Author Archives: nannyGOAT

Next Meeting – 30th June 2015

Our next meeting will be on Tuesday 30th June, 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 Batavia, which is a game about merchants visiting the trading posts of the five East India companies all over Asia.

Batavia
– Image by BGG contributor LanaDove

And speaking of traders…

A successful trader parked his brand new Porsche in front of the office ready to show it off to his colleagues.  As he prepared to get out a juggernaut went past, too close and completely tore off the driver’s side.  The trader immediately grabbed his mobile and dialled 999.  It wasn’t more than 5 minutes before a policeman pulled up, but before the policeman had a chance to ask any questions, the trader started screaming how his car, which he just picked up that day, was completely ruined and would never be the same again. After the trader finally finished his rant, the policeman shook his head in disbelief.

“I can’t believe how materialistic you traders are,” he said.  “You’re so focused on your possessions you don’t notice anything else.”

“How can you say that?” asked the trader.

The policeman replied, “Didn’t you realise that your arm is missing from your elbow down? It was looks like it was torn off when the truck hit you.”

The trader looked down in absolute horror.  “$%#*@!” he screamed, “Where’s my Rolex?!?!?!”

16th June 2015

Burgundy and Blue were just finishing their supper when they were joined by Cerise, Grey and Red and decided to play a short game until everyone else had arrived.  They chose Sushi Go! which is a card drafting game similar to 7 Wonders, though without the complexity, so, all the players start with a hand of cards, simultaneously play one and pass the rest of the cards to the player on their left.

Sushi Go!
– Image used with permission of BGG contributor henk.rolleman

Since every player is doing the same thing, each player also receives a hand of cards from the player on their right, but each time the cards are passed the hand gets smaller.  In this game players are collecting sets of cards with rewards varying depending on the card and the target.  This time, we played with the Soy Sauce mini expansion which consists of four cards that reward players for getting more different colours encouraging more speculative play.  The game is played over three rounds, with the middle one going in the opposite direction and the winner is the player with the most points.

Sushi Go!
– Image used with permission of BGG contributor kladan

Grey went for the unusual combination of dessert with soy sauce, but Blue topped the round by the judicious application of wasabi to a valuable squid nigiri.  Burgundy won the second hand and Red close behind with a large pile of maki rolls, so, it was all to play for in the final round.  It was a low scoring finale, with Grey the only really successful player, pulling off his best round when it counted.  Unfortunately it wasn’t quite enough:  although Blue’s scores had been steadily diminishing round on round, she just managed to hang on to win, just one point ahead of Grey.  With Black and Purple having arrived, the group split into two, one playing the Feature Game and the other playing another new game, Om Nom Nom.

Om Nom Nom
– Image by BGG contributor jancis

Om Nom Nom was a UK Games Expo special that Purple had been looking for since Essen last year.  The game is quite quick and fairly simple with a lot of “double think”.  The game simulates the hunter and prey relationship.  There are three game boards each depicting a food chain:  cat, mouse & cheese; wolf, rabbit & carrot; hedgehog, frog & fly.  Each player has six cards representing the top two rungs of each ladder; at the start of a round a handful of dice are rolled that represent the lowest two rungs and are then placed on the appropriate section of the board.

Om Nom Nom
– Image used with permission of BGG contributor msaari

Game play is very simple:  simultaneously, all players choose a card to play a predator.  If their is enough prey to feed each hunter, then the player gets their card back with the prey and they score one point for each.  If there is insufficient food available, the animal starves and they lose their card.  Once the first card has been resolved they must play one of the remaining five cards.  So, the clever bit is the middle rung of the food chain where there are both cards and dice, so a card played in the middle will get eaten by any played above.  There are three rounds with everyone playing all six cards in each round, so trying to out-think everyone else is the name of the game.  Purple had played Om Nom Nom before and used her extra experience to win the first round by a sizable margin.  Grey made up for it in the second round as everyone began to get the hang of it, and Red took the final round, making it a close game.  Her consistency made the difference though and Purple finished just two points ahead of Grey.

Om Nom Nom
– Image by BGG contributor Jean_Leviathan

Next the group had a rummage through the bag and opted for another Essen/UK Games Expo acquisition, Steam Donkey; with such a cool name, we wanted to see if the game play matched.  The game is set in 1897, a time when rival seaside resorts are competing to attract a visit from the Queen.  So, players are trying to build a four by three grid of cards representing their seaside resort.  The three rows represent the different parts of the resort:  beach (yellow), town (pink) and park (green).  Similarly, the four columns correspond to the different types of building: amusements, lodgings, monuments and transport.  In order to place a feature, it must go in the correct location and must be paid for using cards of the same type, as such it has similarities with games like Race for the Galaxy and San Juan.

Steam Donkey
– Image by boardGOATS

As players build their resort, visitors arrive at the station and come to see the attractions.   Each attraction can take a certain number of visitors, which are actually a row of face down cards that are used to replenish the cards in players’ hands.  Thus, on their turn players first choose a colour and build as many attractions in that colour as they can/want paying with other cards from their hand.  Next they choose a colour and start taking cards in that colour from the “station”, a row of face down cards.  The colour of the visitor side of cards does not reflect the colour of the attraction on the other side, however, the type of attraction is indicated. Once there are no more visitors of the chosen colour, or there are no more spaces for the visitors to go, the active player adds the visitor cards to their hand and the station platform is refilled with four new visitors.  There is a hand limit of twelve and this can actually be quite a serious impediment for players collecting cards to build the more valuable attractions.

Steam Donkey
– Image by boardGOATS

At the end of the game, points are scored for each unique attraction built as well as for fulfilling individual goals and bonuses depicted on players’ resort posters.  Since this was the first time anyone in the group had played it and there are a couple of unclear points in the rule-book it might not have been played quite correctly, however, everyone seemed to enjoy it what was a very tight game and finished with Purple one point ahead of Red who was just one point ahead of Grey.  Since Purple declared, “It’s a good ‘un!” it almost certainly won’t be long before it gets another outing.

Steam Donkey
– Image by boardGOATS

Meanwhile, the other group were playing the Feature Game, Evolution, yet another game about food and eating!  This is another Essen Special, and is a reimplementation of an earlier game, Evolution: The Origin of Species: the idea is that the game(s) simulate evolution and the “survival of the fittest” concept.  Players start with a herbivore with no special characteristics, and a hand of cards.  Like many games, the cards serve multiple purposes, in this case, they carry a “food supply” number, details of a trait and can also act as a sort of currency,  At the start of the round, players simultaneously choose a card to place face down in the watering-hole, which will dictate how much food will be available later in the round.

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

Once this is done, players can begin to modify their species.  This can be done in turn, but as it is slow and quite boring if you are relatively unfamiliar with the game, we played this part of the game simultaneously.  There are three things players can do:  they can add a trait to their species; spend a card to increase the body size or population of a species, or spend a card to start a new species.  Cards are a valuable resource and players only get three cards at the start of each round, plus an extra one for each species they have.  This means that traits must be played with care, but also that there is a strong argument for adding new species as early as possible.  However, if there is insufficient food available, animals will starve and if they starve their population will fall, potentially to extinction.

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

There are a wide range of traits that can be added to a species.  For example if a species is “Fertile”, its population will automatically increase every round saving cards.  Alternatively, if an animal has a “Long Neck” it will feed twice before everything else, allowing it to jump the queue.  It is also possible, however, to make a species a carnivore, which means that instead of feeding from the communal watering-hole, they will only eat meat, feeding off other, smaller species round the table.  Since there are carnivores, there are also traits that can be used to help protect species from being eaten, like the ability to climb, burrow or camouflage.

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

Traits are most powerful in combination, however. For example, a species which has the ability to cooperate will feed every time the animal to its right feeds.  This means it will jump the queue if that species has a long neck.  Similarly, an animal that can climb and camouflage can only be attacked by a climbing carnivore with good eye-sight.  Since each species has a maximum of three traits, this carnivore would go hungry if the only animals smaller than itself give warning calls as it has no ability to ambush them.  Trait cards are all played face down and revealed in turn order once everyone has finished playing cards and modifying their animals, so players have to try to work out what others might be doing and plan accordingly.

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

Once everyone has finished playing cards and the traits have been revealed, the amount of food available is revealed and the food numbers on the cards played at the start of the round added up.  Players then each feed one of their hungry species in strict rotation (varied only where traits allow), starting with the start player.  Each player can choose whether to feed one of their herbivores from the watering-hole or use a carnivore to attack another species.  Tactics are important here because each species will need sufficient food for its population.  Once nothing else can feed, any hungry animals will suffer population loss and anything that was completely unfed loses all it population and will become extinct.  On the rare occasion that there is any food left in the watering-hole, it remains there until the next round.  The round ends with each player putting all the food into their food bag which makes the bulk of the points at the end of the game, with extras for each surviving member of the population and any trait they may have.

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

Unusually there was plenty of food in the first few rounds and everyone quickly built up a pack of animals to try to ensure they got plenty of cards at the start of later rounds.  Unfortunately, food shortages soon set in and one of Black’s animals went carnivorous.  Burgundy suffered badly from the early loss of his alpha species and never really recovered.  Cerise started off well, but was the first to lose a species to Black’s hungry hunter.  Blue was the only player who had tried the game before and was able to use a combination of climbing, cooperation and a long neck to keep her animals fed, but still fell prey to Black and his savage carnivore.  One by one, the animals developed traits to try to out-smart Black, as he added features in a race to avoid starvation.  It was quite tight in the final count, but Blue finished five points clear of Black in second place.

Evolution
– Image used with permission of BGG contributor punkin312

Since the other group were still building their seaside resorts, so the group decided to try Om Nom Nom, and see what all the noise on the other table had been about.  By the end of the first round, it was obvious and there were howls of laughter as everyone tried to second-guess everyone else and everyone’s best laid plans crumbled into dust.  Blue and Burgundy managed to systematically stamp on each-others toes leaving Black and Cerise to fight it out for first place.  Her superb first round turned out to be the deciding factor though and Cerise finished four points ahead of Black.

Om Nom Nom
– Image by BGG contributor jancis

With time creeping on and Cerise and Grey leaving, we looked for a quick game to finish and decided to try another new game, called Skull which is based on an older bluffing game called Skull & Roses.  The idea is that each player has four cards:  three featuring flowers and one with a skull.  Players take it in turns to play a card and declare what the card is.  Alternatively, instead of playing a card, they can start bidding by declaring how many roses they can find around the table.  Once every player has passed the winning challenger must attempt to locate the required number of roses, starting by turning over all the tiles in their own pile.  If they find a skull before they complete their challenge, the lose a card; the winner is the first player to successfully complete two challenges.

Skull
– Image used with permission of BGG contributor nad24

Blue started off showing everyone else how to lose a challenge, by unsuccessfully bluffing to lure others into over bidding.  Black lost two challenges in quick succession, but Burgundy made an end of it by winning two out of two.  Since Skull had finished so quickly, we all felt there was still time for that last game and with barely a mention of 6 Nimmt!, Purple was getting the cards out to play what is rapidly becoming one of our most popular games.  It’s not obvious why we like it, but part of it is probably the fact that nobody really understands it.  This time it was a three way competition for the most points as everyone dived to the bottom, leaving Blue to finish with just eleven, some thirty points better than the person in second place.

6 Nimmt
– Image by boardGOATS

Learning Outcome:  Food is important, both in life and in games, but especially on Alternate Tuesdays

Next Meeting – 16th June 2015

Our next meeting will be on Tuesday 16th June, 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 Evolution, which is a game where players adapt their species in a dynamic ecosystem where food is scarce and predators lurk to ultimately out-evolve other players’ dinosaurs to win the most food… and the game.

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

And speaking of evolution…

One day, Jeff was discussing evolution with two other engineers, when one of them brought up the question of who designed the human body.  Jim insisted that the human body must have been designed by an electrical engineer because of the perfection of the nerves and synapses.
John disagreed, and exclaimed that it had to have been a mechanical engineer who designed the human body as the system of levers and pulleys is ingenious.

“No,” Jeff said, “You’re both wrong,” and the others waited for Jeff’s usual pearls of wisdom.  “The human body was designed by an architect. Who else but an architect would have put a toxic waste line through a recreation area?”

2nd June 2015

After the bustle of last time with three parallel games, it felt really quiet to be back to a single table.  Unfortunately, the missing people were those that the “Feature Game”, Bania had been aimed at, but we decided to give it a go anyhow as it was supposed to be short.  It had also received an uncharacteristically poor review in the latest edition of the SpielBox magazine, and we were curious as to why.

Bania in SpielBox
– Image by boardGOATS

The game is simple enough, comprising the elements of hand-management and tile laying.  The idea of the game is that players are building tents in the desert.  When they build a tent, there is no cost if they can place it next to other tents of the right colour, otherwise they must any additional cost in cards from their hand.  Thus if a tile needs red, purple and yellow but can only be placed next to a red and yellow, a purple card is also required.  On their turn, the active player can place as many tiles as they want to from their hand four and if they place all four, then they can draw another four tiles and keep going as long as they want or are able.  Once they can no longer place tent tiles or otherwise choose to stop, they draw tiles to replenish their hand back to four and play passes to the next player.

Bania
– Image by boardGOATS

Points are scored during the game for building tents which can be placed more or less anywhere.  However, once a settlement consists of seven tiles it is “complete” and it cannot be added to.  Adding to a growing settlement scores one point whereas starting a new one scores three points.  Thus extending a settlement costs less, but also earns fewer points  and the key part of the game is the source of cards.  These come from the elephant:  if it is on the board at the start of the active player’s turn then they can take a card corresponding to each colour present in that settlement.  When a settlement is completed, the elephant is returned to its owner and will yield nothing at the start of their next turn (although they can place it on any tile they as they lay it).  So players want their elephant to stay in a settlement consisting of four different colours, but want to complete it themselves so they can place it again straight away.

Bania
– Image by boardGOATS

In the event that a player needs more cards then they have, instead of laying tiles (and placing their elephant), they can roll the four dice a total of three times, saving as many as they choose from each roll.  There are six options corresponding to the four colours, and additionally an elephant’s head and an “elephant aaarrrse” (as it quickly became known thanks to Grey and his cool accent). A complete elephant gives the player their “elephant cards” again (which is only useful if the elephant is on the board), otherwise they get the resources shown on the dice.  The game ends when no more tiles can be placed and the winner is the player with the most points once the all important bonus points (for the player with the most of each resource) have been added to the tally.

Bania
– Image by boardGOATS

Grey got the game under way but it was Burgundy who showed us how to deal with the elephant.  By completing the settlement his elephant was occupying and then placing a new tile, he was able to pick up cards at the start of consecutive rounds.  Meanwhile, Green picked up on another trick for scoring extra points.  Starting a new settlement and then placing a second tent tile to link it to another settlement could give four points for the cost of three cards if the placement was chosen carefully;  placing the tiles in the same place but reversing the order could still cost three cards, but would only yield two points.  Eventually, we came into the home straight, but as it was all quite tight, bonus points suddenly seemed really, really important so nobody wanted to end it and we spent nearly two full rounds just collecting cards before the last tile was laid.  In the end it was a tight game with just five points between first and last, but Blue finished in front, two points ahead of Burgundy.

Bania
– Image by boardGOATS

We had had very little difficulty with the rules of Bania, but quickly realised that the chief downside of the game was “analysis paralysis”.  Because each player can place as many tiles as they want, there is very little planning a player can do in advance as everything will have changed by the time it is their turn.  The fact players couldn’t plan much in advance slowed everything down a lot (we even managed trips to the bar between turns!), although we felt this might be a bit alleviated a little with fewer players as the rounds wouldn’t seem quite so long.  The analysis was sometimes a bit negative too as it was often a case of, “Can’t do this, or this or this, so, um, well, I’ll have to do something with these then…”  On reflection, we decided that part of the problem was that we all got a bit hung-up on picking up “cheap single points” for adding to settlements rather than trying to get the three points for starting a new one.  The biggest problem we found, however, was simply that the game outstayed its welcome – the box claimed it would take half an hour and it took us well over twice that.  We still weren’t sure it deserved the stand-out negative review that it got from SpielBox though.

Bania
– Image by boardGOATS

Next we had a big discussion as to what to play next.  Green had some new toys he was desperate to play with, but Blue felt that since Grey could stay as long as he wanted this time, it was a good opportunity to play something a bit longer.  Burgundy had played recently been introduced to Castles of Mad King Ludwig and had loved it and was keen to give it another go, so that clinched it.  Grey and Green were new to it, so Blue explained while Burgundy got on with arranging tiles chipping in when Blue missed stuff out.

Castles of Mad King Ludwig
– Image used with permission of BGG contributor punkin312

Castles of Mad King Ludwig is a tile laying game where players are building an amazing, extravagant castle for King Ludwig II of Bavaria, one room at a time.  Rooms selected randomly are sold off in batches with one player, the Master Builder, setting the prices for each room in the batch.  Payment is made to the Master Builder (similar to the auctions in Goa), but as they are the last player to buy, there is a large element of “I divide, you choose” (similar to games like …Aber Bitte Mit Sahne).  Thus, the idea is that the Master Builder wants to arrange the tiles such that rooms desired by the other players are expensive, but generally not too expensive, and similar to Goa, having a lot of money is powerful, but when you spend it, you give that advantage to the active player.

Castles of Mad King Ludwig
– Image used with permission of BGG contributor aleacarv

The other interesting mechanism is controlling the room layout so that rooms that work well together are daisy-chained yielding the most points.  When a room is placed, points are scored for that room, but also the room it is attached to.  Most of the points are dependent on the type of room they are connected to, so, a large purple living room with (say) six doors, will score every time a room is added to it.  If it scores two points for every “blue sleeping room” that is connected to it, it will score two points when it is first placed (next to a sleeping room, but four when the next is added to it, then six and so on.  However, the difficult part is trying to find six blue rooms that also score when they are placed next to a purple living room.  Balancing the synergistic effects are really what make the game interesting.

Castles of Mad King Ludwig
– Image used with permission of BGG contributor punkin312

When a room is completed, there is a bonus, this can be extra points or some other advantage like an extra turn or money etc..  At the end of the game there are also bonus points for the player who best fulfills the requirements for the “King’s Favours” as well as points for personal bonuses.  The game uses a card-deck to determine which rooms are drawn and when it is exhausted it triggers the end-game.  One last round is played before all the bonuses are calculated and the winner is the player who finishes with the most points.

Castles of Mad King Ludwig
– Image used with permission of BGG contributor punkin312

Burgundy started off launching himself into the lead with the aid of several yellow food rooms which gave him an extra turn.  Green and Blue started out fighting over the downstairs rooms before Blue took herself off and started building purple living spaces to try to compete for one of the King’s Favours.  Meanwhile, Grey was struggling a little with the peculiarities of scoring but as he got the hang of it, he started to amass points with several large red activity rooms.  It was when Blue jumped from a distant fourth place to the front of the pack by completing a purple living room surrounded by corridors, which when completed was re-scored giving her some twenty-plus points in one round, that the game was blown apart.  Blue had built up a significant lead, but Burgundy and Grey were catching her, when the game moved into the final round leaving it all down to the bonuses.  Grey took the highly contested points for “square rooms”, and Green took the points for the most downstairs rooms.  Blue took the points for small rooms and purple rooms.  It was really the personal bonus cards that made the difference though, and they left Blue the winner, some ten points clear of Burgundy.

Castles of Mad King Ludwig
– Image used with permission of BGG contributor punkin312

Learning Outcome:  Experience often helps.

Next Meeting – 2nd June 2015

Our next meeting will be on Tuesday 2nd June, 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 Bania, which was reviewed in the latest edition of the SpielBox magazine.  This is a game of resource management and tile laying, with elephants…

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

And speaking of elephants…

One day, Jeff’s young cousin Joe asked him, “How do you put an elephant in the fridge?” Jeff replied, “I don’t know, how DO you put an elephant in the fridge?”

Joe replied, “You open the door and put it in, silly!”

“Oh.” said Jeff said, only to find that Joe hadn’t finished.  Joe went on, “How do you put a giraffe in the fridge?”  Jeff thought he’d got it now, and responded, “I know this one, you open the door and put it in.”

Joe shook his head, “No, you open the door, take the elephant out, and THEN you put it in.”

There was a moment’s pause while both Jeff and Joe thought about it, then Joe asked another question, “If all the animals except one went to the lions birthday party, which one was it that didn’t go?”  Jeff was totally confused by this one, “The lion?” he answered.

“No!  Why wouldn’t the lion go to his own birthday party?  It’s the giraffe of course, because he’s still in the fridge.” Before Jeff could comment, Joe went on, “If there is a river full of crocodiles and you wanted to cross it, how would you?”  By this time, Jeff was struggling with Joe’s stream of questions, but as the dutiful uncle, he replied “You’d walk over the bridge.”

Joe was quick to correct him, “Nah, you would swim across, because all the crocodiles are at the lions birthday party…”

19th May 2015

With more new people, most of the regulars and a few less regulars, it was always going to be a busy evening.  So, as it was, we started out with three games.  The first group began with Eight-Minute Empire, a game that we’ve played before on a Tuesday, however, not with this group – only one person playing this time was familiar with it.  It is a quick little area control and set collecting game, though in truth, it only plays in eight minutes if everyone really knows what they are doing and nobody suffers from “Analysis Paralysis”.  On their turn, the active player starts by picking up a card:  they can choose whether to take the first available card which has no cost, or take another and pay the appropriate number of coins from their limited supply.  Each card is a resource which provides points at the end of the game, the number depending on how many of that resource the player has;  each card also has an action associated with it, which can be place armies on the map, move them about, ship them across the sea, build a city etc.  Players score points for having the majority in a countries and controlling the most countries in each continent, as well as for sets of resources.

Eight-Minute Empire
– Image used with permission of BGG contributor henk.rolleman

Cyan started heading over the seas, Yellow went in the other direction and Green ominously began amassing armies in the start region. Orange and White started with a mixture of expansion and growth.  As the game progressed, Cyan was spreading himself thinly over two continents while Orange headed north leaving the main continent behind and Yellow, White and Green fought over the regions in the middle.  White was also doing a fine trade in rubies while Cyan was collecting anvils.  This gave Cyan a dilemma when a double anvil turned up:  although he had the money to pay the two it would cost, he was playing a miserly game and decided to let it pass.  As it happened, it stayed on the table for nearly the full round until White swiped it from under Cyan’s nose.  Everyone saw the mass of Green in the middle, and, thinking he was an experienced player, decided to gang up on him.  With three players going after Green in the last round they did a good job of removing his dominance in the centre, leaving White the winner with eleven points, though the rubies really helped Yellow in second place just two points behind.

Eight-Minute Empire
– Image by BGG contributor lhapka

After a brief drinks break, the group then went on to play Salmon Run.  This was another game that we had played before, but was new to the majority of the players this time so it took a while to remember how it worked.  In essence, it is a race game that uses a hand-drafting mechanism, so players have their own personal draw piles a bit like Dominion.  The game is modular with a range of possible river sections.  This time the group opted for a short game with only four boards, which was enough to give everyone a flavour of the game, ready to give it a proper run through next time.  After a couple of rounds, everyone started to get the hang of it and salmon were zig-zagging their way up stream dodging bears, eagles and rapids, jumping waterfalls and trying to be the first to get to the spawning pool without being too tired.  Throughout the game the group remained uncertain of the the rules though, and at one point Green got himself blocked with no cards in his hand to help him.  After checking, he realised he could in fact play a card and do nothing (the fish banging its head against the wall). Unfortunately this meant he ended up way behind the others.  Before long, Cyan leapt the last waterfall and landed in the spawning pool with a splash.  It was a tight game with three other players teetering on the brink and ready to make the final jump, but in the end no-one else managed to get across leaving Cyan the clear winner.

Salmon Run
– Image used with permission of BGG contributor kilroy_locke

The second group started out with a repeat of a quick game we played last time, called Yardmaster.  This little train themed card game is turning out to be surprisingly popular with our group, partly at least because it packs a surprising amount of punch for such a simple filler game that plays so quickly.  This time, it was just Burgundy turned the tables on Blue who failed to get the luck of the cards.  Then Purple and and Black turned up to join them for the the “Feature Game”, Machi Koro, which has just been nominated for the Spiel des Jahres.  This card game is a sort of cross between The Settlers of Catan and Dominion, where players take the role of mayor and roll dice and choose cards in order to make it the most successful town.  On their turn, the active player rolls the die (or dice if appropriate) and anyone who owns a card gets money in a similar way to the resource allocation in The Settlers of Catan.  Then, the active player can use their money to buy cards, building up their portfolio in a similar way to Dominion.  The winner is the first player to build all four of their land-mark buildings.

Machi Koro
– Image used with permission of BGG reviewer EndersGame

There are two ways of setting up:  all the cards can be available in separate stacks at the start of the game, alternatively, the cards can be shuffled together and dealt out until there are ten different buildings available (others become available when a pile is exhausted).  The latter makes for a more strategic and interesting game, but when learning it is easier to see how the card combinations work by dealing out all the cards.  With so many people new to the game, all the cards were laid out at the start so everyone could see what their options were.  Blue was the only one who had played it before, so to off-set some of that advantage, she decided to try buying a building she had not bought before.  In her previous games, the Café (which rewards the owner with $2 from the active player when they roll a three) had been fairly ineffective, so she bought one.  Purple promptly rolled a three, and had to hand over some cash.  When this happened a second time, suddenly everyone started building Cafés and the gloves were off.

Machi Koro
– Image used with permission of BGG reviewer EndersGame

Blue built her Station first which allowed her to roll both dice and go for the higher number and value buildings and Purple and Burgundy were quick to follow.  Black was obviously not enjoying himself as much as the rest, and didn’t seem to be building much.  Eventually, he build a handful of Restaurants and Cafés, but otherwise just sat and accrued cash.  Blue and Purple had built their third landmark before Black had built one and it was looking like he wasn’t really focussing on the game at all.  Eventually, Blue built her Radio Tower winning the game.  Since there is nothing in the rules about what happens next, the rest of the group played on.  Burgundy managed to build his third and fourth landmarks in quick succession to take second place leaving Black and Purple to fight it out.  When Black suddenly completed his set (much to Purple’s disgust) his strategy became clear:  by building his most expensive landmarks first, he got a larger benefit from them, which enabled him to quickly complete the smaller ones.  Without two dice, his income was reduced, but since he had the majority of the red cards, he picked up money on when others rolled nines.  Although it hadn’t paid off this time, it looked like an interesting approach, though it was clear that Black was not terribly keen to play it again since, as he commented later, he is not keen on dice as a randomising factor, though he is quite happy to use cards.  Perhaps we’ll try a “dice deck” of cards next time and see if he likes it more…

Coloretto
– Image by BGG contributor SergioMR

Meanwhile, the third group had played an assortment of quicker games beginning with Coloretto.  This cute little set collecting game has been getting played a lot recently on Tuesdays, and, as Teal and Violet were new to the group, Red thought it would be a nice gentle game to start with.  Teal began by collecting a few choice colours, but quickly amassed a positive rainbow of chameleons.  Violet was much more selective and her favouritism for yellow chameleons proved to be particularly sensible in such a close fought game, and gave her clear victory over Red and Teal.  After briefly licking his wounds, Teal then regrouped and proceeded to thrash Red and Violet in a quick game of Dobble.

Dobble
– Image used with permission of BGG contributor msaari

Red had been enviously watching Blue and Burgundy playing Yardmaster across the room (which might explain her poor showing in Dobble).  So, as soon as they had finished, she decided to introduce Teal and Violet to it.  As the most experienced player, Red was in a good position to get revenge for getting beaten in Coloretto and her complete drubbing in Dobble.  The game was quite close, but a crucial coup of a green number one at the very last minute swept her sorting yard into play, making Red the clear winner.

Yardmaster
– Image used with permission of BGG contributor moonblogger

With one victory each, Red got out another of her favourite games, Walk the Plank!.  This is a very simple if silly game, with a lot of opportunity to attack the others playing.  One of the big successes in the group, it has really earned it’s keep as one of the few genuinely popular KickStarter games.  This time was no different to previous games and everyone engaged whole-heartedly in trying to force their opponents off the plank and into the murky depths of the ocean.  Since it had been one game all, this could be seen as the groups tie-breaker and it was Teal who’s pirates managed to resist the temptation to jump into the shark-infested water the longest giving him two wins to Red and Violet’s one.

Walk the Plank!
– Image by boardGOATS

With the second group still playing Machi Koro, Red Teal and Violet joined Cyan, Green and White for a quick game of Pick Picknic.  Like Walk the Plank!, Pick Picknic uses simultaneous card selection, but adds negotiation and a dash of chance and “double think”.  The idea is that there are six yards of different colours, if someone plays the only chicken card of a given colour, they get all the grain at that coloured farm.  If multiple players go for the same coloured yard, then players can either agree to share the corn in any way that is mutually acceptable or roll the die for all of it.  Foxes don’t eat corn, however, they only eat chickens, so if someone plays a fox card, they will eat any chicken cards of that colour.  The game was really close and much hilarity ensued when when Cyan and Green, fighting over a yard managed to roll a tie five times in a row.  In the final count, White finished the winner, just four corn ahead of Green and six clear of Violet.

Pick Picknic
– Image used with permission of BGG contributor kilroy_locke

With people beginning to head off and everyone else reluctant to make it a late night, the remaining players began to look for something short-ish and fun.  Purple suggested Plague & Pestilence again, but when that wasn’t greeted enthusiastically, she proposed 6 Nimmt! instead.  Having had an outing last time, as well as at the Didcot group a few days ago, it is starting to become a bit of a regular.  In this case however, it was clear that everyone had fond memories of Burgundy collecting handfuls of cards and wanted to see if he was going to do it again.  Sadly, that was clearly not his intent and he finished the first round with just eight, only one behind the leader, Green.  Green didn’t keep the lead for long though as he was repeatedly forced to pick up high scoring cards finishing with a nice round forty.  Purple improved on her relatively poor first round, but still had quite a few more than Burgundy, Black and Blue.  It was fitting perhaps then, that it was Burgundy who, despite having a terrible hand played a blinder to finish just one point ahead of Black and two ahead of Blue.

6 Nimmt
– Image by boardGOATS

Learning Outcome:  A long game can be very satisfying, but lots of little games can be lots of fun.

Next Meeting – 19th May 2015

Our next meeting will be on Tuesday 19th 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 Machi Koro, which has just been nominated for the Spiel des Jahres.  This card game is a sort of cross between The Settlers of Catan and Dominion, where players take the role of mayor and roll dice and choose cards in order to make it the most successful town.

Machi Koro
– Image used with permission of BGG reviewer EndersGame

And speaking of mayors…

Jeff was sitting in the front row at a town meeting, heckling Boris as he delivered a long speech. Finally the mayor could stand it no longer, so he pointed at Jeff and said, “Will you please stand up and tell the audience what YOU have ever done for the good of the city.”

“Well Mr. Mayor,” Jeff replied in a firm voice, “I voted against you in the last election.”