Author Archives: nannyGOAT

22nd July 2025 (Report)

This being the summer, Lime brought LIttle Lime to join in the evening, but as there is a curfew for under-eighteens (due to licencing restrictions), the first game had to get off the mark quickly.  Together with Pink and Plum, they quickly got going with the well known favourite and Spiel des Jahres winning game, Azul.  This is known to everyone, so needed little clarification, though they group decided to use one of the alternate boards from the Crystal Mosaic expansion (the one with the cross pattern).  The game is very simple with players taking tiles of one colour from a factory and putting the remains in the centre, or taking all the tiles of one colour from the central pool.

Azul
– Image by boardGOATS

In either case, players have to add them to their conveyor and if, at the end of the round the conveyor is full, one tile is slid across to be added to the mosaic and the rest disposed of. If the added tile is isolated it scores a single point, but if placed next to other tiles, then more points are scored with larger groups scoring more points.  In this way, tiles grouped together keep scoring points.  Thus, a player who starts well can build a lot of points, which both Little Lime and Plum managed to do.  In the end, Big Lime ended the game, leaving Plum with a single point advantage—The moral of the story:  Don’t end the game too early (as Big Lime commented regretfully).

Azul
– Image by boardGOATS

On something of a roll, the group moved on to one of Pink’s favourite quick fillers, For Sale.  Dating from the end of the last century, this game is now nearly thirty years old, but isn’t really showing its age, despite that.  The game comes in two halves:  Buying Properties at Auction, then Selling Properties by Blind Bid.  This game was really really close with a single point between Plum and Little Lime, but they were a a few points behind Big LIme who, as an accountant might be expected to perform well in a financial game.  The winner, however, was Pink, who, despite it being one of his favourite games had never won, until now.  And with that, it was time for Family Lime to head off.

For Sale
– Image by boardGOATS

Meanwhile, the rest of the group were engaged in the two tables of the “Feature Game“.  To mark the recent announcement of the Spiel des Jahres winners, this was  Looot.  Although Loot was not actually one of the winners, it, along with Faraway, had recieved a nomination for the Kennerspiel des Jahres and, as it had proved popular within the group (also like Faraway) we decided to make it the Feature.  Although its nomination was in the Expert or Connoisseur category, the game is not overly complex.  The game is played over a series of rounds where each player places one of their Viking workers—the game ends when everyone has run out of Vikings.

Looot
– Image by boardGOATS

On their turn each player places one of their Vikings on the central playerboard.  This is is made up of hexagons: the Viking must be placed on an empty space next to another Viking (of any colour).  Each hexagon gives a resource which can be used to purchase Longships, and if the Viking fulfills certain conditions, it’s owner can capture a house, Watchtower or Castle.  The player with the most points at the end of the game is the winner.  This time there were two tables playing the same game, with Black leading the first table comprising Purple, Byzantium, and Cobalt.

Looot
– Image by boardGOATS

This game turned into a a bit of a battle for Castles between Byzantium and Cobalt.  Cobalt did rather better in the end though thanks to his Long-ship bonuses.  This was because Byzantium kept revealing them and everyone else eschewed them until it came to Cobalt who snapped them up.  Byzantium’s frustration was increased somewhat because Cobalt was just before him in turn order so it looked like they miight make it round to him until they didn’t…  quite…  In the end, Cobalt’s were worth forty-two while Byzantium’s gave him just twenty-eight, despite the fact he actually had more.

Looot
– Image by boardGOATS

It was still close between them, but fairly inevitably, Cobalt had the edge finishing with one-hundred and twenty-eight, ten more than Byzantium in second place.  This was a much higher scoring game than the second table, although that was much closer.  Jade led this game with Mint, Sapphire, and Blue making up the group.  The strategies were very varied, with Jade going for Castles, Mint for Watchtowers, Sapphire for Gold, and Blue who was new to the game, going for a balanced strategy so she could change her tactics as required.

Looot
– Image by boardGOATS

In the end, Blue’s “points from everything” approach just had the edge giving her victory with eighty-eight points, two more than Mint who had one more than Jade with Sapphire close behind. With the games of Looot coming to an end at the same time as For Sale and with Family Lime heading off, the rest of the group split into two.  The first, larger group, consisted of Jade, Sapphire, Blue, Pink, Mint, Plum and Byzantium who decided to give a simple and supposedly quick little game called Tacta an outing.  This is a sort of “card placing” game where players have a hand of cards and place them on the table to cover up spots on other players’ cards.  At the end of the game, the player with the most spots visibleis the winner.

Tacta
– Image by boardGOATS

Unfortunately, game time is proportional to the number of players, so with the six players (Plum and Byzantium shared a hand and worked together), the game was always going to take twice as long as it would with three.  Worse, this was one of those games where gamers take even longer as they want to make sure the find the best placement option and push the rules boundaries.  It is a very clever little game though and a lot of fun, though perhaps playing with fewer cards or fewer players would avoid it outstaying its welcome.

Tacta
– Image by boardGOATS

It was made worse by the fact that everyone helped everyone else and therefore, the victor was quite obvious from fairly early in the game  Although Blue made a dash to come from zero to finish in a more respectable last place, nobody looked like they were seriously going to challenge the Byzantium-Plum team.  Mint took second one point ahead of Pink who was one point ahead of Jade who was one point ahead of Sapphire.  Definitely one to try again, but with fewer people next time.  The supposed quick card game ended up finishing some time after the supposed longer game, Ticket to Ride: Paris that Black, Purple and Cobalt chose.

Ticket To Ride: Paris
– Image by boardGOATS

One of the small, “City Editions” of the popular, Spiel des Jahres winning Ticket to Ride games, we’ve played Paris quite a bit since it was released last year.  Following the same pattern as all its brethren, the game involves collecting coloured carriage cards and spending them to place metro carriage pieces on the board to connect regions of the city, while trying to also complete tickets.  Each edition has its own extra little rule, and in the Paris edition, this is centred on the colours of the tricolor.  When players build a red, white or blue route, they keep one of the cards, when they complete a set of three they discard the cards and claim bonus points.

Ticket To Ride: Paris
– Image by boardGOATS

Purple started and game play was rapid.  Before long, players were running out of pieces, with Blake miles ahead of the other two.  But that was without the addition of scores for Tickets. Purple took got nine points for her three completed Tickets thanks to her misplaced bravery in picking up tickets at the end and not being able to complete her last one.  Cobalt took sixteen points for completing all four of his Tickets, though that was with a bit of jiggery pokery (i.e. retaking his last turn) in order to complete one ticket when he realised he had actually failed to complete it. It was therefore perhaps fair that Black who only scored ten points for completing his pair of tickets just managed to keep his nose in front, taking victory by a single point.

Ticket To Ride: Paris
– Image by boardGOATS

Learning Outcome:  There is something for almost everyone in the Spiel des Jahres lists.

8th July 2025 (Report)

Things were late starting, largely due to the delayed arrival of Blue and Pink with their copy of the “Feature Game“, the the shiny new Emberleaf.  It was Plum’s Special Birthday—there have already been two in the last few weeks (Jade and Pine, with Black a few months ago) and more to come in the not too distant future—so there was a bit of chat, card signing and some amazing chocolate cakes provided by Sapphire.  Eventually, as time was marching on, games were assigned and Blue and Jade started to explain the rules of Emberleaf to Ivory.  This is a “card dancing” and tile placement game from the same stable as The Isle of Cats, where players are trying to re-home their kin in clearings on the central Forest board.

Emberleaf
– Image by boardGOATS

The core mechanic of the game is card placement and movement on the players’ individual Fellowship player boards.  The idea is that on their turn, players carry out one of two possible mandatory actions and as many optional actions as they like.  The two possible mandatory actions are Card Placement and Card Movement (or “Dancing”).  There are five different types of power on the Cards and one of these is the “On Play” action.  This takes effect when they are placed—players start with a two by six space to place cards and can place each card in any empty space.  The other possible mandatory, Card Movement involves starting with the card in the top left corner and progressing down each column, each card is moved left one space and any “Slide” actions are carried out.

Emberleaf
– Image by boardGOATS

When cards reach the left-most column, Sliding moves them off the player’s board (activating any “Drop Off” actions) and back into their hand (not via a discard pile like deck-building games, so there is no probability element; Cards as always available in hand or on the player’s Fellowship board).  The remaining two powers include “Ongoing” and “Charge”.  Ongoing powers are always active as long as the card is on the board, while Charge powers are optional actions that can only be taken a set number of times before they must be refreshed by the Card Sliding off the board.  All these actions broadly come under the categories of Gathering Resources (Wood, Stone, Turnips or Honey), Walking between clearings, Attacking monsters to make dangerous areas in the forest safe, and Building in clearings.

Emberleaf
– Image by boardGOATS

Each player has a space on their Fellowship board to place Resources, which means players have a limited number they can store.  So, for example, Building requires a card to give the action (either placed or moved) and the necessary Resources to be spent, as well their Hero figure at the clearing they are building in.  Each player starts with a super-cute Hero Figure representing their clan chief, located in Hawker’s Crossing—the most westerly clearing, on the edge of the Forest.  From there, players can move their Hero around the board by Walking along paths which go through dangerous areas.  If a player wants to travel through a dangerous area, they need to walk further or, alternatively, they can spend a turn Attacking the monsters in the Dangerous area and make it Safe (which also requires an action either by placing a Card or as part of a Card Movement).

Emberleaf
– Image by boardGOATS

As always, Ivory was on the case, and asked the key question:  Where do the points come from?  In truth, Emberleaf is a bit of a “point salad” with points coming from all sorts of places.  For example, players get points for Building with the number of points equal to the number of different types of building in a neighbourhood.  Players also get points for making Dangerous areas Safe, as well as for collecting Trophies.  There are six Trophies available during the game, and getting these is all about timing with the player who reaches the bottom of the cooperative War Banner Track taking one.  Everyone gets some benefit from this, but the player who takes the Trophy gets an extra bonus.  The game ends at the end of the round when the sixth is taken.

Emberleaf
– Image by boardGOATS

Additionally, in a similar way to the tiny buildings in Tapestry, when players take one of their twenty Emberlings from their Fellowship board and re-home them, they reveal a little bonus and some of these are points (others include Resources etc.).  There is another, more significant way of gaining points, however, and that is through Favour Cards.  These are personal objective cards which can be very lucrative and are scored at the end of the game.  Favour Cards can be acquired as part of rehoming Emberlings, but also by Promising a Favour, one of the optional actions that can be carried out as part of a player’s turn.  Each clearing starts with a Favour token in each player’s colour and if their Hero is currently located in a clearing containing one the player may spend it to take a Favour card.

Emberleaf
– Image by boardGOATS

On the surface, the game is not that complex, though building an engine requires an understanding of what the cards do and how to get the best of them.  Additional Hero cards can be taken from a Card market when a Campfire icon is revealed (likely on re-homing an Emberling).  There are a few little rules niggles as well.  For example, the Card markets (there are two:  Favour and Heros) are refreshed at the end of a player’s turn, but as well as replacing the used cards, the oldest card is also discarded meaning the order cards are drawn in has to be observed.  Similarly, whenever a the bottom of the War Banner Track is reached, the Dangerous Area tiles are refreshed.

Emberleaf
– Image by boardGOATS

Ivory, got a handle on the rules really quickly and was out of the blocks on the “B” of bang.  Jade wasn’t far behind, while Blue was much, much slower as she spent much of her time with her nose in the rules checking queries rather than focusing on her game.  When she finally got round to looking up, the others were distant figures on the horizon and she had a lot of catching up to do.  Ivory had moved quicklywith an initial strategy of building buildings on the areas that gave honey (particularly markets occupied by a mouse for his end game scoring).  This gave him additional spaces on his board and he then picked up a couple of additional Hero Cards and several Favour Cards to further drive his strategy.

Emberleaf
– Image by boardGOATS

The Koala allowed Ivory to battle anywhere whenever he “Danced”, and that gave him a steady stream of points and resources.  Jade and Blue were slow to clear the additional board actions, but Ivory found that opening up the Build Action meant he always had that available and could place a card with only “Dance Actions” at the end, giving me max benefit for that card.  Everyone tried to get end game objective cards early as they give something to aim for.  Ivory was by far the most effective at this however getting cards that gave points for having his mice on markets, mice in at least three different areas and building in exactly four areas, whereas Blue who was slower, found she was trying to take objectives that matched her achievements.

Emberleaf
– Image by boardGOATS

Inevitably, Ivory was the victory by a veritable country mile finshing with one-hundred and thirty-eight, though Blue who had been practically stationary for most of the game, came through strongly in the late stages to take second.  It had been a tough learning game, but everyone had liked it and it definitely deserves anothe outing.  Meanwhile, Plum, the Birthday Girl, was playing one of her favourite games, Viticulture.  This is also one of Pink’s favourites and is also very popular with both Byzantium and Mint who completed the foursome.  There is nothing really innovative about the game—it is “just a standard worker placement game”, but it does the job really, really well, which elvates it above so many other worker placement games, and as a result, it rates highly on ranks very highly on so many lists.

Viticulture
– Image by boardGOATS

The game played over several rounds, which are split into seasons—Players take it in turns to place workers on the Summer part of the board in the first half allowing them to plant grapes and prepare for Winter when players can harvest their grapes, make wine and fulfill contracts for points.  In general, each action has a small number of active spaces, but players also have a Grande worker who can always be used to carry out an action, even when all the usual spaces have been filled.  Winter and Summer are setup phases when turn-order is addressed and Visitors arrive.  Visitors are cards which allow players to bend the rules slightly and/or gain points.

Viticulture
– Image by boardGOATS

This time, however, the group decided play with the Tuscany expansion and the Moor Visitors card deck.  Tuscany replaces the main board with a larger board, but also re-structures the phases so that there are now four seasons to place workers.  It additionally adds a small map where players can place star-eeples to gain a bonus and points at the end of the game for the player with the most influence in this area.  Tuscany also brings in structures, which players can build to enhance their vinyard and use to gain more points.  It also lenghtens the game slightly, ending when a player passes twenty-five points rather than twenty in the base-game.

Tuscany
– Image by boardGOATS

Everyone knew the game well, so after just a few rules clarifications the game was underway with everyone opting for the the now standard trategy of selling a field for an early influx of cash.  Mint started with some really nice building cards including one which enabled her to harvest multiple fields at the same time.  Plum was less enthused by hers and recycled them—as she had begun the game with the Cottage she was picking up extra Visitor cards every Autumn.  She made a concious decision not to choose to “wake up” first, which meant she never went first or last in the turn order and when she chose the start bonus of “age grapes” she forgot to take advantage of it.  This was clearly catching as Byzantium did something similar when he chose the same starting position.

Viticulture
– Image by boardGOATS

The Tuscany expansion also adds Special Workers which have their own special abilities and players can train one of their workers to have each of these.  This time they were the Farmer and the Builder, with the latter from the Special Workers promo.  Respecively, workers with these powers, allow the player to choose a bonus (even if they are not on a bonus space) and save two lira when building.  A priority is always to get more workers early in the game, but whether to upgrade them is a difficult decision as it costs an extra lira and cash is always so tight in this game.  These proved quite popular though as going second in a location with a Farmer still gave a bonus.

Tuscany
– Image by boardGOATS

Pink got his head down making wine early as he picked up two really nice, achievable and valuable contracts early in the game, which gave him a solid start.  However, it was a very long time before anyone actually really started scoring points as everyone concentrated on building their vinyards before putting them into action.  For example, Plum, needed a Trellis for her first grapes, although having a Builder reduced its cost.  Eventually she also built a Penthouse which gave an extra point when making high quality wine over a value of seven and with those in place was in a position to start growing, harvesting and turning grapes into wine.

Tuscany
– Image by boardGOATS

At one point, Plum played a two Visitor card combo that gaver her a grape which she was immediately able to sell at tripple the normal price.  Otherwise, everyone mostly focussed on turning grapes into wine and completing contracts for points, although Pink did turn cash into points as well.  As is always the way with Viticulture, there was a sudden cascade of points, and with four experienced players it was a tight game with all four finishing over the twenty-five point finishing line.  The winner was Pink, however, who finished with thirty one points, three more than Plum who took second (no, Pink wasn’t going to let her win, even on her birthday!), and Byzantium and Mint tied and shared the last spot on the podium.

Tuscany
– Image by boardGOATS

The third table, comprising Black, Purple, Pine, Sapphire and Lime, started with a game of Sagrada (with the 5-6 player expansion).  This is a fairly simple game of dice-drafting, where players are placing dice to create stained glass windows.  Dealt at random, each player begins with a private objective card and two double-sided Window pattern cards, choosing one side to play with and taking the number of Favor tokens marked on the chosen pattern.  Three Tool cards and three public objective cards are placed in the communal central area and the first player rolls all the dice.

Sagrada
– Image by boardGOATS

In “serpentine order” (i.e everyone taking a turn in order then taking a turn in reverse player order), players can use any Tool card (paying one Favour token for the first use, two thereafter) and then choose one die from the pool and place it on an open space in their Window.  The first die must be placed on an edge or corner space and every other must touch another die diagonally or orthogonally.  Dies must match the colour or value depicted on the space if there is one and may never be orthogonally adjacent to a die of same color or value.  Players may choose not to take a die on their turn, but that will leave an empty space and each one costs a point at the end of the game.

Sagrada
– Image by boardGOATS

The game ends after each player has had twenty turns after which players score points for each public and private objective achieved adding one point for each remaining Favour token and and deducting a penalty point for each empty space.  Even though there were five, the group played by these standard rules rather than adding the optional private dice pools from the expansion.  The communal goal cards gave points for placing pairs of dice with a value of three and four; sets of dice with a value of one to six and rows with no repeated numbers.  As is always the case with dice games, this game is all about riding the luck of the roll, but it can play havoc with people’s plans.

Sagrada
– Image by boardGOATS

For example, on Pine’s first turn a roller six of the dice had a value of two, but nobody wanted them.  Later in the game he rolled again, this time rolling no twos when at least two people desperately wanted them!  When the game came to an end, there was just the scoring.  Honours were pretty much even for the first two communal objectives.  Purple managed to score once for the lucrative, one row without repeated numbers objective, while Sapphire and Black scored it twice and Pine three times.  Scores for the private objectives were almost identical for Sapphire, Lime and Pine.  In total that gave Pine victory, nine points ahead of Sapphire in second and sixteen ahead of Black in third.

Sagrada
– Image by boardGOATS

The other games were still going and looking like they were giong to take the rest of the evening, so the group looked around for another game that played five.  From the other side of the room Blue suggested Bohnanza, and as Sapphire thought he’d never played it, the group decided that wasn’t a state of affairs that could continue.  This is a popular game within the group as it is a lot of fun, even though a game about bean farming and trading sounds very unpromising.  Played with cards, the key mechanism is that the order of players’ hands cannot be changed—they can only be manipulated by in-game play.  So, on their turn, players must play the first card in their hand into one of their two “Bean Fields”, and may play a second if they can.

Bohnanza
– Image by boardGOATS

Beans can only be added to empty fields or to fields of the same type.  A field can be harvested at any point, but the aim it to maximise the yield.  Once the active player has played from their hand, there is the flop: two cards are played from the deck onto the table.  These must be planted before the next phase, but can be planted in the active player or by any player with their agreement.  Sometimes these are gifted, sometimes they are traded, and this is how players can manipulate the cards in their hand, by trading away undesirable cards.  Once the cards on the table have been disposed of, then the active player can trade any card in hand before replenishing from the deck to end their turn.

Bohnanza
– Image by boardGOATS

The game ends after three passes threough the deck, but while the first pass seems to take forever, the last always goes like lightening because many of the cards are now in players’ score piles.  Further the balance of the cards changes as the game progresses, with rare cards disappearing as they are turned into “Thaler” and get stuck in players’ stash.  Players can spend some of their riches on a Third Bean Field, but this is only really productive if carried out early in the game.  This was a strategy adopted by Pine this time—unusually for him.

Bohnanza
– Image by boardGOATS

It paid off almost imediately as Pine collected two of the super-rare cocoa beans, and soon added a third.  Black commented that he’d get the fourth, and Pine couldn’t hide his delighted laugh when he immediatly picked it up!  The winner was Lime though who finished three points clear with twenty, leaving Pine to take second and Black to make up the podium.  The question was, however, had Sapphire enjoyed it?  Sadly, the answer was a resounding “no”.  Worse, it turned out that he had played it before, and had disliked it so much that he’d blocked out the experience.  Such a shame, but some games are not for everyone…

Bohnanza
– Image by boardGOATS

Learning outcome:  You don’t have to know how you win, you just have to score more points.

Next Meeting, 19th August 2025

Our next meeting will be on Tuesday 19th August 2025.  As usual, we will start playing shorter games from 7.30pm as people arrive, until 8pm when we will start something a little longer.  Following a recent change of hands, the pub is now doing “basket meals”, so those that will be eating will be arriving from around 6.30pm.

This week, the “Feature Game” will be Critter Kitchen (rulesreview and tutorial video).  This is a worker placement and programming game where players take on the role of restaurateurs competing in food challenges, and planning an epic meal to impress a celebrity food critic.

Critter Kitchen
– Image from facebook.com, adapted by boardGOATS

And speaking of restaurants…

Jeff and Joe were having a chat over a pint, when out of the blue, Jeff suddenly said, “I really love meatballs, in fact, I love them so much that I’m planning to open a Swedish restaurant.”

Joe, was a little taken aback, but after a moment or two considering, replied, “I like them too, but it’s a bit of a stretch to open a restaurant to get them.  In any case, where are you going to find a Swedish chef?”

“Oh,” replied Jeff, “My chef won’t actually be Swedish—do you think anyone will notice I’m using an artificial Swedener on my food?”

24th June 2025 (Report)

The evening began quietly and for a while Blue, Purple and Black wondered whether they were going to be the only ones and had got the wrong week, but before long, people trickled in.  The hot weather seemed to have sapped a lot of the enthusiasm from everyone, but eventually, two groups began playing Port Royal. This is a fairly simple “Push-your-Luck” game where players are merchants in the Caribbean.  It has an interesting history as it was originally released by the Österreichisches Spiele Museum, the Austrian Games Museum as Händler der Karibik (Traders of the Caribbean).

Port Royal
– Image by boardGOATS

When it won the Austrian Game Designers Competition, the game was taken up by the publisher Pegasus Spiel in 2014, who added a few cards and tweaked the rules including adding a few cards so it works with five players.  The artwork didn’t change significantly though, that happened much more recently, in 2022, when Pegasus brought out a Big Box edition which included both the Contracts and Campaign expansions, the Gambler promo and the lighter “expandalone” Unterwegs game.  This time both the 2014 version and the Big Box edition got an outing, with Jade leading Lime, Ivory and Mint with the new edition, while Plum set up the older game in a much smaller box with Sapphire, Black and Flint.

Port Royal
– Image by boardGOATS

The basic game is quite simple:  players draw cards, as many cards as they like until they choose to stop and take cards, or go bust by drawing a second Ship card of one colour.   There are four different types of cards, but most are Ships or Characters.  Ships come in different five colours and are worth Doubloons (like San Juan and Bohnanza, these are just cards that are stored face down to show the Coin on the reverse), whereas Characters generally give some sort of on-going power, are worth Points, and are paid for with Doubloons.  Some of the Character cards (Pirates and Sailors) provide Cutlasses, which enable players to repel Ship cards that they don’t like, thus extending the number of opportunities to draw cards without going bust.

Port Royal
– Image by boardGOATS

In addition to Ships and Characters, there are also two other types of cards in the deck:  Expedition and Tax cards.  Expedition cards, once drawn are placed in the centre to become communal objectives that give points, but once achieved by one player they are gone.  In general, these involve collecting symbols shown on some of the cheaper Character cards.  There are two Tax cards in the deck, and when one is drawn anybody with twelve or more Doubloons has to discard half their cash.  Additionally, depending on which card, either the player with the fewest Points gains or the player with the most Cutlasses gains one Doubloon.

Port Royal
– Image by boardGOATS

So, players draw and reveal cards until they go bust or decide to stop and take cards.  The player can stop whenever they like, then take one card if there are three or fewer Ships in the Harbor display, take two cards if four ships are present, and three cards if five ships (one of each of the five colours) are present.  Thematically, players either rob Ships (collecting the number of Doubloons depicted, then discarding the card) or hire Characters, paying from their stash.  The game ends when one player has at least twelve Points, and the round is completed before scoring—the player with the most points is the winner.

Port Royal
– Image by boardGOATS

The Ein Auftrag geht noch expansion (aka Just One More Contract…) adds solo and cooperative modes, but aside from these it doesn’t change the game significantly, just adding a handful of cards and an alternative mechanism to gain Doubloons and score points.  The new game element is “Contracts”, which provide additional ways to score victory points and get coins by meeting the listed conditions.  At the start of the game, each player gets three tokens and four Contracts are revealed.  If a player meets the requirements of a Contract at any time (including not on someone else’s turn) they can place one of their cubes on the leftmost spot on the contract taking the financial benefit.

Port Royal: Ein Auftrag geht noch...
– Image by boardGOATS

This reward decreases each time the Contract is subsequently completed.  When the player completes their second contract they additionally receive one point taking a Contract card from the unused stack and keeping it face down to display the Point shown on the reverse.  On completing their third Contract, players receive the financial reward and two additional Points.  Plum led one group, comprising Sapphire, Black and Flint.  The contracts they draw out were New Colony, Comedian, Cheap Staff, and Gamester.  New Colony and Comedian required a a specific pair of Character cards (Settler/Gunner and Priest/Jester respectively), while Cheap Staff needed four Characters with a cost of three or less.

Port Royal: Ein Auftrag geht noch...
– Image by boardGOATS

The Gamester Contract was a bit different as it was based on Ships, and could be claimed by the active player as soon as there were four of different coloured Ships in the Harbour at the same time.  Early in the game, Plum and Flint claimed a Gunner, while Flint added and a Clerk from the expansion and Black took an Admiral.  The Gunner and the Admiral provide benefits if conditions are met just before they take a card, respectively giving money if there are multiple ships available or two extra coins if there are more than five cards in the Harbour display.  The Clerk gives the owner the option to take a second card if they take a ship of the right colour from the Harbour.

Port Royal
– Image by boardGOATS

Sapphire took a slightly different approach.  He collected Traders, getting one of each colour which meant that whenever he took a ship, whatever the colour, he always got an extra coin and together with his Vice Admiral (who gave an extra coin coin if there were three or four cards in the Harbour on his turn) meant he always had plenty of cash.  Plum was the first to complete an expedition, the Gamester, but everyone completed one, although Black managed a second.  Black, Plum, and Flint also completed an expedition giving more points, but the winner was Flint who finished with thirteen points while Plum and Black tied for second.

Port Royal
– Image by boardGOATS

Elsewhere, there was a second game of Port Royal underway with Lime, Ivory and Mint, led by Jade.  This group were playing with the 2022 Big Box editionwith the new artwork that includes both expansions. However, as they were playing with people who were new to the game, they chose to stick to the base game and spent a lot of time at the star sorting out cards.  Once they got going a lot of hilarity ensued, particularly when Lime, who desperately needed some cash turned over twenty cards in succession without a single ship!  The victor was Mint, however, with Jade and Ivory tying for second.

Port Royal
– Image by boardGOATS

They had enjoyed it so much and with time left, the decided to “do a Lime” and give it another go.  This time, the winners were tied with Ivory and Mint both finishing with twelve just ahead of Lime in third.  With the winners tied, there was more interest in what the tie-breaker was.  Both also had the same amount of money and the rules state that in such cases victory is shared.  However, according to the rules there is a end of game variant which requires the winner to have an Expedition card.  As Ivory had completed an Expedition and Mint had not that was assumed to be the tie breaker leaving Ivory the victor.

Port Royal
– Image by boardGOATS

Meanwhile, Blue and Purple introduced Ruby to Little Town, another popular game within the group, but this time, one with much less luck.  It is a fairly simple little worker placement and tile laying game based on a central board.  The idea is that players have five workers and on their turn players can place them on the terrain area and activate the space, or in the build area and place a building on the board paying the costs and placing an ownership marker on it.  When activating a space, players also activate the eight surrounding spaces.  Some of these will be spaces printed on the board which allow players to collect resources (Wood, Stone or Fish), while others might be buildings tiles placed, by themselves or one of the other players.

Little Town
– Image by boardGOATS

Players musty pay to use other players’ buildings, only one coin, but coins can be difficult to acquire.  Players get points during the game by activating some buildings, lose points if they are unable to feed their workers.  They also start with three personal objective cards which are scored as and when they are achieved.  At the end of the game, after four rounds (just twenty actions per player), the player with the most points is the winner.  The first draw of tiles included three from the Goodie Building promo set, but as the rules for these had gone walk-about, two were thrown back and re-drawn.  Blue explained the rules, and then Purple started unfortunately, this meant that Ruby going last had fewer good placement options, and worse, was the only player to go last twice during the game.

Little Town
– Image by boardGOATS

Both Blue and Purple offered what help and advice they could they could and all three players were pretty much dead level for the first couple of rounds. Cash is often hard to come by in this game, but this time with the Gold Mine present, which was built early by Purple, there was enough to grease the wheels and keep the game moving.  In addition to the Goldmine, other buildings included the Fishmonger which Ruby built and enabled players to sell fish, getting money.  Blue began by building a little fish engine with a Pier and a Sushi Bar (from the Goodie Buildings) placed near a Lake, then Purple widdled on her bonfire a little, by turning one of the neighbouring spaces into a Wheat Field.  Even so, with just two turns she could gain Fish and turn them into a total of six points, picking up a bit of Wood and some Wheat (at a cost of one coin) on the way.

Little Town
– Image by boardGOATS

It had been back and forth between Blue and Ruby until Blue nabbed the Statue from under Ruby’s nose giving her a straight ten points.  That forced Ruby to switch tack and build the Church which allows players to convert Cash into points.  Although there wasn’t really time to activate it more than once, it was also worth eight points in its own right.  All three players managed to complete their Objectives, even Purple who had some tough ones.  Before the game, Purple had made a comment, that nobody would need the Sixty Point Token, but as the end of the final round approached it looked like both Blue and Ruby might actually manage it.  In the end, it was close, but Blue just managed it finishing with sixty-four, while Ruby didn’t quite make it in second place.

Little Town
– Image by boardGOATS

Learning outcome:  Popular games are popular for a reason.

10th June 2025 (Report)

The evening started with a lot of chat about the new and used games people had picked up at UK Games Expo a few days ago, with everyone very keen to play their new acquisitions.  The “Feature Game” was to be one of these, a a shiny new pre-release copy of Sierra, flown in specially for the fair by a chap from Hachette Boardgames UK called Flavien Loisier who was recognisable by his memorable, playable, MicroMacro suit.  Sierra is card game about traveling the Andes that received a UK preview at UK Games Expo, and is a very unusual game.  There are several different ways to play the game including cooperatively and competitively, but this time the group went with working in pairs, playing with the person opposite.

Sierra
– Image by boardGOATS

The pairs were Jade & Sapphire, Blue & Ivory, Black & Byzantium, and Purple & Plum.  The idea is that in their pairs players place cards from their shared hand to create a landscape and earn points for satisfying their objectives.  The catch is that while the Landscape cards are shared, all but one of the objectives are not.  In each round, the player with the Landscape cards draws two and plays two, while the other player draws two Objective cards and keeps one for themselves.  At the end of the round, the player with the Landscape cards passes them onto the next couple and the player who drew the Objective cards receives two Landscape cards—thus, the roles are swapped over for the next round.

Sierra
– Image by boardGOATS

The Landscape cards come in four different colours and can be placed at either end so that the colours match, or they can start a new row.  The tops of the cards makes them look like mountain ranges, the cards form an interesting tableau.  As well as the colour, each card also has one of six symbols: Mammals, Birds, Houses, Ruins, Rivers and Wind—these are used for scoring.  After eight rounds each player will have four Objective cards and each pair’s shared Landscape will contain sixteen Landscape cards.  The game play was very different with so many players and playing in pairs.  The cards and the Landscapes the formed were beautiful.  Everyone who was new to the game started feeling their way somewhat, but eight rounds doesn’t last long and it was all over really very quickly.

Sierra
– Image by boardGOATS

The scoring turned out to be a little quirky and in the end took almost as long as the game.  Each player then scores one point for each River and Wind cards in their shared Landscape and scores for their shared Objective.  Players then count the number of points they have earned  for their individual objectives.  The player with the highest total wins, however, the partner of the player with the largest total receives a bonus of five points If, with this bonus, the partner has more points than anyone else, then the pair win as a team.  This time, Blue and Ivory scored the most for their shared Landscape.  Individually though, it was a tie between Plum and Ivory  as Plum scored much more for her personal Objectives (as indeed did Purple).

Sierra
– Image by boardGOATS

Because the individual winner was tied, there were no “team bonuses” awarded, which left the scoring feeling a little unsatisfying somehow and nobody fancied playing again straight away.  Instead, the group split into two groups with Ivory, Sapphire, Jade and Blue deciding to squeeze in a quick game of Ticket to Ride with the Japan map.  This had an outing fairly recently (when Pink hilariously took a fifty point hit when Purple played a single train claiming the route from Hiroshima to Okayama and blocked all his Tickets), but all the people involved in that game were elsewhere.

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

The Japan map is played exactly the same way as all the other versions of Ticket to Ride (i.e. take cards from the market or spend them to place trains in order to fulfill Tickets), but on a map of Japan and with the addition of the Shinkansen or “Bullet Train”.  Once a player has completed a section of Bullet Train, any player can use it to complete Tickets, but the player who completed that section moves along the Bullet Train Track. At the end of the game, the player who progressed the furthest, who contributed the most to this shared project receives the largest bonus, with the player who contributed least being penalised.

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

This time, everyone went for the Bullet Train early, so much so that there was quite a battle and by the time Sapphire realised what was going on, it was too late and he was left with the penalty.  That forced him to switch tack however, which might actually have done him a favour as he left Blue and Ivory to fight for the biggest, twenty-point bonus.  It was all really tight, but Sapphire was some way out in front as the Shinkansen points were evaluated.  And despite picking up a five point penalty, there he stayed to claim victory—Ivory who finished in third, pipped Blue on the Bullet Track, leaving her runner up with an eight point deficit (instead of a two point lead).

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

The other half of the Sierra group had moved on to play another game picked up at UK Games Expo, Tegula.  This is a very beautiful game played with beech wood hexagonal tiles with artwork based on Roman mosaics.  The idea is that players have to match the edges in order to place them.  Players can use actions to swap tiles, give tiles or play extra tiles and the first player to run out is the winner.  This time that was Black, with Purple the best of the rest (i.e. the player with the fewest tiles left, and Plum and Byzantium tied for third.

Tegula
– Image by boardGOATS

Meanwhile, Mint had also brought her new acquisition from the UK Games Expo, Intarsia, and taught it to Pink and Pine.  Although this had a most uninspiring box cover and the uninteresting theme of polishing wooden floors, the game itself is really pretty and fun to play.  Like Tegula, it is also made out of wood, the game is played over three rounds with eacvh round comprising three phases. First, each player takes the ten Material Cards depicted on their Starting Hand Card from the general supply. Players then take it in turns placing wooden elements onto their Flood Boards by paying the necessary Material Cards and taking new ones where possible and claiming and scoring Tool Tiles when their requirements are complete.

Intarsia
– Image by boardGOATS

Finally, players score points based on the number of connectors they’ve placed and choose a new Starting Hand Card to begin the next round. At the end of the game, players calculate their scores for the number of intarsias they’ve built and add them to their running total and the winner is the player with the most points.  The game was very tight… for second place!  In the end Pine pipped Pink’s ninety by a single point, but Mint took victory by a bit of a landslide with a hundred and eight, as she had four intarsias, compared with three and two for the others.  It had been a very enjoyable, lovely tactile game though and that hadn’t out-stayed its welcome.

Intarsia
– Image by boardGOATS

With the floor duly polished, the trio moved on to introduce Mint to the weird and wonderful game that is Botswana.  This is a sort of stocks and shares game played with cards and plastic animals.  Players start with a hand of cards and, on their turn, choose one to play taking a plastic animal of their choice from the central supply to add to their holding.  At the end of the game, each player scores for each animal with points equal to the total number of animals of the type they hold, multiplied by the face value of the last card of that type that was played.  Thus a player with five elephants might be scoring twenty-five points until another player replaces the “Five of Elephants” with a zero and crashes their value.

Botswana
– Image by boardGOATS

This game went down to the wire, but Pine just got his nose in front, with twenty points for his lions and fifteen for his rhinos giving him a total of thirty-five, on point more than Mint, while Pink finished a few points behind that.  There was just time for another very quick game and the game they chose was Ticket to Ride: Berlin—one of the city versions of Ticket to Ride.  These are much quicker to play, but still follow the same collect cards and spend them to place pieces in order to complete Tickets pattern. However, in Berlin, players have two different kinds of train car to place—trams and U-bahn trains.  On the board, there are specific single-space routes that can only be filled using an U-bahn train.

Ticket to Ride: Berlin
– Image by boardGOATS

The number of coloured cards required to complete the U-bahn is indicated on the game board (up to three), but similar to the Bullet Train in Japan, players only ever place one piece on than U-bahn route. Players only have a total of five U-bahn carriages to work with and their placement is critical, which makes Berlin one of the more interesting of the city games.  Once again, this was a close game with everyone using all their pieces.  Pink was the victor however, beating Pine into second by two points, but that meant that all three of them had won a game, so everyone went home basking in the warm glow of success.

Flavien Loisier
– Image from facebook.com
adapted by boardGOATS

Learning Outcome:  You can get some great games from UK Games Expo.

Next Meeting, 5th August 2025

Our next meeting will be on Tuesday 5th August 2025.  As usual, we will start playing shorter games from 7.30pm as people arrive, until 8pm when we will start something a little longer.  Following a recent change of hands, the pub has now started doing “basket meals”, so those that will be eating will be arriving from around 6.30pm.

This week, the “Feature Game” will be Cubed (rulesreview and how-to-play video).  This is a very simple, sort of 3D, hexagonal/triominoes domino game which plays relatively quickly and, at least in theory, with a lot of players.

Cubed
– Image from cubedthegame.com, adapted by boardGOATS

And speaking of Dominoes…

Jeff had been having a drink in Faringdon after work.  As he left the Old Crown in the Marketplace, a sign caught his eye and he went into the shop to find out more.

“Your sign outside says three strippers for £4.99,” said Jeff. “Are we talking topless or fully nude here please?”

“Sir,” replied the guy behind the counter, “This is Domino’s Pizza—they’re chicken strippers.”

“Ahhh…” Jeff responded.  “OK, now the pricing makes sense… How long is each dance please?”

Next Meeting, 22nd July 2025

Our next meeting will be on Tuesday 22nd July 2025.  As usual, we will start playing shorter games from 7.30pm as people arrive, until 8pm when we will start something a little longer.  Following a recent change of hands, the pub has just started doing “basket meals”, so those that will be eating will be arriving from around 6.30pm.

This week, to mark the announcement of the Spiel des Jahres winners, the “Feature Game” will be Looot (rules, review, how-to-play video).  This is a resource collection and management game where players take on the role of Vikings conquering new territory and building their village.

Looot
– Image by boardGOATS

And speaking of Vikings…

Jeff was working in a fancy-dress shop, so when he and his mates decided to form a disco pop band they each chose a costume. Jeff dressed up as Viking, Joe as a Caribbean pirate, Jim as a Mongol, Jon as a Bedouin raider, Jack as a Spanish conquistador.

The called themselves The Pillage People…

27th May 2025 (Report)

This week, Jade was proactive and quickly got a group together to play the “Feature Game“, which was to be Flip 7.  This is a quick, push-your-luck card game along the lines of Blackjack and recently won a Golden Geek award and received a nomination for the Spiel des Jahres.  The group have already played it a couple of times on a Tuesday, but we wanted to raise its profile and share it more widely amongst our people by making it the Feature Game.  The idea is really simple:  players turn over cards and gamble on not revealing the same number twice.  Unlike Blackjack, the game is played turn-wise, so the the dealer starts by dealing one card to each player.  Then players take it in turns to decide whether they want to “flip” or ” stick”.

Flip 7
– Image by boardGOATS

This mode of play is critical to the game’s popularity because it keeps everyone involved and the turns short. If players stick, they score the total of the face value of their cards.  There are a couple of other things that make the game tick, in particular the fact that each numbered card appears in the deck that number of times (i.e there is one one, two twos and so on).  Thus, the highest scoring cards are also the most risky.  Further driving push to gample, flipping over seven cards in a row gives fifteen bonus points.  There are also some action cards in the deck, “Flip Three”, “Freeze”, “Second Chance” and modifier cards which give extra points, all of which break the rhythm and add interest without adding significantly to the downtime.

Flip 7
– Image by boardGOATS

The game ends when players have reached the pre-agreed total (two hundred, according to the rules, though games can easily be made longer or shorter as desired).  This time, the group played the game as written, to a total of two hundred, which took seven rounds.  Sapphire  and Flint managed to go bust five and six and seven rounds respectively, though Flint did manage to push his luck to get seventy—the most in a single round.   Jade achieved a new low, however, failing to score at all.  The front runner was Teal, but going bust in the sixth round left the door open to Ruby who had been matching him step for step, scoring in every round and triggering the end of the game with her unsurpassed two-hundred and thirteen.

Flip 7
– Image by boardGOATS

Everyone else was playing a longer game, so with six, that left the choice of another six player game or splitting into two groups of three.  The party feel of Flip 7 had got everyone in the mood for playing in a larger group, leaving a fairly limited choice, though there are a couple of really good options.  Bohnanza is one, but instead, the group chose Faraway—another game that received a Spiel des Jahres nomination this year, that we first played in the group over a year ago and has proved very popular since.  This is another relatively simple game, this time  with a market and a trick-taking type element, but with a really clever twist, and one that really messes with the head.

Faraway
– Image by boardGOATS

The story is that players are exploring the mysterious land of Alula in search of its secrets, meeting its inhabitants and listing its wonders in order to gain more fame than everyone else.  Players simultaneously chose one of the numbered cards from their hand to add to their tableau then, starting with the the player that played the lowest card (similar to 6 Nimmt! or Kingdomino), everyone takes it in turns to choose one from the market to add to their hand.  Players then simultaneously choose another card to play, and again, choose one to add to their hand.  The game ends after everyone has played a total of eight cards, and then everyone scores.

Faraway
– Image by boardGOATS

The scoring is the really clever part, because although the cards are played into tableaux from left to right, the scoring is from right to left.  At first glance, this looks like it makes things easy, because early in the game players find out what they need to get points and can then focus on getting the resources they need as the game progresses.  However, the desire to play scoring cards early is tensioned against card choice (the player who placed the lowest numbered card goes first) and the ability to get Sanctuary bonus cards.  Scoring cards are generally higher number and Sanctuary cards are gained when the card played has a higher value than the previous one in their tableau.

Faraway
– Image by boardGOATS

It is always hard to see how players are doing with this game, because if a player has played a high value scoring card early it can be worth a lot, but if the player fails to gain the necessary resources it can be worthless.  In the event, it was quite close with four of the six players scoring over sixty.  The winner, however, was Pink who got lucky early when he played card number fifty-nine first to start a map strategy and finished with five of them.  Sapphire was only two points behind in second though, and Teal two points behind that.

Faraway
– Image by boardGOATS

Meanwhile, on the other side of the room, Black and Purple were introducing Pine to Looot, another game that received a nomination, this time for Kennerspiel des Jahres, the “Expert” or “Connoisseur’s” game.  This is a game where players gather resources and capture buildings to develop their fjord, fill their Long Ships and complete buildings to rack up victory points. The player with the most riches is crowned Jarl of the Vikings.  The game is played over several rounds until each player has played all their Vikings, giving a maximum of thirteen turns.  In each, a player first places their Viking on a Resource tile on the central board adjacent to another Viking of any colour and takes the Resource and place it on their personal board.

Looot
– Image by boardGOATS

If possible, they then capture a Building and place that on their board, take a Long Ship and also place it on their board, use a Shield, complete a Construction Site and finally grab a Trophy.  At the end of the game, scoring is a bit of a point salad with points awarded for Castles, Watchtowers, Houses, Gold, Sheep, Trees, Construction Sites, any Trophies the player may have claimed and a five-point penalty for any unfilled Long Ships.  Purple raked in points for her Houses, Construction Sites and Trophies, while Black did better for his Watchtowers and Gold, and Pine top-scored for Trees.  The winner, however, was Purple whose total of ninety-one was five ahead of Black in second.

Looot
– Image by boardGOATS

The trio followed this with a shorter game, the Paris version of the 2004 Spiel des Jahres winner, Ticket to Ride (aka Zug um Zug).  Like the original, game-play is very quick and simple:  players take it in turns to take Cards from the market, or spend them to place Trains on the map with the aim of completing Tickets.  Players score points for placing Trains and completing Tickets with penalties for any incomplete Tickets.  Each game variant has its own special rules.  In the case of Paris, when players score bonus points each time they complete a Tricolor: a set of blue, white, and red routes.  This time it was a very close game.  Pine had the most points collected during play (including Tricolors), but Black picked up more for his Tickets and edged it by a single point.

Ticket To Ride: Paris
– Image by boardGOATS

The final game of the night took all evening and was the only one that that has not had a nomination for the Spiel des Jahres, Century: A New World.  This is the final game in the Century Trilogy (preceded by Spice Road, Eastern Wonders), but as they all use some of the same components, Plum and Byzantium had managed to squeeze all three games into one box (with an extra set of cubes so two could be played at once).  In A New World, players are exploring the Americas at the dawn of the 16th century trading with local inhabitants, recording their findings, and hunting and gathering to survive.

Century: A New World
– Image by boardGOATS

The game uses the resource trading mechanisms (Collect, Upgrade and Exchange) found in the rest of the Century series, but instead of using cards as in Spice Road, this is combined with with a worker placement mechanism.  On their turn, players can either Work (place Workers) or Rest (retrieve Workers).  Workers can work at Locations that have neither an Exploration tile nor Workers of their own colour.  If a Location is vacant, they can activate it by placing the number or workers depicted on the space; if it is occupied, the current occupants must be evicted and returned home by placing one extra Worker.

Century: A New World
– Image by boardGOATS

There are four locations types, thee allow players to Collect, Upgrade and Exchange Resource cubes, while the fourth (Forts) allows them to use Resources to claim Points Cards and Bonus Tiles.  Players can only have a limited total number of Bonus Tiles, and can only claim the Points Card associated with the particular Fort.  These Cards are supposed to slide along a conveyor belt so that they move from one Location to another, but thanks to a rules malfunction, this time the didn’t until more than halfway through the game.  The game finishes when one player has their eighth Points Card, so it can end quite suddenly, as players can pick up cards quit quickly due to special powers.

Century: A New World
– Image by boardGOATS

These games are basically race games, and it felt like Byzantium had a good start with points from his Exploration tiles, the only one to have any.  However, as Plum built her engine, she galloped up on the rail, ultimately taking the most points from her Cards. She also took the most points from Bonus Tiles.  In such a tight game, left over resources were critical and they enabled Cobalt to leap-frog Byzantium into second.  Plum was the winner, though by just two points.  It had been fun, though Plum’s comment that she actually preferred the second of the trilogy meant Blue who had not played it would take the opportunity to grab a copy at the UK Games Expo Bring and Buy a couple of days later.

Century: A New World
– Image by boardGOATS

Learning Outcome:  The Spiel des Jahres Jury can spot a good game.

Spiel des Jahres Winners – 2025

Last weekend, this year’s Spiel des Jahres (German Game of the Year) winner was announced as Bomb Busters, by Hisashi Hayashi, the designer of Trains, MetroX (aka Voll Verplant), String Railway and Yokohama.  Based on the earlier Bomb Squad by the same designer, this is a cooperative, card driven game, where players work together to try to defuse a bomb before it explodes.  Players begin with a hand of numbered Wire cards (four each, numbered one to twelve) and then take turns pointing at each others’ wires and guessing their values.  Correct guesses lead to wires being cut, incorrect guesses and the detonator advances…

Bomb Busters
– Adapted from image by BGG contributor spiritraw

The winners of the Kinderspiel des Jahres (Children’s Game) and the Kennerspiel des Jahres (“Expert” or “Connoisseur’s” Game) were announced at the same time. The Kinderspiel des Jahres went to Topp die Torte!, which is a tile laying game by Wolfgang Warsch—a previous winner of the Kennerspiel de Jahres in 2018 with Die Quacksalber von Quedlinburg (aka The Quacks of Quedlinburg) and designer of The Mind, Ganz Schön Clever and Quacks & Co., all of which have received recognition from the jury in recent years.  This year, the Kennerspiel des Jahres award went to Endeavor: Deep Sea by New Zealand designers Carl de Visser and Jarratt Gray, a game where players explore the deep sea using the action mechanism from Endeavour: Age of Sail (and its predecessor Endeavor).

Endeavor: Deep Sea
– Image from kickstarter.com

Endeavor: Deep Sea can be played competitively or cooperatively with up to five players (using the Deluxe edition). This means that as last year, both the “senior awards” have gone to cooperative games.  Indeed, the last four Spiel des Jahres awards (Sky Team, Dorfromantic, MicroMacro and Just One) and three of the last five Kennerspiel awards (Paleo and The Crew as well as e-Mission/Daybreak) have gone to cooperative games.  This style of game is clearly very popular with families (where arguments are often best avoided), but can be less so with more traditional gamers who prefer a bit of competition.  As such, cooperative games very much have the “Marmite Factor”, but in such cases, the nominees and recommended lists cater for every taste, with games like Looot, Castle Combo, Faraway and Flip 7.

Bomb Busters
– Image from spiel-des-jahres.de

Next Meeting, 8th July 2025

Our next meeting will be on Tuesday 8th July 2025.  As usual, we will start playing shorter games from 7.30pm as people arrive, until 8pm when we will start something a little longer.  Due to a recent change of hands, the pub is NOT doing food at the moment.

This week, the “Feature Game” will be the shiny new game, Emberleaf (rules, rules summary, short review, three minute overview video, longer how-to-play video).  This is a “card dancing” (explanation video) and tile placement game from the same stable as The Isle of Cats.

Emberleaf
– Image from kickstarter.com, adapted by boardGOATS

And speaking of dancing…

Jeff and Joe were at the village festival watching the dog show.  Unusually, as well as the usual categories of “waggiest tail” and “cutest puppy”, there was also “best dancer”.  Thinking he might be in with a chance, Jeff entered his three-legged spaniel puppy, Elvis.

Joe was a bit puzzled as Elvis was really a very happy dog and really quite cute.  So he asked, “Jeff, why did you choose to enter Elvis in the “best dancer” category, when he’s such a waggy dog and really very cute.  With his, um, “impairment”, surely he’d be in with a better chance in one of the other categories?”

“Nah,” replied Jeff, “He’s gonna win the dancing category, because all the other dogs have two left feet…”