Author Archives: nannyGOAT

16th May 2017

Since Red had been hankering after playing the “Feature Game” for a year or so, the first thing we had to do was work out who was going to play it.  With Burgundy starting his pizza, and Red and Blue’s still to come, we decided to play something to keep Pine occupied while we waited to see who else was coming.  We were just setting out Bokken Schieten (aka Ziegen Kriegen) when Purple and Black arrived closely followed by Green.  Pine was sure Ivory wasn’t coming, so with two copies of the “Feature Game” to hand, we then began a debate about how to divide the group into two.  At this point, the matter was sort of settled by Ivory’s arrival, so the four player comfortably ensconced at “the wrong table” continued setting up their “goaty game” while the others migrated back to our usual, now vacated table.

Bokken Schieten
– Image by boardGOATS

Bokken Schieten (aka Ziegen Kriegen) is a simple little “push your luck” game, based on Blackjack (aka Pontoon or Vingt-et-Un), but with a moving target.  Thus the idea is to collect cards up to a limit, but exceeding that limit yields a score of zero and the player is “bust”.   So, players choose a card from their hand and play it face up in front of them – the person who plays the highest card takes the trick and with it all the cards played in the round a score equal to the total number of goats heads on the sides of the cards.  Unfortunately, they get to lead again and worse, the player in last place gets to add a card to “Goat Island” and choose whether to contribute the larger or smaller number to the limit.  Burgundy went bust first taking the first two hands, followed by Red.  When Blue dumped a nice large card onto a trick Pine was winning he went out too, leaving Blue to take all the final trick.  The only question was whether she had managed to stay within the limit, but finishing with twelve, and given a limit of twelve she just squeaked in to win.

Bokken Schieten
– Image by boardGOATS

With that done, and the pizzas also taken care of, it was time for Keyflower, the “Feature Game”.  This is one of the group’s favourite games, but has been someone neglected of late.  On checking back, we found it was two years since we last played it, though we had played Keyflower’s little brother, Key to the City – London (released at Essen last year), more recently.  Both games have the same general flow, using the same tile laying and auction mechanism, but with different tiles and resources used in different ways.  The basic mechanism is quite simple, though the resultant game is much deeper.  The game is played over four rounds or Seasons,  with players taking it in turns to bid on a tile, carry out an action or pass.  Once everyone has passed in succession, the round is over, and the tiles are are added to the winning players’ villages.  After four rounds, the player with the most points wins.

Key to the City - London
– Image by boardGOATS

The clever part of the game is that the bidding and actions are both carried out with Keyples (which is what meeples are called in these games).  So, on their turn, the active player can bid for one of the tiles.  If that tile already has a bid against it, then the active player must follow suit by bidding with the same colour and with at least one additional Keyple, thus increasing the bid.  Only winning bids are paid for at the end of the round, with loosing bids are returned to their owner, which is just as well because Keyples are scarce, very scarce.  In fact, losing bids belong to their owner during the round too as players can move losing bids and use them elsewhere adding more Keyples if necessary.  On their turn, players can also activate tiles by placing Keyples on the tile which gives a resource or an action.  These resources are then placed on the tile or, in the case of skill tiles, placed behind their player screen.  There are several different actions available, but one of the key things players will want to do during the game is upgrade tiles.

Keyflower
– Image by boardGOATS

Tiles are double-sided:  when a tile is first added to a village, it has a corresponding action, but upgrading and turning it over will make it more useful.  For example, the Workshop tile gives either one coal, one wood or one stone, but when upgraded gives one of each. Tiles can typically be activated three times each Season, but players must follow colour suit and the cost increases by one each time; tiles can hold a maximum of six Keyples.  One of the more unusual things about Keyflower is that players can activate the tiles in other peoples’ Villages.  This is interesting because the first player to activate a tile dictates the colour for the rest of the round, so if an opponent activates a tile with “the wrong colour” it can make life very difficult for the Village owner.  On the other hand, since all Keyples working in the Villages return home and go behind the owners’ screens at the end of the Season, activating a tile in someone else’s Village is effectively giving them valuable Keyples.  Perhaps one of the most interesting thing about the game is that strategies almost never turn out quite the way people plan.  Other players can innocently make a tile too expensive or even completely unattainable by starting bidding with “the wrong colour”.

– Image by boardGOATS

Also, although the tiles are well balanced, depending on player count, some tiles are not introduced into the game which can make it difficult to get that resource that was essential to a that particular strategy.  This means that players tend to do best by keeping their options open for as long as possible and then trying to bring it all together at the end.  At the start of the game, each player is given some tiles for the final round, Winter and each player can choose which of these they want to make available to the highest bidder.  They can choose as many as they like to introduce, though they must include at least one.  This decision doesn’t have to be made until the start of the final round, so although they don’t direct players’ strategy exactly, they can give people a bit of a general steer.  The first group of players were Green, Black, Purple and Ivory.  Green, Black, and Purple have played Keyflower quite a bit over the years, and although Ivory was new to the game, he had played Key to the City – London, which has a lot of similarities.  This made the group quite experienced, but that is certainly no guarantee of success in Keyflower.  And how many points make success, was something Ivory asked before they started and received the reply from the other side of the room, “Over a hundred!”, to which, everybody laughed.

Keyflower
– Image by boardGOATS

Spring is the Season for resources, and Purple led the way by picking up the Key Mine, Key Wood and Keystone Quarry tiles providing coal, wood and stone.  Although a strong start, sometimes it is easy to get carried away with bidding which can result in a shortage of Keyples for later rounds.  On the other hand, if the tiles are particularly useful, they can prove a valuable source of Keyples when other players are tempted to activate them.  Unfortunately for Purple, Ivory picked up the Workshop and quickly upgraded it making it a much more enticing tile.  Purple’s cause was not helped by Green who was being particularly parsimonious with his Keyples as he had the Craftsmans’ Guild as one of his Winter tiles and was hoping to make it pay at the end of the game.  Useful actions can be a double-edged sword however, as Black found out to his cost when everyone kept activating his tiles before he got the chance, and generally with colours that he did not have.

Keyflower
– Image by boardGOATS

Going into the final round, everyone’s plans were on a knife edge.  Black’s plans fell apart when, after picking up the Stone Yard (which rewards players for getting stone), in a fit of enthusiasm he upgraded his mason tile.  This meant that instead of turning skills tiles into stone, he could now turn them into gold, which is very nice, but was worth about half the number of points to him as well as being a lot more interesting to everyone else.  As Winter progressed, the bidding got more determined and everybody had to fight their corner, but especially Green and Ivory.  Ivory took the boat tile Green was after, but failed to stop Green winning the Craftsmans’ Guild.  Ivory had been quietly collecting skills tiles and squirrelling them away behind his screen, and it was clear why when the Scribes tile appeared at the start of Winter.  Green made his move early, putting in a large bid to try to stop him from getting it, but when Ivory countered, Green couldn’t afford to increase the bid further.  In fact, it wouldn’t have helped if he’d been able to continue, because Ivory had a number of Keyples in reserve, just in case.  And it was those reserve Keyples that clinched it, with Ivory winning with seventy-six points, twenty-one points ahead of Green in second.

– Image by boardGOATS

On the other table, things went a little differently.  While Blue and Burgundy had played Keyflower a lot and it was one of their favourite games, Pine had only played Key to the City – London, and Red was completely new to the game, though she had been hankering after giving it a go for a ages.  In this game, Pine started off very strongly and then proceeded to build a very nicely balanced little village coveted by both Blue and Burgundy.  With both the Miner and the Gold Mine tiles as well as as the Smelter, Pine had access to coal and lots valuable gold and the others felt he only needed a couple of nice Winter tiles to top it off for a really high score.  Burgundy picked up the Keystone Quarry giving him plenty of stone once he had upgraded it.  As it was, Burgundy’s Workshop was in high demand for those who needed timber for upgrading their home tiles, but the almost complete lack of wood in any Village, became apparent when the Timberyard and Sawmill tiles both appeared in autumn and nobody had any wood to do anything with them.  Burgundy’s problems were exacerbated by the shortage of tiles that would give points for stone.

Keyflower
– Image by boardGOATS

Having bid for a lot of tiles in the opening round, and won none Blue was left trying to make a silk purse out of a sow’s ear and cobble together a score from the Apprentice Hall and the flotilla of boats she ended up with at the end of Spring.  As she was completely new to the game, Red found herself a little overwhelmed by the amount the game gives players to think about.  While the mechanics are fairly straightforward, there are a lot of considerations to take into account when bidding and, unlike the arguably slightly simpler Key to the City – London, getting resources to the right location can be challenging.  Red started off with the Peddler tile in spring, which enabled her to swap yellow Keyples for special green Keyples.  This gave her an early start going for the Key Market Winter tile that she had in her hand (which rewards players for the number of green Keyples they have at the end of the game) with the added bonus that she would be in a strong position to bid with green Keyples if she needed to.

Keyflower
– Image by boardGOATS

Despite having a fair idea what people had, somehow the Winter tiles were still a bit of a surprise and the scrap began as players tried to make they didn’t lose out.  With the other game finishing first, the others came over to spectate and see how their game had compared. Burgundy got his Craftmans’ Guild tile and, tried to stop Blue picking up both the Key Guild and the Scholar, but with both in the game, it was odds on that Blue would get one.  In the end she managed to take both and having a huge pile of skill tiles to go with them gave her a healthy number of points.  Pine took the Keythedral and decided to fight for his choice of end game boat tile, taking the Keyflower tile giving him points for his transport abilities.  As everyone was a little short on Keyples except Blue (largely thanks to having not spent any on bidding during the game) was also able to pick up the Village Hall (and score points for the large number of Red Keyples she had amassed) as well as picking up sixteen points for her sizeable river.  These gave her a total just shy of that magic hundred, and thirty-seven points ahead of Pine who’s lovely little village gave him an excellent second place.

Keyflower
– Image by boardGOATS

With the other group not staying to watch the packing away, Pine, Burgundy, Blue and Red felt they needed something quite quick and fun to lighten the mood before bed, indeed a bit 6 Nimmt!-a-like.  With that in mind, we went for 3 Sind Eine Zu Viel!, which has a similar run building and picking up cards element as 6 Nimmt!, but a little more strategy, or at least, an illusion of more strategy.  The idea is that on their turn they play one card from their hand and add it to one of three rows, in its correct numerical order.  If it is the fifth card added to the row (in any position) they have to pick up cards and add them to their collection.  The cards they pick up depend on where the card was added however:  if the new card is the last in the row, the player picks up the first card in that sequence, otherwise they take all cards higher in number.  The cards come in seven different colours; at the end of the game one card of a colour will score one point while two cards will score five, but three will score minus three.  Thus, players are ideally trying to collect two of each colour, but three is one too many…

3 Sind Eine Zu Viel!
– Image by boardGOATS

The first player to have at least one of each colour face up collects an intermediate bonus, which diminishes for players who achieve this feat later in the game.  Players with six or seven different colours at the end of the game receive five or ten bonus points respectively.  Each player starts with a hand of eight cards and a face down deck of twelve cards.  When they have played their hand down to the last two cards, they can draw back up to eight.  This introduces just a little bit of stress during the game, and prepares players for the inevitable stress at the end.  And stress there was a plenty.  Blue had played the game a few times with Pink and found it interesting, however, with four it has added spice, especially towards the end.  Blue picked up the first intermediate swiftly followed by Pine and then Red.

3 Sind Eine Zu Viel!
– Image by boardGOATS

Burgundy is well known for his muttering, but this time he had Pine for company.  In fact, Pine soon surpassed Burgundy, muttering about how nasty the game was.  When it came to the end-game scoring it was clear that he had something to mutter about finishing with almost as many negative points as positive ones and he was only saved from the ignominy of a negative score by the intermediate bonus he had collected.  Perhaps she was too tired to moan or maybe she didn’t feel the need, but Red quietly just got on with the game and, with perfect timing, took the full ten point bonus at the end of the round.  With Burgundy doing the same, it was close at the tome, but Burgundy just sneaked in ahead of Red, finishing five points clear with forty-seven points.

3 Sind Eine Zu Viel!
– Image by boardGOATS

Learning Outcome:  It may be Nasty, but “The Nasty Game” is Good Fun!

Spiel des Jahres Nominations 2017

Today, the Spiel des Jahres Award nominations were announced.  There are three awards, a children’s game award (Kinderspiel des Jahres) and the two that interest us more, the “Advanced” or “Expert” Kennerspiel des Jahres and the main award, the Spiel des Jahres (which is often interpreted as the “Family Game” award).  This year there are three nominees in each category:

We’ve discussed the possible nominations a couple of times within the group, but nobody really had much idea this year.  Part of this is because we’ve not really engaged with many of these, though Kingdomino did come up and we are planning to play Terraforming Mars on 30th May, so we will be able to make our minds up about that one then.  Fabled Fruit, Captain Sonar, Great Western Trail and The Grizzled also came up in our discussions and these were recommended by the Jury.  The winner of the Kinderspiel des Jahres will be announced in Hamburg on 19th June, with the Spiel and Kennerspiel des Jahres a month later in Berlin on 17th July.

Spiel des Jahres
– Image from spieldesjahres.de

 

Boardgames in the News: So, it’s OK to Play

There have been a number of recent articles on games and playing, in a range of BBC Radio 4 programmes including You & Yours, Mark Watson’s Inner Child, Saturday Live and “Do Pass Go”.  Today, there was another half hour documentary called “The Human at Play”, which set out to answer the question of why it’s becoming more acceptable for adults to play.  Starting at the London Toy Fair, Farrah Jarral then visited the Bristol game cafe Chance and Counters and spoke to play advocates, activists and academics as well as representatives of the UK games distributor Esdevium (now part of the Greater Asmodée).  They get a little bogged down on the definition of “play”, but there are a number of interesting points come out of the discussion.  Among these the fact that boardgaming is currently growing at a rate of 20-40% year on year – a mind-blowing statistic, but one that most Euro-gamers will have seen anecdotal evidence of.  They also conclude that not only is it OK for adults to play, it is also very valuable and may even be “essential to the future survival of our species”.

The Human at Play
– Image from bbc.co.uk

“The Human at Play” is currently available on the BBC iPlayer.

Goats in the News: Turning Goats into Water

In the Sindh deserts of Pakistan, the water situation is desperate:  some women walk for four hours to collect water for their family.  Fariel Salahuddin has an answer to the problem though, GOATS!  There are a lot of goats in the desert, every family has a goat or three, but money is scarce.  So, villagers club together, each providing a goat or whatever they can spare and Fariel and her friends sell them for during Eid when the price is high.  The money is used to pay for solar water pumps to provide water for drinking, bathing and cooking.  Perhaps the biggest impact though, is on society:  families are happier and the villagers are socialising more.

Goats for Water
– Image from bbc.co.uk

Next Meeting – 16th May 2017

Our next meeting will be on Tuesday, 16th May, at the Horse and Jockey pub in Stanford-in-the-Vale.  As usual, we will be playing shorter games from 7.30pm as people arrive, until 8pm when we will start something a little longer.

This week the “Feature Game” will be Keyflower, which is a tile laying game with an unusual auction mechanic implemented using meeples. We’ve chosen Keyflower because it is one of our favourite games, but it is a long time since we’ve played it and lots of several players seem to have missed out.

– Image by boardGOATS

And talking of auctions…

Jeff went to an auction and bought a Stradivarius and a Rembrandt.  He was very happy with them since the price he paid was remarkably low, and even he had heard the names.  Although he knew they were valuable, Jeff had no idea how much they were actually worth, so he decided ask a valuer to put a number on his windfall.

In response to his query, the valuer explained, “Well sir, this is indeed a Stradivarius and that is a Rembrandt, but it’s a great pity that Stradivarius couldn’t paint and Rembrandt couldn’t build violins…”

2nd May 2017

With the inevitable pizzas mostly dealt with, we started the evening with one of Red’s “silly little games from Germany”.  Tarantel Tango (aka Tarantula Tango) is a daft little “get rid of your cards” game with the addition of animal noises.  The idea is that each player starts with a deck of face down cards which will be placed face up in one of five piles located around a central pentagon.  On their turn, the active player first makes a noise in response to the animal and number of spiders on the previous player’s card before placing their own card in a location dictated by the number of animals on the previous player’s card. Thus if a player’s card depicts one donkey and a spider the next player says, “Eee-ore” and places their card on the top of the next pile.  If the card had two donkeys, the card would be placed on the next pile but one, on the other hand, if there were two spiders, the player would have to make a double animal noise, “Eee-ore, Eee-ore!”

Tarantel Tango
– Image by boardGOATS

Simple enough, but things were confused by the fact that the animal art was like something from a Tim Burton Film, so it was easy to confuse them.  Also, according to the rules, a cow says “Moo-moo” (not “Moo”), which means with two spiders the active player must say, “Moo-moo moo-moo” – something that it is easy to forget when a noise must be made and a card played in less than two seconds, under the pressure of everyone else’s gaze.  Worse, some cards have no spiders at all which means the player must remain mute.  The penalty for failing to make the correct noise or put the card in the right place is to pick up all the cards on the table.  A similar penalty awaits when a Tarantula Card is played – everyone must slap their hand on the table and woe-betide the player who is last…

Tarantel Tango
– Image by boardGOATS

Once Red had roped Pine and Ivory into her madness, they were joined by Pink and Blue who read the rules  out.  Black’s comment from the next table was that it would take ages, but neither he nor Purple could be persuaded to join in, so with Burgundy still finishing his pizza everyone else started, what they thought would be a quick bit of fun.  It seemed like ages before the first person had to pick up cards and before long it looked like Pink had it in the bag with just three cards left.  Unfortunately, the stress of being so close meant he inevitably tripped over his words and gathered a large pile of cards as a consequence.  Ivory was next and managed to reduce his hand to just one card before making his mistake.  From here everyone took it in turns to reduce their stack to small handful of cards, but fail to actually get rid of the final few, by which time Purple was in such fits of laughter she was practically soiling the furniture.  It had been a lot of fun, especially at the start, but we were all quite pleased when we could finally move on to something else, so there was relief all round when Pine finally managed to get rid of his last card successfully.

Tarantel Tango
– Image by boardGOATS

With the gratuitous silliness over, we split into two groups, the first of which consisted entirely of people who hadn’t eaten any pizza and fancied making up for it with the pizza based “Feature GameMamma Mia!.  This is an unusual little card game designed by Uwe Rosenberg of Bohnanza fame (as well as designer of games like Agricola, Le Havre and the more recent Cottage Garden).  Everyone in the group likes Bohnanza, but Red is especially fond of it and was particularly keen to give this one a go.  Uwe Rosenberg has a liking for unusual mechanisms in his card games and Mamma Mia! is no exception.  The idea is that players are trying to fulfill pizza orders by first putting toppings in the oven and then sneaking their order cards in on top before another player does the same and claims the toppings for their order.  So, each player has a deck of personal order cards and a random hand of toppings.  On their turn, each player must place at least one topping card in the oven pile (all the same type) and may follow it with an order card if they choose.

Mamma Mia!
– Image by boardGOATS

All cards are placed face down so players have to try to remember what cards have been played.  Once a player has placed cards in the oven, they draw back up to the hand limit of seven, but the catch is that cards can only be drawn from either the ingredients pile or their own personal order pile.  This is very clever because players have a hand limit of seven and this is something that needs to be handled with care: order cards are needed to give a target to aim for, but too many and there isn’t enough space to hold enough ingredients to build sets.  Just to add to the challenge, we included the Double Ingredients mini expansion which adds a small number of cards which contribute to toppings instead of one.  Black and Purple had played the game before, but it was completely new to Pine and Red and it took a little while for them to get their heads round it.

Mamma Mia!
– Image by boardGOATS

Pine (who’s special ingredient was chili) cleared himself out in the first round taking an order for “Pizza Bombastica” (with at least fifteen toppings) and struggled to get back into the game.  Black (special ingredient pepperoni) on the other hand failed to place orders for any pizza in the first two rounds, instead, as Pine pointed out, “Saved himself to make ‘Quality’ pizza!”  Meanwhile, Red (with mushroom as her special ingredient) was very confused and was struggling to understand what was going on.  This was a feeling that wasn’t helped when Pine requested a “Pineapply-looking-olive” in the final round.  Despite her evident confusion, Red was definitely proving to be the “Queen of Pizza”, a title that also earned her accusations of “card counting” (something she might have tried had she understood what was going on).  In the final accounting, Red finished with seven orders, three more than Purple who had played a quiet, but very effective game making good use of her special ingredient (olives).

Mamma Mia!
– Image by boardGOATS

While the pizzaioli were busy making pizza, the other group (consisting predominantly of pizza eaters) were settling into a game of Last Will.  This is a game we’ve played before, but that was nearly two years ago, so it required a recap of the rules.  Last Will is basically the boardgame equivalent of the 1985 film “Brewster’s Millions”.  The story goes that in his last will, a rich gentleman stated that all of his millions would go to the nephew who could enjoy money the most.  In order to find out who that would be, each player starts with a large amount of money, in this case £70, and whoever spends it first and declares bankruptcy is the rightful heir, and therefore the winner.  The game is played over a maximum of seven rounds each comprising three phases. First, starting with the start player, everyone chooses the characteristics of their turn for the coming round from a fixed list by taking it in turns to place their planner on the planning board. This dictates the number of cards they will get at the start of the round, the number of “Errand Boys” they will be able to place, the number of Actions they will get and where they will go in the turn order.

Last Will
– Image used with permission of BGG contributor PaulGrogan

Inevitably, this is a compromise, so choosing to go first when placing Errand Boys, might guarantee the action of choice, but will only give one card at the start of the round and crucially, only one Action.  On the other hand, choosing to sacrifice position in the turn order could give three or four Actions.  Since all but two cards are discarded at the end of the round and Actions must be used or lost, this decision is critical.  Actions are important, but so are Errand Boys as they allow players to control the cards they are drawing as well as manipulate the housing market and increase the space on their player board.  The heart of the game is the cards, however, which are played in three different ways:  as a one off (white bordered cards); on a player’s board where they can be used multiple times (black bordered cards) or as a modifier (slate bordered cards) which enable players to spend more when black or white bordered cards.  Thus, White bordered “Event Cards” cost a combination of money and Actions to play, but once played, are discarded. In contrast, Black bordered cards cost at least one Action to play, and occupy space on the player’s board, but are kept and can be activated once in each round.

Last Will
– Image used with permission of BGG reviewer EndersGame

Black bordered cards come in three different types: “Expenses” which allow players to spend money; “Helpers” which additionally allow give players some sort of permanent bonus, and “Properties” which are by far the most complex cards in the game.  Properties are an excellent way of spending money as they are bought for a given amount and will either depreciate every round, or will require maintenance which can be expensive. Unfortunately, players cannot declare bankruptcy if they have property and must sell them.  This is where the property market comes in:  one of the possible errands is to adjust the property market, so if a property is bought when the market is high and sold when it is low, this is another possible avenue for losing money.  At the end of the round, everyone reduces their hand to just two cards and loses any left-over actions, which puts players under a lot of pressure as it makes it very hard to plan.  So the game is an unusual mixture of timing, building card combinations, strategy and tactics.

Last Will
– Image used with permission of BGG contributor bswihart

Burgundy went first as he was the last person to pay for something – he paid for his pizza while everyone else had put their purchases on a tab.  The random draw meant everyone started with £120 (in poker chips), making for a slightly  longer game. Only Ivory hadn’t played it before, but it was such a long time since Blue, Pink and Burgundy it was only a vague memory, and none of them felt they had ever really fully understood the game.  Inevitably therefore, there was plenty of moaning and groaning from Burgundy and a lot of puzzled expressions from Pink.  Accusations of “winning moves” were aimed at Blue (accompanied by appropriate denials) when she was the first to take her dog and a chef on a Boat Trip and then bought herself a small mansion.  Property is the key, as it is expensive to buy and either costs to maintain or depreciates, however, it must be sold before a player can go bankrupt.

Last Will
– Image used with permission of BGG contributor Toynan

Maintenance costs or depreciation alone are not sufficient to ensure a player spends enough to win, so players need to find a away to make their properties cost more.  Blue first added a Steward (who enabled her to carryout maintenance on a property without needing an action) and then an Estate Agent to her portfolio.  This latter was particularly useful as it enabled her to over pay for property by £2 when buying and sell for £2 below market value.  Meanwhile, Ivory had bought a couple of valuable farms to which he added animals, then he maximised his outgoings by adding a Training Ground.  Not though want of trying, but Pink was the only one who failed to get a helper who would provide an extra action.  Instead, he had to make do with a two Hectic Days (which gave him extra actions) which he coupled with visits to the Ball.  The first of these was very effective, the second less so.  By this time he was beginning to run out of space on his player board, so Pink then decided to get an extension to his player board, but Ivory had other ideas and kept taking it first, much to Pink’s disgust.

Last Will
– Image used with permission of BGG reviewer EndersGame

While all this was going on, Burgundy was muttering away and shaking his head ominously, quietly buying properties, and making reservations at restaurants with occasional trips to the theatre or trips on the river.  As the game entered its final stages it was becoming clear that it was Ivory who had really got to grips with the game though.  The extra messenger card came up and, as everyone had other things they wanted to do, he took it cheaply which gave him a little extra flexibility in his options.  Blue and Burgundy had began selling properties first, leaving them with a lot of cash to get rid of.  In contrast, although he had no money left, Ivory still had to sell his farms and dispose of the income before he could actually go bankrupt.  Despite Burgundy and Pink’s best efforts to get in his way though, Ivory just made it, finishing £1 in debt.  Nobody else could match that, with the Blue the closest with £16 credit.

Last Will
– Image used with permission of BGG contributor CellarDoor

Mamma Mia! finished long before Last Will, and the group were looking for something else to play.  Blue (from the next table) suggested they might like to try Indigo, which she described as “a bit like Tsuro but backwards”.  Tsuro is a simple “last man standing” game where players take it in turns to place a tile in front of their stone and move it along the path.  Indigo is also a game of moving stones, however, instead of trying to keep one stone on the board, players are trying to move different coloured stones off the board through their own “gates”.  There are other differences too, for example, the tiles are hexagonal rather than square and instead of choosing which tile to lay from a hand of three, tiles are drawn at random.  To make up for the random draw, players can place tiles anywhere they like, which enables players to try to build routes from their gates to stones, rather than the other way round.

Indigo
– Image by boardGOATS

One of the cleverest parts of the game is its semi-cooperative nature – with four, players share their each of the gates with one of the other players.  This introduces an interesting tension between working with other players while simultaneously competing with them.  So, as Purple commented, players that don’t work together get nothing.  Black, on the other hand, was quite taken with the pretty patterns the tiles made on the board.  It was quite a tight game throughout – since stones are stored secretly and have different values, it wasn’t easy to be certain who was in the lead.  In the event, the lead probably swapped several times, and the game finally finished in a tie between Black and Pine, both with ten points, with Red following on in third, three points behind.

Indigo
– Image by boardGOATS

Last Will was still underway, so the hunt resumed for another game, and Blue suggested Pueblo.  Although a slightly older game, this was a recent acquisition and Pink had met pine when he collected it from the village Post Office.  Although he hadn’t known precisely what it was at the time, the rattle had given away the contents as a boardgame.  Pueblo has a very robust rattle as it consists of lots of very solid plastic pieces.  It is one of those games that is quite different to anything else; Blue and Pink had played it quite a bit out in the garden over the weekend and thought the others might like to give it a go, especially as it was simple enough to play from the rules.

Pueblo
– Image by boardGOATS

Each player has a set of coloured pieces and a matching number of neutral pieces.  These are paired up to make a cube consisting of one coloured and one neutral piece.  On their turn, the active player places any unpaired pieces they may have on the grid shown on the board.  If they don’t have any unpaired pieces, then they break up a cube and choose which half to play.  Once they have placed a piece, the active player moves the Chieftain along the track around the edge of the board.  They can choose whether to move him one, two or three spaces, after which, he looks at the building along the grid lines and scores any coloured bricks he can see.  At the end of the game, the Chieftain makes one last trip round the board and the player with the lowest score at the end wins.

Pueblo
– Image by boardGOATS

The game was quite close, and everyone felt that the idea was great but that the game play was not as exciting as it sounded.  Unfortunately, everyone also suffered a bit from “Analysis Paralysis”, and as a result, the game felt like it dragged, a problem that was undoubtedly made worse playing with four than with two.  This is because with two there is just one opponent and the game becomes one of cat and mouse; with more players this tension is diluted.  As the game progressed, it seemed to drag more and more, so the final trip round the track was dispensed with leaving Pine the winner, just two points ahead of Purple.  With that over, and Last Will coming to an end, Pine, Purple and Black headed off for an early night leaving Red to watch over the final moves before it was time to for everyone else to head home too.

Pueblo
– Image by boardGOATS

Learning Outcome:  Games that are a hit for some players are not guaranteed to work for others.

Next Meeting – 2nd May 2017

Our next meeting will be on Tuesday, 2nd May, at the Horse and Jockey pub in Stanford-in-the-Vale.  As usual, we will be playing shorter games from 7.30pm as people arrive, until 8pm when we will start something a little longer.

This week the “Feature Game” will be Mamma Mia!, a little card game with a pizza theme – something that seems wholly appropriate given how many of us now have pizza on a Tuesday at The Jockey.  Mamma Mia! was designed by Uwe Rosenberg who was also responsible for Bohnanza, one of our all-time favourite card games, so it will be interesting to see how it compares.

Mamma Mia!
– Image by boardGOATS

And talking of pizza…

Jeff was in Japan on a business trip, but after a few days he had a hankering for pizza, so he asked the concierge at his hotel if there was anywhere nearby that he could get one. The concierge told him he was in luck and a pizza place had just opened down the road, and they delivered.

The concierge gave Jeff the phone number, and he took it back to his room and ordered a pizza. Thirty minutes later, the delivery man appeared at his room door with the pizza. As Jeff took the pizza he began sneezing uncontrollably.

Jeff asked the delivery man, ”What on earth did you put on this pizza?”

The delivery man bowed deeply and replied, “We put on the pizza what you ordered: pepper only…”

18th April 2017

Blue was the first to arrive, together with Pink on one of his rare visits.  The bar was busy, so they decided to get in a couple of quick rounds of Mijnlieff before ordering food.  This is a very simple “naughts and crosses“/Connect 4 type game, with the twist that each piece a player places restricts where their opponent can play.  Blue started out getting early revenge for the various defeats over the weekend, winning the first game four points to three.  Pink quickly leveled the score, however, taking the second game two points to one.  Since Black and Purple had arrived, they settled on a draw and decided to order food before beginning a quick game of …Aber Bitte mit Sahne (aka Piece o’ Cake).

Mijnlieff
– Image used with permission of BGG contributor thepackrat

…Aber Bitte mit Sahne is a very simple little game of “I divide, you choose”, with a side order of set collecting.  Played over five rounds, the “Master Baker” divides the eleven slices of the pie into pieces and each player takes it in turns to take a piece (leaving the Master Baker with whatever’s left).  As players take their share, they can choose to keep slices or eat slices:  eating a slice guarantees points (equal to the number of blobs of cream on top), while saving it gives the opportunity for more points if the player has the most of that type stored at the end of the game.  Blue started out collecting Chocolate cake which can be highly lucrative, but as there are more slices available can be tough to make pay.  Pine, on the other hand, played safe and opted for eating his Chocolate slices and tried to make Pea Pie (or was it Gooseberry?) and Blackberry pay.  Purple had other ideas though and competed for both just shutting Pine out of the Gooseberry, and finishing in a three way tie for the Blackberry pie with Blue (all three score in full).

…Aber Bitte Mit Sahne
– Image by boardGOATS

It was a tight game with Black’s love of Strawberries, Purple’s Goose-goggs and Pine’s whipped cream fetish leaving them all within a point or so of each other.  Pink had also played safe and eaten amount of cake, but also kept his Cherry and Kiwi pies and scored both.  It wasn’t quite enough though, as Blue managed to keep her nose ahead in Chocolate and with Blackberry and Plum as well and some cream to top it off she finished with twenty-eight, four ahead of Pink in second.  With that over and the arrival of pizza (and Ivory) we had to decide what to do next.  Everyone was very keen to play the “Feature Game”, Power Grid, but although it would play six, we knew that would make it longer and it would perhaps be tight to finish in time.  Nobody was keen to play anything else though, so we decided to go for it with everyone’s agreement that we would have to keep it moving.

…Aber Bitte Mit Sahne
– Image by boardGOATS

Power Grid is a slightly older game that is now nearly fifteen years old and was itself built on the slightly older Funkenschlag.  So, it is something of a classic, but only Black had actually played it before.  Although it seems complex, the game is actually a fairly simple auction game where players are power moguls building power plants and trying to supply cities with juice.  At the start of each round, players bid for power plants which have different fuel requirements and supply different numbers of cities.  Players then fuel to power their cities before adding cities to their network.  Finally, players decide how many power plants they are going to activate and thus how many of the cities in their network they are going to supply, which dictates their income for the round.  The clever part that really takes a little bit of thinking to understand, is the market.  Each power plant up for auction has a different number from 01 to 50, with the higher numbers generally the more efficient plants.  The deck of power plant cards is shuffled and the top eight cards revealed.  These are then sorted with the four with the lowest number put out for auction and the others put in the reserve row.

Power Grid Deluxe: Europe/North America
– Image by boardGOATS

Once a plant has been bought, another card is revealed and, if it’s number is higher than the lowest card in the reserve, it goes into the reserve and the lowest is made available for auction, otherwise it goes straight into auction instead.  The reason this is clever is that it provides variety between games, while effectively preventing the extremely unbalanced case where one exceptionally efficient plant is won very early.  This is particularly important because each player can only win one auction per round, thus, the last player to bid could be bidding unopposed.  Getting an efficient plant cheaply is really quite key because money is tight and there is lots of demand for it.  Firstly, there’s fuel to power the plants:  the cost of fuel ebbs and flows depending on demand.  If there is a lot of demand, the price increases and, in the extreme case, especially if players are hoarding, it can become unavailable. If possible, it is best to find a niche in the market and buy/build power plants that use a different fuel-stock to everyone else because money is also needed to pay for the infrastructure to supply cities.

Power Grid Deluxe: Europe/North America
– Image by boardGOATS

This is another key part of the game:  Each player starts with a foothold in one city.  To extend their network, they need need to pay for the infrastructure within another city, but also the connections to it.  In the early part of the game, each city can only support one “power generator”, so positioning is key.  While it’s not possible to actually get cut off, if someone else has already built in all the adjacent cities, it is necessary to pay two (or more) connection fees as well as the city infrastructure fee.  Once at least one player has connected a given number of cities to their power network, the game enters the second phase and cities can support a second power generator.  Although players cannot build a second generator in a city they already supply, it does mean players can extent their network more easily. Buying a second generator in a city is more expensive than the first however, and later in the game when it becomes possible to buy a third, it is more expensive still.

Power Grid Deluxe: Europe/North America
– Image by boardGOATS

The end of the game is triggered when at least one player has connected a given number of cities (or more) in his network.  The final scoring is slightly unusual as the winner is the player who has sufficient resources and power plants to power the most of their connected networks.  Thus, if a player mistimes their ending and has run out of money to buy sufficient fuel they can squander a promising position.  We played with the deluxe edition of Power Grid, which has slightly updated graphics and a few minor rules tweaks as well as some nice wooden pieces to represent the fuel resources and generators.  A lot has been  written about the differences between the two versions, but the most obvious is probably the replacement of “rubbish” with natural gas, though the rule changes are actually more significant, though they are small.  The deluxe edition comes with a double sided board, Europe and USA, and there are slight variations in the rules for each.

Power Grid Deluxe: Europe/North America
– Image by boardGOATS

Our first decision, therefore, was which map to use.  Since the rules suggest USA is easier for beginners, despite a general preference for Europe (as Europeans), the shortage of time meant we decided to start there.  We then had to choose which areas to use, so we went for the central five, missing out the mid-Atlantic states and the north western states (Alaska, Idaho, Oregon, Washington).  Random draw put Blue first, followed by Ivory, but as Black pointed out, going first is not necessarily an advantage.  It meant that Blue had the opportunity to choose which power plant should be auctioned first, and might get it cheap if nobody else fancied a punt.  On the other hand, if there was nothing she fancied, she might get landed with something less popular with the chance that something better might be drawn to replace it.  Worse, losing means having to have another try, while going last means the there is no-one left to compete and any power plant can be bought at the minimum price.

Power Grid Deluxe: Europe/North America
– Image by boardGOATS

Since we were using the USA map, there was a slight modification where a discount token was placed on the smallest power plant  before the auction to signal that the minimum bid for this plant is reduced to one Elektro (independent of the actual number of the power plant).  This is supposed to help prevent players over-bidding for rubbish.  There was worse to come for Blue and Ivory though, as buying resources and choosing starting cities for networks are done in reverse player order, making them last and making the resources most expensive and the ensuring the most flexible places had already gone.  Black began in the deep south while Pine and Pink began building his network in the mid-west.  With Purple beginning in Las Vegas and Ivory starting in Columbus, Blue had very little space to move so she decided to go for the only double city available – Mexico City.  For the most part, we managed to keep the game moving, and if anyone stopped to think for too long, everyone reminded them that the clock was ticking.  Although Blue was able to make a quick start, despite being the sole user of uranium, she quickly began to struggle and gradually slid down the ranking.  Meanwhile, Ivory, who found himself with a nice un-congested corner to work began to pull ahead.

Power Grid Deluxe: Europe/North America
– Image by boardGOATS

As play continued, Pine spread into Tennessee and Purple began something of a monopoly along the western seaboard.  Black and Ivory discovered the value of wind power, while everyone else was trying to work with coal and gas fired power stations (Pine’s gas is famous apparently – well, he is a vegetarian!).  As time ticked towards pumpkin o’clock, the game progressed into the final stages and we finally allowed people a little extra thinking time.  Ivory eventually triggered the end of the game when he added his fourteenth city to his network.  He could see the writing on the wall, but try as he might, Ivory was not able to stop Black taking a clear lead with fifteen cities.  This only left the question as to how many people were able to provide all their cities with power.  In the event, everybody was able to serve their entire network, which left Black in first place, one ahead of Ivory and three ahead of Pine (who’s gas obviously wasn’t all it was cracked up to be).  There was just time to take a quick snap of Black’s Glorious Win before we packed it away, discussing the game as we did so.  On reflection, we decided that although Black had a nice mix of powerful power sources, it was number 36 that was probably made the difference as it served five cities and, as it was green, there was no running cost.  Nobody will let him get that cheaply again!

Power Grid Deluxe: Europe/North America
– Image by boardGOATS

Learning Outcome:  Pine’s gas is powerful, but wind is better for the environment…

Spring 2017 Oxford Meeples Big DoG

On Saturday, April 29th, Oxford Meeples is opening the doors of Wolvercote Village Hall to the general public once more and inviting people to join them for of their quarterly Big Days of Gaming.  As usual, the Oxford Meeples will be bringing a large number of their games, but everyone is welcome to bring their own as well.  The hall opens at 10 am with gaming starts from about 10.30 am and continuing ’til late.  Entry is free, although donations towards rent of the hall and refreshments are always appreciated.  Children are welcome so long as they are accompanied by an adult.  Several of the GOATS have committed to going, but final numbers will no doubt depend on other commitments (and the weather!) as usual.

Oxford Meeples Spring DoG '17
– Image from oxfordmeeples.org

Game Plan: Rediscovering Boardgames at the V & A Museum of Childhood

Inspired by the recent articles on Saturday Live and the Today Programme, on Easter Sunday, Pink and Blue decided to visit the V & A Museum of Childhood to see their “Game Plan: Board Games Rediscovered” exhibition.  Catching a train from Oxford Parkway and negotiating the London Underground, they arrived in Bethnal Green.  With its vaulted ceiling and exposed metal work, the Museum building looks for all the world like a re-purposed Victorian Civil building, a train station, swimming pool or maybe some sort of pumping station.  Much to their disappointment, however, after extensive discussion and investigation, it turned out that the building was designed for the purpose, albeit after relocation of parts from “Albertopolis” on Exhibition Road.

Game Plan: Board Games Rediscovered
– Image by boardGOATS

The exhibition itself was well presented and occupied a sizeable portion of the overall floor space.  Although it was located in one of the upstairs galleries, the exhibition was well advertised and, from entering the main hall, games were brought to the visitors’ attention with table space and signs offering the loan of games should people want to play.  It wasn’t an idle promise either, as there were several family groups making full use of the opportunity, albeit playing what might be called classic games rather than more modern, Euro games.

Senet
– Image by boardGOATS

A quick look at the model train cabinet and brief spell side-tracked by one or two other exciting toys preceded entry to the exhibition which was shrouded by an eye-catching red screen.  The first exhibit was a copy of Senet, arguably one of the oldest games in the world – so old in fact that we’ve lost the rules and nobody knows how to play it.  This was followed by some traditional games including a beautiful wooden Backgammon set made in Germany in 1685 and decorated with sea monsters and a lot of fascinating Chess sets, old and new.  Next, there were some ancient copies of Pachisi (which evolved into Ludo) and Snakes and Ladders, both games that originated in India and were originally played seriously by adults.

Game Plan: Board Games Rediscovered
– Image by boardGOATS

Further round there were many other curious games, for example, The Noble Game of Swan from 1821, which was an educational game for children, itself developed from the much older, Game of the Goose.  Education was a bit of theme and there were a lot of games from the nineteenth and early twentieth century designed to teach geography in some form or another.  These included Round the Town, a game where players had to try to cross London via Charing Cross, and Coronation Scot, a game based on travelling from Glasgow to London inspired by the eponymous 1937 express train made to mark the coronation of George VI.

Game Plan: Board Games Rediscovered
– Image by boardGOATS

Education didn’t stop there either:  for those that had been members of RoSPA‘s “Tufty Club“, there was a game promoting road safety featuring Tufty the Squirrel and his mates Minnie Mole and the naughty Willy Weasel.  However, when designing this roll-and-move game, they clearly ran out of imaginative “adventures” with a road safety message, as they had to resort to “Picking and eating strange berries – Go back three spaces…”

Tufty Road Safety Game
– Image by boardGOATS

Progressing through the late twentieth century, there were the inevitable copies of the childhood classic games, including Game of Life, Risk, Cluedo, Mouse Trap, Trivial Pursuit, Connect 4, Scrabble and the inevitable Monopoly, all of which risked bringing a tear to the eye as visitors remembered playing them as children.  The exhibition eventually brought us up to date with modern Euro-style games, presenting copies of Ticket to Ride, Carcassonne and Settlers of Catan.

Pandemic
– Image by boardGOATS

More interestingly, there was also an original prototype of Pandemic supplied by the designer, Matt Leacock, complete with his scribbles and bits of paper stuck over infection routes he decided to remove as the game developed.  One of the final display showed how the influence boardgames have had on the computer gaming industry is sometimes strangely reciprocated, with a copy of the Pac-Man game, including the title figure wrought in sunshine yellow plastic.

Pac Man
– Image by boardGOATS

Leaving the exhibition, there was just one last game – “What’s Your Gameface?“.  This cute flow chart entertained Blue and Pink for far longer than is should have as they tested it out with all their friends, relatives and fellow gamers (nobody came out as “Cheater”).

Game Plan: Board Games Rediscovered
– Image by boardGOATS

With the exhibition done, there was still time for a wander round the rest of the museum and a quick cuppa in the cafe.  Reflecting on the exhibition, perhaps one of the best aspects had actually been the quotations that adorned the walls.  It seems luminaries from Plato to Roald Dahl have all had something to say on the subject of games.  Perhaps George Bernard Shaw supplied the most thought provoking comment though, when he said, “We don’t stop playing because we grow old; we grow old because we stop playing.”  With this in mind, we did what gamers do when they travel, so tea and cake was accompanied by two rounds of Mijnlieff, the super-cool noughts and crosses game.  With the museum closing, it was time to head home, but there was still time for a game or two of 3 Sind Eine Zu Viel! on the train back to Oxford…

Game Plan: Board Games Rediscovered
– Image by boardGOATS

The Exhibition is only open till 23rd April 2017, so there isn’t much time left and it is well worth a visit.