Author Archives: nannyGOAT

Four Today – Happy Birthday to Us!

Let's Party!

BoardGOATS is Four Years Old Today!

At times it has been tough, but we are still here –  the group is now bigger than it has every been, yet still has a lovely, friendly, social feeling.  Thanks to everyone who has come along in the past and in particular, all those travel from further afield to make it the success it is – we really appreciate it.

Games Night at the Beacon, Wantage

Toy Planet Collectors of Wantage buy and sell toys, comics, and collectables from 1950 to the present.  They are currently holding a monthly games night at The Beacon in Wantage.  To date, the games have mostly been traditional fare.  However, last time one of the gamers from the Didcot Games Club went with some local friends and some good, quick-to-learn-and-play games and began the battle for hearts and minds.  There is a general acceptance of people bringing their own games, and one of the organisers joined in with others and expressed an interest in our sort of games.  This time some of the GOATS are planning to go along and continue the “Good Fight” with a range of light-and-fun games.

Games Night at the Beacon, Wantage
– Image from beaconwantage.co.uk

The next Games Night will be Friday 23rd September from 7.30pm until 11pm (note that the Beacon Website has the times wrong).  There is plenty of parking and the postcode is OX12 9BX; entry is free and the bar will be open.  The coffee shop will also be open serving tea, coffee, soft-drinks, cake and snacks, though they ask that only food purchased on the premises should be consumed there.

Deutscher Spiele Preis – 2016

In 1990 the German magazine “Die Pöppel-Revue” introduced The Deutscher Spiele Preis, or German Game Prize, which is now awarded annually at the Internationale Spieltage, Essen.  Whereas the Spiel des Jahres rewards family games, the Deutscher Spiele Preis is awarded based on votes from votes from the industry’s stores, magazines, professionals and game clubs, so it tends to reflect “gamers games” and is usually more in line with the Kennerspiel des Jahres.  This year the award went to Mombasa with the Spiel des Jahres winner Codenames in second.  Spiel des Jahres nominees Karuba and Imhotep also featured in the top ten as well as this years winner of the Kennerspiel des Jahres Isle of Skye: From Chieftain to King.

Mombasa
– Image used with permission of BGG contributor punkin312

In Mombasa, players acquire company shares with the aim of earning the most money.  The game features a unique, rotating-display hand-mechanism that drives game play. Each round players choose action cards from their hand, then reveal them simultaneously and carry out the actions. These cards are then placed in a discard pile, and the previously played cards recovered for the subsequent round.  The company boards are double-sided, so games vary quite a lot depending on which tracks are revealed and which companies they are asigned to.
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Mombasa
– Image used with permission of boardgamephotos

Next Meeting – 20th September 2016

Our next meeting will be on Tuesday 20th September, 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 Cuba which is a longer game set in Cuba prior to the revolution where, under turbulent circumstances, the villages of the island strive for independent wealth and influence.  Players earn points by shipping merchandise from the harbor, but also by erecting and using buildings, and by abiding by the law.

Cuba
– Image used with permission of BGG contributor jsper

And speaking of Cuba…

When Fidel Castro died he arrived in Heaven in front of the Pearly Gates.  Saint Peter approached and said, “I’m sorry, but you will have to go to Hell.”  So, off Castro went and when he got there, the Devil greeted him warmly, “We’re so glad to have you, welcome, welcome.”

Castro was just settling in, when he realised he had forgotten his suitcases, having left them at the Pearly Gate House.  So the Devil said, “That’s no problem, I’ll send a couple of my minions to fetch it for you.”

Unfortunately, when the two minions got to heaven they found that Saint Peter was out and the gates were firmly closed with the suitcases visible just on the other side.  So, they decided to climb the fence.  Just as they started climbing, Saint Peter returned and saw them.  St. Peter gave a deep sigh and commented, “Castro is in hell for just ten minutes and already we have refugees…!”

 

6th September 2016

Pink (making one of his rare appearances) arrived first with Red and Magenta, closely followed by Blue and then Burgundy.  So, with the food order done, we scratched about for something quick to play when Red suggested a little card game called Unter Spannung (aka 7 Ate 9).  This was a game she had picked up in Germany a week earlier when she’d been travelling and had found herself unable to resist spending all her money in a toy shop.  Although the rules were in German, Red and Blue had managed to come up with a translation and had played it quite extensively when they had been away in Switzerland for work.  Neither Red nor Blue speak any German, so they weren’t certain that they were playing correctly, but they had found it to be fun all the same and taught everyone else the same way.

Unter Spannung
– Image by boardGOATS

They described Unter Spannung as “Dobble with maths” and basically, the idea is that each player starts with a hand of four cards and a deck of cards that they must try to get rid of.  Each card has a number on the corner (the face value) and a modifier in the centre (of the form ±1, ±3 or ±3).  The game begins with a single face up card in the centre and simultaneously everyone tries to play a card where the face value matches the total for the centre card (i.e. the face value plus or minus the modifier).  Thus, if the card in the middle is 8±1, players can play any card with a face value of seven or nine.  The snag is that cards are only numbered one to ten, so the the maths gets a little more tricky.  For example, 8±3 is five or eleven, but since there is no eleven, it becomes one.  Simple enough, though at the lower end things become more difficult as negative numbers don’t simply become positive, rather, zero becomes ten and any negative must be subtracted from this.  So, 1±3 is four or minus two which in turn becomes eight…

Unter Spannung
– Image by boardGOATS

Like Dobble, cards are placed simultaneously in a frantic rush and the card then played becomes the new top card, which causes mayhem when someone has just got there first.  Unlike Dobble, players start with a hand of four cards but can add cards whenever they want, so as soon as there is a bit of a lull in placing cards everyone frantically draws cards from their deck.  The first player to get rid of all their cards (hand and deck) is the winner.  Although the game nominally only plays four, we added an extra and just played a slightly short round.  Red and Blue had an inevitable advantage having played before, and everyone else struggled to get their heads round it.  The first round went to Red who stomped her authority on the game early on.  Then Burgundy’s food arrived which he used as an excuse to duck out of the second round which Blue took having warmed up a little.

Unter Spannung
– Image by boardGOATS

With food and gamers arriving thick and fast, there was a brief hiatus, before we split into three groups.  The first group (Black and Purple) began their belated supper while Red, Blue, Pink and Magenta began the “Feature Game”, which was The Manhattan Project: Chain Reaction.  This is a fairly short resource conversion card game based on The Manhattan Project boardgame.  In this simpler, card game version, players are firstly mining to create yellowcake, then purifying the yellowcake to get uranium which they can then use to make a bomb.  Players start with a hand of five cards, each of which is dual function, providing either an action or a people.  In order to get the yellowcake players need people to do the mining and then a mining card.  There are several different types of people:  labourers, engineers, scientists, etc.  These can be provided directly by cards, or using people and location cards to generate larger numbers or people with different skills. For example, a University can be used to create engineers or scientists.  Combining these with enrichment plant cards and yellowcake gives players uranium which in turn allows players to claim one of the face up bomb cards.  When acquired, these can be augmented by the addition of a bomb-loading card which also comes at a price.

The Manhattan Project: Chain Reaction
– Image by boardGOATS

All the cards come in a range of input requirements and outputs, but in general, the more expensive cards give richer rewards.  There are always several bomb cards available and the game end is triggered when one player achieves a total of ten megatonnes of bomb (including any bomb-loading cards).  The rules were a little bit difficult to disentangle somehow so it took us a while to really get to grips with what should have been a fairly simple game and there was a high chance that the player who understood first would win.  In the event, luck played a fairly large part too as there are additional special cards.  These are important as the hand-limit of five cards is quite restrictive and the special cards can enable players to get extras. It was Pink who managed to get the first bomb card, although Red and Magenta both had substantial piles of uranium and yellowcake respectively.  Then from no-where, Blue suddenly built a seven megatonne bomb, quickly followed by Red and Magenta.  It was all too late though as Pink finished the game and with it comprehensively won.  In truth this isn’t really the sort of theme our group usually go for, and with a fairly heavy slice of luck and slightly rough roles we made heavy weather of it.  That said, we felt it was definitely worth playing again.

The Manhattan Project: Chain Reaction
– Image by boardGOATS

Meanwhile, Green, Ivory, Pine and Burgundy played Imhotep, one of the nominees for the Spiel des Jahres this year.  We played it a few weeks back in July and it went down quite well, so since Green wasn’t able to stay for long it was a good opportunity for a second outing.  In this game, players take the role of builders in Egypt who are trying to emulate Imhotep.  The premise of the game is very simple.  On their turn, the active player chooses one of four actions:  procure new stones (very large wooden blocks); load stones on a boat; sail a boat to a monument; or play an action card.  Players can only store a maximum of five stones and when they procure stones they can collect a maximum of three.  Stones are loaded onto ships one at a time, but which of the five possible destinations the boats end up at and the order they are unloaded in is vital, so timing and planning is everything and, as we discovered last time, other players have the ability to screw up even the best laid plans.  Thus, the challenge is to work out how to accomplish strategies when the boats rarely go where you want them to.  There were two players who were new to the game this time, but it is easy to explain and play, although it is much much harder to work out where to place cubes in the boats and when to move things.  It usually takes a couple of rounds for the game to settle in and for patterns to emerge, and this time was no different.

Imhotep
– Image by boardGOATS

Once the dust from the early quarry blocks had settled, Green had a one block lead in the obelisk (he had used the Obelisk to good effect last time out and narrowly won that game), Pine already had a good area in the Burial Chamber, Burgundy was big in the pyramid and Ivory had a smattering of cubes in most places.  When a boat with a single cube space appeared, Green decided to take a punt on it and see where he ended up. Surprisingly it stayed put until all the other boats had been docked, leaving it with just two choices: the Pyramid for four points or the obelisk to extend Green’s lead there to two cubes. Pine was first to have to make that decision, and chose to defer it by cutting more blocks from the quarry, Ivory and Burgundy followed and did likewise leaving Green with a free choice.  His supply of blocks was looking a bit thin though compared to the others and so he also chose to re-stock leaving Pine no choice since his sled was full.  After deliberation between the others (no-one wanted Green’s advice) he chose the obelisk and Green was pleased with two cube lead as he thought it would be quite easy to maintain.

Imhotep
– Image by boardGOATS

As the game progressed everyone became more wily at positioning stones on the boats, and Pine was prevented from increasing the size of his Burial Chamber group and no-one else could get a larger grouping than two either!  The ‘Wall’ received a number of cubes this game, including quite a few of Ivory’s, and eventually it reached the third level.  Burgundy continued to dominate the Pyramid, while the the obelisk continued to grow and Burgundy was began to make inroads to Green’s lead, while Pine kept a watching brief in third.  By the latter part of the game everyone was so focused on their own strategies that they often failed to notice Burgundy attempting to dominate one particular boat.  The first time he did this he managed to collect two purple statue cards in one turn and the second time he got two cubes into the obelisk (although Green jumped aboard at the last minute to limit the damage). In the penultimate round, Burgundy had got three stones on a four stone ship.

Imhotep
– Image by boardGOATS

Green was next and a quick count suggested that if this were to go to the obelisk it would lose him the lead.  So, he felt he had no choice; that boat had to dock somewhere else and he chose the Pyramid as the least damage, though it still netted Burgundy six points.  That gave Pine an opening to get a couple of his stones to the obelisk so that he overtook Burgundy, pushing him into second.  Going into the final round, the writing was on the wall.  Burgundy could no longer win the Obelisk win, and as long as Green placed a stone on the same boat as Pine, he was guaranteed the full fifteen points for first place (as last time).  Otherwise it was mostly just a mopping up exercise to get the most points possible with the last stones.  Both Burgundy and Ivory had managed two or three purple statue cards and so the final scoring was tight.  Despite being the only one without a green bonus scoring card (which gives points for the total number of cubes in the different areas), Green still finished a couple of points ahead of Pine in what was another close and enjoyable game.

Imhotep
– Image by boardGOATS

With both games finishing, Black and Purple having consumed their supper and Green heading off, it looked like it was change.  However, in the event, Green was directly replaced by Black and Purple and the other group began another game of Imhotep.  The game has an in-built expansion as each location board has a second side with slightly more involved building options.  For example, while Side A has just one large Pyramid, Side B has three smaller Pyramids and players choose which one to add their cube to.  Pink, who had played Side A at the UK Games Expo, was keen to give the alternative options a try.  It turned out that these actually add quite a bit to the complexity as they add another layer to the decision making.  This is because instead of just considering what everyone would get at each location, players have to consider what everyone will do at each location and what this will give them.

Imhotep
– Image by boardGOATS

So for example, instead of just looking at where all the cubes will go in the Pyramid and what they will score, the active player now has to consider which Pyramid each player will pick and what that leaves for everyone else.  For this reason, it possibly wasn’t the best choice for a first game.  As a result, as they had not played it before, both Red and Magenta struggled with trying to work out what they were trying to do and what strategies would work best.  In the early stages, it was all very tentative.  Instead of just building the highest, on Side B, points are awarded throughout the game for “mini-obelisks” containing just three blocks, though the early mini-obelisks are worth more.  Blue got an early start with Pink following in second place.  Meanwhile, Red and Magenta scooped up some of the early Market cards, correctly thinking they were important, hoping that it would allow them to learn what else might be a good strategy.

Imhotep
– Image by boardGOATS

It was in the third round it became apparent that we had a problem on our hands as Pink had taken a bit of a run-away lead in the Temple.  When playing with Side A players add cubes to a row of five blocks, with additional blocks going into the second and eventually third rows.  Points are scored at the end of the round for each stone delivered that is visible from above.  With Side B, blocks are added in  the same way, but the bonus are different.  Thus, the first “space” on the alter will give one point or two extra wooden blocks.  Other spaces give Market cards and even two points making it quite lucrative.  Unfortunately, for the rest of us, Pink had somehow managed to steal a march on the rest of us.  He then made a point of sending a small boats there which meant his early blocks continued to work for him well beyond their usual lifetime.  This was not helped by the fact that Pink also contrived to ensure that the little boats contained his blocks, so any that were covered were covered by his own blocks so he continued to benefit. Blue, having played the game before could see the problem and managed to muscle in a little, but it was slow and Pink stormed into the lead with nothing anyone else could do about it.

Imhotep
– Image by boardGOATS

Eventually, Blue and Magenta managed to break Pink’s strangle-hold on the Temple, while Red began to fall behind but continued to collect purple Statue cards stacking up points for the end of the game.  Magenta gradually began to dominate in the Burial Chamber too.  With Side A, the blocks are placed in position in strict rotation and the each player scores points for their largest contiguous area according to the Triangular Number Series.  With Side B, however, each row of blocks is evaluated independently and eight points awarded to the person with the most blocks in the row, with four points for second place and two for third.  With three rows, a player who goes into this heavily can pick up a lot of points which is exactly what Magenta did, winning two and coming placing on the third as well.

Imhotep
– Image by boardGOATS

With the game coming to a close, we all thought Pink had it in the bag, but we still had the end game scoring cards to count up.  Sadly, Red’s Statues didn’t get her quite as many as we thought, but it was very close with both Pink and Magenta finishing with forty-two points.  Blue just managed to squeak ahead though finishing with forty-three in what turned out to be yet another tight game.  So that was three out of three as it had been close first time we played as well when Green had won, taking the Obelisk.  This led some of us to speculate whether the Obelisk is perhaps a little too powerful.  Although it has featured heavily in all three games, the games have all been exceptionally close so the jury is still out.  Now that we know it is a potential game changer though, next time there might be more blocks placed there and a greater battle for supremacy. In turn that could let someone else slip through and score heavily elsewhere which could make it interesting.  It’ll probably get another outing soon as we can’t let Green remain unbeaten.

Imhotep
– Image by boardGOATS

While the second game of Imhotep was going on, at Blue’s suggestion, the other group got on with Isle of Skye: From Chieftain to King.  This won the Kennerspiel des Jahres this year and has proved very popular with our group as there is quite a bit of variability in the set up ensuring the games remain interesting.  Despite the fact that she wasn’t playing, it was Blue’s suggestion as she knew that Black, Burgundy and Pine liked it a lot and thought that Ivory might appreciate it too.  Borrowing heavily from tile-laying games like Carcassonne, Isle of Skye is a much deeper game without adding an awful lot to the rules.  The idea is that players draw three tiles from a bag and and then secretly choose one to discard and set prices for the other two.  This is done by placing the tiles in front of a screen and a discard token and money for the player’s stash behind.  The money remains in place for the duration of the round, unless the corresponding tile is purchased by another player.

Isle of Skye: From Chieftain to King
– Image by boardGOATS

This mechanism is very clever as if nobody else wants the tile, then the player uses the money to purchase it themselves.  Thus, it is critically important to correctly evaluate the worth of the tile, depending on whether it is most desirable to sell it or keep it.  The other clever part of the game is the scoring:  This is mostly carried out at the end of each of the six rounds.  At the start of the game, four scoring tiles are drawn at random and these are used in different combinations at the end of the rounds in such a way that each appears a total of three times, but only one is used in the first round while three are used in the final round.  This time, the first two scoring tiles drawn both rewarded mountain ranges, so although this could have made for an interesting, competitive game, in the interests of balance, we decided to chuck them back and start again.

Isle of Skye: From Chieftain to King
– Image by boardGOATS

The four scoring tiles were: five points for the player with the most money and two for the player with the next most (A); two points for each cow on the road connected to the castle (B); three points for each vertical row with more than three tiles (C) and one point for each completed terrain (D).  Burgundy started collecting cattle while Black went for sheep.  Maybe it was because Black got there first, or perhaps it was because someone misheard, but Pine (who can usually be counted on to go for a woolly fleece) tried to use ships to build his score.  Purple isn’t a great whiskey drinker, but as usual, she built her strategy on a foundation of barrels.  This didn’t leave much for Ivory, but there is always someone who struggles with a lack of cash and someone else who seems unnecessarily flush.  This time it was Ivory who made a killing on his tiles and with money in the scoring tiles it guaranteed him a solid number of points to build on.  It was a another close game  with only five points between first and third.  It was Burgundy who just pipped Black to finish in front however, with Pine a close third.

Unter Spannung
– Image by boardGOATS

Red and Magenta were about to make a move, but with Isle of Skye still going, they stuck about for a couple more rounds of Unter Spannung, which Red and Blue took again, though it was a bit closer this time.  As the other group finished and Ivory headed off too, the rump were left to play one last game.  Black had been keen to play Pi mal Pflaumen, but had missed out when it was the “Feature Game” a few weeks back, so he was very keen to give it a go.  This game is a relatively simple little card game, but one that we struggled with the rules for last time and contrived to make a bit of a mess of this time too. Pi mal Pflaumen (or “Oh my Plums!” as we call it in a sideways reference to another little card game, Oh My Goods!), is a trick taking game with elements of set collecting and lovely artwork.  The idea is that each card features a fruit, a number and most also have some sort of special action.  Each player begins with a hand of cards and, starting with the start player, everyone takes it in turns to play one card.  Then, the player who played the highest value card chooses one of the cards which they place face up in a tableau in front of them, before they carry out the action associated with the card.

Pi Mal Pflaumen
– Image by boardGOATS

There are several different special actions, it could be steal a card from another player; take the “watchdog” card (which guards against other players stealing cards), or take three “pi” cards.  Instead of an action, some cards indicate a scoring condition and the points awarded for achieving it.  These are of the form of, for example, ABC or AAA, indicating three different fruit or three identical fruit respectively.  The more fruit involved and the more similar the fruit, the more points they are worth.  When a player owns both the scoring card and the matching Fruit cards, they are all removed from their display and put to one side to score at the end of the game.  The game is played over three rounds and winner is the player with the most points at the end.

Pi mal Pflaumen
– Image by boardGOATS

Last time we played, we had a fairly extensive discussion about the rules.  The rules are a little unclear:  they clearly state that “when a card is taken you must immediately carryout its action”, but they don’t make it clear whether this applies to claiming points on “Fruit Mix” cards as well.  We couldn’t remember how we played last time, but this time we played that points could only be claimed when the card was taken (with cards in the player’s tableau used to fulfill the condition).  In an added complication, we also had to decide what implications this had for cards that players have stolen.  The rules state that “you can immediately use a stolen card to create a Fruit Mix”.  Initially we presumed that this applied only to the fruit mix cards, but a little doubt began to set in.  Checking the rules fora online after the event suggested that Fruit Mix cards from the tableau could also be claimed, and the key phrase in the rules stated that “one or more Fruit Mixes” can be claimed when a card is taken, which is only possible if cards in the tableau are used, but this only became apparent some time after the game.

Pi mal Pflaumen
– Image by boardGOATS

It was another tight game with everyone claiming some low scoring Fruit Mixes in the first round, but Burgundy took a slight lead making him a target for the rest of the game.  In the second and third round, the value of the fruit mixes on the cards increases adding a bit of all or nothing element to the game.  For example, Blue had spent much of the game with low cards and, as a result had ended up taking the last card more than her fair share.  The last card comes with a bonus “Plum” card though, so if she had managed to pick up the twenty-five, she could have claimed a massive twelve points for a total of four Plum cards.  Purple did her best to help Blue out, but Black had a large pile of π cards and with Burgundy and Pink’s help was able to control things.  In the end it was Pink who finished with the most points, just three clear of Blue with Black in third place.

Pi mal Pflaumen
– Image by boardGOATS

Learning outcome:  Well balanced games also make for tight results.

Next Meeting – 6th September 2016

Our next meeting will be on Tuesday 6th September, 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 The Manhattan Project: Chain Reaction which is a quick little filler card game where players are trying to design bombs using scientists to convert yellowcake into pure uranium.  We have chosen this lighter game so that we have lots of flexibility in choosing what to play for the rest of the evening.

The Manhatten Project: Chain Reaction
– Image by boardGOATS

And speaking of scientists…

A group of wealthy investors asked three scientists to help them predict the outcome of a horse race.  First they asked a biologist who said they could genetically engineer an unbeatable racehorse, but it would take two hundred years and £100bn. Next they asked a statistician who reported that he could predict the outcome of any race, at a cost of £100m per race, and they would only be right 10% of the time.

Finally, the investors asked a physicist. He said he could also predict the outcome of any race, and that his process was cheap and very simple. The investors listened eagerly to this proposal. The physicist went on, “We have made several simplifying assumptions: first, let each horse be a perfect rolling sphere…”

23rd August 2016

A little unsure as to who was coming, we decided to start with the “Feature Game”, which was the filler, Abluxxen (also known as Linko!).  This is a “get rid of all your cards” type of game, and although it is initially a little confusing to understand, it mostly became clear as we played.  On their turn, players play any number of cards as long as they are all the same. The cards are then sequentially compared with the last cards played by all the other players:  if the number of cards played is the same, and the face value of the cards played is higher, then the other player’s cards are “snatched”.  They can either be “snatched” by the active player (the “snatcher”) who takes them into their hand, or alternatively the “snatchee” has to do something with them.  The “snatchee” can either choose to take them back into their hand or discard them.  If they decide to discard, then they must replace the cards with the same number from the face up display in the centre or drawn blind from the draw deck.

Abluxxen
– Image by boardGOATS

Thus, the idea is that players are trying to get rid of cards and force other players to pick cards up, however, picking up cards an also be a good thing as it can be an opportunity to improve the cards in hand.  Better, having a lot of identical cards in hand means that when they are played they go on top of any cards previously played making it more difficult for anyone to “snatch” them or force them to be picked up.  The game ends when either one player runs out of cards or the draw deck and central pool has been depleted.  Just to add to the the confusion, however, the winner is then the player who has played the most cards, but any cards left in hand give a penalty of minus one.

Abluxxen
– Image used with permission of BGG contributor punkin312

Although it was a simple game and everyone knew what they had to do, at first nobody really understood what they had to do to win.  Gradually people began to work it out though, starting with Burgundy who had watched a video of the game online, then Ivory who was new to the group, but had played plenty of games before.  Pine and Blue eventually joined the “in the know” club, but Red continued to struggle.  Every time it was her turn, Red said, “Sorry, I know I keep asking, but if I play two sevens what will happen?”  Despite this apparent lack of understanding, Red was the first to check-out and with a huge pile of cards too.  This was particularly amusing as Red had just been explaining to Ivory that he shouldn’t believe Burgundy and Blue when they claim to be doing badly or have no idea what they are doing as they usually go on to win.  Inevitably then, although most people were only one or two turns away from finishing, Red was miles ahead much to Burgundy’s chagrin as he needed just one more turn and was left with six cards in hand compared with the seven in his pile.  Blue who had just played seven “fives” and had only a couple of cards in-hand was second, just ahead of Ivory and Pine.

Abluxxen
– Image used with permission of BGG contributor punkin312

Black and Purple had walked in just as Abluxxen started, so amused themselves reading game rules and trying to work out what everyone else was doing.  Abluxxen had taken a little longer than expected so with everyone present and a group of seven, we decided to split into two.  Red was keen to play Niagara, a really unusual game with a moving river.  It won the Spiel des Jahres in 2005 and still holds up as a good family game more than ten years on.  The group has played it before, but in summary, players have two boats that they move up and down the river, trying to collect gems and return them home, to the top of the river.  There are a couple of catches.  The first is that each player has a set of Paddle Cards and must play each one once before they can play any of them again.  These Paddle Cards dictate how far they can move on the river, but can also affect how much the river will move.  Paddle Cards are selected simultaneously at the start of the round, so there is an element of programming involved, though not as much as in games like Colt Express or Walk the Plank!, but it does mean there is an element of anticipation.

Niagara
– Image used with permission of BGG contributor Marsh

The second “catch” is the river.  The river flows after everyone has moved their boats and the rate is dependent on the lowest Paddle Card played in the round and the weather.  Each player has a weather Paddle Card, which they use to speed up or slow the river down, however, as this has to be played instead of moving boats, this can be a trap for the unwary.  In the worst case this can lead to the loss of a boat and its contents with a penalty to get the boat back.  The game ends when one player fulfills one of three criteria:  four gems of the same colour, one gem of each of the five colours or any seven gems.  Gems are limited, and this leads to the third “catch”, which is that once a player has picked up a gem and has it safely in their boat, another player can steal it so long as they are paddling up stream and land on the same river segment.  So a nice little game with a nasty edge.

Niagara
– Image used with permission of BGG contributor erfalucho

Red was joined by Pine, Ivory and Burgundy in what was to be a very close game.  With four players, each boat should only hold one gem at a time, but a minor rules malfunction meant that everyone played with the double boats from the Spirits of Niagara expansion.  Red and Burgundy took full advantage of this collecting the difficult blue and pink gems first and in one trip.  It quickly became clear that five unique gems was going to be difficult so everyone went for the slightly easier seven random gems.  Pine was the only “proper adventurer” exploring the limits of the river.  Misinformed by Burgundy with respect to the effects of the weather, Pine become intimately acquainted with the waterfall, turning one of his boats to matchwood, but he was the only one to experience the long soggy drop.  Otherwise, the weather was fairly muted and everyone was fairly close to getting a full set of gems when Red, kicking on from her successful start got her nose over the line first, finishing with a total of eight gems.

Niagara
– Image used with permission of BGG contributor William Hunt

With Niagara done, the group moved onto Splendor.  In this game, players have just three options on their turn:  collect gem tokens, buy a gem card using gem tokens (and/or cards), or reserve a gem card and receive a gold (wild) token at the same time.  Players can have a maximum of ten tokens, though unlimited cards and the cards act as permanent tokens.  Thus, at its heart Splendor is an engine building game built on a set-collection mechanism.  Players score points when they buy some gem cards and for attracting Nobles which are awarded to the first player collect certain combinations of gem cards; the game end is triggered when one player reaches fifteen points and the player with the most at the end wins.

Splendor
– Image by boardGOATS

Despite being a very simple game, it is one we still enjoy as a relaxing little filler.  Indeed, it got an outing last time when Blue succeeded in snatching defeat from the jaws of victory when Burgundy came steaming through from nowhere to win.  It could have been this, or perhaps it was previous alleged trouncings that inspired Blue and Purple to let out an emphatic war cry from the neighbouring table exhorting everyone to stop Burgundy at all costs.  So, Burgundy did lots of sighing as everyone rallied to the clarion call and went out of their way to bring him down.  Pine had been one of the victims last time and, understanding his likely fate commented that he wished he could record all of Burgundy’s deep sighs and general moaning and then play it back to him when he won.

Splendor
– Image used with permission of BGG contributor henk.rolleman

The tactics appeared to be working, however, as about half way through, Pine had eight points as Burgundy took his first.  It wasn’t long before Burgundy took the first Noble too, but he was still some way behind and nobody was terribly concerned.  Meanwhile, Ivory was quietly building his engine taking lots of freebees, looking like the new threat.  Red was enjoying herself hoarding rubies just to annoy Burgundy even though she was well aware that it wasn’t actually doing her any favours.  Then suddenly, Burgundy took his second Noble and the writing was on the wall:  everyone knew they were doomed.  It wasn’t long before Burgundy took his third Noble and nobody had an answer as he repeated the trick he’d pulled off so successfully last time winning from the back of the pack.

Splendor
– Image used with permission of BGG contributor henk.rolleman

Meanwhile, on the next table Black, Blue and Purple were engaged in a slightly protracted game of Castles of Burgundy.  This is a game we’ve not played before with the group, though Blue had played it a few times as a two player game and Black had played it quite a bit online.  It is one of those games with fairly simple mechanics, but a lot of complexity in the game play.  The idea is that each player has two dice which they roll at the start of the round.  On their turn they then spend the two dice, trading them for two separate actions.  Players can take a building from the pool on the central player board that matches the number on their die, for example, if a player rolled a six, they can take any of the buildings in the “six” poll and place it in their own supply.  Their supply is limited in size and there must be space for them to be able to do this.

Castles of Burgundy
– Image by BGG contributor thatmadgirl

Alternatively, the player could take a building form their supply and place it on their personal player board on a space that matches both the number of the die and the colour of the building.  Both of these actions are quite restrictive, so players can instead choose to collect two worker tiles and add them to their store.  These worker tiles are the oil that greases the wheels a little, since they allow players to alter one of their dice by one for each tile used (e.g. spending two worker tiles will allow a player to change a five to a three or a one).  The last action is selling goods.  Players can acquire goods tiles during the game, but can only store three different types.  each of the six types correspond to a different number and, on their turn, as an action players can sell all their goods that correspond to the die (modified by workers if they choose).  In return they get a silverling and some points.  Silverlings are a form of currency and can be used to buy one extra building per round.  These are taken from a special pool, though there is nothing particularly special about the buildings themselves except that they are harder to obtain and therefore are generally only taken by players that really want them.

Castles of Burgundy
– Image by BGG contributor verminose

Points is what the game is all about, and being a game designed by Stephan Feld, there are lots of different ways to get them.  Although the actions within the game are simple, how points are achieved is where the complexity of the game really lies.  Each building placed on their board gives the active player a bonus.  Sometimes it is a bonus action, sometimes it is bonus points and sometimes it is a strategic advantage; it is the player that makes the most of these bonuses that will win the game.  Players then also score points for placing buildings to complete regions on their own board.  The larger the region, the more points they get, however, there are also bonus points for completing regions early.  Extra points are also available to the first players place the maximum number of each type of building in their province.

Castles of Burgundy
– Image by BGG contributor 3EBC

Black, by far the most experienced, began by investing in the special buildings that give one off strategic bonuses (e.g. an the opportunity to place an extra tile or take another from the central board).  Blue began without a strategy and, as is her wont played very tactically, without a real strategy and see what unfolded.  Purple, on the other hand, went for animals early.  These give points, but in an unusual way:  every time an animal tile is added to an area, all the other animals of the same type score again.  Blue picked up four pigs in the first couple of rounds, then added two, then three then another four more, and before long she was following Purple down the animal route.  Their strategies were very different, however, with Purple taking anything she could get while Blue was much more targeted.  So, as Blue went heavily into pigs, she was able to keep re-triggering their scoring building a tidy number of points.  Purple could have made up for with the yellow knowledge tile that rewards players with four points at the end of the game for each different sort of animal they have, but Blue had her eye on it too and got there first.

Castles of Burgundy
– Image used with permission of BGG contributor kilroy_locke

While Blue and Purple were engaged in a agricultural battle Black was able to continue with his plan pretty much unchallenged.  So he moved into shipping and completed lots of areas picking up the corresponding bonuses.  Purple took the bonus for finishing the farming tiles first and picked up points for finishing several others too including mining – quite an achievement since she was the last to get a mine at all.  It was the compound scoring for the animals that clinched it though coupled with the knowledge tile that enabled Blue to place her green farming tiles more flexibly and she ran out the winner with one hundred and eighty-five points, nearly twenty ahead of Black in second place.

Castles of Burgundy
– Image by BGG contributor Korosu_Itai

Ivory headed off, and Castles of Burgundy was still well under way, which gave Red an opportunity to suggest one of her favourite games, Bohnanza.  The original bean-trading game, this is a staple family game and is still very popular with the group as it keeps everyone involved throughout and is usually very popular as a “gateway” game.  Last time he’d played it, Pine had really struggled, which both surprised the rest of the group and caused us a certain amount of consternation as it should have been a game Pine would have enjoyed.  It seemed he couldn’t remember the disaster last time though and he was happy to try again.

Bohnanza
– Image used with permission of BGG contributor spearjr

The game is very simple, but players have to keep their eye on what is going on around them.  Players start with a hand of cards and are not allowed to change the order – a simple mechanic that is the critical part of the game.  In front of each player are two “Bean Fields” and on their turn, players must plant the first card in their hand and may plant the second.  Thus, the key to the game is managing the order of cards in their hand, as they cannot be rearranged and must be “planted” in the order they arrive.  However, it is possible to remove unwanted cards by trading them away.  Once the active player has planted the card(s) from their hand, then they turn over the top two cards from the draw deck:  these must be planted by the end of the turn, though not necessarily in one of the active player’s fields if they can be traded.  Once all these cards have been planted, the active player can then offer to trade any unwanted cards in their hand before their turn ends with them replenishing their hand from the draw deck.

Bohnanza
– Image by boardGOATS

There are lots of different strategies players use:  the cards have different values which reflect their rarity so some go for high value rare cards and others for more common cards that are easy to get.  The best players are usually the most flexible and those that fit in best with what other players around are trying to do.  Another aspect players need to keep an eye on is harvesting.  Each field can only contain one type of bean and when they are harvested some of the cards are kept as profit.  In this way, the rare cards (which are also the most profitable) are gradually depleted from the deck.  So towards the end of the game, they become increasingly difficult to find.  Worse, sometimes there might only be one card left and woe-betide the player that gets stuck with it in a field as there is a nasty little rule that says players can only harvest a field with one bean card if all their fields have only one bean card.

Bohnanza
– Image used with permission of BGG contributor spearjr

This time, Pine began well offering lots of generous donations which earned him lots of good will as well as getting him off to a flying start.  In contrast, Burgundy was repeatedly forced to plough up fields before promptly picking up the beans he had just disposed of.  The first trip through the deck always seems to take ages, but as usual, the second time through was much quicker.  With three players, everyone got a couple of turns in the final, third pass and everyone was looking nervously at each others’ piles of “coins”; it looked very close.  In fact, there was only one point in it as Red finished just ahead of Pine who finished with a very creditable twenty-seven.

Bohnanza
– Image by boardGOATS

With Castles of Burgundy finally over, Blue was keen to play something quick and light to finish the evening and, knowing how much Purple likes it, suggested Om Nom Nom.  This is a really sweet little game with elements of double-think.  The idea is that there are three food chains each with three tiers, a primary predator, a secondary predator and pray.  Each player has a hand of cards representing the top two predator tiers and dice are rolled to represent the bottom two tiers.  Once the dice have been rolled and assigned to their spaces on the board, everyone simultaneously chooses a card and the food chains are resolved starting from the top.  Any predator with no prey (or where there is insufficient for all the animals played) goes hungry and is discarded.  Otherwise, prey is divided equally amongst its predators leaving any left-overs for later.

Om Nom Nom
– Image by BGG contributor jancis

A bit like 6 Nimmt!, it is all about synchronising with everyone else, or rather in this case, getting out of synch with everyone else.  This is because everyone has the same set of cards, so if every player except one plays the same cards, all the players who played the same cards will likely cancel each other out and get no reward.  On the other hand, irrespective of whether they get any reward for playing something different, the very fact they did not play the same card means they have it to play later when there is no competition.  This worked particularly well for Blue in the first round, when she managed to pick up lots of carrots and cheese uncontested.  Since prey at the bottom of the food chain are worth two point, this netted her a massive seventeen points.  In contrast, the second round was very low scoring with lots of animals going hungry.  Blue was less effective this time, but still won the round so going into the final round the game was hers to lose, and she tried her best.

Om Nom Nom
– Image by boardGOATS

Pine struggled throughout and Red couldn’t get to grips with the double think aspect so was curious as to whether random draw would work better  Since she won the final round it is possible that it did.  Meanwhile Blue was doing her best to throw the game, demonstrating that while it was important to be out of synch with everyone else, it was important to be out of synch in the right way.  First her rabbit got eaten, then her cat went hungry, but somehow she managed to scrape together enough points to ensure she ran out the winner.

Om Nom Nom
– Image by boardGOATS

Learning Outcome:  You don’t have to know what you are doing to win.

Next Meeting – 23rd August 2016

Our next meeting will be on Tuesday 23rd August, 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 Abluxxen (also known as Linko!), which is a quick little card-collecting filler game, with foxy art-work and plenty of opportunity to have a go at other players.  We have chosen this lighter game so that we have lots of flexibility in choosing what to play for the rest of the evening.

Abluxxen
– Image by boardGOATS

And speaking of foxes…

On his way home from work, Jeff found a fox cub on the side of the road.  It wasn’t going to survive the night on its own so Jeff picked it up and put it in his pocket and took it home.  When he got in, Jeff’s wife noticed the little creature straight away and he had to ‘fess up, telling her he was going to keep it as a pet.

“But where are you going to keep it?” she asked.

Jeff thought for a moment, and then replied, “Why, in the bedroom.”

His wife wasn’t pleased, “What about that horrid smell though?” she asked.

“Oh,” answered Jeff, “I got used to it, I’m sure he will too…”

9th August 2016

While they were waiting for people to finish their supper, Green, Grey, Red and Violet warmed up with a quick game of Love Letter.  One of the first of the “micro-games” this is a tiny gem, played with just sixteen cards.  Each card has a value (one to eight) and an action; players start with one card and add a second to their hand before playing one of them and enacting the action.  The round goes to the player with the highest value at the end and the player who wins the most rounds wins the game.  This time we were playing with a print-and-play Hobbit version, with players trying to finish with the Smaug card and winning a tiny gold ring if they do.  This time, although he was dealt cards, Grey didn’t really get the chance to play as he was out before his turn each time.  Red, on the other hand, took the game winning two rounds, one more than Violet.

Love Letter
– Image by boardGOATS

With everyone fed we moved onto our “Feature Game”, Orléans.  This is a “bag building” game set in medieval France.  The idea is that each player has a bag and, at the start of the round draws workers from it.  Players then place their workers on it their market which has a maximum of eight spaces, before moving as many as they want onto their personal player board which dictate the actions they can carry out.  Once everyone has placed their pieces, players take it in turns to carry out their actions.  There are a variety actions, but most of them involve taking another worker that is added to the bag along with any workers that have been used.  Thus, the game is mechanically very simple: draw workers from a bag, plan which actions to do and then do them with points awarded at the end of the game.  This simplicity belies the depth of the game and the complexity that comes as a result of combining the different actions though.

Orléans
– Image used with permission of BGG contributor bkunes

In addition to taking a worker, the most actions come with a bonus; some of these help players manage their game, while others give players scoring opportunities.  For example, going to the Castle will give a player an extra “Knight”, but will also enable them to take an extra worker out of the bag on subsequent turns.  Similarly, a trip to the Village to get a “Craftsman” will also yield a technology tile which can be placed in a location and stays there for the rest of the game, acting as a permanent worker.  On the other hand, players who go to the Farm House will get an extra “Farmer” but also an extra resource and an extra “Boatman” comes with money.  Both money and resources score points at the end of the game.  Each of the Character actions has an associated track on the communal player board and the players move one step along these tracks each time they carry out an action; the bonus received on each step is marked just above the track, and in general they increase the further along the track players are.

Orléans
– Image used with permission of BGG contributor jsper

The biggest source of points, however, comes from a combination of travelling around France building Trading Stations, collecting “Citizens” and travelling along the development track.  Travelling can either be carried out along rivers or roads and, if there is no-one else has already built there, they are able to place one of their ten little wooden houses in the town (all using the appropriate actions of course).  Citizens can be acquired by being the first player to fulfil certain requirements (e.g. get the maximum number of Knights or Boatmen).  Along the bottom of the main player board, there is also a Development Track and at intervals Coins and Citizens are available (only the first player get the Citizens though every player gets money).  There are also Status Markers at intervals along the track – these are critical:  at the end of the game, players score points equal to the sum of the number of Trading Stations built and Citizens acquired multiplied by the total number of Status Markers.

Orléans
– Image by boardGOATS

There are a range of ways to move along the Development Track, for example, choosing the University action comes with a Development Point bonus, and the Scriptorium and Town Hall can both also give Development Points, though perhaps less efficiently.  One thing is clear though, this aspect of the game is a bit like collecting Nobles in Lancaster in that players neglect the Development track at their peril.  This is particularly important as as the number of each type of worker is strictly limited, so when they are all gone, that action is no-longer available to any player.  Thus, players who neglect the University action in the early part of the game may find it is no longer available when they want to use it later.  One of the most important aspects of the game for players is controlling the contents of their bag as this dictates what actions they will be able to take.  Since the Development Track is so important, it might be thought that a good way to start is to make repeated visits to the University.  This will fill the player’s bag with Scholars, though, which might not be such a good thing unless players can find another way to use them effectively.

Orléans
– Image by boardGOATS

Scholars are not very useful for travelling or building Trading stations and can really only be used in the Scriptorium or Cloister (to get highly versatile “Monks”) in partnership with another worker, so are of limited use.  This means that players need to vary the actions they take so that their bag remains balanced.  Even so, probability can play tricks and players can end up with a very unrepresentative handful of workers.  It takes a very courageous player to then forfeit actions in the current turn in the knowledge that the workers they need will likely come out next time enabling the player to carry out twice as many actions later.  This approach will cause the player to delay their turn which can be a disadvantage though it can also give them a better chance to plan a larger more complex sequence of actions.

Orléans
– Image by BGG contributor styren

Another way a player can control what they draw from their bag is for a player to ensure their bag stays small.  Players cannot just throw workers away, so once a player has a worker in their bag a player they have only two practical ways of getting rid of them.  The first is to park them on an action they don’t intend to use.  This works well if there is a suitable action available, but is not always possible and each action can only be occupied by one worker at a time, though it does allow players to recover them if necessary.  The other option is the Town Hall action.  Each player has two of these on their player board and, workers placed here are moved to the Beneficial Deeds board where they earn a one-off reward (either money or Development Points) and then remain there for the rest of the game.  There are two  problems with this:  firstly, there are a finite number of spaces on the Beneficial Deeds board, so if they are filled up that is that and secondly, they can never be recovered.

Orléans
– Image used with permission of boardgamephotos

This last point is significant as players can change their strategy during the game and find that they need more of a particular type of worker.  For example, the Village action allows players to collect a black Trader and the bonus is a free choice of a Place Tile.  These are essentially extensions to player’s individual board providing them with extra possible actions, however, they also require workers of a given type.  Thus, adding one of these may provide a use, for example, for all the Scholars that they had previously disposed of.  As the number of workers available is strictly limited, the desired Scholars may also no longer be available rendering the additional Place Tile much less useful than initially thought.  There is a get-out as the Cloister action gives “Monks” which are effectively “wild and can generally be used as a substitute for any other worker.  However, these are also limited in number of course and tend to disappear early so the wise player will try to grab a few of these early to help keep their options open.

Orléans
– Image used with permission of boardgamephotos

This is all very well, but it is almost certain that a well balanced bag will suffer the full consequences of the Plague.  At the start of each of the eighteen rounds, an event tile is drawn at random which takes effect at the end of the round.  There are six different events each of which occurs three times and they variously have good or bad consequences, including additional income, a visit from the tax man and harvest.  Probably the worst of these, however, is the Plague, though the most serious effects of this can be mitigated to some degree with a bit of care and a little sacrifice.  When the Plague comes, it kills one worker drawn at random from each player’s bag, but if they draw one of their key starting workers it survives.  Thus the smart player will try to ensure their most precious pieces don’t go back into their bag during a Plague round, while stuffing it full of their starting workers and hoping probability does the right thing.

Orléans
– Image by boardGOATS

With seven players, we had to play two games, and they could both be the same since we had two copies of Orléans available (one the original Anglo-German version enhanced with fancy pieces and the other the Deluxe US version with different fancy pieces).  Green was the least keen to play Orléans as he had played it several times recently, but as everyone else seemed keen he graciously joined in with Grey, Red and Blue to make up the first group.  Blue had only played the game as a two player game and Grey and Red were completely new, so the game started fairly slowly, but Green showed the way by getting himself an early Knight and using it to go travelling, building Trading Stations as he went.  In contrast, Blue and Red began by taking Craftsmen and using the associated Technologies.  These are effectively permanent workers once placed on the board, which can make them very powerful if gained early enough.  Grey began by taking the University action and progressing along the Development Track and being the first he managed to pick up a few early Citizens.

Orléans
– Image by boardGOATS

Red then moved onto collecting Farmers – not only do these give resources (worth points at the end of the game), but the person who gets ahead in this gets an extra coin at the start of the round (and if someone gets left behind, they lose a coin).  It was about this point that we suddenly ran out of Scholars leaving everyone a long way from where they wanted to be on the Development Track and starting a rules debate as to whether players could continue to take the action for the bonus without getting a worker.  This was a situation that hadn’t arisen in Blue’s two-player games and wasn’t helped by the fact that Burgundy (on the next table) had the first edition of the rules and Blue had the second.  It turned out that Blue had got confused by a rules clarification by the author which explains that although players can’t perform actions that give a worker if they have reached the end of the track or there are no workers left; resources and Technologies on the other hand are a bonus and the actions are still possible if they run out.  This left everyone a little bit stuck, but since Green was the only one who could have really seen it coming and was the most affected having neglected the Development Track for travelling and building Trading Stations, everyone carried on.

Orléans
– Image by boardGOATS

Blue tried to mitigate the problem by taking the Library extension tile which she could use to get two Development Points each time she used it.  Similarly, Grey took the Apothecary extension which enabled him to buy Development Points up to a maximum of three per turn.  By this time we had also run out of Craftsmen, so Blue picked up the Library extension which gave her extra access to the Technologies, though unfortunately for her this was a bit of a waste as it was too late in the game to really make use of it and she ended up only getting the one Technology from it.  As the game progressed into the final stages, everyone suddenly seemed to discover the advantage of the extensions, so Red took the School (so that she could use Scholars as other workers); Grey took the Sacristy (to protect him from the negative effects of events), and Green took the Gunpowder Tower (which expands the market by two and can also be used to place extra workers on the Beneficial Deeds board).  Green was probably the most effective as he was able to use it to pick up extra Development Points and make up for a lot of his shortfall.  In the last turn Blue managed to get her final Sailor and with it an extra Citizen; this proved very effective as it gave her lots of extra points as well as a lot of money and made the game much closer than it would otherwise have been.  It wasn’t quite enough however, and Green won by just four points.

Orléans
– Image by boardGOATS

On the next table, Burgundy, Pine and Violet were engaged in a three player game of Orléans.  Only Burgundy had played it before and he took great pains to explain it very carefully and try to help everyone avoid some of the most gruesome pit-falls early on.  Pine started off like Green, by travelling and building Trading Stations until Burgundy pointed out that he had been neglecting the Development Track.  Meanwhile, Violet shot up the farming track, picking up lots of resources and the extra coin at the start of each round as an added bonus.  Once she had got the maximum number of Farmers, Violet moved onto travelling and collected even more resources, and building the occasional Trading Station when she could.  While all this was going on, Burgundy concentrated on collecting Citizens and building a quality bag. Pine tried stuffing his bag with monks, but they seemed very shy and didn’t seem to want to come out to play when he needed them.  Everyone took an expansion tile:  Burgundy took the Wool Manufacturer early in the game and, as a result and ended up with piles of the stuff, while Violet (like Red on the next table) took the School which enabled her to use Scholars in place of other workers, something she used a lot.

Orléans
– Image by boardGOATS

Pine took the controversial Bathhouse expansion tile which has been the subject of two rules re-writes.  In the first edition of the rules, the player had to place one Farmer on the tile to activate it and then, when it was chosen as an action, the player draws three workers from the bag and chooses two of them to place on appropriate actions which can be used straight away if appropriate.  When the game was first released some players seemed to find this overly powerful, so the designer suggested a modification to the rules such that only two tiles are drawn and only one is kept.  When TMG brought out their edition, they altered the rules again.  In this third version, it is not necessary to place a Farmer to activate the tile, but the additional two workers are drawn from the bag after the others and one is returned, but for this to be useful, there must be sufficient space in the player’s market to hold the extra worker. Each of these has advantages and disadvantages with the requirement for a Farmer to activate it being used to give an extra worker during the round allowing players to leave planning till later in the game and potentially enabling them to use an action twice.  In this game, however, we played by the rules as originally written.

Orléans
– Image by boardGOATS

As the game progressed, everyone struggled a bit on the Development Track and everyone was pretty much dead level.  Burgundy (like Blue on the next table) decided to make a move on the oft-neglected Sailors.  Since the bonus isn’t immediately useful, players tend not to bother about them, however, they provide a lot of money (a total of fourteen for a player who gets everything available) and money equals points at the end of the game.  There is also a Citizen for the player who gets the maximum first, so getting ahead can be quite lucrative, especially as there is often no real competition for it.  Meanwhile, Burgundy was struggling with the Beneficial Deeds board.  He was after the citizens, but as the only one using it, he was struggling and ended up with fewer of some workers than he really wanted.  Eventually Pine and Red gave him a hand, but it was all a bit late in the game for Burgundy.  That said, he had a huge pile of money and finished nearly thirty points ahead of Pine who just sneaked into second place.

Orléans
– Image used with permission of BGG contributor punkin312

Despite the fact that the two games had different numbers of player, they finished at much the same time, with the four-player game actually beginning scoring first.  Even though the number of resources and workers are adjusted the game plays very differently with different numbers:  with fewer players there is more space to move around France and there is a lot less to take on-board.  Red in particular found it very difficult to absorb all the information and options available in the four-player game so perhaps it is easier to grasp what is going on as a two or three player game the first time.  We all struggled to get the workers we wanted at key times.  Monks (especially Pines) appeared to hide in a closet reading their scriptures for most of the game.  Until there was a plague that is, at which time they all came out to find out what all the screaming was for, at which point they were immediately struck down.  That said, Orléans is a great game with a good balance of frustration and a remarkable amount of depth for what are otherwise very simple rules.  Perhaps the biggest issue is the number of tiny rules exceptions (e.g. the first Technology must replace a Farmer), which complicate teaching a bit, but that’s a small criticism in what is otherwise an unusual worker placement game.

Splendor
– Image used with permission of BGG contributor henk.rolleman

Red, Green, Grey and Violet all headed off, leaving Burgundy, Blue and Pine with some three-quarters of an hour to play something.  After a short chat about the future of the “Feature Game”, and how we choose what to play, the group settled down to a quick game of Splendor.  We’ve played this little chip-collecting and card development “engine building” game quite a bit, but we all still seem to quite like it when we are looking for a light filler game.  The idea is that players collect chips to buy gem cards which can, in turn, be used in lieu of chips.  More expensive cards are also worth points and the game end is triggered when one player reaches fifteen points (and the round is completed to give everyone the same number of turns).  Points are also awarded for “nobles” which go to the first player to get a specific combination of gem cards and the player with the most points at the end is the winner.

Splendor
– Image used with permission of BGG contributor henk.rolleman

This time, Blue started really well, and before long was eight points clear of everyone else.  Burgundy couldn’t get what he wanted at the start, so just picked up lots of ruby cards while Pine found that everyone else nicked the cards he was after just before he could get to them.  Maybe it was because Blue relaxed, or maybe it was because she and Pine took their eye off the ball, but suddenly, the cards seemed to fall right for Burgundy and Blue and Pine let him take what he wanted.  Before long, Burgundy had picked up two nobles in very quick succession and needed only one point to end the game (as the last player in the round).  Blue managed to pick up two points but it wasn’t enough and Burgundy pipped her to the final win of the evening by just one point.

Splendor
– Image used with permission of BGG contributor henk.rolleman

Learning Outcome:  Tight games are some of the most interesting.

Next Meeting – 9th August 2016

Our next meeting will be on Tuesday 9th August, 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 Orléans, which is a “bag-building” game where players are trying to gain supremacy through trade, construction and science in medieval France.  It is not a terribly difficult game to understand, though it has quite a bit of depth.

Orléans
– Image used with permission of BGG contributor punkin312

And speaking of the Orléans…

When Jeff was a little boy he would say his prayers before he went to sleep.  Every night he would kneel by his bed and say, “Please God, bless mummy and Daddy and all the other children, Amen.”

Then one night, as his father walked past his bedroom door he heard Jeff say, “Please God, bless mummy and Daddy and all the other children and make Orléans the capital of France, Amen.”

Jeff’s father couldn’t resist, so he went into his son’s bedroom and asked, “Jeff, why do you want Orléans to be the capital of France?”

Jeff replied, “Because that’s what I wrote in my geography test…”