Author Archives: nannyGOAT

Next Meeting, 27th June 2023

Our next meeting will be Tuesday 27th June 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.  There is currently no food available, so everyone will be eating before they come out.

This week, the “Feature Game” will be the Aerial expansion (rules; review; how to play video) to one of our most popular little games, Draftosaurus (rules; review; how to play video).  Since the group first played it online in 2021, we have played it lots of times in person, drafting real, cute, miniature, wooden dinosaurs.  This expansion adds a mountain board and wooden Pterodactyls.  We’ve picked this game because it we know it well and it plays quickly, allowing lots of options for the rest of the evening.

Draftosaurus: Aerial Show
– Image by boardGOATS

Speaking of Pterodactyls…

Jeff and Joe were visiting the Natural History Museum and were staying in a cheap hotel in London.  Joe came into the bedroom and Jeff asked him where he’d been.

Joe said, “I was in the bathroom—can’t a guy go to the loo in peace?”

Jeff apologised, “Sorry, it’s just that it’s a small hotel room and the walls are made of cardboard, and, well, I just didn’t hear you pee.”

“Of course you didn’t,” Joe answered quickly, “That’s because I’m like a Pterodactyl.”

Jeff was utterly confused by this, so asked, “How on earth are you like a Pterodactyl?”

Joe explained, “Because my P is silent…”

13th June 2023

Lime was first to arrive, soon followed by Blue and Pink, and then Pine who were all delighted to see the return of our favourite bar staff.  There was a lot of chat about the recent changes at The Jockey (which is currently managed by the Healy Group who also run the Punch Bowl in Abingdon), and as everyone else arrived, people seemed more interested in gossiping than playing games.  It was a relatively quiet night with quite a few people away.  Black and Purple sent a message to say they were thinking of us, but when Green received a photo from Black and Purple of their current view, it just made everyone else jealous.

Black and Purple in Cornwall
– Image by Black

Jade arrived with his shiny new copy of Earth which he’d picked up from UK Games Expo.  It is a game where players are building themselves an ecosystem and was to be the “Feature Game“.  Earth is a sumptuously illustrated, card-driven engine-builder that is often compared to Wingspan.  We played that Last time after a bit of a break, and remembered how much we liked it, so had decided to give Earth a go this time.  The heat was getting to some people, but Ivory was quite keen to give Earth a go, and they were soon followed to the next table by Green (who had played it online) and then Teal.  Everyone was pretty new to the game:  Ivory and Teal had not played it before and Green and Jade had only played a couple of times.

Earth
– Image by boardGOATS

Although there is a lot to explain before starting, Earth itself is not actually all that complicated. Players are building a four by four grid of Flora and Terrain cards which represents their island and during the game they will plant flora, water it and allow it to grow.  On their turn, players do one of four things: Planting (paying the cost in Soil tokens), Composting (gaining Soil and placing cards from the deck in their discard pile), Watering (place Sprouts and gain Soil) & Growing (draw new cards and place growth tokens).  A bit like Puerto Rico, once the active player has chosen which action they are taking, everyone else gets to do a subsidiary, slightly weaker version of the same action.  For example, when Planting, the active player plants two cards, draws four and keeps one, while the other players plant one and draw one.

Earth
– Image by boardGOATS

Once everyone has completed the action for the turn, everyone activates all the cards in their island that match the colour of the action chosen, starting with the card in the top left and working across each row in turn.  This means, not only is it important which cards are played, but also where they are located in the player’s island.  At the end of the game (triggered when one player has completed their island), players score points for each flora card, any Trunks and Canopies they have grown, their Sprouts and their pile of “Composted” or discarded cards.  Players also score points for achieving objectives on the Fauna cards revealed at the start of the game and for completing their island first.

Earth
– Image by boardGOATS

As in Wingspan, Flora cards have actions that take effect when they are planted and when activated, many of the Terrain cards have ongoing effects and/or end-game scoring opportunities.  When Planting, players must place the cards either orthogonally or diagonally adjacent to an existing card, and although they can never exceed a four by four grid, like in Kingdomino, players can extend on either side of their island until the maximum size is reached.  Each Flora card has a maximum growth and when this is achieved the final wooden Growth token placed on it is a Canopy showing it will score extra points at the end of the game.

Earth
– Image by boardGOATS

The challenge in Earth is really in deciding what actions to do and which cards to play into your tableaux.  Teal found that simply building his tableaux was enough to think about without considering the extra goal cards and end game scoring.  Jade and Green both agreed that was the same for their first game too.  Ivory started and played his first few turns, selecting the green Plant action, so his tableaux filled up quickly. The rest of the group needed to choose other actions in order to get the soil and cards to play, so by the time it came back to ivory he was able to plant again.  He had already had his eye on the bonus cards and was quickly planting as many cards as he could, successfully—he was the first to claim a bonus.

Earth
– Image by boardGOATS

Green started with a high scoring climate card which gave him fewer cards at the start, but better in game bonuses, an approach to the game that nearly paid off. He went for the brown scoring cards, but Ivory just pipped him at the post for that particular shared bonus, which helped up his score as well.  Teal spent the first half of the game, learning and began to fall behind.  It wasn’t until Ivory claimed the first shared bonus that he remembered those cards.  Early on he gained lots of Sprouts which are worth points, however, it is possible to gain a whole lot of Sprouts in the latter stage of the game and use those early actions for other more beneficial things.

Earth
– Image by boardGOATS

Jade was quietly working away to build a tableaux engine that worked for him, but was falling behind Ivory and Green on the shared bonuses.  Jade managed to pick up some of the Fauna bonuses later, but mostly after the others so they weren’t as highly scoring.  Green went for brown scoring cards because he kept picking them up from his nearest pile (there were two draw piles), and eventually reverted to the other pile to find green Flora cards.  Unfortunately, he just couldn’t find the double powers he needed for the shared bonus.  On the opposite side of the table, Teal didn’t come across any brown scoring cards, only realising why at the end of the game—it seams the shuffling had left something to be desired. The Event cards also seemed to be clustered towards the bottom of the draw pile.

Earth
– Image by boardGOATS

Ivory came out on top with a very high score of two hundred and thirty-six with Green just eighteen points behind and Jade in third.  There was much discussion about similarities between Earth and other games. Green felt it was similar to Terraforming Mars, the others thought it was more like Wingspan.  After some thought, Green came round to this idea as it is about playing cards which then provide  more actions and bonuses that can be played on those cards (eggs in Wingspan, Sprouts in Earth; tucked cards & cached food in Wingspan, Growth in Earth).  The others could also see Green’s thoughts about Terraforming Mars though as the game has lots of pretty and individual cards that can be played or rejected, with some providing actions, some bonuses and the all important Events.  Everyone really liked it and definitely wanted to play it again, though better shuffling would be a good idea.

Earth
– Image by boardGOATS

Meanwhile, the rest of the group carried on chatting all agreeing they should play something, but nobody terribly keen to commit to anything.  Eventually, Blue suggested Bohnanza, and as Pine agreed, Pink had to go along with it.  This is an old favourite, though Pink had gone off it a bit as he felt he always did badly—unfortunate really given the number of copies of the game that he owns.  The game is very simple:  keeping their cards in the order they are drawn, players must plant the first bean card from their hand and may plant the second if they have space.  They then turn over the top two cards from the deck and can play these or trade them as they prefer.

Bohnanza
– Image by boardGOATS

Finally, once both of these have been planted, the active player may trade cards from their hand before drawing three replacement cards.  Players can harvest their Bean Fields whenever they like, but the amount of money they get depends on how many Bean cards it has in it and what the beans are—scarce ones give a better return, but are harder to get.  Everyone knows the game quite well, though Lime had recently acquired and been playing a new anniversary edition and it seems some of the rules are slightly different for that.

Bohnanza
– Image by boardGOATS

This time, everyone bought a third Bean Field (which makes it easier to hang on to the rarer beans a little longer).  Indeed, Lime was so determined to use his, he ended up not trading, just so that he had something to plant!  As usual it was quite a close game with fine margins.  So little things like Blue harvesting her Red Beans only to immediately draw another and Pine gifting Pink a Wax Bean or Lime trading with Pine instead of Blue made a difference in the final score, though nobody knew it at the time.  Ultimately, Pink was the victor, beating Blue by just two Bean Thalers with Lime a couple behind her in third.  On the plus-side, Pink can’t complain that he never wins any more.

Bohnanza
– Image by boardGOATS

Earth was still underway, and for once in a way, Bohnanza had played relatively quickly, so there was plenty of time for something else.  Nobody was very focused, and eventually the group settled on the cooperative game, Forbidden Desert.  This is a sort of sequel to Forbidden Island, which itself is a simplified version of the popular gateway game, Pandemic.  All three of these games use the same mechanism as Zoo Break, which we played recently.  Essentially, the active player carries out actions and then they reveal cards from a deck which generally make life difficult: releasing wild animals, causing the island to gradually sink, spreading disease, or in the case of Forbidden Desert, burying the play area with sand.

Forbidden Desert
– Image by boardGOATS

The premise of Forbidden Desert is that the team have crash-landed in the desert and need to find the components of a flying machine and take them to the launch pad to escape.  The game is played on a five by five grid of square Tiles, with a gap in the centre representing the sand storm.  Each player has a character with special powers.  This time, Lime was the Climber, Pink was the Navigator, Pine was the Explorer, and Blue was the Water Carrier.  On their turn, players can take up to four actions:  Move (one action per Desert Tile), Remove Sand from the Desert Tile they are on or an adjacent one, Excavate a Desert Tile (i.e. turn it over), or Pick up one of the four component parts of the flying machine.

Forbidden Desert
– Image by boardGOATS

Lime started.  Once he had cleared some sand and turned over a couple of Desert Tiles, he started turning over Sand Storm Cards.  These indicate which direction Tiles should move to fill the hole, and how many Tiles should be moved, one, two or three.  Each of the Desert Tiles moved then have a Sand Tile placed on them—a single Sand Tile needs to be cleared before the Desert Tile can be Excavated, but two or more additionally obstruct players preventing them from passing (except for Lime who, as the Climber, can cross Sand Dunes of any height).

Forbidden Desert
– Image by boardGOATS

Pine went next and used his special ability—everyone else could clear orthogonally adjacent Tiles, but he could to work diagonally as well.  It wasn’t long before the first “Sun Beats Down” card appeared.  These cause everyone to use water, so as the water carrier (and the only one who could make multiple visits to the Oases and collect water, Blue topped up Lime, who had started with less water than everyone else.  The group gradually started revealing tiles, finding a Duneblaster, a Solar Shield and a Time Throttle, but the Storm picked up and before long the group were turning over more Sand Storm Cards.  Pink located the Propeller for the flying machine and then the engine, the group were making progress, but it was all too slow.

Forbidden Desert
– Image by boardGOATS

Before long it became apparent that the Sand Storm was getting the better of the group and the hiding in the Tunnels wasn’t helping.  Determinedly, the group fought against the rising tide of Sand making good use of their Duneblaster, but it only delayed the inevitable.  Blue, Pine and Lime were discussing a plan to play a Storm Tracker, but when they were briefly side-tracked, Pink played on without it and everyone suffered as a result.  So Pine labelled him as a Saboteur as a consequence.  In such a finely balanced game at such a critical point, it could have made a difference, but in all probability it only hastened the inevitable demise as the group were sadly buried under the ever growing sand dunes and ran out of Sand Tiles (one of the end game conditions).  It was a deflating end to the evening, but given the heat, probably appropriate.

Forbidden Desert
– Image by boardGOATS

Learning outcome:  Shuffling is an important skill.

Next Meeting, 13th June 2023

Our next meeting will be Tuesday 13th June 2023 at the Horse and Jockey.  As usual, we will start playing shorter games from 7.30pm as people arrive, until 8pm when we will start something a little longer.  There is currently no food available, so everyone will be eating before they come out.

This week, the “Feature Game” will be the Earth (rules; review, how-to-play video), where players are building themselves an ecosystem.   Last time, we played Wingspan and remembered how much we liked it; Earth has similarities with Wingspan, so as that was so successful, we thought we’d try the new, hot, card-driven, engine-builder game.

Earth
– Image from insideupgames.com

Speaking of environmental matters…

Jeff and Joe were talking about what they were doing to save the planet.

“I’m really getting into recycling,” Jeff commented. “And I’m trying to avoid buying things wrapped in plastics.”

Joe replied, “The best way to reduce your carbon footprint it to become vegan.”

Not to be outdone, Jeff answered, “I don’t have a carbon footprint, because I drive everywhere.”

30th May 2023

Pink and Blue were late arriving thanks to a debate as to whether the actor Gary Lewis was in the Roland Emmerich film The Day After Tomorrow.  Eventually Blue and IMDb were proved right when Pink found the guy who WAS in the film (Richard McMillan, who bore no resemblance to Gary Lewis whatsoever), but that meant they were late arriving and Plum and Byzantium were already there.  Unfortunately, due to a mix up, the Jockey wasn’t serving food, so Blue headed off to get chips for everyone from Darren at The Happy Plaice.  As the chips were consumed, everyone else arrived and it was just a question of who would play the “Feature Game“, the Wild Ride expansion to our go-to motor racing game, Downforce, and what everyone else would play.

Downforce
– Image by boardGOATS

Eventually Pink and Green committed to Downforce, and were joined by Pine (who claimed that after doing well the first time he played, he’d come last ever since), Black and Lime (as long as the other group weren’t playing Wingspan).  Pink and Green reminded people of the rules of the base game, which are simple enough:  after being dealt their hand of cards, players bid for cars, with the player who pays the most deducting the cost from their final score.  Once the bidding is over, the race takes place.  Players take it in turns to play one card from their hand, and then move all the cars depicted on it in turn.

Downforce
– Image by boardGOATS

When the first car crosses a betting line, the race is paused while everyone bets on which car will win the race.  There are three betting lines, but the winnings for betting decrease the closer they are to the finish line.  At the end of the game, players total their winnings from the race with those from the betting, deducting the cost of their car and the player with the most cash is the winner.  The Wild Ride expansion adds two new tracks: Aloha Sands and Savanna Stretch. Aloha Sands adds water jumps which cars can use if they are moving fast enough. The jumps allow players to pass other cars and get round the track more efficiently, but timing is everything.

Downforce: Wild Ride
– Image by boardGOATS

In contrast, Savanna Stretch features wild animals that block the track.  Once the first car has passed an animal, they are moved to another part of the track, as such, they help to prevent the “runaway leader” problem that can sometimes be an issue in the base game.  It was this track that players chose to use this time.  The inclusion of extra animals on the track caused a little confusion initially, but the group soon worked out two of the important features of this track.  Firstly, the animal tile only moves after the first car is fully past it and all other the cars have finished their movements for that card, which means that the animal is really only an impediment for the first few cars.

Downforce: Wild Ride
– Image by boardGOATS

The other the slightly unusual aspect of this track is that the pole position car starts at the rear of the pack.  With five players and six cars, there was always a chance that someone would get two, and that someone was Lime.  While this can be a huge advantage, especially if the cars are cheap, it can also be a risky strategy as it can be difficult to manipulate two cars and they can also become a target for other players.  Unfortunately for Lime, his cars were among the most expensive, leaving him with a deficit of $11M before the racing began, compared with Pink and Green for example, who paid just $2M for theirs.  Once everyone had got to grips with the rules and the cars had been allocated, the race was underway.

Downforce: Wild Ride
– Image by boardGOATS

For a track with so many tight sections it was not surprising that there was a lot of blocking going on—most of it, to be fair, totally deliberate… Pink (in the red car) found his early push to the front to be a mistake, as he was instantly the target for blocking maneuvers from turn two until the final straight.  Green (in orange) used his online experience from Board Game Arena to keep himself in the pack, but not at the front. Luckily for him several other players selected his car to win the race at the first two check points, which helped keep him out of trouble and pushed forwards.

Downforce: Wild Ride
– Image by boardGOATS

However after the halfway mark, Black (driving the blue car) and Pink both surged forward causing Green and Pine to lose their nerve and bet on Black (instead of Green) at the last checkpoint.  However, they should not have worried, as very soon after that, Green’s car surged forward weaving between the cars in front to race for the line and victory.  Pine was close behind, followed by the first of Lime’s cars (the other brought up the rear).  With the race done, there were just the winnings to claim from the bookies.  Because Green had got away with paying little for his car and won the race, he had a significant prize pot even before betting was paid out.

Downforce
– Image by boardGOATS

There wasn’t a huge difference in the results from the betting, but it was enough for Green to extend his lead.  Pine also raked in millions as his betting pattern was the same as Green’s (perhaps someone should investigate them for race fixing).  As a result, Pine come in clear second with Black completing the podium.  Since there was still some time left for a “proper” game, the group hunted around for something that wasn’t too long and could play five.  In the end, they settled on the simple little “push your luck” game, Port Royal, as much because no one could find anything better for five players, than because anyone really wanted it specifically.

Port Royal
– Image by boardGOATS

It had been a little while since most of the group had played, though the rules are simple enough.  On their turn, the active player chooses to “twist” and turn over the top card of the deck, or “stick” and keep the current card set.  The deck of cards consist of coloured ship cards and character cards.  The first decision is to decide whether to risk a “twist” because if second ship card of a colour is drawn the player goes bust and their turn ends.  If a player “sticks” they can take a ship and add its treasure to their stash, or they can use their gold to buy the support of characters.  These give players victory points and special powers, but also can be used to claim contracts and give more points.

Port Royal
– Image by boardGOATS

Once the active player has taken a card, players round the table can take a card too.  The cards are double-sided like those in San Juan or Bohnanza, so in the same way, keeping an eye on the discard pile and the money in players’ hoard is also key.  Although Black and Green did their best to quickly explain the rules, Pine and Lime were still both a little unsure, and perhaps with good reason.  Part way through the second round Black and Green realised something was amiss and re-read the rules and spotted a “rules malfunction”:  they had forgotten that when a player takes a card on another player’s turn, they pay the active player one coin, thus encouraging players to push their luck further to give more players more choice.

Port Royal
– Image by boardGOATS

So from the second round on-wards they group started playing correctly.  Pink’s strategy involved ignoring the Sailors and trusting to luck with turning the cards while spending his money on symbols to make up Expedition cards.  That gained him the first Expedition card, but ultimately, this single minded approach wasn’t very successful, at least in this game.  Green went for a strategy of collecting fighting cards, in order to fight off the pirate ships.  This worked initially, but by the time he had five fighters (and seven points), he kept going bust on his turn as he turned up skull bearing Pirate Ships against which there is no defence!

Port Royal
– Image by boardGOATS

This meant that everyone else was able to gradually build their wealth and cards to catch him up.  Green then collected two more fighters and in preparation for one final attack, but would he get the chance?  Black had managed to accumulate a lot of points, not least because he collected money for both a large array of cards and for when it went bust thanks to the Admiral and the Jester.  If Black could collect another special symbol he could claim an expedition and win the game before Green could make his mega move with a full fighting force.  Unfortunately for Pine, he wasn’t able to collect the symbol he needed to claim a expedition as he went bust.

Port Royal
– Image by boardGOATS

So it was Green’s turn again and he started to pull out cards, with a huge line of cards.  After defeating every lower value Pirate Ship he came across, he managed a full five different coloured ships.  From there he was able to collect another five coins and purchase the two crosses on display, which gave him an expedition card and enough points for victory.  At the conclusion of the game, Pine confirmed his early feelings that he did not really like this game, and Lime felt it was all a bit too confusing, never really sure what he was doing.  This was an older game that we used to play a lot of at the club, but it seems to have lost its lustre now and will probably forever remain an occasional play game.

Port Royal
– Image by boardGOATS

Meanwhile, on the next table there was a lot of debate as to what they’d play.  With five, the options were quite restricted, Burgle Bros. almost made it, until Teal realised it only played four, which left Tiny Towns.  Plum wasn’t so keen, so in the end, the group went for the old favourite Wingspan (having said to Lime that they weren’t going to play it…  Sorry Lime!).  There was some debate as to whether there was time for the game with five players, and options of playing three rounds instead of four were briefly discussed, but since everyone knew what they were doing, the group decided to give it a go and see if they could squeeze in a full-length game.

Wingspan
– Image by boardGOATS

The game is an engine builder that is quite simple in theory, but quite difficult to play well.  Players are collecting birds for their sanctuary, scoring points for exciting birds, eggs, cached food and cards tucked under birds (representing flocks of birds or prey caught), as well as bonus points for achieving particular goals during the game and at the end of the game.  The idea is that, on their turn, players either play a bird card from their hand into their tableau, or carry out the action associated with one of the three habitats (Woodland, Grassland or Wetland) and then activate each bird in that habitat.  While that is all there is to it, it’s all in the cards and getting them to work together.

Wingspan
– Image by boardGOATS

Wingspan can be a little “multi-player solitaire”, that is to say, there can be very little interaction between players in some games.  For some players this is preferred as it means players don’t have their carefully laid plans destroyed by others, while others feel they might just as well be sitting alone and interaction between players is what makes playing games important.  It had been a while since it’s last outing, but the group were quick to get going and were happy to play with the European Expansion which was already mixed in.  Plum in particular, got off to a flying start with her opening hand, four of which were coloured birds and matched her chosen Bonus card (the Photographer).

Wingspan
– Image by boardGOATS

In contrast, Blue had cards that didn’t match at all.  The Rodentologist was her best Bonus card giving her two points for each bird in her sanctuary that ate a rodents, but not one card in her starting hand qualified.  Teal started out with a strategy to maximise his egg production and prioritised birds with brown powers and resource conversion to assist that aim.  The first card Plum played helped him in this, and everyone else too as it happens as it was a very generous Ruby-throated Hummingbird that gave everyone food every time it was activated.  Teal returned the favour as he laid eggs at every opportunity and Plum had a bird that rewarded “once between turns” if anyone laid eggs.

Wingspan
– Image by boardGOATS

As the game progressed, players worked on the end of round bonuses.  Three of the four birds Plum had kept from the start also happened to have bowl nests which contributed towards the fourth round goals, as long she could ensure they had eggs on them.  She didn’t really aim for anything else, but Blue, Byzantium and especially Teal did well in the early rounds.  Plum picked up some more birds with colours in their names, but also managed to play the Yellowhammer end of round card which she was able to use to great effect as it enabled her to play an extra bird card if she had used all four actions during the round.  Byzantium had issues with the dice which repeatedly wouldn’t give him what he wanted.

Wingspan
– Image by boardGOATS

Then to compound Byzantium’s woes, he got himself in a bit of a mess when he played his migrating bird into the wrong habitat meaning he didn’t get the advantage of moving the bird straight away and costing him more eggs into the bargain.  Purple had different dice issues when she rolled five berries and called “Yahtzee!”  Blue had improved her hand and acquired some more helpful cards, including one that gave her an extra Bonus card, the Behaviourist, which gave her three points for each column with three different power colours.  As people sifted through the deck trying to find cards they liked the look of, the California Condor appeared, which everyone agreed looked like a monkey.

Wingspan
– Image by boardGOATS

Towards the end of the game, partly as a result of Plum’s Hummingbird, Byzantium ended up with a surfeit of food and nothing to spend it on.  So, he switched tactics and took the Condor hoping to get a bonus card that would improve his fortunes.  It didn’t.  Blue tried the same and didn’t do any better.  After the final round Plum activated her Yellowhammer again and was left with the choice of playing a bird that gave her a Bonus card or one that gave two extra points.  She also went for the Bonus card, the Fishery Manager, but only one of her birds ate fish.  Time was ticking on, but the game was over well within two and a half hours with just the scoring to go as last orders chimed.

Wingspan
– Image by boardGOATS

Blue had some high scoring birds, but not as many as Plum who took fifty-five points for them alone. Blue had quite a lot of eggs too, but not as many as Teal who had twenty-three.  Everyone else was concentrating on counting, when Purple (aided by Black who had come along to lend a few fingers), gave her score for her bonus cards: thirty-four points, more than twice that of anyone else.  Unfortunately for her though, prioritising her Backyard Birder Bonus which gave her points for birds scoring fewer than four points left her with lots of low scoring birds.  It was a close scoring game, but first place went to Blue who finished a handful of points ahead of Plum with Teal a little way behind in third.

<Wingspan: European Expansion
– Image by boardGOATS

Learning Outcome:  Forget snakes on a train, what about snakes on a race track?!?!

UK Games Expo 2023

It is hard to believe that it is a whole week since the start of the sixteenth UK Games Expo.  With the Friday falling in half-term week for most schools, attendance reached an all-time high with reports of 32,000 unique visitors over the three days of the event—a remarkable bounce back from the 10,671 in 2021 (the first Expo after the cancellation in 2020).  As in previous years there was a viking encampment outside the NEC, and the queues to get in to the main halls were substantial.

UKGE 2023
– Image by Jade

Inside, though busy things were more manageable, gamers from boardGOATS managed to run into each other by accident, which was quite remarkable considering the massive crowds.  Queue conversations were quite a thing this year, especially in the queue for the Bring and Buy which was spacious and well laid out.  The Bring and Buy itself was especially good for Buyers this year as there were constantly new items being put out (though it was perhaps more frustrating for Bringers as their items weren’t put on display until there was space).

Hegemony: Lead Your Class to Victory
– Image by Teal

There were some great demonstrations of new games. One highlight was playing as the State in Hegemony: Lead Your Class to Victory, a great, new, heavy-weight, political board game.  There were also demonstrations of Undaunted: Stalingrad as well as for Vivarium and Vaalbara from the marvelous folks on the Hachette Boardgames UK stand (all of which came out last year).  There was a hilarious reading of Ian Livingstone’s City of Thieves and foiling a dastardly aristocrat’s demon-summoning plans in the new, one-shot RPG, Candela Obscura was memorable too.

UKGE 2023
– Image by Jade

As usual, there were also a lot of designers about, including Tony Boydell, Alan Paul, Andy Hopwood, Bez Shahriari, Rob Harper, Gav Thorpe, Florian Sirieix and Morten Billcliff all sharing their games, chatting with gamers and signing boxes.  Copies of Condottiere, Azul: Master Chocolatier, Next Station London, Earth, Tiwanaku and After Us were also acquired amongst other things, and will likely be played over the coming weeks.

UKGE 2023
– Images by Teal and Jade

Boardgames in the News: Twenty-Five Years on the Rio Grande

When Rio Grande Games published their first games twenty-five years ago this month, the gaming world in the USA was a very different place.  At the time, games in the USA were almost all either simple “kids” roll and write games or very long, heavy strategic games for “geeks” not the family games had been around for some time in Europe, especially Germany.  Even in the UK, European games were specially imported from Germany and unofficial translations made and circulated through magazines like SUMO.  As the envious eyes of Jay Tummelson looked across the pond, he he parted company with Mayfair Games and started translating and importing German games for the US family market.  The rest, as they say, is history.

Mississippi Queen
– Image by boardGOATS

The first games imported by the newly created Rio Grande Games (named after the view from Jay’s office window), were Löwenherz and the 1997 Spiel des Jahres winner, Mississippi Queen.  These were both co-published with Goldsieber Spiele, but later games involved other publishers and in due course, Rio Grande Games started producing their own new games.  The best known of these are probably Dominion and Race/Roll for the Galaxy, but their biggest legacy is probably the changes they brought to gaming in the English-speaking world, who now have widespread access to Euro-games.

Rio Grande Games Logo
– Image from riograndegames.com

 

Next Meeting, 30th May 2023

Our next meeting will be Tuesday 30th May 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.  For those who want to eat, the table is booked from 6.45pm, for the last time under the current chef/management.

This week, the “Feature Game” will be the Wild Ride expansion (rules; video review) to our go-to motor racing game, Downforce (rules; review; how to play video).  Like Draftosaurus last time, the group first played Downforce online (in this case for our online New Year Party 2020/2021), but since then we have played it several times in person.  The Wild Ride expansion adds two new tracks, one with jumps, the other with animal obstacles.

Downforce: Wild Ride
– Image by boardGOATS

Speaking of car racing…

Jeff and Joe were chatting about one of their favourite subjects, racing cars and their drivers.

Joe commented, “I think the best driver of all time is James Hunt, he just made the 1970s for me—he was just amazing.”

Jeff thought for a moment and then asked, “Who won the 1975 F1 World Championship?”

“Lauda,” replied Joe.

Jeff took a deep breath, then shouted back, “WHO WON THE 1975 WORLD CHAMPIONSHIP?!

16th May 2023

Unusually, Blue and Pink were joined early by Lime for pizza, and Pine who wasn’t eating.  So, while they were waiting for food to arrive the group squeezed in a very quick game of Coloretto. This is a popular game within the group, but somehow Lime had missed out on it.  It is quite simple to play, but one of those games that takes a couple of tries to get the hang of playing well, or as in Blue’s case, lots of tries and still not play it well.  The idea is simple enough though:  players take it in turns to either take a coloured chameleon card from the deck and add it to one of the “trucks”, or take one of the trucks and add the cards on it to their display.

Coloretto
– Image by boardGOATS

Players score points according to the triangular number series where every additional card is worth one more additional point than the previous card.  Thus, the fourth card someone gets is worth ten points, four more points than the third card (which itself is worth three more than the second and so on).  Collecting chameleons was briefly interrupted by the arrival of Hoi-sin duck pizzas, but that didn’t stop Pink winning with a total of thirty-seven points,  well ahead of a tie for second place between Blue and Pine.  By this time, Purple, Black and Teal had arrived and it was time to decide who was going to play what.

Coloretto
– Image by boardGOATS

Pink and Lime were very keen to give Zoo Break another go, having left the town of Bedlam over-run with escaped animals last time the group played.  With it being such a quiet night, there was some debate as to what the other group were going to play, but in the end they opted for the “Feature Game“, the Marina expansion to one of our most popular little games, Draftosaurus.  Pine was keen to play with the cute wooden zoo meeples and after the mayhem last time, Blue was also keen not to miss out, which left Purple, Black and Teal to play with dinosaurs.  The only problem was, none of them knew how to play it, so while Lime, Pink and Pine set up Bedlam Zoo, Blue quickly explained the rules to Draftosaurus.

Draftosaurus
– Image by boardGOATS

Draftosaurus is a very simple drafting game in the vein of Sushi Go! or 7 Wonders, but instead of drafting cards, players are drafting wooden dino-meeples.  The idea is that players start with a handful of dino-meeples and choose one to keep and pass the rest on to the next player.  The active player rolls a location die which adds restrictions on which pens players can place their chosen dinosaur in in their dino-park.  When everyone has placed their first dino, the die is passed to the next player and everyone chooses their next meeple from the pile passed to them by their neighbour.  The round is complete when each player has placed six meeples, and the game is played over two rounds (passing dino-meeples in opposite directions in each round).

Draftosaurus
– Image by boardGOATS

The Marina expansion adds brown Plesiosaurs to the yellow Triceratops, blue Stegosaurus, pink Brachiosaurus, orange Spinosaurus, green Parasaurolophus, and red Tyrannosaurus rex from the base game.  Where dinosaurs from the base game can always be placed in the river that runs through the middle of each player’s park (where they only earn a single point), Plesiosaurs all go into the river, which they travel along into an expansion board.  Each expansion board is slightly different, but when a player places the non-Plesiosaur dinosaur shown on the bridge, if they have a dinosaur immediately up-stream of the bridge, it can pass under it into the next section of the river where it will score more points.

Draftosaurus
– Image by boardGOATS

It was a close game with everyone following different tactics.  Teal concentrated on trying to fill his Meadow of Differences while Black focused on collecting pink Brachiosaurs and Purple stuffed her Forest of Sameness with blue Stegosaurs.  Black took one Plesiosaur, Purple collected two and Teal three, though only one of his made it under the first bridge and out of the main river.  Purple managed to minimise the number of non-scoring dino-meeples in her park, and that just gave her the edge, and she finished a couple of points ahead of Teal who took second place.

Draftosaurus: Marina
– Image by boardGOATS

Although Teal, Purple and Black tried to persuade her to stay (and there was even some suggestion of her playing both games simultaneously), once she had explained the rules, Blue joined the madness in Bedlam, playing Zoo Break.  In this game, players are keepers trying to prevent their charges escaping from the zoo, and to win the game, they have to return all escaped critters to their enclosures and lock the doors.  Losing is much easier—if five cuddly creatures or one dangerous one escape from the zoo, then it is all over.  Last time, only one animal escaped, but it was a cobra, so that was that.

Zoo Break
– Image by boardGOATS

On their turn, players first roll the action die to find out how many Action Points the player has to work with for that round.  Then, after they have carried out their actions, one card from the Escape deck and then one card from the Move deck are revealed.  The Escape card liberates one or more animals, while the Move card often moves animals towards the exit, but occasionally causes other things to happen, like waking up sleeping tigers, breaking barricades and generally cause more chaos.  After last time, the group decided to start by digging through the Supply deck and make sure everyone went really well equipped, then, prioritise capturing (or at least controlling) the Meerkats, as they had been so problematic last time.

Zoo Break
– Image by boardGOATS

On that occasion, the group had played with two “Phew” Cards in the Escape deck, and (following a rules malfunction) all the blank cards in in the Move deck.  In spite of all the blank cards, they still lost spectacularly.  So, this time, the group stuck with the two “Phew” Cards, but removed the blanks from the Move deck and did not add any other rules variants as they really wanted to win, though they stuck with the thematically logical variant where tigers remain tranquilised when returned to their pen. Lime had the Black Belt special power which meant he couldn’t be hurt by animals, so he got the job of dealing with snakes which hide so players have to reveal them, with the risk of being attacked if they are dangerous.

Zoo Break
– Image by boardGOATS

Pink, as usual wanted to work with the pandas, but the Capuchin monkeys were a more immediate threat, and the group made a point of dealing with the troublesome meerkats early this time, so then he went on to deal with them once the monkeys were locked up.  Blue, who had the panda enclosure key, took over trying to control them, but they kept escaping just as Blue was about to lock their cage. Blue was encouraged to capture one panda who was in the rhino’s path, but that meant she was left standing there—”You’ll be fine”, said Pink.  And Blue was immediately flattened by a charging rhino and had to spend a turn with the medic removing the hoof-prints from her forehead.  One meerkat escaped from the zoo, but was left to run free so Keepers could focus elsewhere and then lock their enclosure.

Zoo Break
– Image by boardGOATS

With two enclosures locked early, things became slightly more manageable.  The group wimped out of using the faulty lock variant however, because nobody wanted to risk failing a second time, and certainly, including it would have made things much more difficult.  As it was, one tiger got within sniffing distance of freedom, but was tranked before he could take that one final bound.  Pine made excellent use of his running skills (as Track Star he could move twice as fast as anyone else) and bravely helped Lime with snakes and wielded his dart gun—before long, the zoo was littered with big sleeping cats.  That was all very well, until they woke up at which point Pine had to do the job all over again.

Zoo Break
– Image by boardGOATS

After her run-in with the rhino, Blue tried to end her turn on hedge spaces, but that meant she was unable to swap supplies with other players as she couldn’t share her space.  Once the Pandas were vaguely under control, Blue was able to get a stretcher and another dart gun and help Pine with the tigers, making use of her Gardener ability, hiding in bushes and taking a pop at the big kitties from a place of safety.  While Pine and Blue were working on the tigers, the elephants started rampaging.  As the nearest and armed with a leash, Lime took a break from snakes and tried prevent them from causing too much damage.  This was all very well until (much to Pink’s disgust as he would have loved a black and white cuddle), Lime rolled the lowest number and got hugged by a panda leaving him unable to do anything until it was prised off him.

Zoo Break
– Image by boardGOATS

In the dying rounds, Pink’s, and indeed everyone else’s delight was evident, when another panda popped up for a cuddle and everyone cheered when Pink was the one to roll the lowest number and get a hug.  As the Lucky Duck, on his turn he was able to roll the Action Die multiple times to get more points, but he checked the rules to see if he was obliged to spend his first three points to escape from the furry cuddle or whether he could just stay there for the rest of the game.  In the end, he sent it back to its enclosure, but it probably wouldn’t have mattered.  With one last push, Pine and Lime rounded up the last of the snakes, then the group finally sorted out the charging elephants and mischievous pandas, and finally locked up the rhino, giving the group a much deserved victory.

Zoo Break
– Image by boardGOATS

Draftosaurus is a much quicker game than Zoo Break, so while they Keepers were dealing with the tigers, elephants and disobedient pandas, Teal, Black and Purple moved onto play Splendor.  This was one of Burgundy’s favourite games and he was almost unbeatable at it, so we never play it without thinking of him.  It is a very simple engine builder card game, but takes great skill to repeatedly win in the way Burgundy did.  The idea is that on their turn, players either collect gem tokens (three different colours, or two the same as long as there are at least four left), or spend tokens to buy cards from the market.  Cards act as permanent gem tokens (effectively reducing the cost of cards later in the game), but also provide Victory Points—when a player passes fifteen points, that triggers the end of the game.

Splendor
– Image by boardGOATS

In addition to the two basic actions, there is also the relatively rarely used action of reserving cards, where a player gets a wild, gold token and can reserve one card which they can pay for later.  This time, both Teal and Purple reserved cards, while Black prioritised taking high value cards.  Reserving cards can be a very effective tactic, but the game is all about the cards available in the market and surfing through them as quickly and efficiently as possible and amassing points.  As it was, Black romped away with victory, his fifteen points three times that of anyone else.  And with that, both Splendor and Zoo Break finished, leaving the group with a little time to play something else.  Teal and Lime headed off, so after some discussion, Pine, Black, Purple, Pink and Blue decided to give Draftosaurus with the Marina expansion another go as it was the “Feature Game“.

Draftosaurus
– Image by boardGOATS

It was then that the group realised the errors in the original explanation, in particular how the Solitary Isle enclosure worked.  Pine corrected Blue’s errors and the second game began.  Pine and Blue both tried to exploit the Plesiosaurs at every opportunity, and Pink tried to claim extra points for reverse parking his solitary Plesiosaur into the dock.  It turned out he didn’t need them though, as with forty-seven points he took his third win of the night.  Blue and Black tied for second place, while Purple unfortunately had to recount when she realised she had a pink Brachiosaur elsewhere in her park so couldn’t score seven points for her solitary Isle.  That left a bit of time for a chat, but everyone was tired and it wasn’t long before the last of the group headed home.

Draftosaurus: Marina
– Image by boardGOATS

Learning Outcome:  Who needs TV when you’ve got T.Rex?

Spiel des Jahres Nominations 2023

This year’s nominations for the three Spiel des Jahres categories were announced last Monday.  This is arguably the most prestigious award in board gaming and, as such, is the one everyone wants to win.  There are three categories, the Kinderspiel (children’s game) , the Kennerspiel (“expert’s” game) and the most desirable of all, the family award, the Spiel des Jahres.  The nominees for this year’s awards have been announced as:

  • Kennerspiel des Jahres
    Kennerspiel des Jahres 2023 - nomineesChallengers! by Johannes Krenner and Markus Slawitscheck
    Iki by Koota Yamada
    Planet Unknown by Ryan Lambert and Adam Rehberg

In recent years, there has been a marked change the complexity of the games—compared with previous winners like El Grande, Tikal and The Settlers of Catan (all of which won the “Red Pöppel” as they preceded the inception of the Kennerspiel award), for example, even this year’s nominations for Kennerspiel are extremely light games that have been called party games by some.  This is at least partly because the criteria or rules for the Spiel des Jahres Awards are very clearly and strictly laid out.

Heat: Pedal to the Metal
– Image used with permission of Henk Rolleman
(@namellor on Instagram)

For example, one of the most popular games of the year, Heat: Pedal to the Metal, was not eligible, allegedly due to lack of ready availability in the German market.  Similarly, the German release for another popular game, Earth, marginally failed to make the entry date, but may therefore be eligible for next year.  Another favourite amongst the GOATS is Die Wandelnden Türme (Wandering Towers), which also failed to get a mention either this year or last, presumably because it too fell foul of one of the rules. Iki, on the other hand was first released in 2015, but did not get a “full German release” at the time and therefore the recent re-release with new artwork is eligible, so there is still hope for all those that have missed the boat.

Die Wandelnden Türme
– Image by boardGOATS

It is also worth remembering that the “Red Pöppel” Spiel des Jahres Award is specifically aimed at German families, not necessarily families that play lots of games.  Even the “expert” Kennerspiel des Jahres Award, is aimed at families that are “just ready to move on to the next step”—neither award are aimed at people who regularly play games.  For this, the Deutscher Spielepreis is a much better fit, but the Spiel des Jahres Awards are still the industry’s headline award, and therefore are of great significance.

The Spiel des Jahres Awards
– Image from spiel-des-jahres.de

The winners will be announced on Sunday 16th July in Berlin.

Next Meeting, 16th May 2023

Our next meeting will be Tuesday 16th May 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.  For those who want to eat, the table is booked from 6.45pm.

This week, the “Feature Game” will be the Marina expansion (rules; review; how to play video) to one of our most popular little games, Draftosaurus (rules; review; how to play video).  The group first played this online in 2021, but since then have played it lots of times in person drafting real cute miniature wooden dinosaurs.  This expansion adds a bit more river and wooden Plesiosaurs.  We’ve picked this game because it we know it well and it plays quickly, allowing lots of options for the rest of the evening (including a possible rematch of Zoo Break for those that want to have another try).

Draftosaurus: Marina
– Image by boardGOATS

Speaking of plesiosaurs…

Jeff and Joe were out sea fishing when they got a bite. It was a bigun’, and they tugged and hauled on the line, but there was a sudden snap and it got away.  It was getting late and time to go home, so as they headed back, they compared other near misses.

“A while back, I had a shark on my line,” said Jeff.  “Sadly, it got away though.”

“Wow,” replied Joe, “Last year I had a whale jump right over my boat.”

Jeff was not to be outdone, “That’s nothing,” he said.  “Why, just yesterday morning, I had a plesiosaur jump right into my boat!”

Joe, looked surprised as he had been out on the waves too and hadn’t heard about it.  “What time was that then?” he asked.

Jeff responded, “Time to get a new boat…”