Goats who fight are likely to end up looking silly…
| – From twitter.com |
Goats who fight are likely to end up looking silly…
| – From twitter.com |
In the middle of winter and with the current stresses, people need social contact more than ever, and board games are a great medium for that. Despite the limitations of “remote gaming”, everyone feels it is important to stay in touch, so we are persisting with online meetings. Therefore, our next meeting will be on Tuesday 2nd February 2021; we will gather from around 7.30pm, and start playing at 8pm.
This week, the “Feature Game” will be Take it Easy!. This is a clever little game where players are trying to build pipes by placing hexagon-shaped tiles (because hexagons are the bestagons). Players who connect one side of the board to another with pipes of a single colour score points and the player with the most points is the winner.
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| – Image by boardGOATS |
And talking of pipes…
Jeff was working as a plumber and was called out to look at the pipe beneath a lady’s sink. When he arrived, she was just going out, but she told Jeff he could take a look while she was away. She was very good looking, so Jeff agreed, but as she showed him in, she was greeted by an enormous dog. Worried about the Rotweiler, Jeff asked if he could come back later.
“Oh,” the lady said, “Don’t worry about the dog, he won’t hurt you.” Then, pointing to a cage in the corner of the lounge she added, “But whatever you do, don’t talk to the parrot.” The dog was looking a bit goofy and wagging its tail, and Jeff didn’t want to look scared in front of a pretty lass, so he agreed to take a look at the pipes while she was out.
Feeling more confident about the Rotweiler, Jeff started working on the sink. He’d barely got going when there was a noise behind him and he saw the parrot, escaped from its cage sitting next to the Rotweiler. All of a sudden the parrot started shouting with the most foul language Jeff had ever heard. Mindful of the lady’s warning though, he tried to block it out and got on with the job.
The parrot was still hurling insults and Jeff had almost finished when, without thinking, he turned to the bird and yelled “Why don’t you just shut up!”
The parrot fell silent and Jeff breathed a sigh of relief. Then, very softly, the parrot said, “Go get him Rex…”
Although they started the meeting early, Blue and Pink left Pine and Green to chat while they set things up. Lime popped in and joined the chatter, with everyone else arriving in good time for 8pm. Blue was just starting to explain the rules for the “Feature Game“, Noch Mal So Gut!, when the gremlins first put an appearance (and no, it wasn’t Beige, though he might have been responsible for summoning them).
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| – Image by Pine |
For the most part, we’ve been quite lucky with the technology. We’ve had a couple of issues, once when Lime and Ivory got alternately thrown out of Microsoft Teams and another when Tabletop Simulator died on us last April in the middle of a game of Finstere Flure (aka Fearsome Floors), but otherwise the issues have been very minor. This time the Gremlin Attack was ultimately more spectacular, although it started slowly with Black and Purple having issues with the window-in-window Teams view that wouldn’t maximise. Eventually the problem went away and Blue explained the rules.
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| – Image by boardGOATS |
Noch Mal So Gut! is a slightly more complex, more strategic version of Noch Mal!, a game we have played a few times (including with the first Zusatzblock) and is known within the group as “Boardgame Bingo“. The basic version of the game is quite simple: the active player rolls three colour and three number dice and picks one of each, using them to cross off coloured blocks on their player board. Everyone else then picks one colour and one number from the remaining dice and uses them in the same way. The player board consists of coloured squares in groups making blocks. Squares can only be crossed off when they are orthogonally adjacent, match the colour on the die chosen and either start in the middle row (Row H) or are next to another square that has already been crossed off.
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| – Image by boardGOATS |
The dice are numbered one to five with a wild for the sixth face, and the number indicates exactly how many squares must be crossed off, it is not possible to “overpay”. Similarly, there are five colours and one wild (black)—each play only gets eight chances to use number or colour wilds during the game, so they must be used sparingly. Points are scored for completing columns or crossing off all the squares of a colour, with the player who manages this first scoring more points than those to achieve it later in the game. Negative points are scored for any stars that are not crossed off. The game ends when a player crosses off all the squares of two colours.
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| – Image by boardGOATS |
The second implementation, Noch Mal So Gut!, adds a couple of new features which add a large slice of strategy. Firstly, there is an extra die which players can choose to use instead of the colour/number dice pair. This special die provides actions like bombs which blow up any four squares in a two-by-two group, or the ability to cross out two squares with stars on them. The special actions can only be used if a player has a “special die” token to spend. These can be collected during the game, primarily by crossing off squares featuring the special symbol. In addition to the special die, players also score points for completing rows, with the first successful player or players additionally gaining a bonus, special dice tokens, bombs or hearts. The hearts are one of the symbols on the special die, in fact it features on two faces so comes up quite often.
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| – Image by boardGOATS |
Hearts give players the bonus points when they complete columns; the number of bonus points they get depends on the number of hearts they have when they complete the column. So this adds a little bit of spice to the game: should a player spend dice rolls in the early stages on hearts and hope to be able to cash in later? Or should they concentrate on completing rows and columns and end the game before other players can capitalise on the hearts they have collected? The good thing about Noch Mal! (and the reimplementation) is the interaction, through the dice selection and also the scoring. This is something that is sorely missing in many of the “Roll and Write” style games we have been playing.
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| – Image by boardGOATS |
That said, the dice selection element does slow the game down somewhat. It’s not too bad though, as everyone is only waiting for one player before they can make their selection simultaneously. It didn’t take too long to get started, though first Black and Purple had technical issues and then Green dropped out for a bit too, so they all had to be filled in on the bits they missed. A couple of others had a moment and Microsoft Teams got the blame, but we soon started playing, and as always, Ivory was quick to start collecting columns making rapid progress to the right where he started to claim lots of points. We were making good progress when Black and Purple vanished, so we waited to see if they would come back.
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| – Dots by Dribbble on pinterest.com |
After some waiting, and attempts to invite them back, it was starting to look like they had a more serious problem. Green offered to contact them by SMS and everyone else took drink, snack and litter tray breaks while the opportunity was there. Eventually, we heard back that Black’s computer had crashed and was now doing a disk-check. We were reluctant to admit defeat, so although we carried on without them, we took screen-shots of the dice choices they had, just in case they were able to rejoin us. This was working fine until it was Black’s turn and it was looking like the game might have to continue without Black and Purple, when miraculously, they suddenly rejoined the meeting. A quick flash back through the previous three or four rolls and the game continued from there.
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| – Image by boardGOATS |
Blue picked up the first row, Green took one, Burgundy got a couple and Blue took a couple more. Pink meanwhile had collected a full set of hearts and was starting to make hay on the bonus points. People seemed to enjoy this implementation more than the original Noch Mal!, because it offers more in the way of strategy. It was pushing 10pm by the time Burgundy brought the game to an end, though to be fair we’d spent nearly half of the time dealing with the gremlins. And it took a while to work out the scores too. Like the original, the first task is to finish with a positive score, which this time, everyone managed. As the totals came in, Burgundy, Green, Pink and Pine had all done well, but Blue was well out in front finishing with sixty-four points, more than twenty ahead of Pink in second.
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| – Image by boardGOATS |
The lateness of the hour ruled out the possibility of playing ClipCut Parks or Cartographers (again!), and given the IT issues, we decided it was time to move to Board Game Arena. After a bit of chit-chat about leaving up Christmas lights, Ivory and Lime said good night. There was some discussion about what to play: Pine commented that despite nominating it for the GOAT Poo prize before Christmas, he actually really liked Welcome To… on Board Game Arena, and for some reason found it better than playing on paper. Green took a quick look and vetoed it as “another Roll and Write game” saying he’d had enough of them. So eventually, we decide to play Saboteur.
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| – Image by boardGOATS |
Saboteur is an old favourite which we’ve played a lot over the years, including just two weeks ago. This is a hidden traitor type game where players are Dwarves tunnelling to find gold, or evil Saboteurs trying to prevent the Dwarves succeeding. Players have a hand of cards which they can use to progress the tunnel or or action cards which they can use to do things like stop other players from digging, cause rock-falls or look at the target cards and help to identify where the gold is hidden. Half the fun in this game is the banter and accusations that go along with it.
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| – Image by boardGOATS |
This time, the banter started with Green accusing Blue of being a Saboteur, mostly just because. Blue retaliated and accused Green, but when Pink played a dead-end card on the main route to the gold, Black broke Pink’s pickaxe for him and Pine followed by breaking his lamp. Green triggered a rock-fall only for his suspicions about Blue to be confirmed when she blocked the tunnel. With Purple aligning herself on the side of the Saboteurs, by breaking Green’s pick, the three Saboteurs knew each other. The game is always really difficult for the Saboteurs, but with three against four Dwarves and the tunnel blocked, there was just a chance that they might manage it this time.
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| – Image by boardGOATS from boardgamearena.com |
Pink broke Black’s trolley only for Burgundy to repair it immediately. Pine removed the blockage and Blue blocked it again. Eventually Pine cleared it again and with the deck exhausted, victory for the Saboteurs was tantalisingly close. That triggered a tsunami of tool destruction. The Dwarves were creeping ever closer to their target though, but there was just a chance. If Purple could play a straight tunnel past the target it would mean the Dwarves would have to tunnel that bit further, and perhaps they wouldn’t have the cards.
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| – Image by boardGOATS from boardgamearena.com |
Unfortunately, Purple misunderstood and, amid much hilarity, the Dwarves gleefully claimed their treasure. They almost certainly would have won anyhow, but it still felt a bit like an opportunity missed. There wasn’t time to dwell on it though as it was time for the second round. Burgundy declared his position early by playing a dead end card forcing Pink to clear it, exonerating him. Pine joined Burgundy’s side when he caused a tunnel collapse in the middle of Route One and Purple again showed her evil side by breaking tools. The Dwarves quickly patched up the tunnel, but the Saboteurs again put up a fight.
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| – Image by boardGOATS from boardgamearena.com |
Eventually, Blue claimed some coal and the gold with a single card, and it was time for the third round. This time, the Dwarves hedged their bets and started with a three-pronged approach, but before long, the tunnel was marching forward towards the central card. Green revealed his true nature as an Evil Saboteur by playing a dead-end card and was joined by Purple and Pink, (again). Pine cleared his blockage enabling Black to get to the treasure before the deck was exhausted.
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| – Image by boardGOATS from boardgamearena.com |
The winner depends on the distribution of “gold cards” at the end of each round. There are the same number of cards as players, and the number of gold on the cards varies at random between one and three. The person who finds the gold will always get the highest value card and one other, as they are doled out to the winning team, highest first, in reverse player order. The problem is, as the Dwarves have the advantage, the “winner” will almost always be a player who has not been a Saboteur.
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| – Image by boardGOATS |
This time that was not the case, with Blue and Burgundy tying for first place, both having been Saboteurs, but also both having personally found gold and also been the penultimate player (thus getting four cards). Black was the only player not to have been Evil at some point during the game and took the bronze medal, also having taken four cards, but with a lower total value. Poor Purple though, who had been a Saboteur in all three rounds definitely drew the short straw. In fact, we are starting to think her friendly exterior belies an Evil lurking beneath as she has been the Saboteur on no fewer than four occasions this year already!
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| – Image by boardGOATS |
As Pink and Pine signed off, eschewing our usual finale of 6 Nimmt!, this time we enticed Green to stay for one last game of Coloretto. This is a very simple card game that forms the underlying mechanism of the perhaps better known board game, Zooloretto. On their turn, players have a very simple choice: Draw a coloured chameleon card and add it to a truck, or take a truck. The chameleons come in seven different colours and players are trying to build sets, but only the largest three sets will score positively, with the rest subtracted from that total. With five players, the game is quite short. This time, the game started with everyone pretty much level until Blue started to lag behind.
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| – Image by boardGOATS |
Forced to gamble, when she found herself the only player left “in” with an almost empty truck, she chanced her arm and turned over cards. When she got lucky the first time, she tried gambled the second time it happened and went from the back of the pack to taking a large lead. Black tried the same trick and also got lucky then when Burgundy decided to “take one for the team” and played “King Maker”, Black took the lead as the game came to an end and held on for a fine victory. With that, Green decided it was definitely time for bed and after a little bit of chit-chat, everyone else went too.
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| – Image by boardGOATS from boardgamearena.com |
Learning Outcome: Being evil is harder than you might think.
In the middle of winter and with the current stresses, people need social contact more than ever, and board games are a great medium for that. Despite the limitations of “remote gaming”, everyone feels it is important to stay in touch, so we are persisting with online meetings. Therefore, our next meeting will be on Tuesday 19th January 2021; we will gather from around 7.30pm, and start playing at 8pm.
This week, the “Feature Game” will be Noch Mal So Gut!. This is a more advanced version of the the “Roll & Write” game Noch Mal! (aka Encore!). We have played Noch Mal! a few times and it is a known within the group as “Boardgame Bingo“. This variant adds an extra die and points for completing rows as well as columns.
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| – Image by boardGOATS |
And talking of Bingo…
Jeff and his girlfriend Julia were playing at the village Bingo. About half way through, Jeff started looking over Julia’s shoulder and said, “You’ve got that number, mark it off!” A couple of calls later he said it again, “You’ve got that number, mark it off!”
After five or six times, Julia eventually got annoyed and snapped at him, “Why don’t you do your own card?”
Jeff replied, “I can’t, it’s full…”
It was a very quiet night: Pine was late arriving due to another meeting; Lime had gone to bed early; Green and Lilac eschewed games in favour of the telly. So it was just six that settled down to the “Feature Game“. This was On Tour, a “Roll & Write” game where players are managing a band going on tour. The idea is that players have to plan the band’s route and schedule their stops visiting as many places as possible as shown on their map. Blue was having one of her dopey nights and made a bit of a pig’s ear of explaining the rules, but fortunately, they weren’t overly complicated and Burgundy was on the ball and filled in the gaps where necessary.
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| – Image by boardGOATS |
The map is divided into six sections: a horizontal border dividing the North and South and two vertical borders separating East, West and Central giving six areas. At the start of each round, three cards are revealed from the deck. Each card features one of the possible stops and a region: North, South, East, West or Central. Two d10 dice, are also rolled, each individually giving a number between zero and nine, which when combined, give two two digit numbers, i.e. five and three give 35 and 53. These two numbers must both be written on each player’s map in two of the three regions shown on the cards. At the end of the game, players draw a route from location to location following the marked paths, with each location visited having the same number or higher than the previous one.
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| – Image by boardGOATS |
Although this is almost all there is to the game, there are a couple of little niggles. Firstly, if a double is rolled, instead of two numbers, players draw one star in one of the regions shown on the cards. Similarly, if all three cards reveal the same region, then players again draw one star in that region. Finally, if a player can write a number (or star) in the state/country shown on the one of the cards, they draw a circle round it, signifying that it is worth double if it is included in the band’s tour. Players thus score points for each location visited and an extra point for each location visited that has been circled. The player with the most point is the winner.
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| – Image by boardGOATS |
There is a little bit of setup, where the dice are rolled twice (to give four numbers) and four cards are revealed. Everyone writes these numbers in in the same locations and circles them, which basically helps to stop everyone from placing on the low numbers on one side and all the high ones on the other. The first rolls were 09, 90, 38 and 83, placed in Pennsylvania, Illinois, Louisiana and Minnesota respectively. This put low and high numbers in the east, which was not a good start, but things got worse when the following dice rolls were repeatedly high/low numbers rather than mid range.
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| – Image by boardGOATS |
About half way through, Pine popped in having escaped from his meeting, to see how things were going. As he hadn’t eaten yet, he popped out again and returned later with his grub, just in time to see the last couple of rounds. The game was full of muttering and this just seemed to increase towards the end, as people had one or two critical numbers they needed to make their tour work. There was a big cheer from both Burgundy and Ivory when the penultimate roll gave them a 60. This made a huge difference to them almost doubling their scores, giving Burgundy the winning score of forty-one, three ahead of Ivory on thirty-eight.
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| – Image by boardGOATS |
We’d really enjoyed the first try and everyone was keen to give the European map a go too, especially Pine, who liked the idea of planning a music tour. The starting numbers of 12, 21, 08 and 80 weren’t too bad, even though they were mostly located in the south west of Europe (Montenegro, Austria, Serbia and Estonia respectively). These were quickly followed by lots more low numbers causing Pine to comment that his Tour was in lockdown and going no-where. Burgundy muttered about a blockage in central Europe and added that for him Turkey was out of the question, to which Blue queried whether he’d over-indulged at Christmas…
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| – Image by boardGOATS |
Eventually, Burgundy announced that he’d cleared his blockage, to which Pine answered that was possibly something that had to happen a lot on tour buses given the diet often enjoyed by roadies. Meanwhile, the muttering returned as people increasingly needed specific numbers to make things work and gambled on dice rolls making their tour segments connect. Everyone seemed to get more or less what they needed and most people seemed to decide Ireland and Portugal weren’t worth visiting, dumping difficult numbers there. Pine started in Turkey and almost ended up back there.
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| – Image by boardGOATS |
Blue who last time played safe and added almost nothing to her score in the second half of the game, learned from Ivory and Burgundy and managed to stitch three sections together in the last couple of rounds. Somehow, players appeared to have more options this time and everyone seemed to spend a lot of time trying to optimise their final routes to get the best scores possible. This time Burgundy and Ivory again did well, but Pine just beat them to second place, with Blue producing the highest scoring tour, going from Bulgaria to Ireland via a meander through central Europe and the Baltic states.
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| – Image by boardGOATS |
The game had been quite enjoyable, but had taken quite a lot longer than expected (although part of that was because we’d played it twice). There was still time to move to Board Game Arena for a couple of games though. Ivory took his leave, but after some discussion, everyone else settled down to a game of Saboteur, a game we are all very familiar with and have played quite a bit both in real life and, more recently, online with Board Game Arena.
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| – Image by boardGOATS |
We all know the game well so it was quick to get started. Each player has a hand of cards and takes it in turn to either play a tunnel card, or play an action card. The aim of the game is to help the team build a tunnel to whichever of the three terminal cards holds the gold, unless you are a Saboteur of course, in which case, your aim is to hinder the efforts made by everyone else. With just six players there are either one or two Evil Saboteurs, and the rest are Lovely Dwarves.
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| – Image by boardGOATS |
This makes it hard for the Saboteur team and they have to get their act together quickly to make the most of what little time they have. We usually play with the “House Rule” that we treat each round as an independent game, but on Board Game Arena, the game is played over three rounds (as per the rules as written). Purple started the first round and by chance headed south where Blue soon alleged that gold was to be found. Burgundy confirmed it, but Pink claimed Blue was fibbing and broke her trolley making life especially difficult for her as she only had tunnel cards to play.
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| – Image by boardGOATS from boardgamearena.com |
When Black said the bottom card was not gold, that really put the cat amongst the pigeons. Something about Burgundy’s behaviour clearly made Pine suspicious as he broke Burgundy’s pick for him and Pink then broke Black’s trolley too. The tunnelling had somewhat stalled, but once Pine repaired Blue’s tools the digging resumed. From there it wasn’t long before Pine reached the gold and Pink and Burgundy were revealed as treacherous Saboteurs, the first time ever for Pink. It was at this point that everyone realised that Black had looked at the bottom card and claimed it wasn’t gold. When questioned about it, he said it was just to add a bit of interest…
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| – Image by boardGOATS |
Purple started the second round as well, and Blue again was quick to take a peek at the bottom target card—this time she claimed it was coal. Pink said he didn’t believe her, but Blue pointed out how unreliable he was after last time. For everyone else, the jury was still out. Purple looked at the top card and said it was gold. Pink confirmed that the bottom card was coal and then Pine’s repeated discarding of cards roused Purple’s suspicions and she smashed his lamp for him. Black returned the favour, breaking Purple’s lamp.
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| – Image by boardGOATS from boardgamearena.com |
Meanwhile, the tunnel continued progressing slowly. Then Pine showed his true colours and triggered a rockfall in a critical location. The gap was quickly plugged by Pink suggesting that perhaps he wasn’t evil this time. Burgundy broke another of Pine’s tools, but he was quickly able to repair that. Blue didn’t have any cards that would take her to the top card that Purple claimed was gold, but could make it to the middle card, so rather than discard, confirmed it was coal. When Black discarded yet another card, it was too much for Burgundy who called him out for the traitor he was and smashed up his trolley. Then it was only a couple of turns before Purple made it to the gold for the lovely Dwarves.
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| – Image by boardGOATS from boardgamearena.com |
Pink was first to play in the final round and the tunnel made rapid progress towards the middle target card. The dwarves were nearly half way there when Purple checked the middle card and said it was coal. Blue immediately checked the bottom card and said it was also coal and the tunnel swiftly turned north and Pine confirmed that was where the gold was. Purple smashed Black’s lamp—a very suspicious move, and then Pink played a tunnel card pointing away from the agreed target—he pleaded stupidity, but everyone else thought that was also a suspicious move.
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| – Image by boardGOATS from boardgamearena.com |
Blue was able to fix the problem caused by Pink, but a couple of turns later he confirmed his treachery when he played a rockfall and regressed the tunnel. Fortunately, he could have played it in a worse place and Burgundy was quickly able to repair the damage. A couple of turns later, after a brief hailstorm of broken tools, Purple also confirmed her status as an evil saboteur. Fortunately it was too little, too late and Burgundy and Pine were able to extend the tunnel to the gold.
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| – Image by boardGOATS from boardgamearena.com |
It was the second time Pine had made it home, and unusually, despite the fact he had failed as as saboteur in the second round, he took overall victory. Although time was marching on, there was still enough for a game of our favourite, the 2020 Golden GOAT, 6 Nimmt!. The game is so simple, yet so much fun, it is the perfect end-of-the-evening game. It sounds so unpromising: players simultaneously choose a card, then starting with the lowest value card played they add them to one of the four rows. If the card is the sixth card, instead they pick up the cards and add them to their scoring pile with the the card they played forming the start of a new row.
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| – Image by boardGOATS |
It is as simple as that. On Board Game Arena, players start with sixty-six points (or “nimmts”) and the player with the most points when one player falls below zero is the winner. We usually now play with the “Professional Variant”, so cards can be added to either end of the rows which adds to the madness. This time, Pink was the first to pick up cards while Purple continued in what feels like her New Year’s resolution, not to be the first into the red.
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| – Image by boardGOATS from boardgamearena.com |
With Purple recusing herself from the race to the bottom, Pink, Blue and, unusually, Pine, took her place. Eventually Blue got left behind and Pink and Pine duked it out. Remarkably, it was Pine, who nearly always does well in 6 Nimmt!, reached the bottom first, suddenly picking up fourteen bulls’s heads, just before the end of the round bringing the game to an abrupt end. There was some ribbing about how he was just doing to prove that he didn’t always do well—still, with a little practice before next time, he will no doubt return to his usual position.
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| – Image by boardGOATS from boardgamearena.com |
The winner in this game is always largely incidental, but this time Black was the one who finished with the most points, nine more than Burgundy in second. There was a bit of chit-chat about school and Christmas before we left. Pine explained how he was at primary school with Anthea Turner (or perhaps it was her sister Wendy). Blue told how her mum and uncle were at school with Pam Ayres and her sister Jean, who still lives in Stanford. When Purple explained about the time that her nephew had reached into Black’s stocking and pulled out his old nuts, we all knew it was time for bed.
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| – Image by boardGOATS |
Learning Outcome: Ohhhhh, so THAT’S where South Dakota is!
As reported previously, fake and counterfeit goods are not uncommon online, especially with purchases from certain auction sites. Even companies like Amazon are not immune though, thanks to co-mingling of stock with that from other third-party sellers and returned items. More recently, however, there have been lots of reports of issues with copies of Pandemic, Dead of Winter, Carcassonne, Catan, and Harry Potter: Hogwarts Battle bought from Zavvi. This is of note, not because of the games (which have been targeted before), but because Zavvi is a reputable high street name.
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| – Image by BGG contributor kilroy_locke |
Zavvi is owned by The Hut Group (aka THG), along with a range of other companies that sell everything from lipstick to language services. The Hut Group also own I Want One of Those (aka IWOOT) who have recently been selling quite a lot of games at a good price including Sagrada, Horrified, and Ticket to Ride: London. There doesn’t appear to be any question of the authenticity of these games, but IWOOT have been selling copies of Dead of Winter, Pandemic, Carcassonne and Hogwarts Battle too and these also seem to be fakes, presumably from the same, communal supply as the Zavvi games.
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| – Image by BGG contributor zgabor |
Both Zavvi and IWOOT have been reluctant to acknowledge that the games are fake insisting to customers that they “do not handle fake goods”, they “source all stock direct from the brand suppliers”, and “items sold by ourselves are not counterfeit”. Neither Zavvi nor IWOOT are known for selling counterfeits. So, assuming it is against company policy, how their supply chain became contaminated is an interesting question and it is possible that they themselves have been the subject of a deception. It seems unlikely that these fakes were supplied through the usual UK distribution channels, but it is possible they were bought in good faith from another supplier.
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| – Image by BGG contributor mikehulsebus |
Perhaps the biggest issue here is the poor Customer Service people have reportedly received, including standard unhelpful replies or an offer of only a partial refund. It seems persistence is the only answer, though reporting the company to the Trading Standards and/or the finance handling service (credit card company or PayPal), can help. For those struggling with IWOOT, suggesting to Customer Services that they look at “ISM ticket 1195382” can also help (ISM is the Ivanti Service Manager ticketing system).
Four years ago today, the driver of a sports utility vehicle in Huntsville, Alabama had a seizure and lost control of his car. His path took him through an Office Depot car park, across another road, through another empty car park and then a fence, and finally ploughed into The DeeP, a games and comic store. Somehow, he narrowly missed numerous items that would have stopped the vehicle, but would have caused serious injury to the driver had he hit them. Remarkably, nobody was seriously hurt, but the games store had plenty of cameras to show what happened to the stock…
| – Video by Deep Comics & Games on youtube.com |
The Metropolitan Police have reported that they have fined twelve people who were caught playing Dominoes. According to their report, last Tuesday (29th December 2020), officers were called to a restaurant on the Whitechapel Road, London, where the owner initially claimed that the only people present were workers. He tried to prevent officers from entering a darkened room where they found twelve people playing games.
| – Video from met.police.uk; via youtube.com |
Whitechapel is currently covered by the London-wide Tier 4 Covid restrictions which mean people “must not leave or be outside of your home or garden” without reasonable excuse. Chief Inspector Pete Shaw said: “The rules under Tier 4 are in place to keep all of us safe, and they do not exempt people from gathering to play games together in basements.” Tower Hamlets Local Authority are considering fining the restaurant owners for their action and all twelve gamers were issued with Fixed Penalty Notices. Perhaps they should have considered playing games online instead…
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| – Image by boardGOATS |
In the middle of winter and with the current stresses, people need social contact more than ever, and board games are a great medium for that. Despite the limitations of “remote gaming”, everyone feels it is important to stay in touch, so we are persisting with online meetings. Therefore, our next meeting will be on Tuesday 5th January 2021; we will gather from around 7.30pm, and start playing at 8pm.
This week, the “Feature Game” will be On Tour. This is a “Roll & Write” game where players are living the dream in a band going on tour. They have to plan the band’s route and schedule their stops visiting as many places as possible.
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| – Image by boardGOATS |
And talking of bands on tour…
Jeff and his mate Joe had gone to a U2 concert. They had just finished “Beautiful Day” when Bono asked the audience for quiet. Then, in the silence, he started to slowly clap his hands, once every couple of seconds. Holding the audience in total silence, Bono said into the microphone, “Every time I clap my hands, a child in Africa dies.” There was silence, as he continued to clap.
Jeff thought about it for a moment, then shouted out, as loud as he could, “Well stop doing it then!”
Following the success of all the previous New Year parties, everyone wanted to have one this year too especially given how difficult it has been. So, the evening began with Pink showing off his new Christmas panda games which were admired as people arrived. Much to Blue’s horror, Pine then showed off his lack of trousers which he was not wearing in Pink’s honour. There was much messing about with the new version of Teams and the settings, because Green seemed to be muted in the chat and couldn’t work out how to fix it.
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| – Image by boardGOATS |
After a lot of messing about, eventually we settled down to the “Feature Game”. In the absence of our usual New Year game of PitchCar, we opted for the nearest online alternative: Downforce played online using Board Game Arena. Downforce is a card-driven, bidding, racing, and betting game, based on the older games, Top Race and Daytona 500. There are lots of different options, but basically, the game comes in two parts. Firstly there is an auction for the cars, then there is the race when players try to manipulate the race so their cars win, and bet on which car will triumph.
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| – Image by BGG contributor The Innocent |
The clever part of the game is the cards which are used for bidding in the first part of the game and then later to move the cars. These are marked with one to six of the colours corresponding to the six cars in the race. Each colour has a number which represents the car’s speed, i.e. how far it will travel in a forward direction. These cards are activated from the top to the bottom, moving the fastest car first, then the next and so on. The cards show different combinations of colours and numbers, but players know what they have at the start of the game. This therefore gives the players much more control over what they are doing, compared to games like Formula D for example, where the movement is dependent on rolling dice.
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| – Image by boardGOATS from boardgamearena.com |
Three times during the game, players have to bet on a car to win or place—this doesn’t have to be a car they own, in fact, betting against a car they own is a good way to limit losses. The cars are auctioned off at the start of the game and the amount players spend is off-set against their winnings (money for placing in the race, but also for any successful bets). The winner is the player who finishes with the most money (net). So the game started with an auction of cars, and as it was our first game, we decided not to include the special powers and chose the River Station track, as it was the simplest (though there are still a couple of pinch points).
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| – Image by boardGOATS from boardgamearena.com |
With six players, six cars and no special powers, the auction was really for pole position. That was taken by Team Greeny-Lilac, who played their “Superspeed Eight” card first and moved straight into the lead which they held, crossing the first betting line at the front of the pack. With lots of players the hands are very small, so it is essential that players have at least some cards that match the colour of their car if they are to have any control at all. That was not something that Pine succeeded in having at all. Despite that, somehow Pine managed to cross the second betting line first and parked up in the narrow, single car section between the second and third betting lines, blocking it completely.
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| – Image by boardGOATS from boardgamearena.com |
By the time he left the narrow section, Burgundy and Team Greeny-Lilac had replaced him, effectively obstructing everyone else and amid much hilarity, producing a lot of expletives on screen. Pine and Burgundy’s cars got in Team Greeny-Lilac’s way and Pine then put on a spurt to cross the third betting line in the lead. That was a master-stroke, as it gave him space to accelerate round the final corner to the finish line, leaving Burgundy and Team Greeny-Lilac some way behind. Although he crossed the line first, Pine had started with such an appalling hand of cards that he didn’t back himself to win, even when he was ahead at the final betting line.
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| – Image by boardGOATS from boardgamearena.com |
Just like the one, true, car racing game PitchCar, everyone else stalled on the line in the race for second place. Eventually, Team Kitty (piloted by Pink), crossed the line in second place while Pine was still struggling to come up with cat-car-racing puns (Niki Meowda was the best he could come up with). The winner of the game was actually Purple, despite the fact that her car came in third. This was thanks to her astute early betting and the fact she spent much less on her car than everyone else. The first game had been a lot of fun, so we decided to give it another go with some of the other options.
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| – Image by boardGOATS from boardgamearena.com |
This time, we added the basic special powers to the auction phase and picked a track at random, which turned out to be Switchback Pass (from the Danger Circuit expansion). This turned out to be an interesting track with no single track sections, but instead featured small, dangerous spaces, with cracked tarmac and rubble from frequent rockfalls. Players cannot end their movement on these spaces as they are too dangerous; they can only be used for overtaking and players are forced to move back to a regular space as soon as one is available.
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| – Image by boardGOATS from boardgamearena.com |
This makes it harder for players to actually block others as they have options, though these are can be expensive since the dangerous spaces are smaller and it takes twice as much energy to use them. Team Kitty bid high and won the first car as they only really had one colour on their cards—as a result, they had a power (Strategic) they could only use once. The other powers were arguably better, though none really felt like a game changer or breaker. This time it was Black (who was “Cunning”) who stormed to an early lead and crossed the first betting line way ahead of everyone else. As a result, everyone except Black, bet on Black to win. Aside from a brief spell when “Determined Pine” took the lead, “Cunning Black” stayed at the front until he was well past the third betting line.
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| – Image by boardGOATS from boardgamearena.com |
Then, largely without warning, Black found himself blocked in by the combination of some dangerous track and a load of other cars. And suddenly, we were in “Echidna Shuffle” territory where everyone was trying to avoid giving victory to anyone else. This was made worse by the fact that everyone had betted that Black would win, so wanted Black to come in first to maximise their takings. However, everyone also knew that everyone else had bet on Black, so everyone knew that whether he won or lost it would probably make little difference to the scores. As a result, it became every car for itself and “Cunning Black” was left to languish on the side of the track like an Alfa Romeo waiting for a recovery vehicle.
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| – Image by boardGOATS from boardgamearena.com |
“Determined Pine” was the beneficiary Black’s misfortune and was first to cross the line, eventually followed by “Team Strategic Kitty” in second (by now Pine and Pink had come up with Purrrrling Moss and David Cat-ard…). “Aggressive Burgundy” and “Team Tricky Greeny-Lilac” came in third and fourth, leaving Black to limp home fifth. “Cunning Black” was the only one to take anything from the betting, having not learnt from Pine in the first game, and instead bet on Team Kitty at the first betting line. It wasn’t enough this time though, and in a low scoring game, the winner was Pine, thanks to him winning the race and buying his car cheaply. Burgundy was second with Team Puss in third.
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| – Adapted by boardGOATS from image by BGG contributor kalchio |
Although we’d all enjoyed it, two games of Downforce were definitely enough for one evening. So we decided to move on to something else. For a bit of variety we had planned to play a round of Just One. As a cooperative, social deduction, word game, Just One ticks all the unpopular boxes for our group, making it the sort of game we very rarely play. With more than superficial similarities to Codenames (which went down like a lead balloon when we played it a few years ago), Just One is a game we would never have tried had it not been for the current situation.
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| – Adapted by boardGOATS from image by BGG contributor kalchio |
The idea is that one player from the group is nominated to be the Guesser and everyone else gives them clues. The clues have to be words, or characters and must not be derivatives or homonyms of the target. The clever part is that any words that are the same are removed before they are shown to the guesser. So for example, if the target word is “Berry”, clues could include “Straw”, “Black” and “Nick”. If two people suggest “Straw”, however, this clue is removed which makes the job significantly more difficult for the Guesser.
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| – Image by boardGOATS |
Thus, much like Dixit, in Just One, players are skating a thin line, trying to give an obvious clue, but one that is not so obvious that someone else will give it too and have it removed. The game is a cooperative game usually played over thirteen rounds, but this time we decided to “house rule” it to play eight rounds, with everyone taking one turn as the Guesser. Pink started, as he was already in the kitchen doing the washing up. His word was “Venus”, and people scratched their heads as they tried to think of good clues. These included “Milo”, “Woman”, “Tennis”, “Planet”, “Williams” and “Love”, but the one that clinched it for Pink was Pine’s clue of “Bananarama“.
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| – Image by boardGOATS |
With the first one out of the way, everyone understood what they had to do, and Green took his turn to guess. Even when the clue “Love” appeared twice and was therefore eliminated, “Caddy”, “Surf”, “Derelict”, “Shed” and “Outhouse” were enough for him to correctly guess, “Shack”. So, it was all going swimmingly and people were just beginning to think it was easy, but then it was Black’s turn. His clues included “Kylie”, “Area” and “Community”. He correctly picked up on the “Australia” connection, but even with “Location” or “Locality” (which were ruled out as being too similar), the connection to “Neighbourhood” was just too tenuous.
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| – Image by boardGOATS |
Next it was Pine’s turn and his clues included “Warning” and “Coast”. Pine being Pine, the clues that most strongly suggested “Lighthouse” were “Family” and “Lifted”. Although he was pleased to get it right, he is not a fan of the duo, and was very unimpressed when Pink found the track online and shared it with everyone.Burgundy was next and even when “Poll” was eliminated, “Vote” and “Boris” were enough to help him to correctly guess “Election”.
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| – Image by boardGOATS |
Then it was Blue’s turn, but with clues of “Sand”, “Desert”, “Movie”, “Film”, all she could think of was “Ice Cold in Alex“, which was clearly not right. “Shoes” might not have been the most helpful clue for someone who hates shoe-shopping, but “Herbert” and “Spice” should really have led her to “Dune”. As she had not read the book or seen the film, she passed instead. That left just Purple and Lilac, as it was five to midnight though, we took a break to get drinks to toast the passing of 2020 and sadly bid farewell to the UK membership of the EU.
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| – Image by boardGOATS |
After admiring Squeeze‘s jazzy rendition of “Cool for Cats” on Jools Holland‘s “Hootenanny“, singing “Auld Lang Syne“, a couple of phone calls, and looking for fireworks, we started again. Purple was given clues including “Gucci”, “Vogue”, “Catwalk”, “Bowie”, “Outfits” and “Clothes” which she quickly correctly guessed as “Fashion”. Lilac was last up and got clues of “Green”, “Earth”, “Love” (again), “Armistice”, “Nobel”, “Quiet”. Seeing “Earth” and “Green” together, she excitedly said, “Greenpeace“, but of course that could not be correct as clues could not be contained in the answer.
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| – Image by boardGOATS |
After what seemed like an age she guessed correctly giving us a team effort of six out of eight. Like Hanabi, the collective score at the end corresponds to a comment in a table, so scaling this to thirteen, it corresponded to “Wow, not bad at all!”. One of the things we really hated about Codenames was the pressure it puts on the clue-giver; worse, if the clue-giver is not naturally good at making those sort of connections, they feel they are failing their team and the whole thing can tank spectacularly. This is very different in Just One.
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| – Image by boardGOATS |
In Just One, the stress is shared evenly amongst the clue-givers and although there is a little more pressure on the Guesser, as each person only guesses once or twice and the game is cooperative, no one person takes responsibility for failure and everyone shares in success. That said, although it is much, much, better in that regard than Codenames, Just One still isn’t really a game for our group. So there was only really one way to properly welcome in the New Year, and that was with a game of 2020’s Golden GOAT, our old favourite, 6 Nimmt!.
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| – Image by boardGOATS |
In this game, players simultaneously choose cards to play and then add them, in order to the four rows. When a player adds the sixth card to a row, they take the other five and their card becomes the new starting card. The “nimmts” they pickup are subtracted from their starting total of sixty-six and the game ends when one player reaches zero. We now play with the “Professional Variant” where cards can be added to both ends of the row adding a new level of madness, and fun.
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| – Image by boardGOATS |
This time, unusually, we were about a third of the way through the game when someone pointed out that Purple had not yet picked up a card. This was particularly remarkable because more often than not she is the player to trigger the end of the game. At the time we thought perhaps this signalled that 2021 was going to be better than, or at least different to, 2020. On count-back however, it turned out that Purple won the first game of 2020 as well, so maybe that’s not such a good omen after all. Meanwhile, everyone else was picking up the cards that Purple would normally take. At one point everyone had around forty-five or forty-six, except Team Greeny-Lilac who had fifty-four, and Purple who had yet to pick up a card so still had sixty-six.
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| – Image by boardGOATS |
Purple lasted thirty-five minutes into 2021 before she picked up any nimmts. It couldn’t continue forever though, and although everyone else continued the inexorable creep towards zero, Purple finally picked up enough cards to move her into second place, leaving Team Greeny-Lilac in the lead. Inevitably, that made Team Greeny-Lilac a target although nobody has anywhere near enough control in 6 Nimmt! to effect any significant change. Perhaps it was a matter of collective wishful thinking, but slowly, Team Greeny-Lilac started picking up cards, and at a slightly higher rate than everyone else.
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| – Image by boardGOATS |
With the rate everyone was going, we were in serious danger of ending the game with everyone on negative scores. Black, correctly predicted that there wouldn’t be the extra necessary round to make that happen though, as he picked up once more and brought the game to an end. Only Team Greeny-Lilac joined him in the red, after so long in the lead. The winner was really just the player who had managed to hang on the longest, and with one of the lowest winning scores in recent games, it was Pink who won the first game of 2021 with twenty-one points and Purple was just behind with sixteen. With that, and a little more chatter, it was time for bed.
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| – Image by boardGOATS |
Learning Outcome: Online racing is much like the real thing: lots of queuing.