Author Archives: nannyGOAT

Jogo do Ana Winner 2024

The winner of the Jogo do Ano, the Portuguese Game of the Year Award, has been announced as Nucleum.  The Jogo do Ano is perhaps more relevant to experienced gamers than some of the other awards (like the Spiel des Jahres and Deutscher Spiele Preise), as it recognises heavier games, or “gamers’ games”.  Nucleum, by Simone Luciani and Dávid Turczi, is a heavy euro-style game in which players take the role of industrialists in nineteenth century Saxony.  Players are trying to use the development of the nuclear reactor (or nucleum) to build and power urban buildings, develop networks, secure contracts, and meet milestones to become the leader of the industrial revolution in an alternate timeline.  Unlike many games of this type, game play is continuous and players take turns without breaks for different game phases.

Congratulations to all involved for the award and for creating a great game.

Nucleum
– Adapted by boardGOATS from an
image by BGG contributor zgabor

Next Meeting, 15th October 2024

Our next meeting will be on Tuesday 15th October 2024.  As usual, we will start playing shorter games from 7.30pm as people arrive, until 8pm when we will start something a little longer.  The pub is doing food, and the table is booked from 6.30pm for those that would like to eat first.

This week, the “Feature Game” will be Castle Combo (rules, review, how to play video), which is a tableau-building game where players draft cards from two markets creating a three-by-three square of people interacting with each other to trigger instant effects and end-of-game bonuses.  The game was released to coincide with Essen, but like many of the most popular games was sold out within a couple of hours.

Castle Combo
– Image from facebook.com

And speaking of castles…

The knight, Sir Jeff and his men returned to the castle after a long hard day of fighting. Sir Jeff went to see his Liege Lord to report on their progress.

“So, how are we faring?” asked the King.

“Sire,” replied the knight, bowing low. “I have been robbing and pillaging on your behalf all day, burning the towns of your enemies in the west.”

“What?!?!” shrieked the King, “I don’t have any enemies to the west!”

Sir Jeff looked slightly crest-fallen as he replied, “Well, you do now your Majesty…”

8th October 2024

As it was our twelfth birthday party, lots of people arrived early for pizza (or an amazing Mixed Grill in the case of Lime and some lovely veggie curry and fiery chilli for Pine), followed by GOAT cupcakes.  While everyone waited for food, arrivals from Essen were handed out, including Nucleum, Faraway and Flamme Rouge expansions; Let’s Go! To Japan and Cascadia mini expansions, and Die Wandelnden Türme (aka Wandering Towers), Keyflower and Dixit promotional items.   There was a lot of chatter too, about flooding, pot holes, the 34 road closure, full car parks and water leaks, as well as Essen.  Indigo and Navy weren’t eating, so had a play with Villagers while the others entertained themselves.  This is a card game where players “Draft” Villager cards from a market (called the Road) and then add them to their Village.

Villagers
– Image by boardGOATS

Some Villagers have prerequisites before they can be “Built”.  These are cards that must exist in the player’s Village before the Villager can be added on top to make a chain, cards that must be unlocked by paying money to other Villagers in their own Village, someone else’s Village or the Bank.  Some cards allow players to draft extra cards, while others enable players to Build extra Villagers and Special Villagers give powerful special actions.  Twice during the game there “Market” Phases when players get income from their cards, and the player with the most money at the end of the game is the winner. Somewhere along the lines, Indigo and Navy had a bit of a rules malfunction, and as everyone else had already started the now traditional birthday “Feature Game“, Crappy Birthday, they abandoned Villagers.

Crappy Birthday
– Image by boardGOATS

Crappy Birthday is a party game where players give each other comedy birthday presents and the recipient has to decide who gave the best and worst gifts.  We play a slight variant of rules as written, where we play a single year of birthdays with each gamer getting one turn to receive gift cards from everyone else from their hand of five cards.  With lots of players the pile of gifts can get quite substantial and this time everyone was getting thirteen gifts to decide which was the best and which was the worst.  The players who gave these then received a point for knowing the recipient so well and the player with the most points at the end of the year is the winner.

Crappy Birthday
– Image by boardGOATS

One of the reasons this game is so fun is that we learn a bit about each other.  Pink went first as his real birthday was next.  He liked the idea of an Easter Island Mo’ai for the garden (not that Blue was so impressed with the idea), but disliked the idea of cave scuba diving.  Plum chose a haunted castle as her favourite (because she loves castles), but pulled a face at the idea of earlobe stretching rings.  Purple had the matching neck rings, but these weren’t her least favourite gift, that was a giant swing ride, while she loved the idea of a penguin collection.  Byzantium showed his environmental credentials by picking a Global Warming Study as his favourite, while eschewing Jade’s wing suit dive gift.

Crappy Birthday
– Image by boardGOATS

Teal felt that trees were quite beautiful enough without being carved, but really liked the idea of a ride-on bike mower.  Jade wasn’t a fan of Cobalt’s offering of Polka lessons, but loved the idea of trip to Mars from Sapphire, while Sapphire felt “perkiness training” wasn’t something he really needed, but the thrill-seeker loved the reciprocal gift from Jade, a roller-coaster ride.  Lime fancied a three day festival trip, but wasn’t keen on a week eating nothing but Spam.  Blue didn’t fancy the creepy baby sculpture to go with the Mo’ai, but fancied Pink’s gift of a Safari (provided she had time to train for the walking element).  Ivory didn’t feel his life would be improved by a free satellite TV dish, but always one to send his meeples into space in Tapestry, grasped the opportunity to join them with a space walk.

Crappy Birthday
– Image by boardGOATS

It turned out that Navy has a problem with bees, so Teal’s gift of a bee keeping which he personally would have loved, didn’t go down well, but much to Pink’s surprise, his gymnastics camp was received really well.  Indigo was quite abrupt in her negative response to the idea of paparazzi following her about, but liked the idea of exploring a volcano while Cobalt didn’t feel he needed his soul to be searched, but fancied flying lessons.  The final birthday of the year was Pine, who didn’t get his usual pile of horses and meat, instead getting the opportunity to run with the bulls, which having known someone who had done it and been gored, wasn’t something he fancied.  Pine’s favourite was Larry the Lobster (not that he has space in his garden for him), one of the Big Things of Australia, that Pink and Blue happened to see on their visit there last year.

Crappy Birthday
– Image by boardGOATS

Lime was the last to break his duck and was very pleased not to end the game without scoring any points, indeed, nobody finished with the dreaded bagel, which was nice.  The runniest of run-away winners was Teal though, with five successful (or unsuccessful) gifts, with Pink and Cobalt joint runners up with three.  It was interesting though, this time there were quite a lot of gifts that people gave “in error” where as Teal commented, he “Gave pressies he thought people would like, but they all hated them!”  With the birthday formalities dealt with, there was time for something relatively short.  First up was Jade who was very keen to give his new Faraway expansion, Le Peuple du Dessous (aka The People Below).

Faraway
– Image by boardGOATS

Faraway is a fairly simple little game, but one that really messes with your head:  players play cards from their hand of three, adding them to a row of cards, left to right, but at the end of they score the eight cards from right to left.  The Peuple du Dessous expansion adds just seventeen cards, but these include the Guides and the Three-Eyed Ones, two new Peoples with more opportunities to score, as well as giving enough cards to play with seven people.  This time there were only five though, with Sapphire, Byzantium, Indigo and Navy joining Jade.  Navy and Indigo were new to the game and, as usual, it took a little bit of getting used to.  That said, the both did really well with Indigo ending up with seventy-seven points, four more than Sapphire in second with Navy taking third, just one point behind.

Faraway
– Image by boardGOATS

Navy and Indigo headed off and took an early night, but the other three had to wait for Plum who’s game on the other side of the room was ongoing.  Faraway is a fun little game though and the expansion adds a little more, so the trio decided to give it another go.  This time, Byzantium was the victor with seventy-three with Sapphire the runner up again.  Meanwhile, Blue, Pink, Pine and Teal, got out Bohnanza.  This is a game that is generally popular with the group, though Teal had somehow only managed to play it the once almost six months ago.  This is a very simple card game, albeit slightly convoluted and very unpromising when explained, but the key is that players must not rearrange the cards in their hand.

Bohnanza
– Image by boardGOATS

On their turn, players must plant the first card in their hand in one of their two been fields and may plant the second if they choose.  They then turn over two cards from the deck, which must be planted before the player can move on.  Fields can only contain one bean type, but beans can be traded, or even gifted, and it is the trading and negotiation that makes the game such fun.  Once the two cards on the table have been planted, players can trade from their hand, but again all traded cards must be planted.  Players can harvest Fields at any time with some of the bean cards dug up becoming money and larger Fields giving more money and at a better rate.

Bohnanza
– Image by boardGOATS

Blue took some high valued Garden Beans and then sold them off to buy a third Bean Field, causing a lot of confusion for Pink who couldn’t believe it when they kept appearing even though there were only six in the deck.  Teal scored well from his Chilli and Wax and Soy beans, while Pine and Blue ended up in competition for Green Beans.  This time with just four, the scores were a little more varied, but Blue was the clear victor with twenty-five Bohn Thaler, five more than Pine who came second.  The final game of the evening was Villagers, which was getting another outing on the other side of the room with Cobalt leading Ivory, Purple and Plum.

Villagers
– Image by boardGOATS

After a reminder of the rules, Purple started and grabbed the Carpenter then Cobalt went next taking the Blacksmith.  Both of these guaranteed their owners an income of coins (and hence points) at the expense of other players paying to use them. However, this did mean that they fell behind on building an engine to Draft and Build more cards (which Plum and Ivory focused on).  From there, the first half of the game went quite quickly with everyone focusing on building their engine. Ivory managed to get a Wine Trader using a Monk as a Graper, as well as playing a Scavenger, enabling him to take slender lead after the first scoring, although the scores were all very close.

Villagers
– Image by boardGOATS

In the second half of the game, Purple and Cobalt were beginning to have to make tough choices, being unable to play as many cards as they would like and not having the building cards they needed, which were also hard to come by. However, they continue gaining coins from all players. Purple had to discard quite a few cards to get starter cards which slowed her down a little, though Plum and Ivory were able to quickly get to the position to Draft and Build the max number of cards allowed; Plum in particular seemed to always have a fist full of cards.  As the game progressed, more people began taking cards that others might want, with Cobalt taking Wool cards that might have been of use to Purple or Ivory.  Ivory, however, was actually more focused on getting a second Vintner, already having a second Wine Trader in hand.

Villagers
– Image by boardGOATS

Towards the end of the game, there was face down Grape card which Ivory debated taking a gamble with, but decided not to take the risk.  Inevitably, when it was flipped over it turned out to be Vintner and Plum grabbed it. Ivory got very lucky during his next draft though, taking a face down Special card that was Monk, which he could then play as Vintner. Elsewhere, Purple played some Wool cards, getting two Weavers, Plum picked up some good end-game scoring cards in the Locksmith and Freemason. Cobalt focused on Solitary cards and Silver end game scoring, doing well from his Priests, Agent and Blacksmith combo. Ivory ended up focusing on the Hay cards, which scored well and that plus the two Wine Traders (and a second Scavenger), gave him a hundred and twenty-six and a two point victory over Cobalt.

2024 Birthday Cupcakes
– Image by boardGOATS

Learning Outcome:  Getting old is not necessarily a bad thing.

Next Meeting, 8th October 2024

Happy Birthday to Us!

Our next meeting will be Tuesday 8th October 2024, when we will be celebrating our twelfth birthday.  We will be eating together to celebrate at 6.30pm with cake and games afterwards.

As is now traditional on our birthday, the “Feature Game” will be Crappy Birthday.  This is a party game where players give each other comedy birthday presents and the recipient has to decide who gave the best and worst gifts.

Crappy Birthday
– Image by boardGOATS

And speaking of birthdays…

Jeff and Joe were chatting over a beer. It had been Jeff’s girlfriend’s birthday and he was explaining how had been stuck as to what to get her.

“In the end,” Jeff said, “I had a brainwave. I just thought about what I would really like and got her that.”

“Oh?” responded Joe.

Jeff replied, “A new fridge.”

“That’s a great gift, did she like it?” pondered Joe.

“Oh yes,” answered Jeff. “You should have seen her face light up when she opened it…!”

17th September 2024

After the usual chatter and some food, the interested parties staked their claim to play the “Feature Game“, Stamp Swap.  This is a game where players take on the role of stamp collectors at a convention collecting, trading and then scoring their stamp album.  All the reviews claim it is a light game, but while it is not hugely complex, there is more to the game than appears at first glance.  At its core is the “I cut, You Choose” mechanism that is used in games like Isle of Skye and …aber bitte mit Sahne, but Stamp Swap is nothing like either of these.

Stamp Swap
– Image by boardGOATS

The game takes place over three rounds each with three phases:  Collect, Swap and Show.  In the collect phase, an Event card is revealed and then players take turns to take an item from the central pool.  Once everyone has six items, everyone puts one item aside to Reserve and then splits the rest into two piles for the Swap phase.  Some “I cut, You Choose” games struggle work across a range of player counts, for example, San Marco, really only plays well with three players where one splits the cards into three sets and the others choose.  While the game might work with two, the decisions would be too trivial (though there are variants with a dummy player).

Stamp Swap
– Image by boardGOATS

In contrast, dividing a pile into four would require too many cards and make the decision complex as well as make the game potentially quite “swingy”.  Thus, although the game officially plays three to four players, the mechanism really only works with three.  Stamp Swap avoids this problem with a snake-like mechanism that also negates the need for valuing the hands or the use of money as an intermediate (as in Isle of Skye).  The first player chooses one set and the owner of that set keeps their other set and chooses one from another player.  That player keeps their second set and chooses a set from another player and so on.

Stamp Swap
– Image by boardGOATS

Players then place the stamps in their album and score in the Show Phase.  There are four Goals in each game and each player can score one of these per round, but can only score each only once.  These Goals are different in each game giving a lot of variability, especially as thy combine together in different ways.  At the end of the game, players additionally earn points for the face value of each Stamp, for any Specialist cards they may have, for Stamps that match their personal Theme, and for their achievement in the Finale Contest, while receiving bonus points their place in the Forever Stamp competition.

Stamp Swap
– Image by boardGOATS

The unexpected complexity arises from the stamps themselves.  They come in five different colours, themes and size/shapes.  Some of these stamps are “Cancelled” (and have no face value) and some are “Faded” (and have a negative face value, but may be useful for claiming the Goals).  There is are special gilded Stamps with their own Chocolate theme and a high face value, but cannot be reserved at the end of the Collect phase.  Finally, there are the “Forever” Stamps.  These are Square and are the only Stamps available in the smallest size and have no face value, but are useful for filling tiny holes (should that be required for the Goals) and give bonus points at the end of the game (in much the same way as Pudding do in Sushi Go!).

Stamp Swap
– Image by boardGOATS

It turns out that the game takes quite a lot longer with more players, which was a bit of a surprise given that much of the game is played simultaneously.  This time Ivory led a group of five with Plum, Sapphire, Jade and Teal, while Blue led a group of four comprising Byzantium, Purple and Black.  Ivory’s group were quick off the mark and first to get going after the rules explanation.  Their Goals gave points for:  Stamps of one Colour in one Group; sets of all five Theme Stamps; Large square Stamps, and Cancelled Stamps not on the edge, while their Finale Contest gave points for the number of Stamps completely surrounded by other Stamps.  Ivory’s personal scoring objective was Space Themed Stamps, Plum’s were Animals, Sapphire’s were Vehicles, Jade’s were Monuments and Teal’s were Flowers.

Stamp Swap
– Image by boardGOATS

Everyone began by feeling their way a bit, especially as the first round added additional Specialists—cards that give extra powers for the rest of the game.  Plum made a “bee line” for these, while Jade and Teal focused on the Large Square Stamps, scoring the related bonus, and giving them an early lead.  Jade also managed to “hide a gold stamp (face down)” and ended up with it in his collect as no one took it.  Plum scored for the Cancelled Stamps first, as she had picked up a lot of them.  As nobody chose his set, Ivory ended up with all his own Stamps, which he thought was great at first, but then had second thoughts as he ended the first round at the back of the pack.

Stamp Swap
– Image by boardGOATS

In the second round, the event was “Rewarding finds” giving two points immediately for taking a face down Stamp, which everyone was keen to do, especially Plum, who quickly caught up with Jade and Teal as a result.  Plum made good use of her “Swap one for three face down Stamps before splitting your collection” to grab extra Stamps.  Teal managed to hang on to the First Player token for most of the game and also took a lead on the Forever Stamps. Sapphire grabbed an exhibitor for Yellow Stamps and proceeded to take Stamps to match wherever possible (both from the pool and from other peoples piles). Ivory made a point of collecting a full set of five different Theme Stamps, scoring nine points, as well as managing to keep a valuable face-down Gold stamp.

Stamp Swap
– Image by boardGOATS

Going into the final round, Ivory was still trailing significantly behind everyone else who were bunched tightly together.  This time the Event gave bonus points for taking Stamps that matched the Theme of their neighbours, which made the game slightly meaner as everyone was taking Stamps others wanted.  Plum was again using the additional Stamps she was getting from her Specialist to shape what she was going to end up with, managing to get three complete sets for twenty-seven points. Jade also managed to score well for this in the final round, as well as for the coloured Stamp cards he collected. Sapphire was similar with his vehicles and Yellow stamps, as well as scoring scoring for Large Square Stamps.

Stamp Swap
– Image by boardGOATS

Teal fell a little behind, taking fewer points for the Cancelled Stamps on the edge and he also failed to collect any of the Flower Stamps he needed as everyone kept taking them during the swap phase (in order to get complete sets). Ivory meanwhile focused on getting as many Large Square Stamps adding to the three he already had, giving him a massive fourty-two points taking him from behind and giving him a significantly lead.  In the final scoring, Teal took the bonus for the most Forever Stamps giving him ten points while and everyone but Plum tied for second with a single Forever Stamp, giving six points.

Stamp Swap
– Image by boardGOATS

Everyone managed to get at least one gold stamp, but Ivory had the most valuable total face value.  Plum scored most for specialists, although most people had at least one, so this made little difference to the scores. Everyone scored well for the Finale Contest, especially Jade, and Plum, but it was not enough to overhaul Ivory’s lead.  He finished with a total of a hundred and forty-eight, ten more than Plum who took second place, who was a handful of points ahead of Sapphire in third.  On the next table, Blue took longer to explain the rules, but once they got going, they soon caught up with the first group and ended up finishing just before.

Stamp Swap
– Image by boardGOATS

Their first Event card was “Generous Gifts” so after the Collect phase, players choose one collected items to score and then pass on to their neighbour.  Everyone quickly chose their highest scoring Stamp, then realised that meant they would lose it, so had a bit of a re-think.  It was then that the group began to really appreciate the quandary at the centre of the game:  it was all very well taking nice tiles, but they were no use if someone else took them.  This tension was particularly obvious in the final round of the first game where the “Mine not Yours” Event gave points for taking Stamps that matched a neighbour’s theme—while players lost the opportunity to pick up Stamps they wanted in the Collect Phase, they had the chance to take them in the Swap phase.

Stamp Swap
– Image by boardGOATS

The Events in the second and third rounds were “More to See” and “Stamps Forever”.  These had a much smaller impact on the game play, or at least it felt like that, though the Forever Stamps were all collected in the final round.  The Finale Contest was “Empty Regions” which gave three points for each empty region.  Black showed everyone how to to maximise this and from the end of the first round, everyone’s collections began to look like every-expanding checker boards.  Comparing the final album boards between the two games, the layouts were completely different with compact groups for the first game and gappy sprawling displays for the second game.

Stamp Swap
– Image by boardGOATS

Black picked up the bonus for having the most the Forever Stamps, and Byzantium, who by his own admission had been “pants during the game” picked up loads of points in the dying stages.  Purple had done the best with her personal Goal—Flowers, while Blue had a plethora of rare, valuable Stamps.  During the game it had been unclear who was really in the lead as the scores seesawed a bit, but Byzantium’s lunge for the line gave him the lead when it mattered and he finished with a hundred and forty-six points, seven more than the runner up, Blue.  All in all, everyone had enjoyed the game, though the overwhelming feel was that there was much more to the game than the reviews claimed, but that’s a good thing.

Stamp Swap
– Image by boardGOATS

Cobalt was the only person with a strong aversion to playing Stamp Swap, but Pine, Lime and Pink were all keep to play one of their favourite games, Zoo Break, another game that wasn’t really his type.  In he end, Cobalt graciously joined in the keepers of Bedlam Zoo, trying to keep the animals under control.  The game is a cooperative game, where players take it in turns to roll a die to determine how many actions they get, take the actions like acquiring
supplies, capturing animals, locking enclosures etc., before cards are drawn to see what animals escape and then move towards the exit.  The aim is to get all the animals back into their cages and lock them before five animals  or anything dangerous gets out.

Zoo Break
– Image by boardGOATS

The group chose to use the standard difficulty (two “Phew” cards), but with the “Faulty Lock” variant.  This is where players roll to see if the lock holds when one of the locked up animals tries to escape; it adds a but of interest to the end of the game, however, unfortunately this time, the group didn’t get that far.  They managed to lock up the Elephants, Tigers and the Rhino, but the mischievous Pandas remained rogue until the end of the game.  They weren’t the problem, however, that was the Snakes.  Three harmless Garter Snakes got out, but they were followed by a Viper, and as it left, so did the group’s zoo license…

Zoo Break
– Image by boardGOATS

With Bedlam Zoo sadly closed prematurely, the group moved on to a couple of quick fillers.  The first of these was No Thanks!, a really clever little “cards with numbers” game.  The idea is that players either take the face up card or pay a chip to pass the problem on to the next player with the aim being to be the player with the lowest total at the end.  The clever part is that if a player has a run, only the lowest value card counts, but the deck also has some cards removed at random.  This makes it a proper gambling and “push your luck” game.  This time, Cobalt was the top scorer, but the winner with eighteen was Pink.

No Thanks!
– Image by boardGOATS

There was just time for one more game, Coloretto.  This is another simple and clever card game, this time the essence of the core mechanism in the bigger game, Zooloretto.  The idea is that players either draw a card and add it to a truck, or take a truck and add its contents to their collection.  At the end of the game players score their three largest sets positively, with negative points for any other sets.  The clever part is the use of the Triangular number sequence which means the first card in a set is worth one point, while the sixth is worth six.  There were the usual questions about Joker cards which resulted in questions being called across the room, but in spite of taking all three Jokers in the deck, Pink was just second by three points behind Lime’s total of forty.

Coloretto
– Image by boardGOATS

Learning Outcome:  A game about Philately can be more than just Stamp Collecting.

Essen 2024

Today was the first day of the largest annual games fair in Europe and arguably the world.  The Internationale Spieltage is known to gamers worldwide simply as “SPIEL” or “Essen”.  This is a “fair” rather than a “convention” and is of particular significance as a lot of new releases are scheduled to coincide with the event, just in time for Christmas sales.  This year, for the first time, tickets were sold out for Thursday and Friday before the fair even started—partly  caused by the ever-growing numbers of attendees, but also as a result of the numbers being capped, apparently due to changes in German legislation.

Monkey Palace
– Image by boardGOATS

It has been additionally observed that whereas Thursday and Friday used to be the quieter days, in more recent years there has been a tendency for Gamers attend on these days to avoid missing the new and hottest games.  As a result, there have been a large number of games selling out early.  For example, this year, Castle Combo had sold out English language copies by 11.30am, and while more will arrive over the next few days, these will be in smaller numbers and are expected to run out even earlier.  Saltfjord, Panda Spin, The Yellow House, and Endangered Rescue! #1: Galápagos Penguins were also sold out before the end of the first day.

Meeps @ Essen 2024
– Image by boardGOATS

The Deutscher Spielepreis winner was announced at the fair as Forest Shuffle (so it was unsuprising that the the day’s quota of copies of its second expansion, Woodland Edge were also gone before the doors closed on Thursday).  It was also revealed that Stonemaier Games has acquired the Tokaido line of games from Funforge, and there will probably be other industry announcements along the same lines before the end of the fair.  One thing is for sure, and that is that there will be the usual deluge of new games and exciting expansions to known and loved games arriving in the shops over the coming weeks.  It will be fun to see what people enjoy playing over the next year.

Essen 2023
– Image from spiel-essen.de

Deutscher Spiele Preis – 2024

The 2024 Deutscher Spiele Preis awards have been announced at the International Spieltage in Essen.  These are the results of an open vote by games clubs, gamers and people in the industry and recognise the “Best Children’s Game” and a top ten list of the “Best Family and Adult Games”.  The games named in the Deutscher Spiele Pris lists often intersect with the winners and nominees of the annual Spiel des Jahres Award, but the Spiel des Jahres winners are chosen by a committee with a list of strict criteria, whereas the Deutscher Spiele Preis is more a list of the most popular games of the preceding year.

Deutscher Spielepries 2024 Logo
– Image from
spiel-essen.com

As is often the case, the top ten list includes the both the winners and some of the nominees of the Spiel and Kennerspiel des Jahres awards, but the top spot went to a game from the Recommended List, Forest Shuffle (aka Mischwald).  Second place went to Sky Team (winner of the Spiel de Jahres) with The White Castle (aka Die weiße Burg) taking third, and Harmonies, also from the Recommended List featuring as well.  Unusually, the winner of the Kennerspiel des Jahres,  Daybreak (aka e-Mission), did not make the top ten. The winner of the best children’s games was Magic Keys (aka Die magischen Schlüssel), which also won the Kinderspiel des Jahres earlier this year. Congratulations to all the award winners.

Forest Shuffle
– Image by boardGOATS

Now we are Twelve – Happy Birthday to Us!

Twelve Today

BoardGOATS is Twelve Years Old Today!

Although it doesn’t feel that long, it is twelve years since our first boardGOATS meeting at the Horse and Jockey in Stanford-in-the-Vale. We now typically have around ten, lovely people every time with lots of people who make a special effort to travel to join us—without you, boardGOATS wouldn’t be the success it is, so we really appreciate it.  Here’s to another year of games!

Next Meeting, 17th September 2024

Our next meeting will be on Tuesday 17th September 2024.  As usual, we will start playing shorter games from 7.30pm as people arrive, until 8pm when we will start something a little longer.  The pub is doing food, and the table is booked from 6.30pm for those that would like to eat first.

This week, the “Feature Game” will be Stamp Swap (rules, review, how to play video), which is a game where players take on the role of stamp collectors at a convention collecting, trading and then scoring their stamp album.  It is a fairly light game that features the “I cut, You Choose” mechanism used in games like Isle of Skye and …aber bitte mit Sahne.

Stamp Swap
– Image from stonemaiergames.com

And speaking of stamps…

Jeff was visiting his crazy Uncle Josiah at his cabin in the woods of Montana. After After dinner Jeff noticed eggshells stuck to his plate, which had a peculiar dull shine.

“Are these plates clean?” asked Jeff.

“We ain’t got no fancy plumbing out here and them plates is as clean as Cold Water can get’ em,” replied Jeff’s Uncle.

The following morning, Jeff woke up rested and hungry (as usual). Rubbing the sleep out of his eyes, he asked, “What’s for breakfast Uncle Joe?”

“Oh, I thought we’d go to town for breakfast,” answered the old man. “I need to go to the post office. Cold Water’s coming too.”

Jeff was confused, “I don’t understand, Uncle, we’re taking water to town? Don’t they have water there?”

Uncle Josiah laughed. “No, no, Cold Water’s my dog, he likes to lick the postage stamps when I send a letter…”

3rd September 2024

By the time Blue, Purple and Pine arrived, Cobalt was already half-way through a solo game of Isle of Cats: Explore & Draw, a “roll and write” version of the card-drafting, polyomino cat-tile-placing game, Isle of Cats.  In Explore & Draw, instead of drafting cards before choosing tiles, players choose a set of cards each turn and then draw their “discoveries” on their boats.  In this version of the game, players simultaneously choose a column from the Island (the central market) and action all three cards in it in order.  These could be three cards from the Cat deck, two Cat cards and one Lesson card, or two Lesson cards and card from the Cat deck.

Isle of Cats: Explore & Draw
– Image by boardGOATS

Cat cards are polyomino cards, Lesson cards are scoring cards and special Oshax and Treasure cards can be found in both decks.  Cats, Oshax and Treasures are all drawn directly on the boat on the worksheet, while lessons are ticked off and scored at the end of the game.  In the solo game, Cobalt was playing against his “Sister” who reveals a Cat Colour and a Lesson, every round and at the end of the game scores for the different Colours in that order and then the Lessons in turn.  This time cobalt made mincemeat of the Automa beating it by seventy-one points to forty-three.

Isle of Cats: Explore & Draw
– Image by boardGOATS

With everyone arrived by this time, it was just the “simple” matter of deciding who was going to play what.  Blue started off leading the “Feature Game“, which was Kavango.  This is a card drafting game where players are building an animal reserve by collecting tags and adding animals to their tableau.  As such, it takes familiar elements from games like Sushi Go!, 7 Wonders, Wingspan, Meadow, Ark Nova and Terraforming Mars, but has a different feel to all of them.  In each round players draft and play ten cards (from an initial hand of twelve), that is to say they choose a card and pass the rest of the cards on to the next player.

Kavango
– Image by boardGOATS

After each card has been chosen, it is added to the player’s tableau.  Then players have the option of claiming money for achieving Research Goals and/or spending money on Poaching, Habitat and Climate protections.  These are required for some of the animals especially the more interesting and lucrative ones.  The clever part about the game is the way the decks progress.  In the first round, the deck is mostly made up of Producers (Grassland, Trees, Invertebrates and Fish) and small animals while the second has mostly medium, but some small and some larger sized animals.  The third and final deck contains almost exclusively larger animals like Zebras, Lions, and Elephants.

Kavango
– Image by boardGOATS

This makes it harder to get Producers in the final round (though it is still possible by paying for Rewilding), but players can often just play cards directly as they already have prerequisites that they acquired earlier in the game.  Throughout, the rules and mechanisms are rooted in reality.  For example, players are responsible for their own Poaching and Habitat protections, but Climate protection is everyone’s concern and players have to work on that together.  Similarly, before a player can have a Puff Adder, for example, they have to have enough small mammals and birds to feed it.  Likewise, if a player wants a White Rhino or an Elephant, they need sufficient Grassland and/or Trees to support them.

Kavango
– Image by boardGOATS

Each round, there are four Research Goals, each with several levels.  The Goals can each only be claimed once, so players generally have the choice of claiming Goals early to get money they can spend straight away, or waiting and getting more money, which may delay progress.  These Research Goals also progress during the game, so early on, they tend to reward players with lots of Producers and Small Mammals etc., while later in the game they reward players with lots of Protections and bigger animals.  At the end of the game, players add bonus points for Biodiversity, Climate Protection and Habitat and Poaching Protection, to the points they got for each animal in their Reserve and the points they acquired during the game for achieving their Research Goals; the player with the most points is the winner.

Kavango
– Image by boardGOATS

Nobody had played the game before, but Indigo had done her homework and had watched the “how-to-play” video, and Blue had done a decent job of reading the rules for a change.  The fact that the rules all made sense helped too, and for the most part everyone had a reasonable handle on what they were trying to do. The first challenge was to try to get all four of the player boards on the table with the score-track/Research board and Climate in the middle.  The boards were so huge that it wasn’t actually possible, so the side of Indigo’s and Navy’s boards were hanging off the edge of the table, and Pines and Blue’s corners were all overlapping or had a flying free-hold.  Still, everyone could just about see what they needed to and could place the cards they had to, and it was all stable so long as nobody moved…

Kavango
– Image by boardGOATS

Pine (the Ecologist), started off really well adding a lot of Small Mammals to his Reserve and achieved early Research Goals as a result.  Early in the game, Indigo (the Investor) started contributing to Climate protection.  Navy (the Botanist) and then Blue (the Researcher) helped her out later in the game, though Pine never had enough money to contribute enough to gain the Climate Protection bonus.  Blue took an early lead in Research Goal points, but Navy soon caught up and by the end of the third round, he had an eight point lead with Indigo holding a three point lead from Pine.  That is only a very small proportion of the points available in the game.

Kavango
– Image by boardGOATS

The Lion’s share of the points come from the animals, including Lions, of course (which Navy had one of).  Pine really struggled in the latter part of the game since he had loads of Small Mammals, but not a lot else. His problems had begun in the second round when he struggled to generate any money as none of the Research Goals fitted after his highly effective first round.  Even so, he still got a over a hundred points for his menagerie and was one measly bird of prey short of getting the Biodiversity Award.  Indigo had a slightly more valuable Reserve, while Blue and Navy tied for the most animal points.

Kavango
– Image by boardGOATS

Indigo, Blue and Navy all picked up the bonus points for Climate Protection, Poacher/Habitat Protection and Biodiversity, which meant that Navy took victory by virtue of his eight point lead from the Research Goal points.  It had been a very enjoyable game though and there was much discussion as the group carefully dismantled the precariously balanced player boards.  Pine took an interest in the other animals in the deck, and there was much hilarity when he found the Sausage Tree—Google convinced him that it was not related to the infamous Spaghetti Tree, and was in fact real.  Nobody could convince him that the fruit wasn’t ideally suited to coaxing Trouser Snakes out of their lair’s though.

Kavango
– Image by boardGOATS

On the next table, Black and Pink were leading a rather ill-fated game of Wyrmspan.  This is a variant of Wingspan with Dragons instead of Birds.  So, like the original, players are playing cards from their hand onto a player board, and activating the habitats in turn. The differences are more than simply cosmetic, however. Firstly, before a Dragon card can be played, it is necessary to explore the cave it will be played in, which involves playing a card (and claiming a Bonus).  In Wingspan, if a player needs a resource, they activate their Woodland habitat and visit the Birdfeeder, claiming the resource they want and a couple of extras, whereas in Wyrmspan, players only get resources one at a time so they don’t have any extras.

Wyrmspan
– Image by boardGOATS

This is critical as “Planting Dragons” requires a lot of Resources and can be difficult to do, so it is important that the Dragon planted is then exploited as much as possible.  Players also need to make the most of the new Dragon Guild.  A step around this Rondel typically gives a Resource as a reward, with a more valuable bonus half-way round and after a full circle.  The distribution of cards is different too:  in Wingspan, the majority of the cards have an effect when the terrain is activate, but in Wyrmspan, these are in the minority with most card effects happening when played or at the end of the round/game.  In Wyrmspan, the rounds are also different.

Wyrmspan
– Image by boardGOATS

Players get a set number of coins at the start of each and an action typically costs one coin.  Some cost more however, and occasionally players can pickup extra coins, which can lead to variable length rounds.  Thus, although Wyrmspan is very definitely Wingspan at its core there are lots of differences.  Blue suggested the group played it, as she had played it with Black and Pink a few months back and they had found it played easily given that they all knew how to play Wingspan.  Thinking Purple, Teal and Lime were also very familiar with Wingspan, Blue rashly assumed it would work, but she underestimated how different it was, how long it was since that last game, and how much longer the game would take with five.

Wyrmspan
– Image by boardGOATS

So, Black patiently explained the rules, while Pink tried to help others muddle through.  Teal focused on simply achieving the end of round goals and “planted” his Dragons accordingly while working on the top row of caves to generate resources—the equivalent of the “woodland”, which works for both Wingspan and for Wyrmspan.  After fighting through one round though, the group agreed to curtail the game after the second round.  In such a short game, the scoring was always going to be skewed, but ultimately the player with the most valuable Dragons, Pink, was the victor, with Teal taking second thanks to him taking the points for winning both the end of round goals.

Wyrmspan
– Image by boardGOATS

Across the other side of the room, the final game was Tapestry, with the Plans and Ploys expansion.  On the surface, Tapestry has simple mechanisms, but they combine to make a complex game.  On their turn, players move one step along one of the four Civilisation tracks around the board: Science, Exploration, Military, Technology and carry out the action (or actions) associated with it.  Each space requires payment of resources, and the further along the track, the more expensive the spaces become.  If a player cannot afford to pay (or chooses not to), then they instead take income, which gives them more resources.  They also gain points and play a tapestry card, which usually provides a power for the next round.

Tapestry
– Image by boardGOATS

So, at its heart, Tapestry is an engine building and resource management game:  players carry out actions and get resources so they can get more resources and ultimately, points.  The Plans and Ploys expansion mostly just adds more of the same with new Civilisations, Tapestry Cards and space tiles.  The biggest difference is the addition of Landmark Cards which are designed to give each player a personal short-term goal in the first part of the game, in the form of buildings that only they can claim. Everyone was familiar with the game, so the rules explanation was minimal.  Byzantium started (Spies/Grassland) and there was an initial general rush towards the Technology track,

Tapestry
– Image by boardGOATS

Ivory (Islanders/Forest), always one for doing something different, instead went in for Exploration as this linked in with his Civilization.  As the first round went on, Byzantium and Cobalt (Aliens/Tropical) stuck to Technology, whereas Plum (Riverfolk/Wetland) diversified slightly into Science and Exploration. Her primary plan was to exploit her Civilisation and then try to get to six island hexes to trigger her personal bonus Landmark.  Byzantium was first to move to the Income phase, closely followed by Plum and then Cobalt. Ominously, Ivory did what he usually did and managed to stretch my first era out, putting himself in a good position to grab the first Exploration Landmark and also making progress on Military.

Tapestry
– Image by boardGOATS

Byzantium went for Technocracy as his first Tapestry card, sticking with his technology theme. He also managed to grab the first Technology Landmark and completed his Architecture card (appropriately the Game Shop). Plum also went for a Tapestry card, Terraforming, that linked her with her strategy, giving her five points for building on impassable plots, something her Riverfolk Civilization wanted her to do and gave her additional resources of.  Although her alternative Civilisation had looked more interesting, it involved knowing what other people’s options were so she had chosen the simpler Riverfolk and made good use of it.  She was also still fairly diverse in her track focus. Cobalt went for Socialism, to keep pace with Byzantium on the Technology track.

Tapestry: Plans and Ploys
– Image by boardGOATS

Cobalt also gained Landmarks from his Technology cards, helping him build his Skyscraper Architecture card. Having only taken his Income whilst everyone else was half way through their second Era, Ivory could see Cobalt was focusing on Technology, so he used the State Marriage Tapestry card to gain befits on this track whenever Cobalt did.  Having the Military track to himself and a good head start on Exploration, Ivory managed to grab a couple of Landmarks quite quickly. Everyone was also getting Income from buildings on their mats too.  Again, Byzantium Plum and Cobalt all moved into their third Era in quick succession, leaving Ivory half way through his second Era.

Tapestry
– Image by boardGOATS

Cobalt managed to grab the third Era Technology Landmark, but he struggled to fit it on his Capital board and it had to overhang.  At this point, Plum used the Dictator Tapestry Card (with associated comments from Byzantium) to move up the Technology track while restricting everyone else’s progress on the same track for one turn.  Byzantium had been  plotting a move as he was next in line for a Landmark, but Plum’s Dictatorial behaviour only slightly delayed him getting it. This, plus the State Marriage benefited Ivory and competition with Byzantium meant Cobalt used the Militarism Tapestry card to switch his focus to Exploration and Military.

Tapestry: Plans and Ploys
– Image by boardGOATS

Although Cobalt had changed tack to avoid competition with Byzantium, Ivory had a health head-start on both of these tracks, grabbing the Landmarks as he went and also conquering the centre island just before Cobalt could.  To add insult to injury, when Cobalt tried to conquer the island and topple Ivory, he was ready with a Trap card, foiling his plan. Cobalt quickly got revenge paying Ivory back in kind when he tried to do the same thing to one of his territories. However, that wasn’t going to discourage Ivory, and with the Military track encouraging him to conquer, he got the final word in, conquering one of Cobalt’s territories and gaining a double topple bonus.

Tapestry: Plans and Ploys
– Image by boardGOATS

Moving into the final era, again, Ivory was characteristically some way behind everyone else. Byzantium picked up extra resources from the “Age of Wonder” and used these to good effect being the first to reach the end of a track.  Plum, hosted the Olympic Games with her final Tapestry card (and presumably moved to Paris to do so).  This gave her ten points in exchange for a Worker Resource, and additionally a bonus building if any other player took up the offer of doing the same.  Byzantium was the only one who did, as Cobalt wasn’t able to and Ivory had other plans.

Tapestry: Plans and Ploys
– Image by boardGOATS

Cobalt and Plum were both still fairly diverse in their track focus, although Plum had made good progress on the Science track, which was mostly ignored by everyone else.  Byzantium also switched focus to some of the other tracks now he had completed the Technology track. Ivory stuck to Military and Exploration, completing the former (although there was not enough time to gain the second Civilization).  He was sorely tempted by one of his favourite strategies, sending his Meeples into Space by completing the Exploration track, but instead, Ivory switched focus to the other tracks to get as many income buildings in his Capital as possible to maximize the final scoring.

Tapestry: Plans and Ploys
– Image by boardGOATS

Again, everyone finished in quick succession except Ivory, who, as usual, had about five or six turns to go after everyone else had finished.  Plum started with an additional thirty-five points at the beginning of the game thanks to her Riverfolk which gave her points for each territory in her City that had at least two unpassable spaces, but everyone caught up throughout the game. In the end, in Ivory’s final Income round scored him well over fifty points, overtaking everyone and winning and giving him victory.  It had been a good game, enjoyed by all, and although he’d won Ivory hadn’t given everyone as much of a trouncing as he had in the past.  Cobalt felt that the advantages of going first were not mitigated for those going last, so maybe next time that could be used as a slight handicap for Ivory.

Tapestry
– Image by boardGOATS

Learning Outcome:  Animal games are a lot of fun—And that’s not Lion!