games like Flamecraft, Die Wandelnden Türme, Keyflower, Underwater Cities, Dorfromantik and 2022 Golden GOAT, Praga Caput Regni, amongst others.  There truly is something there for everyone.

Dixit: Disney Edition
– Image by boardGOATS

Deutscher Spiele Preis – 2023

The 2023 Deutscher Spiele Preis awards have been announced at the International Spieltage in Essen.  These recognise the “Best Children’s Game” and a top ten list of the “Best Family and Adult Games”, the results of an open vote by games clubs, gamers and people in the industry.  As annual awards, the games named in the Deutscher Spiele Pris lists often intersect with the winners and nominees of Spiel des Jahres Award, but in many other ways, the awards differ as Spiel des Jahres winners are chosen by a committee with a list of strict criteria whereas the Deutscher Spiele Preis is more a list of the most popular games of the preceding year.

Deutscher Spielepries 2023 Logo
– Image from
spiel-essen.com

This year, the top ten list includes the both the winners and some of the nominees of the Spiel and Kennerspiel des Jahres awards, but the top spot went to the Kennerspiel nominee, Planet Unknown.  Dorfromantic (winner of the Spiel de Jahres) took second place on the list with the car racing game, Heat, taking third place.  Challengers!, winner of the Kennerspiel des Jahres award, featured further down the list as did Marrakesh, Earth, Woodcraft, Next Station: London, HITSTER and Tiletum.  The winner of the best children’s games was Mysterium Kids, which also won the Kinderspiel des Jahres earlier this year. Congratulations to all the award winners.

Planet Unknown
– Adapted from Image by f-p-p-m

Next Meeting, 3rd October 2023

Happy Birthday to Us!

Our next meeting will be Tuesday 3rd October 2022, when we will be celebrating our eleventh birthday.  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 and there will be cake afterwards.

As is now traditional on our birthday, the “Feature Game” will be Crappy Birthday. This is a party game where players give each other comedy birthday presents and the recipient has to decide who gave the best and worst gifts.

Crappy Birthday
– Image by boardGOATS

And speaking of birthdays…

It was Jeff’s birthday and, as it was a special birthday, his brother had bought him a special present.  Before opening the gift, Jeff shook it slightly, and noticed that it was wet in the corner.  Touching his finger to the wet spot and tasting it, he asked, “Is it a bottle of wine?”

His brother shook his head, “No…” So, again, Jeff touched his finger to the box and tasted the liquid.

“A bottle of Scotch then?” he asked, beginning to get all excited – this was way better than he’d expected.  Again his brother shook his head though, “No, not a bottle of Scotch…”

Eventually, Jeff said, “OK, I give in, what is it?”

His brother paused for effect, before answering, “A puppy!”

19th September 2023

Blue and Pink were the first to arrive, making up for their recent absence on the other side of the world.  They had finished their supper and were just discussing the upcoming Essen, when Purple and Black arrived, quickly followed by Pine, to be regaled of tales of koalas, pandas and roos.  Green, Teal, Cobalt and Lime weren’t that far behind and then the group split into two to play.  The “Feature Game” was Alea Iacta Est, a fairly simple dice chucking game with a Roman theme.  Although it has a lot of similarity to one of our old favourites, Las Vegas, it is more of a “gamers’ game” as it has a bit more planning and slightly more complex scoring.

Alea Iacta Est
– Image by boardGOATS

Like Las Vegas, players have a handful of dice, which they roll on their turn and then place a some or all in one of the locations.  In Las Vegas, the locations are different gambling joints and the dice placed are all the same number.  However, in Alea Iacta Est, the dice placed depend on the location, there are five, and the all behave differently.  For example, in the Templum, the first player adds one die and takes a face down Fortunum token.  The next player to place dice in the Templum adds one more die than the first player making sure the total number of pips is larger, and also takes a token.  If a player is returning to the Templum, they can reuse the dice they placed previously, making sure their number of dice is one more than the previous person to play there.

Alea Iacta Est
– Image by boardGOATS

The Fortunum tokens are points, ranging at random from one to three.  At the end of the round (triggered by one player running out of dice), the player with the most Fortunum tokens keeps two of their tokens, while everyone else keeps one of their choice.  In the Senatus, players have to place “runs”, that is sequences of dice with consecutive values.  Players who place dice later must add one more die than the previous player and the run must be different to any that already exist.  Players can only have one run in the Senatus, but as for the Templum, players can ad dice to their previous entry.

Alea Iacta Est
– Image by boardGOATS

At the end of the round, the player with the longest sequence of dice takes three Senate cards, keeps one and passes the rest on to the player with the second longest sequence of dice.  The Senate cards provide players with end game scoring opportunities.  The Castrum is similar to the Slot Machine from the Las Vegas Boulevard expansion, in that players add sets of dice of the same value.  Like the Slot Machine, players can have more than one group, but unlike Las Vegas, there may be any number of groups in the Castrum, but never two groups with the same pips and same number of dice.

Alea Iacta Est
– Image by boardGOATS

The player with the largest group in the Castrum at the end of the round takes their choice from the face up selection of Province tiles.  These score points at the end of the game, as long as they have at least one assigned Patrician.  Players get Patricians from the Forum Romanum.  The Forum Romanum is perhaps the most complex to control. Player can place either a single die with any number of pips or exactly two dice, which show together the total five pips (i.e. a one and a four, or a two and a three).  The dice are placed at the base of pillars in value order with the lowest value added to the left displacing everything to the right by one space.

Alea Iacta Est
– Image by boardGOATS

The clever part is the order the dice are placed when there is the inevitable tie:  the most newly added, also goes in the space to the left the group with the same number (again shifting everything to the right by one space).  At the base of each pillar there is also Patrician tile and these go to the owner of the die next to the pillar at the end of the round.  The fifth and final space is the Latrina, which is where players place dice if they can’t place them anywhere else, getting a re-roll token in return.  These can be cashed in during the game, or are worth a point for each pair at the end of the game.  The Patrician tiles and the Provinces are coloured.  Patricians are worth their face value, but only if allocated to a Province with a matching colour.

Alea Iacta Est
– Image by boardGOATS

Each Province can support two Patricians, one male and one female.  Each Province also scores its face value, though there is a point deduction if it has no Patricians.  These are the main source of points, though Senate tiles can provide a lot as well, with additional points from the re-roll chips and Fortuna tiles (taken from the Templum).  The game is played over five rounds with players taking it in turns to allocate dice until one player runs out (play continues until everyone has had the same number of turns).  As expected, it took a couple of rounds for everyone to get the hang of the locations, and in particular how the Forum Romanum worked and the implications for the scoring.

Alea Iacta Est
– Image by boardGOATS

Initially, everyone, but Pine in particular collected some Senate cards, to try to give them a steer on what to aim for.  They were a bit more complicated than people realised, so while they helped to an extent, in some cases, things became more opaque rather than less.  Pink, Pine and Blue made a real effort to get what they wanted from the Forum Romanum, which became increasingly difficult as the game progress—in the final round, the only dice left there had the value of one.  Teal focused on the getting lots of Provinces, realising that they still scored most of the points even when they were unoccupied.

Alea Iacta Est
– Image by boardGOATS

Given how people struggled to get to grips with the scoring, it was a really close game.  Pink just pipped Blue by a single point and Teal was only a couple of points behind in third.  Ultimately, despite the similarities with Las Vegas, it was very definitely a “learning game”.  Indeed, the similarities are quite superficial as the guts of the game are in the way the different locations interact.  This takes the game from being a light betting game to a much more complex game, though one that is still a lot of fun, with special moments when someone shifts someone else’s carefully positioned dice right out of the Forum.

Alea Iacta Est
– Image by boardGOATS

Meanwhile, on the next table, Green led Black, Purple and Cobalt in a game of Endeavor: Age of Sail.  This is a game that is very popular with the group, and although it seems quite complex, really comprises of point-by-point decisions, so although strategy is very important, tactics are critical too. The game is played over eight rounds, each consisting of four basic phases: Build, Populate, Payment and Action.  There are four technology tracks roughly corresponding to each phase, which dictate what a player can do during that phase.  For example, how far along the building track a player is dictates what they can build: the further along they are, the more buildings they have to choose from.

Endeavor: Age of Sail
– Image by boardGOATS

Thus it is one of those games where small decisions made early can have a big impact later in the game.  The first phase consists of passing round the tray of buildings rather like a box of chocolates, but after that, the second and third phases are more or less carried out simultaneously.  The guts of the game, however, is the Action phase.  In this round, players can place population markers on their buildings to activate them and carry out one of the five actions:  Colonise, Ship, Attack, Plunder Assets, and Pay Workers, actions that are generally focused on the central map.

Endeavor: Age of Sail
– Image by boardGOATS

Cobalt had not played Endeavor before so the group opted for the standard buildings and played using the standard, four/five player side of the board.  They did add three exploits from the Age of Expansion, however, the last three that had not yet been played with this copy of the game. They would not come into play until later and by then everyone should have a good idea of how to play.  While Cobalt and Black went with the Occupy action for their first building followed by the Workshop for extra bricks for their second building, Green and Purple both chose Shipping as their first building.  Green then took a Shipyard for a second shipping action and Purple went for a Market (gaining cards), “just to to be different”.

Endeavor: Age of Sail
– Image by boardGOATS

In that first round, Black and Cobalt only took a single occupy action with a plan to get better actions for their third building. Purple could only manage a single shipping, while Green also only managed one ship, but combined it with gaining a Culture to push him into the next category to get more citizens in the second round.  In that next round, Purple and Cobalt continued their similar strategy, gaining slaves for their bricks, while Green was forced into a workshop to stop himself getting hamstrung on buildings later and Purple was struggling to get enough citizens to use all the actions she had available to her.

Endeavor: Age of Sail
– Image by boardGOATS

That was pretty much how the game continued. Black and Cobalt placing people into Europe and building up their cards; Green was shipping around the world (although mostly in the Caribbean and South America) and Purple was taking the shipping routes in Europe, but always without enough citizens.  As the game progressed, regions started to open. Green inevitably gained the first Governor card. Cobalt and Puple fought for who had the most cards in total.

Endeavor: Age of Sail
– Image by boardGOATS

Once three and then four regions became open, only Green and Cobalt had people in both regions of the two opened exploits, so only they were able to make use of them.  They did use the South Sea Company exploit and Green took the extra brick as a ongoing benefit. This was not a normal brick, but a whole extra brick level, which allowed him to gain a level five building in the final round (the only one to do so). Cobald had tried to get a level five building, but then realised he had failed to reduce his brick level after he’d lost a couple of cards, and so was restricted to another level four building.  Although the Letters of Marque was the other opened exploit, no one actually made use of it.

Endeavor: Age of Sail
– Image by boardGOATS

About three rounds in, Green suddenly realised he had forgotten to explain the “Abolition of Slavery” rule to Cobalt. It didn’t look likely to happen as no-one had yet taken any European cards, however, Cobalt made his mind up then that this was what he was going to aim for—even though he had his own slaves, it felt morally right to him to make it happen!  Which he duly did, however, the only players to lose out as a result were himself and Black.  Both of them needed to reduce their card count anyhow, and the slaves were the ones likely to  be for the chop, so it didn’t cause too much damage.  The minus points they both received were only a small price to pay for their freedom.

Endeavor: Age of Sail
– Image by boardGOATS

Balancing everything is critical in this game and unfortunately Purple had always been on the back foot without enough citizens to do the actions she had available.  In the end Green ran out the winner as he had managed to get most of his attribute tracks up and gained a fair presence on the board.  The Letters of Marque, although unused, did provide for extra scoring on the shipping tracks, where Green had rather a lot of due to his early double shipping strategy. He and Cobalt also gained some points for using the South Sea Company Exploit.  This pushed Cobalt into second, marginally ahead of Black (who had managed a fair few points on cards and buildings).

Endeavor: Age of Sail
– Image by boardGOATS

It was still early and Endeavor was on-going, so when Teal left, the group looked for something little and light to play, and quickly settled on No Thanks!.  This is a favourite with the group because it is super-quick to set up and play:  players start with eleven red chips, and on their turn either take the card shown or pay a chip to pass the problem on to the next player.  At the end of the game, when the deck has been depleted, players score for the lowest value card in each continuous “run”, offset by any remaining chips and the winner is the player with the lowest total.  This is made more difficult by the fact that around thirty percent of the cards have been removed.

No Thanks!
– Image by boardGOATS

This time, the group played a total of three games.  In the first one, Pink took all the chips leaving everyone else with nowhere to go but pick up cards, which Blue did in spectacular fashion, finishing with one hundred and forty points.  The other three were very close together, with Pink just edging it by a single point from Lime.  The second game was much better balanced.  Although Pine won, there were clues as to Lime’s strategy for the next game as he picked up lots of cards and would have won by a large margin if two of the cards he wanted hadn’t been removed from the deck, but that’s the point of the game of course.

No Thanks!
– Image by boardGOATS

The third and final game was very unusual.  Lime rode his luck like a bucking bronco and kept taking cards.  Blue picked up a couple, but that was all he let her have, and Pine and Pink who just kept passing, eventually ran out of chips.  As they were playing open handed, Lime saw this and just collected the rest of the cards leaving him with forty chips and fifty-two points from his cards—a very good final score of twelve. Unfortunately for him, as both Pine and Pink had no cards or chips, they both finished with a round, fat zero, and therefore shared victory in one of the strangest No Thanks! games anyone had ever played.

No Thanks!
– Image by boardGOATS

With Endeavor coming to a close, there was just time to squeeze in something quick.  The fancied a change though and, as it had been a while since it’s last outing, Love letter was picked.  Everyone knew the game well , so the rules didn’t really need to be explained: start with a hand of one card, draw a second and choose one to play, effectively dueling to have the highest value card once the deck was exhausted.  Blue and Pine won the first two rounds, and as the others were finishing packing up, rather than play more, the group decided Blue and Pink should have a play-off.  Blue quickly acquired the Princess, which can be risky, but it was soon over when Pine played the Baron and compared hands, do his detriment.  With that, it was time to go home.

Love Letter
– Image by boardGOATS

Learning Outcome:  Although two games may seem similar, they may not suit people equally well.