Author Archives: nannyGOAT

Next Meeting – 31st December 2014

Following the success of last year’s New Year party, we have decided that our next meeting will be on Wednesday 31st December.  As it is New Year’s Eve we will be starting early and we will be meeting in a private house in Stanford with food later.  Please get in touch if you would like to come along so we know how much food to make.

The plan is to start off early with the “Feature Game”, which, As has become traditional, will be the gorgeous, dexterity car-racing game, PitchCar.  We will be eating later and maybe set off some fireworks at midnight, depending on how cold it is!

PitchCar

And talking of cars…

A policeman sees an elderly woman driving incredibly slowly on the motorway, so he pulls along side and notices her knitting in the driver’s seat.  She remains focussed on the road and keeps knitting and driving.

He beeps his horn to get her attention, but she is oblivious and carries on.

Getting more frustrated, the policeman turns his siren on and, as she finally notices him, he signals for her to wind the window down.

After a time she finds the button and down goes the window.

Incensed, the cop yells, “PULL OVER!”

“Oh, no sweetie,” she replies.  “It’s a scarf, see?”

16th December 2014

This week we stuck to “old favourites” and started off with the quick fun and very silly game that is Walk the Plank!.  We’ve played this a few times before, and we always play to the “last pirate standing”.  Since Red had chosen the game and White had not played it before, Blue started off by shortening the plank and pushing Red off the end.  This set the tone for the game with Red taking her revenge on Blue and then White joining in the fray.  A few rounds in and with one Blue and a couple of Red pirates down, it was Blue’s turn to start.  All three of White’s pirates were perched precariously on the end of the plank with Red’s one remaining pirate, so the game ended suddenly with a very loud splash when Blue inevitably shortened the plank…

Walk the Plank!

With the arrival of Purple and Black (and their pizza), we decided to play another of Red’s favourite games, Bohnanza. It’s amazing how a game that so many people feel is such good fun, sounds so totally uninteresting when it’s explained.  True, as White pointed out, this applies to quite a few games, but Bohnanza is definitely the “poster child”.  After a quick rundown of the rules, we began. Purple was very generous, offering beans for free at regular intervals, though of course she had an ulterior motive. However, otherwise, as Black commented, “It’s a tough crowd tonight,” as deals were pushed and even turned down.  It was fitting therefore, that such a tight game should end with a draw, with Red and Blue sharing the honours.

Bohnanza

Next, we decided to play something a little deeper and, after some discussion, we opted for one of this years most popular games: Ivor the Engine. Although we’ve played “Ivor” a lot at games night, Red and White were both new to it. It’s a cute little game, though it has a sharp edge if you want to play it that way. With a full compliment of players, it was always going to be a fairly tight game, and although Blue started well with a couple of jobs at Mrs Porty’s House, everyone else struggled as Purple got in their way.  Blue was promptly penalised for her good start though, when the first event card came out and caused the leader to lose sheep.   Since everyone else had now cleared sheep from the locations that corresponded to their cards, Blue was then suddenly left behind.  As everyone galloped on, Red, managed to pick up eleven sheep with one visit to Tewyn!  Black was closing in on the finishing line, when Blue managed to complete a couple of jobs at Dinwiddy’s Goldmine and use the gold to buy a couple of event cards.  That tipped the balance in her favour and she finished just ahead of Black.

Ivor the Engine

We finished the evening with a few rounds of No Thanks!.  This is another game we used to play quite a bit, but hadn’t played for six months.  It is such a simple, push your luck game that experience isn’t necessary, and it really brought out White’s vindictive streak.  After three games, honours finished about even and it was home time.

No Thanks!

Learning Outcome:  Old favourites are still favourites, and for a good reason.

Boardgames in the News: Are Games Getting Cheaper?

There have been a lot of good deals about recently.  First there was Black Friday.  This traditionally American festival of consumerism occurs on the Friday after Thanksgiving, and this year even affected some of the online Boardgame sellers in the UK – anyone for Grog Island at £15?  Then there were the Amazon “Lightening Deals”.  These are deals that are advertised in advance with a specific start time and a limited stock.  This year, we’ve had King of Tokyo and Dominion at £15 each.

The latest one beats all these though.  Thanks to a malfunction in the software used by third-party sellers to ensure their products are the cheapest on the market, prices were reduced to as little as 1p.  Reports suggest that one buyer bought ninety-five board games that should have cost £12.99 each for 99p each!  Ooops.

Amazon Glitch
– Image from theguardian.com

Next Meeting – 16th December 2014

Our next meeting will be on Tuesday 16th December, 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 CO2.  This is an unusual game as it is both co-operative and competitive.  The idea is that players have to work together to save the planet, if they fail, they all fail.  However, if they succeed, then the player with the most successful energy company wins.  This means that players constantly have to balance doing the best thing for the team and the best thing for themselves.

CO2

And talking about the saving the planet…

The leaders of Europe are all sitting around a table at the Copenhagen Climate Change summit.

After the initial pleasantries, Gordon Brown speaks first. “I will end climate change, just like I ended boom and bust! I will be tough on Climate Change and tough on the causes of climate change!  Britain will spend “£200 billion on fighting Climate Change this year!”

Before Brown has even sat back down, Angela Merkel of Germany begins to speak.  “That’s nothing! We will spend €300 billion on fighting climate change!”

Nicolas Sarkozy of France speaks next; “We will end zis climate change. We will spend €1 trillion on fighting climate change!”

Attention now turns to the president of Armenia, he stands and meekly announces, “We have budgeted to spend $1,000 on fighting climate change over the next 10 years.”

People around the table begin to snigger. Embarrassed, the Armenian president slams his fist onto the table and shouts “OK, OK, we will spend $100 trillion on climate change!”.

The sniggering around the table has now become hysterics.  After a couple of minutes, the noise abates and Gordon Brown asks, “How will you afford that?”

“Well” the Armenian president began, “The real figure was bit low, so I just made something up. Isn’t that how it works around here?”

Boardgames in the News: The Guardian

A lot of people familiar with the world of “Designer Boardgames” will tell you how it’s becoming more mainstream.  The opening of more and more and more boardgame cafés and features on the BBC are often cited as example of modern boardgames making it into the public conciousness.  The latest example is the “Board Games” section in the “Life & Style” magazine of The Guardian.

Wil Wheaton

So far they have published articles discussing Ticket to Ride and its effect on boardgaming; commenting on boardgames in society; debating the relationship between computer games and the growth of boardgames, and most recently, an interview with Wil Wheaton, actor, producer and presenter of TableTop, the online boardgame show, now in its third series.  Its not so much the content of the articles (though it is clear that these have been written by someone with an interest or who has done their research), it is the fact that that playing games is no longer something to be shy about:  being “a bit geeky” is no longer something to be ashamed of.

And that has to be a good thing.

2nd December 2014

We were very late starting, but after a short discussion we decided to go with the “Feature Game” which was Grog Island.  This is an “Essen Special” that we’ve not played at the group before, but it has turned out to have been a bit of a hit elsewhere due largely to its innovative bidding mechanism.  The game revolves around retiring pirates who aer trying to work out how to spend their ill-gotten gains. This game is played on a board that represents the five peninsulas of “Grog Island”, which is where pirates that have survived to retirement can go to invest their spoils by buying pirate-like properties.

Grog Island

The idea is that each player receives a hand of end-game victory point condition cards, a number of pirate meeples and markers, eight gold coins, a treasure card (containing an undisclosed amount of gold) and a parrot card.   On their turn, the active player rolls five coloured dice, and then places their first bid.  Bids are placed by selecting any number of the dice with the value of the bid equal to the sum of the number of pips on the upper-most face of the dice.  The bid must be less than the players total amount of gold (including hidden treasure cards).

Grog Island

The clever part of the bidding is that the dice that form the bid are placed in descending order, with each dice placed in one of the five available spaces, starting on the left with the highest value dice. If they can afford it, the next player may increase the bid, by increasing the total number of pips visible on the dice.  To do this they can add dice, replace dice, even completely rearrange the order of the dice, so long they do not change the number on any die and the dice remain arranged in descending order starting from the left.

Grog Island

The position and colour of the dice have a number of consequences, both for the eventual winning bidder, and for players who withdraw from the round early.  The player who eventually wins the bid gets to carry out the actions associated with the dice according to their final position.  These include placing pirates on the island and blocking spaces on the island, but the peninsula is restricted to the colour of the die placed in the location associated with that action.  Pirates positions on the island are important, because these are the primary way players can get points during the game, but since those points depend on the victory cards handed out at the start, everyone has a different combination of goals.

Grog Island

Players who drop out of the bidding either because they can’t or choose not to increase its value, get resources corresponding to the colours of the dice in the current bid.  Thus, if the current bid is comprised of the yellow, blue and green dice, the player receives lemons (yellow), fish (blue), and coconuts (green).  These resources can then be used to carry out one of the options on the shipping track.  For each resource, there are two options available:  the top option costs a single resource and varies as the game progresses, while the bottom option is always the same and allows players to place a single pirate on the peninsula of that colour.

Grog Island

We eventually got going, and after some rules confusion (despite extensive discussion before we began), Blue won the first round so had almost no money and very little to show for it.  Purple and Green both managed to win a couple of rounds while Black, struggled to win anything.  Victory points are awarded at the end of the game depending on the conditions on the victory point card, so every turn that Black didn’t win an auction, he ominously took a card.  Now in this game, the dice cannot be freely placed:  they must be placed in descending order (and are locked so the value cannot be changed).  This, coupled with the fact that the bid must always increase (but players don’t want to spend more than they have to) means there are restrictions on where the dice can go.  Black tried everything, he even used Parrot cards to change the number on dice, but unfortunately, somehow, when he eventually did win an auction, he couldn’t do much with it.  Meanwhile, Blue (who hadn’t been feeling at all well), just collected resources and Purple and Green carried on winning auctions and accruing a lot of money.

Grog Island

Blue had spent most of the game checking things with the rules as she seemed completely incapable of remembering what was going on, but despite this, she eventually managed to win a second auction and then suddenly realised that she had collected enough resources to start to place pirates without winning having to win auctions, which meant she didn’t need any money. Purple and Green both also had pirates left to place when three rounds later, Blue brought the game to an end by placing her final pirate.

Grog Island

Black went first with the scoring, and woefully shook his head saying, “I’m screwed,” as he revealed his goal cards and the fact he’d succeeded in almost none of them.  As we moved on to score Green, Black added, “You need to be somewhere round here,” gesturing at the thirty-five point mark; we all muttered disbelievingly.  Green also thought he’d done badly, but in actual fact had nearly double the number of points Black had achieved and was within one point of Purple.  Much to everyone’s surprise, possibly Blue’s most of all, she ran out the clear winner with thirty-five points.

Grog Island

Because of the late start and the inordinate amount of time it had taken to explain and then play Grog Island, we only had time to play one other quick game.  Purple nipped out for a moment and, in her absence, the rest of us elected to play Indigo.  This is a pretty game that we’ve played before on a Tuesday, and was described by Black as, “Like Tsuro in reverse.”  The idea of Tsuro is that players start with a stone on the edge of the board, and they take it in turns to play tiles that extend the path their stone is sitting on and the winner is the one who keeps their stone on the board the longest.

Indigo

In Indigo, the stones start on the board and players have to build paths to guide the stones into their gate.  The really clever part of Indigo is that each gate is shared by two players, making it a sort of semi-cooperative game.  In the four player game, each player shares one gate with every other player, so three out of the four players have two gates next to each other and one on the opposite side of the board.  The final player, in this case Green, has a gap between each of his three gates, spreading them evenly around the board.

Indigo

The game started quickly with Purple and Blue teaming up to bring a yellow stone home, giving them one point each.  Then it was Green’s turn, but from then on, Blue and Black teamed up to build a highly lucrative gate pulling in a handful of green stones and the three-point blue stone.  There was only a single point between first and second and, unsurprisingly, it was Black and Blue who were in the running, with Blue edging it by a nose giving her a clean sweep for the evening.  Path laying games are definitely Blue and Black’s sort of games, and equally certainly, not Purple’s favourites although she doesn’t mind Tsuro.  Green commented that he felt it was much harder with the gates spread out, though Blue was less sure, as she felt it should be easier as stones were never very far away.  Well, we’ll just have to play it again sometime to find out, though as Purple is not so keen it may be a little while…

Indigo

Learning Outcome:  You don’t have to feel 100% to win.

Next Meeting – 2nd December 2014

Our next meeting will be on Tuesday 2nd December, 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 Grog Island, which is a game we brought back from Essen.  The idea is that even the mightiest pirates must give up their lives of invading and plunder eventually, but then, what do they do for their retirement?  Well, on the five peninsulas of Grog Island, they can invest their loot in rock-solid businesses, such as peg-leg shops, carpentries for figureheads, workshops for voodoo dolls, or the infamous “Grog Hole” pub.  The core of Grog Island is its unique auction mechanism, which uses five coloured dice.  The players use these dice and the pips on them to create and raise bids.

Grog Island

 

And talking of the pirates…

A pirate went into a pub, but as he entered, the Landlord couldn’t help noticing that he was walking funny.  As the pirate staggered over, the Landlord became transfixed as he realised that the pirate had a ships steering-wheel down his trousers.

“Gissa pint o’ rum,” replied the pirate to the Landlord’s query.  The drink was duly poured and the pirate supped greedily, before asking for another.

By this time, the Landlord had gathered together his courage, and asked, “Excuse me sir, but did you know that you, well, you’ve got a ships steering-wheel down your trousers?”

The pirate looked cross and replied, “Arrrr, it’s driving me nuts!”

18th Movember 2014

Unusually, both Blue and Green were there early, so decided to get a in quick game.  After a bit of discussion, they decided on Blueprints, a cute little dice rolling and building game.  They had set up and Blue had just finished explaining the rules when Black and Purple walked in, so it quickly became a four player game.  The idea is quite simple:  each player has the blueprint of a building and on their turn, they take one die from the central pool, add it to their construction and then replenish the used die from a bag.  Dice must be placed within the two-by-six footprint and any stacked dice must have the same number or higher than the one below.

Blueprints

Each building is scored depending on the dice used and their position.  Thus, orange dice (wood) scores highly if surrounded by other dice, whereas black dice (stone) score for being higher in a stack.  In contrast, green (recycled material) scores well the more it is used, and clear colourless dice (glass) score the face value.  At the end of the round, each building is scored and points awarded for Bronze, Silver and Gold, scoring one, two and three victory points respectively. Prizes (worth two victory points) are given out for buildings that comprise all six numbers, buildings that have four or more of the same number, buildings that are five or more dice high, and buildings that have five or more dice of one colour (they are more aesthetically pleasing, obviously).  All ties are broken by two dice that are drawn out of the bag at the start of the round.

Blueprints

Blue was the only player familiar with the game, so unsurprisingly got off to a flying start, winning Gold for the highest scoring building and a prize for a building with four dice of the same number.  Purple picked up Silver and Black took the Bronze.  As is normal with this game, after the first round there was a pleasing “Ah! Moment” as everyone suddenly simultaneously realised how it all fitted together, what the point was, and how clever the game is.  Consequently, the second round was much more keenly fought and positions were completely reversed with Blue coming out with nothing and Green, Black and Purple winning the Gold, Silver and Bronze awards respectively.

Blueprints

So it was into the final round with all to play for, and this time it was very tight indeed.  Green and Black jointly top-scored, but Black took it on a tie-breaker.  Green lost out on a second tie-breaker with Blue for the award for four dice of the same number.  With an extra prize for using five “glass” dice, Blue finished in joint first place with Black, which necessitated a quick rules check find the tie-breaker in favour of the player with the most prizes, in this case, Blue.

Blueprints

Next, we decided to play our  “Feature Game”, which was Caverna: The Cave Farmers.  Caverna is by the same designer and is closely related to Agricola, which is a game we’ve all played quite a bit.  In fact, Caverna is often described as “Agricola 2.0”, so we’ve all been quite keen to give it a go and see how the two games compare.  In Agricola, players start with two people and a hut and have to build their small-holding with points awarded at the end of the game for the most balanced farm.  Caverna has a new skin, but is a similar game:  players start with two dwarves and are trying to develop their cavern in the hillside while chopping down the forest for use for farming.  There are a lot changes to the game play, some small and some larger.  One of the biggest differences is the absence of cards.  In the advanced version of Agricola, you can start with a hand of cards, which contain “improvements” that you can choose to build to enhance your small-holding.  These add variation to the game and force players to come up with different combinations of buildings and adapt their strategies to match.  In Caverna, these cards are replaced with tiles that are available to everyone to buy; as it was our first game, we chose to use the smaller set.

Caverna: The Cave Farmers

Another one of the key differences between the games is that dwarves can go on expeditions in Caverna.  These can be highly lucrative, but also introduce challenges of their own.  The idea is that players use ore at the Blacksmith’s to forge weapons for one (or more) of their dwarves.  Some of the actions also have an expedition associated with them, so when a dwarf with weapons carries out an action with an expedition, he can also go looting.  The loot he comes back with depends on two things, the level of the expedition and the level of the dwarf’s armoury.  The dwarf’s level dictates what he comes back with and the expedition level dictates how many items.  Thus, a well armed dwarf sent on the right mission can bring back a lot of loot, but more importantly, players can mix and match the loot to suit their purpose which makes them very versatile.  Added to that, every time a dwarf goes on an expedition, he gains experience, so on his return, his level increases by one.  The disadvantage of arming dwarves is that the better armed a dwarf is, the later it goes in the turn order.  This means that players have to choose whether to play a lower level dwarf on expeditions, or whether to take a chance and hope no-one else uses that action and wait until they can play a more experienced dwarf.

Caverna: The Cave Farmers

There are a lot of smaller differences too, for example, the game has two currencies, gold and rubies.  At the end of the game, everything is converted into gold and the player with the most wins.  However, during the game, rubies are more useful as they can be used to buy other resources at any time.  They can also be used for playing dwarves out of turn, but as they are worth one gold in their own right, they are quite valuable.  Rubies and ore can be obtained with certain actions, but players can also build mines in their caverns which not only enhance their supply, but are also worth gold at the end of the game.  There are also new and different animal, principally dogs and donkeys and with them, new animal husbandry rules which we never completely got our heads round (e.g. sheep can now be kept in an unfenced meadow looked after by dogs at a rate of one more sheep than there are dogs; donkeys can be kept in mines; only pigs can be kept in a shed in the forest, but any animal can be kept in sheds in pasture or meadow-land etc.).

Caverna: The Cave Farmers

Purple, who was still suffering with her post Essen lurgy, went first and began by collecting ore, while Green went into agriculture.  Blue meanwhile, started off with wood while Black, who was the only one with a very firm plan, began collecting rubies.  Blue and Black then began to build up a stock of ore and it was only a matter of time before Blue made her first visit to the Blacksmith and Green followed in the next round.  By this time, there were harvests at the end of most rounds and Purple was beginning to struggle to feed her people (good job she picked up the Writing Chamber!).  Green had built an agricultural empire and a Cooking Cave, and Blue was feeding her people on prime Aberdeen Angus, but without a reliable, continuous food supply, Purple had to use her grain to prevent starvation, which meant she didn’t have any to plan to provide a continuous food supply…

And all the while, Black just kept collecting rubies.

As the game drew to a close, Blue had managed to develop and fill her pastures, arm all three of her dwarves, and had managed to furnish her cave with a room for Weapons Storage when Green wasn’t looking (he went to build it in the final round only to be sorely disappointed).  Green had four dwarves, plenty of spare grain and had filled all available space and include mines and other improvements.  Purple had managed to complete her cavern and develop her woodland, but was missing a lot of animals.  Black was also missing some animals and had a lot of unused spaces, but he had managed to pick up both a Ruby Supplier and, in the last round, a Weaver to make the most of his sheep.  We had been really pushed for time, so people counted points individually as others packed up.  Despite initial appearances (namely Black’s HUGE pile of rubies that double scored), it turned out to be a really close game with only a handful of points separating the first three players.  In fact, after several recounts, the game finished in another draw between Blue and Black, and, after another hasty check of the rules, we declared both to be winners.

Caverna: The Cave Farmers

As we left, we had a quick discussion about what we thought of the game and how it measured up to Agricola.  We concluded that it felt longer, possibly because of the fiddling with the expeditions, though that could also be due to our lack of familiarity with the game.  Despite that, we felt that Caverna was probably less complex, though it felt like there were more options which meant there were more ways to do what you wanted.  This meant the game was less pressured than Agricola, which might not be a good thing, though it probably makes it more forgiving for new players.  On the other hand, the extra options also makes it very confusing for the first play.  The lack of cards and the fact the same tiles are available every time meant we felt it also didn’t have the variety that Agricola offered and therefore was less deep and, probably ultimately has less replay-ability.  However, we will have to try it again a few times before coming to any real conclusions.

Caverna: The Cave Farmers

Learning Outcome:  Tie-breakers can have a large impact on both the feel and the outcome of a game.

Next Meeting – 18th Movember 2014

Our next meeting will be on Tuesday 18th Movember, 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 Caverna:  The Cave Farmers.  This is a longer game that is closely related to a game we’ve played quite a bit called Agricola.  In Agricola, players start with two people and a hut and have to build their small-holding with points awarded at the end of the game for the most balanced farm.  Caverna has a new skin, but similar theme:  players start with two dwarves and are trying to develop their cavern in the hillside while chopping down the forest for use as pasture.  There are a lot of small differences that make the game a bit more streamlined, so it will be interesting to see which game people prefer.

Caverna: The Cave Farmers

And talking of the dwarves…

It was a wet and miserable evening when Jeff reversed into another car at the supermarket.

A dwarf got out of the other vehicle looking cross and said, “I am not happy…!”

Jeff replied, “OK, so which one are you then?!?!”

4th Movember 2014

We were a little hesitant about pointing guns at each other in the pub, even foam ones, but that didn’t stop us starting the evening with a game of Ca$h ‘n Guns. This is a fun and silly game that we’ve not played before with the group.  It is based on the premise that the players are gangsters trying to split up the spoils of a robbery and being gangsters, they play a game of chicken to decide who gets the loot.  So, enough loot cards are set out in the middle of the table for one each, and each player starts with a magazine of bullet cards.  Most of the bullets are blanks, but a small number are “live” and everyone secretly loads their “gun” with a single bullet.  One player, “The Boss” begins a countdown that ends with everyone simultaneously pointing their gun at another player.  The Boss (being The Boss) can then order one player to point his gun at someone else, after which, everyone gets a chance to back out (also simultaneously after a countdown).  Backing out means they won’t get shot, but also won’t get any money.   Players who backed out unload their gun in secret, while everyone else reveals their bullet cards.  Players who had a live gun pointed at them get a bit of sticking plaster and are out of the round so don’t get any loot.

Ca$h 'n Guns

We were playing the new, second edition of the game, so those that didn’t chicken out and survived (i.e didn’t get shot) then divide up the loot by taking it turns to choose the choicest pickings from the loot cards on display.  The players continue to take cards until they are all gone, so if a lot of people back out or get shot, the spoils are all the richer for those that remain.  Green started off collecting art-work, while Red and Blue went for jewellery.  Yellow and Cyan concentrated on money, but seemed quite determined to take each other out and both suffered as a consequence.  Aside from when Cyan aimed for Green and  accidentally “shot” the pub landlord, the game went without hitch; Red and Blue finished with the same amount of jewellery so neither got a bonus, which left Green to take the cream of the loot with his vast art collection (on the other hand, selling stolen art is risky, so he’ll certainly get caught by the police first!).

Ca$h 'n Guns

Next, we gave the “Feature Game”,  a try.  This was a new, Japanese game, called Secret Moon.  It is a small quick card game that is the sequel to one of our most played games, Love Letter, and tells the story about what happens when the Princess receives her message and goes out to meet her young man by the light of the Secret Moon.  From the rules:

One day, by chance, a letter reached her. The letter was not filled with vibrant words of love, or poem after poem praising the fair Princess and her beauty… as one might have wished. However, the contents did touch the princess’ heart.  “I have heard of you, and travelled from faraway in search of you. If I may ask, I would like to see you and tell you the tale of my travels here.”

The Princess made her decision, wrote her reply and entrusted it to a kind priestess.  “On the next night of the new moon, I will open the back door to the garden. If you please, could you retell your tale to me there?”

But someone overheard the exchange. The castle Minister. He feared that the Princess he had worked so hard to find the perfect groom for, would have her heart stolen by some wayward, suspicious Wanderer, so he ordered the Guards to watch her closely.  What fate awaits them? Will the Princess be able to hear the Wanderer’s tale, or will the Minister and the Guards get in their way?

Secret Moon

So, this game has a lot in common with Werewolf, in that there are two teams: those on the side of the Princess, and those on the side of the Minister, but while everyone knows which side they are on, only the Wanderer and the Princess know each other.  The idea is that there are three rounds i.e. each player gets three turns.  On their turn, players can inspect anyone’s card.  This means that they know definitively who that person is, but only they know.  Players can also ask, “Who goes there?”  Different characters respond in different ways, thus the Minister replies, “You fool! I’m the Minister!” whereas the Guards respond, “It’s just me!” and the Princess and the Wanderer remain silent.  The Priestess is a curious character: When the Princess asked her for help, she was quick to accept, but officially, she is helping the Minister.  So, in reality, the Priestess is the third member of the Princess’ team, but if asked, she says the same thing as a Guard.  This allows her to buy time for the Princess by masking her whereabouts e.g. by hiding in the first round to draw false suspicion or she can accuse the Guards like the Wonderer might.

Secret Moon

We played a total of three games of this in the end.  The game begins with one player dealing out turn order cards and character cards, so Green got to go first.  The game is supposed to be played with no table-talk, but in the first game, we chatted a bit to try to understand what was going on.  The Princess’ team trapped the Minister (Green), and since he was the start player, there was nothing he could do about it.  One of the features of this game is that, like Love Letter, a card is is put to one side in order to make the game a little more unpredictable.  So, in the second game, imagine her consternation when Cyan, as the Princess found she was all on her own.  Things came to a head when she was asked, “Who goes there?” and, with no-one to hide behind, was quickly captured.  But there was something that was not right.  After some discussion we came to the conclusion that it seemed very deterministic in that it all depended on the round order.  That precipitated a quick re-reading of the rules and there, in black and white it clearly said, “Go back to step 1 with shuffling the turn order cards and play another round.”  So we gave it a third try…

Secret Moon

This time, things started badly when the Red was the first player to be asked, “Who goes there?”, thus identifying herself as either the Princess or the Wanderer.  She managed to hide for a round or so, but the Minister eventually succeeded in capturing the Princess (who was indeed Red).  It was definitely much improved with the change to the turn order every round though, but it was clear that most people were a bit unconvinced.  In truth, it is probably one of those games that needs the right group of players and most of them know what they are doing for it to really sing.  Since it is so small, however, it is a game that will be carried around readily, but it may be difficult to persuade people to play it again.

Secret Moon

Red, Cyan and Yellow had an early start so headed off, leaving the rest to discuss the viability of the group without Azure and Orange who are no longer able to make Tuesdays.  The discussion rambled on for a while getting no-where, until Black suggested we played something.  So, after a number of options were (literally) put on the table, we decided to have another go at Istanbul.  We played this last time, but only Green had been involved in the game as everyone else had been playing Castles of Mad King Ludwig.  Since we didn’t have long, we played the “short routes” like last time.

Istanbul

This time, Black tried Azure’s strategy of making money in the Tea House and buying Diamonds.  Green started the same way, with a visit to the Small Mosque to pick up the tile that allows players to alter their dice rolls.  However,  he then decided to try something different and ended up wandering around the Great Mosque/Post Office area with Purple, who had started out well, collecting enough goods to get a tile from the Great Mosque, but then lost her way a little.  Meanwhile, Blue started out avoiding everyone else with a quick trip to the Post Office then made a visit to the Wainwright to expand her cart to hold three of each goods type.  She then got very lucky in the Black Market picking up three lots of jewellery (blue goods) on each of her two visits.  This left her with a lot of collateral to trade at the Sultan’s Palace and the Large Market as well as being able to pick up both tiles from the Great Mosque quite cheaply and her first gemstone with it.

Istanbul

While all this was going on, Black was picking off the early gems at the Dealer, moving back and forth between the Tea House to collect money and the Wainwright to expand his barrow it looked like the game was his to lose.  For his fourth gem, he needed more money than he could easily get in one round, and Blue was just behind with a decision to make.  She needed sixteen Lire and an assistant, but could she get them before Black, who went before her in turn order?  If she went to the Tea House to get the money, she would have enough, but since Black’s Merchant was already there, she would have to give him two Lire which was sufficient for him to go to the Gem Dealer and end the game.  So, she went to the Post Office and then popped into the Police Station to free her Family Member and send him to the Jewellers in her stead, bringing the game to a close one gem ahead of Black.  Last time everyone enjoyed it, but this time it had a more mixed reception:  while Blue liked it, Purple actively disliked it, and everyone else agreed that it needed to be played with the more challenging layouts to make it more interesting.

Istanbul

Learning Outcome:  Games work better when you play them according to the rules!