Category Archives: Games Night

27th Movember 2018

With the Festive Season now apparently upon us, the pub was once again packed and food was later than usual.  For this reason, we started with a quick game of No Thanks!.  This used to be one of our “go-to” filler games, but has been somewhat neglected of late, so was surprisingly unfamiliar to some people.  It is very simple though and very easy to learn on the fly:  everyone starts with eleven red chips and the first player turns over the top card—they can take it, or pay a chip for the privilege of passing the problem on to the next player.  The player with the lowest summed card total when the deck expires is the winner.

No Thanks!
– Image used with permission of BGG contributor msaari

There are are two catches, firstly, where a player has a run of consecutive cards only the lowest is counted and secondly, a small number of cards are removed from the deck at random.  Top scorer looked to be a toss up between Blue, Red and Mulberry, but Red took the dubious honour in the end, with forty.  It was tight between Pine and Burgundy, however, both of whom had a large pile of chips and a substantial run of high cards (between them they had nearly forty of the fifty-five chips and the cards numbered twenty-eight to thirty-five).  There were only two points in it in the end and it was Pine who took the honours.

No Thanks!
– Image used with permission of
BGG contributor ronster0

The group had been just about to start playing when Black, Purple and Green had walked in.  Since No Thanks! only plays five, so pre-empting a discussion of options, Blue chucked over a copy of Dodekka which the group obligingly settled down to play.   This is another light set collecting game where the aim is to get the highest score possible from one of the five colour suits, while ideally scoring nothing in all the other suits.  Gameplay is very simple:  take the first card on display, or reveal a card from the deck and add it to the end of the row (thus “passing”).  If the sum of the cards on display now totals more than twelve, the active player must pick up all of the cards on display. When the deck runs out, the winner is the player with the highest score (the total face value of one suit minus one for each other card).  It was very close at the top, with only one point separating Black and Purple, and much to Purple’s chagrin, it was Black who came out on top.

Dodekka
– Image by boardGOATS

Just as No Thanks! was coming to an end, food arrived, along with Ivory.  Dodekka was still going, so while some munched, those remaining decided to give The Game an outing (played with a copy of The Game: Extreme, but ignoring the special symbols).  This is a surprisingly popular game within the group, which is remarkable because it is cooperative and we generally prefer competitive games.  Another simple game, the idea is that the team have a deck of cards from two to ninety-nine and they must play each card on one of four piles:  two where the card played must be higher than the top card, and two where it must be lower.  There are just three rules:  on their turn, the active player can play as many cards as they like (obeying the rules of the four piles), but must play at least two cards before replenishing their hand, and players can say anything they like but must not share “specific number information”.  Finally, there is the so-called “Backwards Rule” where players can reverse a deck as long as the card they play is exactly ten above or below the previous card played on that pile.

The Game: Extreme
– Image by boardGOATS

Red started and it quickly began to go wrong with with Pine holding a “nice mid-range hand”.  With the help of everyone else he battled through though, and it wasn’t long before he had a “nice extreme hand” while all the piles were offering “nice mid-range options”.  It perhaps wasn’t surprising with this that the group didn’t win (i.e. play all their cards onto the four decks), but given that they had such a poor run of luck, they did well to exhaust the draw deck and ultimately have only eight cards they were unable to play.  Inevitably, Dodekka finished just after The Game started, so Black, Purple and Green killed time with a quick game of Love Letter.  This is the original “micro game”, consisting of just sixteen cards.  The idea is that each player starts with a single card, draws a second card and chooses one of the pair to play.  The cards are numbered one to eight (with more of the lower numbers), and each number has an action associated with it.  The aim is to eliminate all opponents, as the last man standing is the winner.

Love Letter
– Image by boardGOATS

Rounds only take a minute or two, so elimination is not a problem.  This time, each player won a round.  So with honours even and with the other game and food coming to an end, it was sudden death.  This time it was Purple’s turn to come up trumps, taking the final hand and with it, the game.  This started a big debate as to who was going to play what.  As it was likely to be Ivory’s last chance for a meaty game for a few weeks (with Christmas and his impending arrival), the “Feature Game” was Ambition, the expansion to one of his favourite games, Roll for the Galaxy.  With Burgundy fed-up with the feeling of confusion that Roll for the Galaxy always gave him and Black feeling that he’d played it a couple of times recently, for a while it looked like it was only going to be Blue and Ivory.  Eventually Black saw sense, and Green joined in, despite the fact that he felt he’d not played the base game enough to appreciate the expansion.

Roll for the Galaxy
– Image used with permission of BGG contributor punkin312

Roll for the Galaxy is the dice game of the popular empire building card game, Race for the Galaxy.  Both suffer from the same “iconography confusion”, but that aside, neither are actually complicated games.  The idea builds on the Puerto Rico/San Juan idea of different phases or activities that only happen if or when players want them to.  Roll for the Galaxy is almost a “worker placement” game where dice are the workers and have a say in what sort of work they do with players “spending” these dice to make actions happen.  Each player starts with a dice in their cup which they roll and assign, in secret behind a screen.  When dice are used they are placed into the player’s Citizenry and it costs a dollar to move them from the citizenry to back into the cup.  Each face of the worker dice corresponds to one of the five different action phases:  Explore, Develop, Settle, Produce, Ship.  Each player uses one die, any die, to select a single phase that they want to “happen”.  All the other dice are assigned to the Phase that corresponds to the face rolled.  Any that do not correspond to the chosen phase can only be used if another player chooses those phases to happen.  Any that are used move into the player’s Citizenry, any that are not used go back into the cup.

Roll for the Galaxy
– Image used with permission of BGG contributor punkin312

As such everyone is reliant on other players to help them out and the player who best piggy-backs other players’ choices usually does well.  It is not only about second-guessing what other players are going to do though: success also requires a good strategy, a complementary tiles (Worlds), an understanding of probability, the ability to effectively manipulate the dice rolled, and a modicum of luck.  Luck is everywhere, but there are ways to mitigate its effect.  For example, in Phase I (“Explore”), players draw tiles out of a bag.  These are double-sided with one side being a Development World and the other a Production World.  These are “Built” in Phases II & III (“Develop” and “Settle”) and the cost is paid in dice, anything from one to six (with expensive Development Worlds generally partnered with cheap Production Worlds).  These tiles are drawn at random in Phase I and a side chosen and the Worlds added to the bottom of their personal Development or Settle pile as appropriate.  The top World tile is the one that will be built first and if there is not enough to complete a building, that means there will be fewer dice available for the following rounds, until it is finished.

Roll for the Galaxy
– Image used with permission of BGG contributor punkin312

This may seem very harsh, with players potentially getting stuck with a high value building and a shortage of dice so that they struggle to complete it in a timely fashion.  However, clever use of the Explore Phase can ensure that this is not a problem, despite the luck involved.  Players can discard as many tiles as they like, drawing one extra from the bag.  Thus, an early round committing lots of dice to the Explore phase can enable lots of tiles to be recycled as better ones are drawn.  Dice assigned to Phase IV (Produce) are moved to Production Worlds where they will stay until Phase V (ship) happens and that player has dice assigned to it.  In this way, dice can get “stuck” in a similar fashion to dice involved in Developing or Settling.  Thus dice management is one of the key skills to the game.  Points come from building (a building that requires five dice is generally worth five points at the end of the game); from bonus points Development buildings which give points for some particular feature (e.g. one extra point for a particular type of Production World), and from victory points generated during Phase V (Shipping) by using the “Consume” option.

Roll for the Galaxy: Ambition
– Image used with permission of BGG contributor dotKeller

The Ambition expansion doesn’t change the game very much, simply adding a very small number of Worlds, some extra Starting Worlds, some in game Objective tiles and replaces one of each player’s starting white dice with a black “Leader” die.  The first player (and only the first player) to achieve each of the objectives receives “Talent” counters; these can be treated as single-use workers or as victory points at the end of the game.  There are also orange “Entrepreneur” dice—these and the “Leader” dice have some faces with two symbols allowing players to choose which of these Phases to assign them to and giving them the magic power of automatically switching to the alternative Phase if the initial nomination does not happen.  There are a couple of other little twists, for example on some faces the second symbol is a dollar sign signifying that if the die is used for its intended Phase then the die goes back into the Cup (not into the Citizenry) after use, making it effectively free to use.

Roll for the Galaxy
– Image used with permission of BGG contributor punkin312

Ivory was fastest out of the blocks with a large amount of liquidity from his “Doomed World” that gave him $8 start up.  Furthermore, his “Alien Artefact Hunters” start-world gave him $2 each time he consumed Alien goods, and Victory points (from Consuming).  For everyone else it looked like it was going to be over before it had begun when Ivory  was the first to achieve an Objective, adding the associated Talents to his already growing pile of victory points.  Although they were a little less obvious , everyone else’s Start Worlds were quite useful too however.  Black for example received extra cash every time he developed, Green had the ability to reassign two of his white dice as Explorers or Settlers and Blue could reassign any two dice to explore.  These special abilities were slower to take effect, but gradually, these, together with the lack of production on the “Doomed World” meant the group began to haul back Ivory’s rapid head-start.

Roll for the Galaxy
– Image used with permission of BGG contributor punkin312

Blue, and to a lesser extent Green, spent a lot of time Exploring (using their special abilities), carefully choosing which Worlds to build and stacking the deck to control the order, a tactic that paid dividends later in the game.  In Blue’s case, she used the Objectives as a target and then used the Talents to finish off Worlds quickly enabling her to grab a couple from under Ivory’s nose.  Green more or less ignored the Objectives as he was too busy trying to remember how to play the base game while fiddling with his phone.  Black was less fortunate, and really struggled with the luck of the dice and found it difficult to make use of his special ability to get his engine going.  Then suddenly it looked like Ivory might end the game as the Victory Point reserve rapidly depleted.  He couldn’t make it on the first attempt though and there were a couple more things he wanted to do in any case.  In the end it was Blue who ended it—building not only her twelfth World, but also an extra one giving her a massive forty points for that alone.

Roll for the Galaxy
– Image used with permission of BGG contributor punkin312

Although Blue had a couple of Victory Point chips and a handful of Talents left over, it paled into insignificance compared with the massive pile of chips in front of Ivory—the question was whether it would be enough though.  It was very close, but Blue’s last round just tipped it in her favour and she won by five points.  With that, Ivory and Green took their leave, leaving Black and Blue to consider their options.  While they had been playing with their dice, the others had played a full four rounds of Saboteur and moved on to their next game.  Saboteur is a fun little hidden traitor game where players are either Dwarves trying to find the treasure or Saboteurs trying to stop them.  We’ve played it quite a bit and in truth it plays best with more than six players, as the number of Saboteurs varies and there is an element of doubt.  With five their can be either one or two Saboteurs, and the odds are heavily stacked against a lone Saboteur, but in favour of a pair.  Nevertheless, the group were keen to introduce Mulberry to it.

Saboteur
– Image used with permission of BGG contributor mothertruckin

It is another quite simple game:  On their turn, players can play a tunnel card onto the grid in the centre, play a special card (a broken or fixed tools card on another player or a map card to look at the destination cards), or discard a card face down and then draw a replacement.  If the Dwarves don’t get to the treasure before the cards run out, the Saboteurs win.  In the first round, Burgundy was isolated as the Saboteur and despite his best efforts, he failed to disrupt an organised team of Dwarves.  In the second round Burgundy was joined by Pine, and with two of them the odds were much better and the pair took the opportunity to prevent the Dwarf team from getting to the gold.  As a group, we normally only play a couple of rounds, but everyone wanted to see if luck would deal Burgundy a Dwarf card.  The immediate answer was no, and in the end it turned out that the third rounds was a direct replay of the second with Pine joining Burgundy on the Saboteur winning team.

Saboteur
– Image used with permission of BGG contributor mikehulsebus

By this time the group had decided they would keep playing until Burgundy wasn’t the Saboteur, and in the fourth round they finally got their way when Mulberry was a lone Saboteur.  Inevitably she failed to break the will of the “gang of four” who easily found the treasure.  Normally we don’t bother sharing out the “gold” scoring cards as it is very arbitrary who goes first and in a low number of rounds it is purely luck who wins overall which takes some of the fun out of the game.  This time though, the group played the rules as written.  With Burgundy and Pine winning two rounds and sharing the spoils two ways (instead of three) it was inevitable that they would score well.  In the end it was Pine who did lightly better, thanks to the fact he had been on the winning Dwarf team in the first round.  As Roll for the Galaxy was still going (and Red and Mulberry had gone home for an early night), the group looked round for something else to play and Purple’s beady eye lit on Steam Donkey.

Steam Donkey
– Image by boardGOATS

Steam Donkey is a card game that involves building a seaside resort consisting of a four by three grid of attraction cards. 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.  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 carry out one of the following actions:  choose a colour and build as many attractions in that colour as they can/want paying with other cards from their hand; choose a colour and start taking cards in that colour from the “station” (a row of face down cards), or if there are no visitors of the chosen colour (or there are no spaces for the visitors to go), they can add visitor cards to their hand and refill the station platform with four new visitors.

Steam Donkey
– Image by boardGOATS

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.  There is a hand limit of twelve though and this can actually be quite a serious impediment for players collecting cards to build the more valuable attractions.  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.  It was a long time since anyone in the group had played it, and Pine hadn’t played it at all, so it took a while to get going.  It was close at the top with Burgundy and Pine scoring pretty evenly for their buildings and taking almost exactly the same number of bonus points too.  Burgundy just had the edge however, and took the game by three points, with a grand total of seventy.

xSteam Donkey
– Image by boardGOATS

When Roll for the Galaxy finally finished and Green and Ivory left Blue and Black alone it was clear that they were going to be waiting for a while, so they looked round for something that wasn’t too long and played well with two.  In the end, they settled on Kingdomino, but decided to add the new Age of Giants expansion acquired at Essen.  Kingdomino is a tile-laying game with a couple of clever mechanics.  Players take it in turns to choose a “domino” and add it to their “Kingdom”.  The clever part of the game is that the tiles are numbered with players who choose the high numbered (and therefore more valuable) dominoes taking their turns later in the next round.  In the two player game, players get two turns per round, so their first turn can be used to try to set up the second turn.  In the two-player game, each player is building kingdoms consisting of 7×7 arrays of “squares” rather than 5×5 arrays, which makes the game much more strategic.

xKingdomino
– Image by boardGOATS

The game ends when there are no more tiles to place.  Scoring is by multiplying the number of tiles in each terrain by the number of crowns in that terrain.  Thus a moderate sized area with plenty of crowns is worth more than a large area with very few crowns.  The Age of Giants expansion doesn’t change things as much as Queendomino, which we found managed to take all the fun out of the game and add a whole load of unnecessary complexity instead.  This expansion adds a small number of tiles that feature either a Giant or a Giant’s footprints.  When a Giant Tile is drawn, a large wooden giant meeple is placed on it.  When this is taken, the Giant is taken too and is placed over one of the crowns anywhere on that player’s area.  When a footprints tile is taken, a Giant of their choice moves from their Kingdom to another player’s Kingdom.

xKingdomino: Age of Giants
– Image by BGG contributor kalchio

There are two problems with this little addition, firstly, there is a rules tweak that means five tiles are drawn in the two player game and one is discarded.  Blue and Black found that this meant they just chose not to take tiles with Giants on them except when forced to right at the end.  Secondly, even when forced to take a Giant, there was almost always somewhere it could be poked that caused minimal damage, so it wasn’t really a big issue.  This was a real shame as the Giants are lovely.  As well as adding a fifth player there is also a a small pile of bonus-point tiles; both Blue and Black really liked these as they thought that they added a nice twist.  This time, they ended up with bonus points for Sea tiles adjacent to the castle and Marsh land on the corners.  Both players tried to accommodate these, though Black did a much better job than Blue.

xKingdomino
– Image by boardGOATS

It may have been that Black was focussing too much on the bonuses however, as he ended up unable to place all his tiles.  And although he scored well on the bonuses and for Sea and Pasture, he scored very little for Woodland, Marshland and Mountains.  In contrast, while Blue completely failed to score for Pasture, she scored well in every other terrain and made a killing with her Wheat fields, giving her a total of two-hundred and thirty-three, some sixty more than Black.  With that done and the epic game of Steam Donkey finally over, there was just time to arrange some of the details for the Christmas Party nest time before everyone went home.

xKingdomino
– Image by boardGOATS

Learning Outcome:  We like simple games: they can be quick to learn, but take time to master.

13th Movember 2018

There was a bit of a delay for food, so after Blue had handed over an exciting box of echidnas to Pine and given Burgundy and Green a selection of Splendor, Orléans, and Zooloretto promo cards from Essen, we decided to play something quick.  As there were a lot of hungry people, we decided to start with a quick game of Om Nom Nom.  This is a fabulous little double think game based on critters eating other critters further down the food chain.  The game is set up with a large handful of dice which are rolled to give either items from the bottom of the food chains (flies, carrots and cheese) or animals from the middle of the food chains (frogs, rabbits and mice).  Players start with six cards representing animals from the middle of the food chain and the predators from the top of their food chains (hedgehogs, wolves and cats).  Players simultaneously choose a card to play and then everyone reveals them and they are placed on the appropriate space on the three central player boards. before and the animals begin to feed starting at the top of the food chain.  For example, wolves eat frogs and any surviving frogs then eat flies.

Om Nom Nom
– Image by boardGOATS

If only one card of any type is played, the predator feeds and the player takes their card back with any cards/dice their animal has eaten placing everything in their scoring pile.  Where more than one card of the same type is played and there is enough food to go round it is shared equally and everyone eats (taking their cards back with their share of the prey).  If there is not enough food for everyone to get a share, they all starve and lose their cards going home with nothing.  This is repeated until there are no cards left.  Food at the bottom of a chain is worth two points at the end of the game and food from the middle of a chain and any cards are worth one point.  The game is played over three rounds and the winner is the player with the most points.

Om Nom Nom
– Image by boardGOATS

Blue won the first round with eleven, more than twice the points anyone else managed to gather.  Om Nom Nom is one of those games where a high score in one round is usually balanced by a dreadful score in the next, so everyone expected Blue to fail to score at all in the second round.  Burgundy’s twelve points in the second round looked really good, but contrary to the usual run of things, Blue somehow managed to improve her score picking up eighteen points—one less than the record for a single round in our group.  The third round was a little bit of a dead rubber, but Burgundy was keen to see Blue get her bad round and if she did, fancied his chances.  It was a much more even final round and with lots of points available, things looked good for Burgundy, but unfortunately for him, everyone else chose this round to get it together.  In the end it was all about second place, which Burgundy just managed to take ahead of Black and Mulberry as food arrived.

…Aber Bitte Mit Sahne
– Image by boardGOATS

While Burgundy, Blue and Mulberry ate their belated supper, everyone else carried on the food theme, playing a little Japanese game picked up by Black and Purple at Essen called くだものフレンズ or Fruit Friends.  This is a little card drafting and set collecting game where players are collecting different types of fruit using the “I divide, you choose” mechanism.  There are a surprisingly few games that use this idea, but two of the best are …Aber Bitte Mit Sahne (aka Piece o’ Cake) and San Marco.  …Aber Bitte Mit Sahne is relatively unusual as it works well with players dividing the pie into more than three.  In contrast, San Marco is a three to four player game, but plays much better with three than four because the “I divide, you choose” mechanism generally works best when the pile is divided into three.

Fruit Friends
– Image by boardGOATS

In Fruit Friends, each player starts with a random start or “seed” card, dealt face up.  Players are then dealt seven cards which they divide into three piles of two (discarding the final card).  Beginning with the player who was dealt the apple start card, players offer the three piles to the player on their left who takes one pair; the next player then chooses from the remaining two piles leaving one pair for the active player.  Play continues in this way until everyone’s cards have been taken.  The second round is played the same way except cards are offered anti-clockwise and the player with the grapes start card goes first.  The final round is clockwise again, and the player with the kiwi start card begins.  At the end of the game, each player has eighteen fruit cards, with each type scoring differently.

1 card 2 card 3 card 4 card 5+ cards
Apples 0 points 2 points 5 points 9 points 14 points (max)
Grapes 2 points 5 points 8 points 11 points 11 points (max)
Kiwis 2 points 6 points 0 points 12 points 18 points (max)
Bananas 3 points 7 points 12 points 0 points 0 points
Peaches 2 points 5 points 9 points 14 points 20 points (max)

There are some catches, for example, peaches come in two colours, yellow and white, but only one of them scores.  Oranges score one point per apple card and similarly melons score one point per grape card (both up to a maximum of four points). The scoring intervals also offer some quirks, so while almost everyone scored twelve points for their bananas at the end of the game, Ivory went “Banana Bust” by over-shooting.  Otherwise it was close at the top and you could fit the first four players in a fruit-basket with only five points between them.  It was Purple, the “Kiwi Queen”, who just had the edge, “pipping” Green by a single point with Pine and Black finishing in joint third.

Fruit Friends
– Image by boardGOATS

By the time the game came to an end, the eaters had mostly finished, so Black started getting out the “Feature Game”, Imaginarium (also described previously as “the one with the elephant on the box”).  Burgundy and Ivory were quick to stake a claim to play it and Purple was equally quick to opt out.  Mulberry and Blue made up the five, so Green started to collect together the games he thought the rest might play, which Pine pointed out just made it look like he was playing Jenga with boardgames.  It took a while to come to a conclusion, but eventually the trio went for Echidna Shuffle.

Jenga
– Image by boardGOATS

Echidna Shuffle is a game that we first discovered at the UK Games Expo back in June and since then, has been very popular with everyone who has played it.  This is partly because of the fabulous, over-produced pieces, especially the lovely echidnas with cute smiley faces.  The game is very simple:  Players have to get their bugs to their tree-stumps by moving echidnas around the board.  On their turn the active player rolls the die, and moves echidnas a total of that number of spaces.  The clever part is that players only roll the die on alternate turns with intermediate turns evaluated from the dice board giving a total over two turns of nine moves.  Thus, if someone rolls the maximum, a seven, the next turn they get just two.  Similarly, if they roll a small number, say a three, then they get a six on the next turn.  This means nobody gets screwed over by the dice, but there is still a nice, randomisation effect to the movement.

Echidna Shuffle
– Image by boardGOATS

There are two sides to the game board:  green “Summer” and snowy “Winter”.  There was some discussion as to which to play.  Pine thought the Summer side of the board rather than the Winter side was more of a challenge.  He explained that it was more confusing on the snowy side and that it is not so easy to block people.  On the other hand, the first time it was played with the Summer side, the game had become something of an epic marathon as everyone worked together to stop everyone else winning.  So this time the group started with the “advanced” Winter board and ended up with a very short game indeed.  After only about three rounds, Purple had got one of her bugs home and Green had managed two.  Then Pine surprised everyone and with a roll of seven managed to complete all three of his bugs and the game was over, almost before it had begun.

Echidna Shuffle
– Image by boardGOATS

Echidna Shuffle is really meant to be a children’s game, so perhaps it should not have been a huge surprise that it ended quite so quickly.  Maybe Pine had had a point though, so unusually the game got a second chance, this time with the Summer board.  This second game, did indeed last longer, but was still relatively quick and before too long everyone had just one bug remaining each. Green was first to get to this point, but Purple and Pine managed to successfully block his route while they also got their second bug home.  In the end Pine became the “Kingmaker” as everyone knew how many moves each player would get and he found himself in the position where he could either move the echidna out of purples way and into Green’s or do something else entirely. Either action (or inaction) would result in win for either Green or Purple and in the end he inevitably chose to open the door for Purple.

Echidna Shuffle
– Image by boardGOATS

It maybe that as a bunch of adult gamers, we have found the limit of this very pretty and lovable game.  On the other hand, the number of players also has quite an impact—the full compliment of six seems to have the effect of dragging out the Summer board, but the combination of a small number of players and the complexity of the Winter board appears to make the game too open.  Hopefully the company will bring out some new expansions or different board layouts that will give us more to explore, in the meantime, the game may get fewer outings in the weeks to come.

Echidna Shuffle
– Image by boardGOATS

Because of the late start and the fact that Green wanted an early night, there wasn’t enough time for another medium-weight game, but it was still early enough for a short game. After some discussion, the trio agreed upon Walk the Plank!, a cute little programming game with a hefty dose of “take that”.  In programming games players choose the cards they are going to play before the round starts and then action them during the round, usually taking it in turns to reveal one card and then carry out the associated action.  One of the classic games of this type is Colt Express which won the Spiel des Jahres a few years ago, but Walk the Plank! is a quicker and simpler game.  The idea is each player has three pirate meeples on a ship and the last one remaining is the winner.  Players start each round by simultaneously choosing three cards and laying them face down in front of them.  On their turn, players turn over the top card and action it.

Walk the Plank!
– Image by boardGOATS

The cards allow players to do things like “shove” one of the meeples belonging to the player on their left, or to the player on their right.  When this is played a meeple that shares a space with one belonging to the active player is moved one step along the plank and thus closer to falling into the depths.  There are lots of other actions including “drag to ship”, “drag to sea” and “Charge!”, but the most exciting cards are probably the “retract the plank” cards.  At the start of the game the plank comprises three pieces, but usually at least one player removes one of these at the start of the game, heightening the stress levels. We usually play with a couple of house-rules too, firstly we play to the last meeple standing (the rules say the last two share victory) and we allow the plank to be completely removed (the rules say there is always one piece left).

Walk the Plank!
– Image by boardGOATS

We’ve loved the game for years and have several different editions within the group—this time we played with the “limited edition” which includes some optional extra cards.  This time two of the extra single use cards were added to each player’s deck:  “Parlay”, which gives a player a chance to turn the tables via a game of Rock-Paper-Scissors, and “Dynamite”, which pushes everyone on one tile one space closer to the sea.  After a little shuffling about, Green played his “Dynamite”, but succeeded in sending two of his own men closer to the water as well as the others.  Then Purple played a “Charge!” card to try to push Green into the sea.  Green used his “Parlay” to see if he could to prevent it, but this ended up in hysterics thanks to a total inability to play the game correctly.  It started with Green playing on the count of three as agreed and Purple after the count of three (i.e. on four).  After multiple attempts including one where Purple ended up just pointing vaguely at Green everyone was in fits of giggles, but it didn’t look like the tie was anywhere nearer being resolved.

Rock-Paper-Scissors
– Image from theguardian.com

Pine suggested that perhaps they should try after the count instead.  Green duly obliged, but Purple had finally worked out how to play on the count of three and still the problem persisted.  Then Green chose stone and Purple also chose stone changing to paper at the last second, but this was spotted by Pine who ruled a “Let” and so they had to try yet again.  By this time everyone was laughing so hard that in a fit of confused giggles Purple then chose “none of the above” by using a single finger.  Pine suggested Green and Purple put their hands behind their backs, but this time it was Green’s turn to make a mess of things and he just couldn’t get the hang of it.  In the end, in an effort to stop Purple from soiling the furniture, Pine suggested they remove the counting element and play with closed eyes which was finally successful.  It was largely immaterial by this time, but Green won, so one of Purple’s pirates went charging off the plank into the sea.

Walk the Plank!
– Image by boardGOATS

Getting back to the game seemed tame by comparison. Everyone ended up back on the boat and then started moving forward again.  With the plank retracted, Green found himself with all three of his pirates on the end when Pine played his dynamite and Green was out in one go taking one of Purple’s and one of Pines own with him.  So Green became the Ghost and with two pirates versus one, it looked to be Pines game.  Two rounds later, though the Ghost shoved one of Pine’s pirates off the ship to level things up until Purple played her “Dynamite” and managed to get both dumped into the water, bringing the game to a shuddering halt, and on that note, Green headed home.

Walk the Plank!
– Image by boardGOATS

Imaginarium was still underway with no sign of finishing soon, so Pine and Purple decided to give Azul: Stained Glass of Sintra a go as Pine had missed out last time.  As in the original game, Azul, players take all the tiles of one colour from a “factory” and put the rest in the middle, or they take all the tiles of one colour from the middle. Tile placement and scoring is rather different however. All the tiles taken in a turn are placed in a single column of the player’s personal player board. This board is modular with the double-sided strips laid out at random so everyone has a different starting setup.  Tiles must be placed in the strip immediately below the Glazier meeple, or in a strip to its right.  The Glazier is then placed above the strip the tiles were placed in.  Instead of taking tiles, players can choose to reset the Glazier’s position, moving him back to the left most strip.

Azul: Stained Glass of Sintra
– Image by boardGOATS

Players get points when strips are completed scoring the sum of the score depicted below the strip and any strips to the right that have already been completed.  There is also a colour bonus—each round has a colour drawn at random at the start of the game, and any tiles that match the colour for the round score extra.  Once a strip has been completed, it is flipped over; after it has been filled a second time it is removed.  Any left over tiles that cannot be placed yield a penalty with players moving along a negative score track which has small steps at the start that get larger.  There are also end-game bonus points with two variants available, one colour dependent and the other rewarding completing adjacent strips.

Azul: Stained Glass of Sintra
– Image by boardGOATS

This is definitely a game that takes a at least one play to understand how it works and what the best way to score points is.  For example, the way the score builds, it is imperative to complete the furthest right strips early as then they score again and again.  However, they are relatively low scoring, so this is not the only important strategy. So while Pine started off well, Purple scored more later, especially when she picked up colour bonus point as well.  Early in the game, the penalty for picking up the first player token or for having left-over tiles is small, but it quickly increases, and with Pine taking the first player token more than Purple, he finished with more negative points too.  All the little extras combined to make it a bit of a landslide in Purple’s favour, but then Purple had the advantage of having played the game several times, so next time will surely be different.

Azul: Stained Glass of Sintra
– Image by boardGOATS

While these games had been going on, the “Feature Game”, Imaginarium was getting an outing.  Subtitled “The Dream Factory”, this game is a worker-placement, engine builder with a Steam Punk theme where players are building machines in a factory.  Beautifully produced with remarkable artwork, players first take it in turns to choose a position on the factory conveyor-belt.  They select either the broken machine card that they are going to buy or a position to collect charcoalium.  These are then carried out in “action” order which then also becomes the selection order for the next round.  At the end of the round any unused cards move long the conveyor-belt and the early positions are populated with new, exciting cards.  As the game progresses, the broken machine cards generally become more expensive, but the machines become more useful, producing more and/or higher value resources.

Imaginarium
– Image by boardGOATS

On a player’s turn, their existing “machines” first produce resources, then the player must buy the broken machine card they had chosen. The active player finally carries out two actions dictated by an unusual clock mechanism:  each player has a board with the six possible actions arranged in a circle and the hands of the clock are fixed such that players are unable to take actions that are adjacent.  As the clock hands must be moved every round, players are only able to take repeat one action in consecutive rounds.  Possible actions include hiring a character, trading resources, extracting charcoalium, repairing broken machines and reorganising or dismantling existing machines.  When a machine card is taken from the conveyor-belt, it is broken, they must be repaired before they will work and produce resources.  Once repaired, machines can be combined to make them more efficient, or dismantled to give points, the game ends when one player gets to twenty points.

Imaginarium
– Image by boardGOATS

One of Ivory’s questions before playing a new game is always, “Where are the points going to come from?” In addition to dismantling machines, points are also available for completing “projects” i.e. satisfying goals drawn at random at the start of the game, or by trading charcoalium.  There are also two points available for players who have the most of one of the four resources at the end of the game.  As the game was late starting, the group decided to end the game at fifteen points instead of twenty, though to begin with it didn’t look much like anyone was going to get to fifteen points before midnight.  Black assured everyone that people would pick up speed as the game progressed and eventually, Ivory got going completing the first of the projects and then Black and Blue followed.

Imaginarium
– Image by boardGOATS

The game is mostly multi-player solitaire, except when it’s not.  There are some machine cards that take resources from the other players.  In a game where resources are very tight and players are very reliant on resources for their plans this can be crucial.  The game also has a distinctly mean streak, as a player that is unable to pay for the card they have chosen, doesn’t get the card, but also loses all their resources, completely upsetting their plans and forcing them to start again from scratch, potentially losing them the game.  This is exactly what happened to Blue—Ivory went earlier in the turn order and bought and then repaired a machine that took all her charcoalium which meant she lost the card she was going to buy and all her resources.  She vowed to get her revenge, but the opportunities for that are few and far between.  As she waited for her chance, she gathered charcoalium to ensure she would be able to buy the right card when it came up.

Imaginarium
– Image by boardGOATS

Sadly for her, interaction in the game is minimal so there she never really got her chance.  Amassing large amounts of charcoalium wasn’t totally without use though as it enabled her to fulfill one of the projects and as they were playing to a smaller total, she started trading them in for points in an effort to avoid coming last.  Meanwhile, Ivory kept amassing points and Mullberry kept doing “the weird goat-head thing” which ensured she always had plenty of charcoalium and was starting to build a productive engine.  Black and Burgundy had also just got their engines going and were planning to score heavily when Ivory announced that he’d passed the fifteen point mark.  With Blue still to take her turn, she maximised her points and everyone added up their scores.  Sadly, for Black, Burgundy and Mullberry this wasn’t a long process as shortening the game had had the unforeseen consequence that the game ended just before their plans had come to fruition.  Much to her surprise, Blue had done rather better as she had stuck to short-term targets that lent themselves to the short game.

Imaginarium
– Image by boardGOATS

There was only one winner though and Blue’s fourteen points flattered her position as the scores did not tell the true story of the game.  It’s definitely a game to try again sometime, though perhaps with fewer people which would give players a bit more control over their own destiny.  The artwork is somehow both amazing and very disturbing at the same, and it certainly had an unforeseen effect on Blue.  She is not normally one to remember dreams or one to design games, but when she awoke the next morning she had a fleeting recollection of dreaming about playing a card only version of Om Nom Nom that she had designed called “Yum Yum Tum”.  We will have to see if that ever comes to fruition.

Imaginarium
– Image by boardGOATS

Learning Outcome:  When gamers are hungry they play games about eating.

30th October 2018

The evening began with the inevitable post-Essen chit-chat and games-mule deliveries (though most of it hadn’t been unpacked so that’s something to look forward to next week too).  Burgundy was very pleased with his substantial pile of Concordia expansion maps though (including the new Venus expansion and older Britania/Germania, Gallia/Corsica packs), and Pine was thrilled to hear there was a copy of Echidna Shuffle on its way for him too.  With food delayed, and a lot of people already arrived, we decided to get going with the  “Feature Game”.  Prior to Essen, we had planned to play Key Flow, however, that was still packed and there hadn’t  been time to learn the rules, so instead the “Feature Game” chosen was Peppers of the Caribbean.  This is  a cute little set collecting card game with a very loose pirate theme.  Each card features a number, a colour and a type of food.  The idea is that there is a face up market and on their turn, players can either take cards from the market, or play cards.

Peppers of the Caribbean
– Image by boardGOATS

To take cards from the market the active player must first discard a card and can then take all the cards of that colour or all the cards of that food type into their hand (discarding down to seven if necessary).  Alternatively, they can play a set of three or four cards where all the cards have different colours and different food types.  Of these, two cards are discarded and the remaining cards are kept for scoring.  At the end of the game, players sum up the face value of the cards in their pile of kept cards, and the highest score is the winner.  There are one or two fine details, for example, as well as “chilli cards” there are also rum cards which feature two colours and no food.  These have a high value (six, compared with one to four for the chilli cards) and can help people make sets more quickly.  However, as they have two colours, this means there can only be one rum card in a set and the maximum set size is then three, so only one card can be kept reducing the scoring opportunity.  There are also bonus points cards which are drawn largely at random from a pile—some of these are end-game bonuses and others reward the first player to reach a goal (e.g. be the first player to have all four different food types in front of them).

Peppers of the Caribbean
– Image by boardGOATS

Blue and Pink had played the game a couple of times in their hotel bar at Essen and on the train home.  They had found it a diverting little game with two players and had wondered how it would play with more people.  Somehow it is one of those games that is slightly confusing at the start and things were made more challenging as we began with three players and ended up with five as more people arrived, meaning the rules got explained several times from different points.  As a result there were slow starters and “fast twitch” players.  It was close at the top though with Burgundy and Ivory some way ahead in a tight finish which Ivory took by just three points.  Although everyone would probably play it again, it was clear that the game would be better with fewer players where there would be less fluctuation in the market and everyone would have more of a chance to get what they want.  It only became clear some time later that there had been a mix-up somewhere along the line and although the side of the box said it was suitable for five, the bottom and the website indicated that the game was only intended to play a maximum of four anyhow…

Peppers of the Caribbean
– Image by boardGOATS

Just as the game was coming to an end, Black and Purple arrived in need of some R&R after what had been a trying day.  They had also brought some of their Essen Loot (including a copy of Las Vegas for Red), and the Essen discussion began again.  Black and Purple had been at the fair for the full four days and felt that a minimum of two was needed to see everything, but three days was a more realistic time.  Blue and Pink had been there for just two days as they can’t cope with the crowds for more than that.  Even they are considering a Thursday-Friday-Sunday strategy for next year though as there are now six halls (some very large indeed), and they felt they had missed a lot of things that they had wanted to see this year.  That said, a lot of games sold out including the expansions for Altiplano and Great Western Trail (Altiplano: The Traveler and Great Western Trail: Rails to the North), Mini Rails (again!), Hanamikoji, Food Chain Magnate, Roll to the Top, Majolica, Spirit Island, Echidna Shuffle, Ceylon and headline releases Teotihuacan: City of Gods, Architects of the West Kingdom, Newton, The River and Everdell.  Some of these went ridiculously fast, for example Everdell apparently sold out in six minutes on Saturday despite its not insubstantial price tag of €70.

Essen 2018
– Image by boardGOATS

Purple and Black were particularly pleased with Solenia, which they had played at the fair and then managed to grab one of the last few copies available.  A beautiful game with a totally over-produced large yellow airship and cards with a hole in the middle, it wasn’t long before it became clear that it was going to be one of the games to make it to the table. The pretext is that several millennia ago, the tiny planet Solenia lost its day-and-night cycle:  its northern hemisphere was forever plunged into darkness, and its southern hemisphere was eternally bathed in bright sunlight. Players travel the world delivering the rarest gems and stones to the “Day People” and take wood and wheat to the “Night People” who need them to survive. In return players receive gold stars and the player with the most of these at the end of the game is the winner.

Solenia
– Image by boardGOATS

In each round, players take it in turns to play one card from their hand onto an empty space on the five-by-five game board. Cards can be played either on a “Floating Island” or a “Floating City”.  Cards played on Floating Islands will give as many resources as the value of the card played of the type corresponding to the City.  Cards played on Floating Islands enable players to fulfil a delivery tile by delivering the resources depicted on it.  Cards must be played adjacent to the airship in the centre of the playing area or adjacent to one of the players previously played cards.  When someone plays a zero card, the airship advances one space along the modular board.  At the end of that turn, the back piece of the game board is removed and players receive resources based on the cards they have on this strip of the playing area.  This strip is then turned over (turning night to day / dawn to dusk or vice versa), and it is placed on the front edge of the game board, and thus the airship moves across the planet.  This constantly changing board rolling from day to night and back to day again gives the game a unique feel.

Solenia
– Image by boardGOATS

Although resources were far from scarce (unlike other resource management games), it still has quite a bit of resource management thanks to a strict resource limit on a players personal board.  Thus, the real problem came in deciding which were the most important resources to keep, a little bit of area control/route planning, and a few paths to victory points. The constantly changing nature of the game doesn’t lend itself to a developing narrative though having played it before, Black and Purple had an edge over Green.  This wasn’t helped when Green misunderstood one of the cards and tried to do something clever to multiply his points.  The first attempt failed, but on the second try he thought he had achieved more points and then the misunderstanding came to light—the bonus points only applied to the card itself not to all types of terrain he had cards on.  It would not have changed the placings though.  It was very tight between Black and Purple until Black managed to gather together three pairs of day and night bonus chits, which hadn’t been looking likely until the last couple of turns.  With that, he just sneaked his nose in front, winning by three points.  Overall Solenia is a clever game that takes a run through to get a feel for how it works and then you then just want to play again—it certainly won’t be long before it gets another outing.

Solenia
– Image by boardGOATS

Meanwhile the other four were giving Azul: Stained Glass of Sintra a try.  This was another Essen release, and one  that had generated a lot of “buzz” in advance as it was produced by the same team that originally published this year’s double award winner, Azul.  Blue, Purple, Black and Pink had all tried it while in Germany and found the scoring sufficiently different and interesting that they had collectively come back with two copies.  Initially the conversation centred around the clear plastic tiles that, largely dependent on age, reminded some people of Spangles (“The sweet way to go gay”) and others of “Tunes” (“Help you breath more easily” and thus “Book a second-class ticket to Nott-ing-ham”) .  Once the subject had moved away from 1980s confectionery, attention focussed on the new game and its similarity and contrast with the original Azul.  As in the original, players take all the tiles of one colour from a “factory” and put the rest in the middle, or they take all the tiles of one colour from the middle.  Tile placement and scoring is rather different however.  All the tiles taken in a turn are placed in a single column of the player’s personal player board.  This board is modular with the double-sided strips laid out  at random so everyone has a different starting setup.

Azul: Stained Glass of Sintra
– Image used with permission of boardgamephotos

Above the board each player has a figure, their Glazier, who marks one strip.  Tiles must be placed in the strip immediately below the Glazier, or in a strip to the right of the Glazier.  The Glazier gives players another option on their turn too, as players can choose to reset his position to the left most strip (instead of taking tiles).  Scoring is very different, with players getting points when strips are completed. The number of points scored is the sum of the score depicted below the strip, plus the score for any strips to the right that have already been completed.  There is also a colour bonus—each round has a colour drawn at random at the start of the game, and any tiles that match the colour for the round score extra.  Once a strip has been completed, it is flipped over; after it has been filled a second time it is removed, reducing the players placement options.  This provides a subtle catch-up mechanism that takes effect towards the end of the game.  Any left over tiles that cannot be placed yield a penalty (as in the original Azul game), but this is also different.  In addition to the positive score track, there is also a negative score track where the steps start off small and then get larger; penalties are accrued for left-over tiles and also for being first to take a tile from the middle (and with it the Start Player token). There are also end-game bonus points with two variants available, one colour dependent and the other rewarding completing adjacent strips. All in all, the game is definitely a step up in complexity, making it more of a challenge for those who have played Azul extensively.

Azul: Stained Glass of Sintra
– Image used with permission of boardgamephotos

As most of the group fall into that category, we had high hopes that Stained Glass of Sintra would be a good fit.  It certainly offers a new challenge, though it was clear that the fact Blue had played it before gave her a significant advantage.  For example, the timing of repositioning the Glazier is very critical.  It doesn’t necessarily prevent a player getting a load of tiles they don’t want (as everyone can reposition their Glazier and the problem will come back round), but players don’t want to be stuck with their Glazier far to the right at the start of a new round as that limits their choice when the options are at their best.  Similarly, player don’t want to reposition their Glazier too frequently as this reduces the number of tiles they take and therefore affects their score.  Behind Blue it was very tight for second place with just five points covering Pine, Burgundy and Ivory.  It was Pine who got his nose in front though, by keeping his negative score down and concentrating on his end-game bonuses.  Unfortunately, the game is not as nicely produced as the original: the broken glass tower is made of very thin card (more like thick paper) as is the score board.  The “glass” pieces are also somehow not as nice as the resin tiles in the original and the colours are less distinct as well.  These negatives are a real shame as they take the edge off what would otherwise be a excellent reimplementation of the superb original game.

Azul: Stained Glass of Sintra
– Image used with permission of boardgamephotos

Green and went home for an early night leaving five others plus Pine who wanted to play something “in about forty-five minutes”.  Deciding what to play took so long that there nearly wasn’t time to play anything at all, but after three new games, everyone was in the mood for something “comfy”, and eventually Bohnanza appeared.  Pink’s new “Fan Edition” was still packed, as was the Jokerbohnen mini-expansion that Blue had acquired.  She had not brought her Spanish copy either, so it was the “boring” Rio Grande Games edition.  Familiarity sometimes has its place though, and this was one of those times. Nobody needed a reminder of the rules (plant the first bean in hand; optionally plant the second; turn over two cards and plant or trade them; trade from hand, and draw cards placed at the back of the hand), but the setup varies for different numbers.  It wasn’t long before we were underway, however, and Purple quickly began to amass a  crazy number of Red Beans.  It felt like nobody else could really compete although Black came very close finishing with thirteen coins, one behind Purple.

Bohnanza
– Image by boardGOATS

Learning Outcome:  New is very exciting, but that comfy pair of old slippers still has its place.

16th October 2018

Blue was late after an unscheduled nap, so Burgundy consumed the first half of his supper alone.  Blue was quickly followed by Ivory and Pine and then a new visitor, Navy.  With Cobalt last week (who was busy moving house this week so couldn’t come) that makes two new people in two weeks.  Navy is a more experienced gamer and is into slightly more confrontational games than those we normally play, but that’s good as it might encourage us to leave our comfort-zone of cuddly Euros set in medieval Germany.  As we were all introducing ourselves, Green, and then Black and Purple turned up and the discussion moved on to how we choose the “Feature Game” (Blue suggests something to Green who mostly replies that he’s never heard of it, but it sounds quite interesting…).  Recent discussions have centred round the new Key Flow (aka “Keyflower the card Game”) for the next meeting and maybe Imaginarium (or, “The One With The Elephant on the Front” as Navy referred to it).  With that, Green started getting out this week’s “Feature Game“, which was Greed, a card drafting game where players are crime lords trying to earn more money than anyone else through clever use of their cards.

Imaginarium
– Image by BGG contributor W Eric Martin

At it’s heart, Greed is a quite simple, card-drafting game with a healthy dose of “take that” and a gangster theme.  Players start with a hand of twelve cards and “draft” three cards  (i.e. choose a cards and pass the rest on, three times).  Players then simultaneously choose one card then together reveal this card and action it before the it is replaced with another drafted card.  A total of ten cards are played in this way per person before the players tally their holdings and the player with the highest value is the winner.  Obviously, the game is all about the cards and there are three types, Thugs, Holdings and Actions, but it is the combination of these that is critical.  Actions have a unique effect associated with them while Thugs and Holdings typically also have a cost or a condition associated with them (e.g. cash paid to the bank or a collection of symbols on cards held).  Holdings are the key however.  When a Holding is played a token is placed on that card for each symbol on it and an additional token for each symbol of that type already possessed. These tokens are worth $10,000 each at the end of the game which is added to the value of cash collected through card plays.

Greed
– Image from kickstarter.com

Although it was Green’s game he had only played it once and that was over a year ago, while Burgundy had read up on it.  Pine and Navy had joined them to make the foursome.  The game takes a few rounds to understand how it really works.  After that, it’s quite easy to play, but working out which card to take and which to play is much harder, as they all seem to be really good. Unfortunately Navy struggled a bit at the beginning and made mistakes in his first couple of plays as he either found he couldn’t actually play his chosen card and had to just ditch it, or wasn’t able to get the indicated bonus. However, as he had not accumulated any wealth early on, it also meant he didn’t lose any when Green played a couple of cards which meant everyone else lost dollars, which leveled the scores a little.  Burgundy’s preparation really helped when he played a Holding card and proceeded to place six tokens on it, so by the half way mark it was looking like a two horse race between Burgundy and Green with both Navy and Pine looking short on cards.

Greed
– Image used with permission of BGG contributor punkin312

Through the second half of the game, Pine really got the hang of it and started raking in the dollars and had quite a pile of cash. Green then played a Holding card which enabled him to add chits equaling the same number as the maximum on another players cards, which meant he was able to gain from Burgundy’s excellent earlier play.  In the final rounds, Green played another card which removed one of his holdings only to be able to play it again the following round with even more tokens than it had previously. There was a brief discussion as to whether he should get the usual amount for it as well as the removed ones and two extras, a decision that went in Green’s favour, but the real question was whether it would be enough to beat Burgundy.  In the end, it was close, but the answer was no and Green finished with $30,000 behind Burgundy’s winning total of $235,000.

Roll for the Galaxy
– Image used with permission of BGG contributor punkin312

Meanwhile, on the next table everyone was being indecisive, but in the end the decision was made in favour of Roll for the Galaxy.  This is a game that really fascinated the group for a while because somehow it behaves differently to everything else we play and we really struggled to get to grips with it.  At the time, we concluded that our struggles were probably because we weren’t playing it enough so effectively had to learn it afresh every time we played.  For this reason we went through a phase of playing it quite a bit, but that was some months ago now and it was definitely time for another outing.  In principle, it is not a difficult game and the core mechanism is similar to the so-called “deck builders” (like Dominion) or “bag builders” (like Orléans or Altiplano), except instead of building a deck of cards or a bag of action tokens, players are building their supply of dice.  In Roll for the Galaxy, each different die colour reflects the different distributions of the dice, so for example, white “Home” dice feature each of the symbols for Develop, Settle, Produce and Ship once and Explore twice.  On the other hand, the yellow “Alien Technology” dice have three faces that depict the asterisk (“Wild”) and one each of Develop, Settle and Produce.  Thus, where probability affects which cards or tokens are drawn in the other games, in Roll for the Galaxy, players have more control over which dice they are using, but chance affects how those dice roll.

Roll for the Galaxy
– Image used with permission of BGG contributor punkin312

In principle, Roll for the Galaxy is not a difficult game and the basic mechanism is similar to that in Dominion or Orléans/Altiplano, except instead of building a deck or a bag of action tokens, players are building their supply of dice.  Each different die colour reflects the different distributions of the dice, so for example, white “Home” dice feature each of the symbols for Develop, Settle, Produce and Ship once and Explore twice.  On the other hand, the yellow “Alien Technology” dice have three faces that depict the asterisk (“Wild”) and one each of Develop, Settle and Produce.  Thus, where probability affects which cards or tokens are drawn in the other games, in Roll for the Galaxy, players have more control over which dice they are using, but chance affects how those dice roll.  Although the dice are important, like Greed, the game is really all about the special powers the players’ tableau, in this case made up of World tiles rather than cards.  Ultimately the game is really a race to trigger the end of the game is when the victory point chip pool runs out or a player builds their twelfth World.

Roll for the Galaxy
– Image used with permission of BGG contributor punkin312

Game play is mostly simultaneous:  players roll their dice and  allocate them to their phase strip.  Each player can choose one phase that they guarantee will happen, so in a four player game there is a maximum of four phases per round and where players choose the same phase there will be fewer, sometimes even only one.  The phases are:  Explore, Develop, Settle, Produce & Ship which correspond to draw Worlds from a bag; “spend” dice to build development Worlds;  “spend” dice to build production Worlds; place dice on production Worlds, and move dice from production Worlds in exchange for either victory points or money (which in turn can be used to speed up recycling of dice).  While we were setting up Ivory regaled us with the first few pages of Julia Donaldson’s “The Gruffalo”.  We will miss him and his stories when he takes his paternity leave in the new year.

Roll for the Galaxy
– Image by BGG contributor The Innocent

Blue began with the poor starting combination of a level six development World and a level one settlement, or a a level one development World and a level six settlement so began by rectifying the problem by exploring.  The game rocked along at a merry lick, with Black and Purple building and Ivory thrilled that he finally managed to build his first ever “Alien Technology World”, a feat he quickly followed with his second. Blue was slower building, but had a few high value developments and made good use of these before she began collecting some victory points.  This started a sudden cascade of Black and Ivory collecting points as well.  As a result, everyone focused on the number of victory point chips as the end game trigger, so much so that nobody, spotted that Purple had built her twelfth World.  As the group was just about to start the next round and everyone likes seeing their plans fulfilled, they played on anyhow.

Roll for the Galaxy
– Image by BGG contributor dodecalouise

Although it was a very tight game and everyone added to their scores, the extra round probably didn’t make any difference to the final placings.  Black and Ivory took over twenty victory points in chips alone, but they were offset by Blue’s high value Worlds and bonus points which gave her fifty-six points, just three more than Black in second place.  Everyone enjoyed the game, but there was one non-game highlight: Green’s sad little face when he looked across and broke off from setting up Greed with the sad comment, “Oh, They’re playing Roll for the Galaxy…”  Well, as everyone had a good time and with players getting quicker at it, it’s less of a labour than it used to be, so it surely won’t be long before he gets a chance to play it again.

Roll for the Galaxy
– Image by BGG contributor haslo

Greed finished first and as it was still early there time for another game, but nobody wanted to have a late night so the group picked something shorter and settled on this year’s Spiel des Jahres winner, Azul.  This was another game that was new to Navy, but it is very popular in the group and we’ve played it a lot.  Players are tiling a wall, taking tiles of one colour either from one of the factories (putting the rest in the central pool) or from the central pool.  Tiles are added to rows on the players’ boards and at the end of the round one tile from each full row is transferred to the players’ mosaics.  The aim is obviously to fill all the rows to transfer the maximum number of tiles, however, any excess tiles score negative points.

Azul
– Image used with permission of boardgamephotos

Navy quickly got the hang of this one and all the scores were close for a lot of the game, though it was noted how neat Green’s mosaic was looking as he managed to fill the first left hand vertical row and nearly completed the second as well before placing anywhere else.  Burgundy and Pine were both less tidy, but was still picking up extra points for connecting tiles when placing them. Although Navy’s board was a little more scattered, but that would help him to catch up later.  Everyone thought they were entering what would be the final final round with  three players with at least one row just one tile from completion, amazingly nobody completed them and everyone get one extra round.  This meant the group actually ran out of tiles to place on the central discs, triggering the end game in different way.  After this final round and final scoring, Pine finished on top of the podium, ahead of Burgundy in  second place with Navy in a very respectable third in a close game.

Azul
– Image by BGG Contributor styren

While Roll for the Galaxy was finished, there was a bit of chit-chat about strategy and it was clear that to do well at the game, you also need to keep a close eye on what everyone else is doing too. This can be tricky when you are struggling to work out what to do on your own board however.  Winning or losing though, Azul is a nice game that always delivers a challenge; it will be interesting to see how the new stand-alone version of the game, Stained Glass of Sintra compares and if it is as good or better than the original, or whether it “does a Queendomino or Tsuro of the Seas“.  No doubt we will find out in due course.  With that, those that wanted an early night headed for home, leaving Black, Purple, Burgundy and Blue with time for one last, shortish game.  Black suggested San Juan which had been played at the last Didcot Games Club meeting, and everyone else concurred.

San Juan
– Image used with permission of BGG contributor EndersGame

Essentially, San Juan is sometimes referred to as “Puerto Rico the Card Game”, but in truth they are very different games although the artwork and roll selection is similar.  In practice, it is actually a simpler version of the card version of Roll for the Galaxy, Race for the Galaxy.  The game uses the same multi-purpose card mechanism seen in games like Bohnanza, though in this case, cards can be buildings, goods, or money.  The idea is that players take it in turns to choose a “role” and then everyone carries out the action associated with that role, though person who chose it carries out with the “privilege”, a slight advantage.  The roles are Councillor; Prospector; Builder, Producer and Trader.  Players have a hand of cards and can use the Builder to build these cards to paying for them with other cards from their hand.  Hands are replenished directly using the Councillor or Prospector.  However, it is much more efficient to build an engine using production buildings.  These take cards from the deck and turns them into goods when a player chooses the Producer role; when the Trader role is chosen, these goods can be traded for cards according to the current value depicted on the tally stick.  The game end is triggered when someone builds their twelfth building.

San Juan
– Image by BGG contributor Aldaron

Black and Burgundy were quick out of the traps building their efficient production engine, with high value coffee and silver producers.  Purple started with “purple buildings” before also moving into sugar production and then Monuments.  Blue on the other hand started with a hand full of nice looking purple civic buildings that she didn’t want to part with and after three rounds hadn’t seen a production building, so decided to try something different and built a Tower (to increase her hand limit from seven to twelve) and started building.  Elsewhere on the table Burgundy was stealing a march on everyone else, adding a Well, Smithy, Aqueduct and Market Hall to his high value buildings.  When he added a Library which enabled him to use his privilege twice, he began turning over cards at a phenomenal rate and it looked like the writing was on the wall.  Everyone was keeping a careful eye on everyone else, trying to make sure they didn’t fall behind in the number of buildings they had, and before long, the game end was triggered and it was the final round then the scores were added up.

San Juan
– Image used with permission of BGG contributor EndersGame

After the scores had been added up, Black bemoaned the lack of the endgame scoring bonus cards that rewarded the production buildings and monuments that he had been collecting (Guild Hall and Triumphal Arch).  It was then that Blue explained that she had been stashing them under her Chapel as she had no use for them and didn’t want the others to have them.  It was possible that this tactic made the difference, as despite having only two production buildings, her City Hall and Chapel delivered a massive thirteen bonus points, just enough to offset the cheaper buildings she had been forced to build.  Remarkably, Blue finished with thirty-one points, four ahead of the “Production King” Burgundy.

San Juan
– Image used with permission of BGG contributor thatmadgirl

Learning Outcome:  Though difficult, it is important to keep a close eye on what everyone else is doing.

2nd October 2018

Blue was the first to arrive with Pink, who had come specially to celebrate our sixth birthday.  While they were waiting for food they managed a quick game of NMBR 9.  This is a very simple game, almost like Tetris where players try to tessellate tiles, building layers on top of layers, with the higher layers scoring more points.  It is almost a year since Blue and Pink picked it up at Essen, and since then it has been played repeatedly, an average almost once a month (or every other games night).  Mostly we aren’t so keen on multiplayer solitaire games like this, but NMBR 9 is the exception largely because it is so very fast to set up and games are quick to play too making it a great filler.  It is a shame it only plays four, because there is no real reason that it couldn’t play a few more.  Food arrived really quickly, and we were still placing the final tiles.  It was quite close with similar values for the “first floor”, but Blue edged it with a four and a nine on the next layer compared with Pink, who only managed a six.

NMBR 9
– Image by boardGOATS

Burgundy arrived soon after, and attacked his ham, eggs ‘n’ chips, eventually followed by Pine, Ivory, Green, and Cobalt (a friend of Green’s who will be moving into the village in a few weeks time).  As it was exactly six years since the first games night, we couldn’t let the night pass without some sort of small celebration.  So this year we had chocolate brownie cupcakes adorned with meeples to go with the now traditional, the “Birthday Feature Game”, Crappy Birthday.  This is a very silly game that we now play exactly once a year at the beginning of October, with some house rules to make it slightly more palatable as it really isn’t our sort of game at all.  Strangely though, everyone seems to really enjoy playing it once a year on our birthday.  The idea is very simple:  everyone has a hand of gift cards, and everyone takes it in turns to “celebrate their birthday”.  On a player’s “birthday” they receive a gift from everyone else.  These are shuffled, and the “birthday boy” picks the best and worst – the players who gave these get a point and after one year (i.e. after everyone has had a “birthday”), the player or players with the most points win.

Crappy Birthday
– Image by boardGOATS

It is the cards that “make” the game for us:  they are brilliant with fantastic comments.  For example, Pink was tickled, well, pink, by the “pet vulture” that he gave to Pine, which was “very friendly, but stares at you while you are sleeping”.  Pine was quite taken with it too and picked it to be his favourite gift, to go with the “fresh turkey” which was always going to be unpopular with a vegetarian (though might have given him something to feed to the vulture).  Burgundy showed an unexpected desire for a set of fluffy dice (thought that might have been more due to the nature of the other gifts than their actual desirability), and Ivory returned the “thoughtful gift” of a set of “camera scales”, which he felt would have been off-putting.  Despite his love of Star Wars, Green decided he’d rather have “a suit of armour” than a complete collection of memorabilia .  Star wars wasn’t in favour with Cobalt either as he unceremoniously returned the gift of “a Star Wars themed wedding” (though it wasn’t completely clear whether it was the Star Wars theme or the wedding that he was rejecting).

Crappy Birthday
– Image by boardGOATS

There was a brief hiatus while Ivory entertained everyone with a complete rendition of Rod Campbell’s “Dear Zoo” story.  Despite being written over thirty-five year ago, nobody else seemed very familiar with the story and everyone was spell-bound as Ivory explained, “I wrote to the zoo to send me a pet.  They sent me an elephant, but he was too big, so I sent it back.”  A very long list of animals later, we established that the puppy was just perfect and Crappy Birthday continued.  The game finished with Pink who fittingly received a real birthday card (it really IS his birthday soon).  Blue then tried to persuade him that Chernobyl was now a safe place to visit and full of lots of interesting wildlife, but he wasn’t convinced and much to everyone’s surprise, rejected a visit (and possible nuclear suntan) in favour of “twenty tanning sessions”.  With Crappy Birthday done and people just licking the last of the icing off the meeples from the cupcakes, it was time to decide what to play next.

Cupcakes!
– Image by boardGOATS

Pink was very keen to play either Altiplano or Clans of Caledonia and Ivory and Burgundy were very keen to join them.  Time was short and the games are similar lengths, however, Blue, Pink and Burgundy had all played Altiplano, and with it’s similarity to Orléans, it was felt that it would be easier for Ivory to pick up quickly.  On the next table, everyone else was trying to decide what to play.  With Cobalt new to the group and not able to stay late, they needed a short game that was quick and easy to explain that might be a good introduction to gaming, so in the end, the group settled on Coloretto.  The game is very simple, with players drawing a card and adding to one of the available “trucks”;  each truck can take a maximum of three cards.  Instead of drawing a card players can take a truck and the round is over when everyone has taken a truck.  The aim of the game is to collect sets of cards, but while the three largest sets score positive points, everything else gives negative points.  The really clever part is the score which is based on the triangular number series, so sets score increasingly well as they get larger (or badly if they score negative points of course) .

Coloretto
– Image used with permission of BGG contributor punkin312

Cobalt  quickly got to grips with the game, but played it safe by taking the bonus score cards. Pine went for a specific set of colours and Green ended up with several that he could build on.  As the game progressed, Cobalt continued to play cautiously and kept the number of colours he had small. Green had several colours, but a few sets were building to a significant number.  Meanwhile Pine’s attempt to keep to specific colours was failing and although had lots of one colour, just couldn’t get the others he wanted.  The final round featured a golden joker which took a little while to work out the rules for.  Despite being very pretty, it turned out that it wasn’t such such a good thing after all, especially at the end of the game. Pine ended up with it and took another random card, which didn’t help him, but didn’t hurt him either.  It was very close, but in the final scoring, Cobalt’s cautious approach kept his negative points down to just one, but his positive score had also suffered. It was Green that topped the podium though, with five points more than Pine.

Coloretto
– Image used with permission of BGG contributor punkin312

Cobalt and Green were chatting while Pine was side-tracked by the eye-catching alpaca on the neighbouring table.  Eventually Cobalt called it a night, and Green and Pine contemplated playing something and had just decided to play a quick game, when Black and Purple arrived. They were delighted to find that cakes had been saved for them (with suitably coloured meeples), and the foursome settled down to a game of Splendor.  This is another light, set collecting game that we’ve played a lot.  With simple choices, we find it a relatively relaxing game to play and perfect in the circumstances.  The idea is that players use gem tokens to buy cards, which in turn provide permanent gems that can be used to buy other cards.  Some of the high value cards also give points and players who collect enough of the right gems may earn a visit from a Noble giving them more points – first player to fifteen points is the winner.

Splendor
– Image by BGG contributor zapata131

Everyone followed their own strategy, but it looked like opal (black) and diamond (white) gem cards were the ones that everyone would need due to the Nobles and very few blue sapphires and green emeralds. Purple managed to corner the market for diamonds causing everyone difficulties.  Green was building up red rubies and opals and also going for high scoring cards and Black was managing to gain lots of opals and was quietly beavering away. Pine seemed to find himself in all sorts of trouble as he just couldn’t get the cards he needed with everyone else nabbing them just before him.  It was beginning to look like Black was going to win, but suddenly Purple’s hoarding of diamond gems paid dividends as she was able to grab nobles one after the other and reached the magic fifteen points before anyone else, and exactly one turn ahead of Black as it turned out.

Splendor
– Image used with permission of boardgamephotos

Meanwhile, on the neighbouring table, Altiplano had been going for some time.  It had been the “Feature Gamea few weeks back and everyone had really enjoyed it as it gave a new spin on the “bag building” mechanism used in another game we are very familiar with, Orléans. The games are similar in that each player has their own player board, draws “workers” out of their bag and then plays them onto their board before everyone takes in it in turns to carry out the associated actions (one at a time).  The biggest fundamental difference between the two games is that in Altiplano, when tokens are used, they don’t go straight back in the bag as in Orléans, instead, they go into a separate box.  The tokens then only go back into the bag once everything has been used and the bag is empty.  This reduces the lottery element and as a result the game is a lot less forgiving to a poorly controlled bag, but players have much more control if they can find a way of using it.

Altiplano
– Image used with permission of BGG contributor JackyTheRipper

The games are visually very different too, with everything set out on a central player board in Orléans, which also features a map which players are trying to navigate and build on.  There is no map, in Altiplano, but there is still a spacial element to the game:  the central play area is made of locations arranged in a circle and only certain actions can be carried out in each one.  For example, if players want to sell goods, they must be at the Market, and must have the relevant goods placed in the Market spaces on their player board.  Before or after their action, players can move, but movement is very restricted.  Players begin with one card that can move up to three spaces in either direction, but they can also “buy” additional moves. And this is where we got the rules wrong.  The correct rules are that players can place a food token onto one of the movement spaces allowing the player to travel just one space (recycling the food into their box).  When these spaces are upgraded with carts, there is still a cost of one food, but now players can move up to three spaces. The rules error was that players couldn’t use the extra movement spaces until they had got a cart, and then they could only travel one space.

Altiplano
– Image used with permission of boardgamephotos

Blue was sure something wasn’t right, but was too busy checking other things and answering questions that she didn’t get to find what the problem was until the game was nearly finished.  At this point, Pink informed everyone that he hadn’t been listening to the rules outline and had just been “playing correctly”.  The problem with this is that in a game as tight as Altiplano, even the smallest of changes can have unpredictable consequences.  Last time, Green had been taking a token when he bought Cottage Cards (in effect using them as Canoe Cards); although he had only benefited from a couple of extra tokens, he would have been able to use them several times, and as one of them was Stone it would have helped him to get extra tokens out of his bag, and taking the last Glass token ended the game prematurely etc.  Thus, in this game in particular it is impossible to unravel mistakes and try to work out what effect it might have had, though both Blue and Burgundy felt they would have benefited hugely had they been able to take those extra moves.

Altiplano
– Image used with permission of boardgamephotos

Aside from that, the game was mostly played according to the rules.  Pink went for a warehouse strategy concentrating on trying to obtain high value goods, in particular Silver and Wool. Burgundy really struggled at the start and in the end just tried to get hold of any resources he could, and then send them off to his warehouse.  Blue started off really well, but her game stalled in the second half when she ended up with a lot of stuff in her bag that ended up blocking spaces she wanted to use and slowed down the rate she was drawing the tokens she wanted.  While trying to sort out the mess she commented, “I’m going to stuff my whorehouse,” which gained a lot of sniggers from the neighbouring table.  The game was a bit of a mystery to Ivory and he kept saying that he could see how the game worked, but not where he was going to get any points from.  That said, he managed to get nearly a hundred of them giving him a very creditable score for a first try especially given the rules error and the haste they had been explained in.  He probably raised the biggest laugh of the night as well when he sighed deeply and announced, “I think I’m just going to have to get my wood out!”

Altiplano
– Image used with permission of BGG contributor JackyTheRipper

Blue had fulfilled more contracts than anyone else and had the vast majority of the glass, but it wasn’t enough.  It was very tight between Pink and Burgundy in first and second place though—Burgundy had more goods in his warehouse, but Pink’s were generally of a higher value.  In fact it was so close that it called for a recount, just in case.  It turned out that the scores had been correct though and Burgundy’s hundred and fifty-two, just edged out Pink who finished three points behind.  Comparing the totals to those achieved last time showed how much everyone has improved since the winning score for that game was a hundred and three.  The reason for that is probably largely the fact that everyone is getting better at controlling the contents of their bag.  As Pink pointed out, it really is critical to get rid of things that aren’t wanted, otherwise you end up in the mess Blue got herself into.

Altiplano
– Image used with permission of boardgamephotos

Learning Outcome:  Don’t put wooden meeples on cakes, they are too chewy…

18th September 2018

While Blue and Burgundy finished their tea, Pine, Black and Purple squeezed in a quick game of Coloretto.  This is a simple little game and inspiration for the more popular (though arguably not better), Zooloretto.  A set collecting game, the idea is that on their turn, the active player either takes a truck, or turns over the top card of the deck and places it on one of the trucks.  Each truck has three spaces and players are trying to stack the trucks so that when it is their they can get what they want.  In practice, the game doesn’t work like this at all, and players spend most of the time trying to avoid giving everyone else a combination they want.  At the end of the game, players choose three sets to score positively, while all the others score negatively.

Coloretto
– Image used with permission of BGG contributor of punkin312

The clever part is that the score (positive or negative) depends on the number of cards, according to the Triangular series.  This means that one card only scores one point (positive or negative), but a set of six will score twenty-one points.  This players generally don’t mind lots of cards that aren’t part of their three top sets, so long as they are all different colours; the problem comes when they have sets of a significant size…  Purple started off best as Black ended up with too many negatively scoring cards.  Pine put up quite a fight, but in the end Purple was too strong and won the game with forty-seven points, ten more than Pine in second place.

Coloretto
– Image used with permission of BGG contributor SergioMR

Once food had been dealt with, the usual debate as to who wanted to play what began.  Aside from Pine and Purple, everyone was keen to play the “Feature Game”,  Endeavor: Age of Sail, the new, deluxe edition of Endeavor, a game we’ve enjoyed a few times. The new edition is particularly shiny with lots of KickStarter exclusives, including a new game element, “Exploits”.  Pine and Purple were a bit reluctant as they thought it would be very “thinky”, but everyone who had played it before tried to reassure them that it although it was a little challenging, it wasn’t a long game and was usually over in an hour or so.  Things were complicated by the fact that it was a quiet night and with only six people, we didn’t want to leave the “two Ps” in a pod by themselves as that’s a bit unfriendly.  We had two copies of the game, so Blue, who was a little under the weather volunteered to teach them the basic game (i.e. without the “Exploits”).

Endeavor: Age of Sail
– Image used with permission of boardgamephotos

There are seven rounds, each with four phases which roughly correspond to the four progress tracks on each individual player’s board.  In the first phase, Building, each player chooses a building from one of five levels, depending on their position on their industry (Building) attributes track.  Everyone starts at zero, so everyone has to pick level one buildings in the first round.  The buildings give players abilities and/or actions as well as helping them along the other attribute tracks, In the first game, Blue went first and started by picking a Workshop, which gives two extra industry points (and she hoped might let he build more exciting buildings earlier); Purple followed and also took a Workshop.  Pine decided to go for something different and picked a Shipyard which gave him one step on the Culture (Population) track and additionally gave him a shipping action.

Endeavor: Age of Sail
– Image used with permission of boardgamephotos

The second phase can be carried out simultaneously and each player moves population tokens form their supply into their Harbour space where they need to be so they can use them later.  At the start of the game, everyone could take two population disks, even Pine with his Shipyard as it only added one step along the Culture track and it needed two before he could take an extra.  That was to change quickly though, as Pine concentrated on building up his Culture and the number of population tokens he could take as he felt this would give him extra actions.  In order to make best use of it though, he would also need the buildings and the ability to vacate them so he could use them again.  Buildings are vacated in the third phase, where the player’s Wealth is used to pay the population and move markers off the buildings back to the Harbour.  Again all players can do this simultaneously and obviously nobody could do anything on the first round though this aspect becomes  increasingly important as the game progresses.

Endeavor: Age of Sail
– Image used with permission of boardgamephotos

The final phase is the Actions.  This is the guts of the  game, and is also the most complicated part.  The idea is players take it in turns to carry out actions by either placing Population discs onto their buildings or playing action tokens they have picked up during a previous round.  There are five basic actions:  Ship, Occupy, Attack, Pay workers and Draw a card from one of the colonies.  At the start of the game the only action available was really Occupy, through the Colonial House that everyone started with.  This enabled Purple, Blue and Pine to place a second population disk in one of the cities and take the Asset disk that was placed there at the start of the game.  In the first round, there really doesn’t seem to be much in the way of decision making in this game, but those few decisions are really critical as everything builds on them.  For example, each city has an Asset disk placed at random during set up.  These enable players to progress along the Asset tracks and the associated abilities enable them to build and carryout more actions.

Endeavor: Age of Sail
– Image used with permission of boardgamephotos

Shipping for example, involves placing more population disks, this time on shipping routes to the colonies.  These also give Asset disks, but the real benefit comes when they are completed and the region is “open”.  At this point, players can Occupy cities in the region, and also Draw cards from the associated deck, giving more Asset points as well as Glory (Victory) points.  At the end of the game each city is worth one (or in some cases two) points, but if a player controls two connected cities, they also control the link between them, each of which is worth another point.  For this reason, players might want to Attack a city occupied by another player.  This is expensive (war always causes collateral damage) and both players lose a population disk as a result, but fighting can be worth while.  Both Blue and Pine had the wherewithal for attacking, but thanks to  mutually assured destruction, they just sat and watched each other for a round or so until Blue decided she really wanted one of Pine’s cities and used her Fortress to pounce.

Endeavor: Age of Sail
– Image used with permission of boardgamephotos

Pine got his revenge shortly after, with his Barracks, but the battles had been costly (even to Pine with his large population), and the protagonists retreated and licked their wounds.  While the others were playing “Tit for Tat”, Purple had been making progress on the shipping track in the Far East and had started in South America.  The fighting wasn’t over yet though, and Purple had a go at Pine who promptly got his own back.  Before the game Blue, Green and Burgundy had all agreed that Endeavor was a surprisingly short game, but it was clear that Purple and Pine weren’t really convinced.  Before they knew it though, it was time to add up the final scores.  Points were available for progress on the Asset tracks, for occupying cities, for occupying linked cities, and on some of the cards.  The catch though is that at the end of every round, players have to check they are far enough along the Influence track to be able to keep all their cards.  The problem is, that for every card that is returned, all the assets it provides are lost as well.  As Blue and Pine had cards to return, there was a bit of Maths to be done to work out which was the best card to lose.  Given that Pine and Purple had never played before (and Blue had been a bit under the weather so her explanation wasn’t the greatest), it was a remarkably close game.  Experience told, however, and Blue finished in first place a little ahead of Pine who was just very pleased that nobody had taken advantage of the slavery option.

Endeavor: Age of Sail
– Image used with permission of
boardgamephotos

Meanwhile on the next table they were still playing, though the final round was just coming to an end.  Everyone in this game had played it before (though Black needed a reminder of the rules), so they chose to play with the new Exploits.  By random selection  the “Imperialism” (some routes “blocked” and give bonuses points if they are opened); “The Haitian Rebellion” (enables cards to be removed from the deck either to stop others getting them, or to clear the way for a better card; points are awarded if enough cards are removed), and “The Jesuit Missionary” (in exchange for attributes players can build churches in cities for extra points, or even in empty cities and then immediately occupy them, with extra points for each church built).  Burgundy chose to start the game with the new Merchant Dock building on the other reverse of the Colonial House starting tile.  This gave him an extra coin and a shipping action, while Black and Green opted to stick with the traditional building which gives an occupy action.  Burgundy used his alternate strategy to steal a march on shipping into Africa, while the others began building a presence in Europe.  Both Black and Burgundy quickly went for the extra bricks from the buildings to move up the Building track while Green tried to expand his Shipping options.

Endeavor: Age of Sail
– Image used with permission of boardgamephotos

With his Merchant Dock, Burgundy was able to quickly build some of the bigger buildings and take a controlling stake in Africa, although both Black and Green managed to sneak in and maintain a presence.  Green concentrated on linking European cities gaining a lot of population bonuses and so always had enough people to do all his actions, especially when he built a Bank giving him an “coin” so could always pay his workers.   Burgundy was the first to be nasty by attacking Black in taking the linking token. By the middle of the game Black and Burgundy were able to build level three and level four buildings, while Green was still stuck level two buildings only.  His population was soaring though and and the on/off war between Black and Burgundy was keeping their holding back their populations somewhat.   Burgundy and Green went on to open two new regions (Caribbean and South America), followed shortly by Black trying for North America.

Endeavor: Age of Sail
– Image used with permission of boardgamephotos

During the latter part of the game, Green was the only player in South America, while everyone had a presence in all the other regions.  Burgundy dominated in the Caribbean though and Black had a strangle-hold on North America and India, and soon followed them with Asia.  As a result of these regions being opened, the Exploits became “open” as well.  Burgundy and Green were first up with the “Hiatian Revolution”, but initially only Burgundy took the opportunity to utilise it.  Later Green opened “The Jesuit Missionary” and then used that to great effect and suddenly he had cities and connections all over the board.  Although he could not get a particular link he wanted as someone else was occupying the city, he suddenly realised that he did have a spare cannon token and could actually make use of his (by now) vast population and claim the city for himself.  Black was the only one who was able to use the ‘Imperialism’ exploit and managed to clear a couple of blockages in the last couple of rounds.

Endeavor: Age of Sail
– Image used with permission of boardgamephotos

And then suddenly the game was over.  It looked like a Green was home and dry as his board presence was very high, but Black had a large number of points from his cards and Burgundy had progressed well along his Asset tracks.  In the end, however, it was Green that scored the most by a reasonable margin (even after removing the four extra Wealth points he had forgotten to discard in the last round, due to card losses).  But what about the exploits?  They had not come into play until the last couple of rounds and seemed to be of varying impact.  The “Jesuit Missionary” had clearly been used to great effect by Green, not so much for the points for the churches (a maximum five), but for the ability to claim cities and their respective tokens and the link tokens, which of course enabled even more scoring.  Maybe if someone else had been able to get a presence in South America and also use it, it might not have felt quite so powerful.

Endeavor: Age of Sail
– Image used with permission of boardgamephotos

The “Haitian Rebellion” was sometimes helpful to remove unwanted lower point cards, but it was worth nothing when it came to end game scoring. Only Black was able to make use of the “Imperialism”, but it was so late in the game it only gave him a couple of extra points and not really enough extra tokens, though it may have had a more positive effect had it been earlier in the game.  Overall though, the Exploits were a nice addition that did not detract from the feel and essence of the base game, but changed it enough (in the end) to notice their presence and draw them into the game.  With fifteen in total and only three used per game, there are a lot to try (and there is also the extra mini expansion with some extra useful buildings as well).  In conclusion, with nice pieces and something new, this KickStarter edition has really breathed new life into a old great game, and we are likely to be playing it for a little while longer yet.

Bohnanza
– Image by boardGOATS

With Endeavor over, Green wanted an early night, but there was still time for one more game.  As Blue had picked up Pink’s new Spanish copy of Bohnanza from last time, there was really only one  game to play.  The first challenge was getting the setup right for five – it turns out that the Spanish edition is a little different and the question was whether Blue’s Spanish was up to the job.  She muddled through and everyone was only slightly confused by the different bean names.  Nobody needed reminding of the rules once we’d got going (plant one bean, and another if you like before turning over two cards from the deck and planting or trading them, make any extra trades you can from your hand and draw cards from the deck, but DON’T rearrange your hand!).  Unusually, it wasn’t as tight as this game often is; Burgundy and Pine did well and made the podium, but in the absence of Red, Blue finished in front with twenty two.

Bohnanza
– Image by boardGOATS

Learning Outcome:  boardGOATS don’t approve of Slavery.

4th September 2018

Blue, Red, Burgundy and newcomer, Mulberry, were finishing their food when Pink arrived after a long drive from the north-east.  While he was waiting for his food he opened a very special present Red had brought back from Spain for him.  Pink and Blue have quite a few games and for various reasons there are one or two that they have multiple copies of.  However, there is one game that they have many, many copies of.  Ironically it is a game Pink doesn’t even like playing very much, and yet, it has become a bit of “a thing” that every time Pink goes to Essen he comes back with yet another copy (ideally in a different language, but often just another German copy).  Red has strong opinions about this particular game though, and believes that by far the best language to play it in is Spanish, so kindly brought Pink a copy back from Spain to add to his burgeoning collection.  As he began to unwrap it, Pink took a few moments to realise what it was, but was really touched by this very special gift of Bohnanza.

Bohnanza
– Image by boardGOATS

There wasn’t time to play it before food arrived, then everyone else was turning up and the “who’s going to play what” debate began.  The “Feature Game”, Keyflower with the Farmers expansion had been Pink’s request and Keyflower is one of Blue’s favourite games, so they were a bit of a foregone conclusion.  They were quickly joined by Burgundy who is also very fond of the game, and Ivory who was keen to see if the expansion changed the balance and the strategies available.  Since that was likely to be the long game, they got on with it while everyone else sorted themselves out.  Keyflower itself is not a complicated game mechanistically, though it has an awful lot of depth.  Over four seasons, players are simply taking it in turns to bid for tiles to add to their village or use tiles available in the villages or the central display.  The clever part is that bidding and using tiles are both done with meeples as currency and players must “follow suite”, that is to say, use the same colour if the tile has already been activated.

Keyflower: The Farmers
– Image by boardGOATS

In Keyflower, the depth is generated by the actions available on from the tiles and their interaction, added to the fact that except when playing with a full compliment of six, only a subset are used, and these are drawn at random.  This means that one of the most important aspects of game play is to keep as many options open as possible since everything is likely to change in the final round.  This is not only because some tiles don’t appear, but also the fact that there is always someone who will make it their business obstruct even the best laid plans.  Thus it is vital to have at least two ways ways out.  Adding The Farmers expansion exacerbates this as it introduces lots more tiles so each one is less likely to be revealed.  This is a potential problem when trying to “play with the expansion” as it is perfectly possible that none of the Farmer tiles are introduced into the game.  To prevent this, some tiles were drawn explicitly from the Farmers set.

Keyflower
– Image by boardGOATS

The Farmers expansion doesn’t change game play much, it just adds depth by the addition of farm animals as another means to score points.  The idea is that animals are kept in the fields that are formed by the roads in a village.  Each field that is occupied scores points depending on the type of animal or animals in it.  Thus each field with sheep in it scores one point, each field with pigs scores two and each with with cows scores three points.  These scores are increased for villages with special tiles, like the Weaver, which increases the sheep score to three per field.  Animals in a field another of the same type breed at the end of each season and can be moved in a similar way to resources.  The expansion also introduces Corn to the game, which allows players to enhance their movement actions.  Otherwise, the game with the expansion plays in much the same way as the basic Keyflower game, takes a similar amount of time and requires a similar blend of tactical decision making and strategic planning.

Finca
– Image used with permission of BGG contributor garyjames

Meanwhile, everyone else had divided themselves into two groups of three and had begun to play.  Pine joined Red and Mulberry in a game of Finca.  Pine had played it before, but a long time ago so Blue took time out from setting up Keyflower to explain how to it worked.  It’s a very simple game of set collection with beautiful wooden fruit that’s now nearly ten years old.  At its heart is an interesting rondel mechanism.  On their turn, players choose one of three possible actions:  move around the rondel and collect fruit; use a donkey cart to deliver fruit; or carry out an action with one of the special, single use tokens that each player starts the game with.  There are some lovely features about the game.  For example, players move as many spaces round the rondel as there are workers on the space they started on and the number of fruit they get depends on the number of workers on the space they finish on.  As players have four workers each, there are lots of factors to consider when choosing which worker to move.

Finca
– Image by BGG contributor kneumann

Investing wisely is the key to the game, and Pine went for variety while Mulberry specialised more, particularly in figs and oranges.  It was the figs and oranges that won the day with Mulberry finishing with fifty-one points, just four ahead of Red who’d had lots of fruity fun with Finca.  With that finished, Red spotted Yardmaster in a bag, one of her favourite games, and decided to introduce Mulberry to it.  It is quite a simple game and was described by Mulberry as “UNO with trains”.  Players are building a locomotive by drawing cargo cards and using them to buy railcar cards from the four face up cards in the middle.  The game was very close, but it was Red’s experience that was key, giving her a two-point winning margin over Mulberry in second place.  With that done, they moved onto another old favourite, 6 Nimmt!.

Yardmaster
– Image used with permission of BGG contributor moonblogger

6 Nimmt! gets played a lot, but it’s unusual that we play it with so few players.  The idea is that everyone chooses a card and then players add them to one of the rows, in ascending order adding them to the row ending in the highest card that is below the card they are playing.  The catch is that when a sixth card is added to a row, that player picks up the first five cards.  The game really is at its best with more players where the simultaneous card selection adds mayhem.  They just played the one round; perhaps Mulberry misunderstood and thought the idea was to collect “nimmts”, but either way, she top scored with twenty-one – quite an achievement with only three players and only one round!  Red did rather better and finished the winner with just two “nimmts”.

6 Nimmt!
– Image by boardGOATS

On the neighbouring table, Green had joined Black and Purple and they started out with this year’s Spiel des Jahres winner, Azul.  This is a really an abstract game with only a loose theme of tiling a palace, but unusually, nobody seems to mind and we’ve played the game a lot with multiple copies in the group.  The game is really just a set collection game, similar to Finca and Yardmaster, but with an added spacial factor as tiles have to be placed to score points.  Tiles are chosen from “factories” with those that aren’t taken going into a central pool.  Since players can only take one colour at a time and must always take all the tiles of that colour in that location, they can easily end up with not quite enough, or even too many scoring negative points. Although it is not really an aggressive game, it is remarkable how much damage players can do to each other.  Landing too many tiles is bad, but it is arguably worse to get “not quite enough” as it inhibits options in the next round too and therefore can affect the whole game.  As we’ve played it a lot, we all have a good understanding of how to play, so unless someone gets things very wrong, games are often close, making them quite tense affairs.  This was no exception, with Purple just taking the honours with sixty-three points.

Azul
– Image used with permission of boardgamephotos

To alleviate the stress of Azul, the trio moved on to play Om Nom Nom, a light “dice-chucker”  This needs a similar sort of double think to 6 Nimmt!.  The idea is that the board is seeded with dice populating the lower levels of three separate food chains.  Then players simultaneously select an animal card to play, populating the higher levels of the food chains.  The idea is that cards played at the top of a food chain will eat those immediately beneath it.  So if there is a juicy bunch of carrots rolled, is it best to play the rabbit and risk getting eaten by a fox, or is it better to play a fox and gamble on everyone else being tempted to play rabbit cards?  Often the wisest move is not to get involved, but if everyone adopts that approach, the carrots get left and everyone is now playing in the more confined space of two food chains.  Sometimes the game is very tight, but this was not one of those times.  Black took five cheeses in one round and finished some twenty points ahead of everyone else.

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

The other games were still going and nobody fancied anything particularly taxing, so after a brief hiatus, Splendor got the nod.  Yet another set collecting game, it is also very simple and surprisingly popular in our group.  There is a remarkable amount of thought necessary for the apparently simple choose three different tokens or buy a card.  Many people seem to think it is a trivial game, but for us, it has the right balance of strategy and tactical thinking to make it the perfect game when people are tired but still want something that provides a little bit of interest.  We’ve played it a lot, and almost inevitably, Burgundy wins.  One of the factors in choosing the game was the guarantee that he wouldn’t win this time as he was engaged elsewhere.  In the event, it was another close game, with Green and Black very close to finishing, but Purple just getting to fifteen points first and ending the game before they could catch her – her second win of the night.

Splendor
– Image used with permission of boardgamephotos

We were about an hour into our respective games and Blue was concentrating deeply on her next turn in Keyflower, when her village was suddenly and unexpectedly improved by the addition of a very fine chocolate cake complete with candles.  Much to her embarrassment, it was also accompanied by singing.  There was a brief interlude while Blue blew out her candles and cut up the cake, admired her quite a-llama-ing card, everyone consumed the really rather delicious cake (Waitrose finest no less), and Burgundy made sure there wasn’t even a pattern left on his plate.  And with all that done, the games continued.

Cake!
– Image by boardGOATS

Keyflower continued after cake and the strategies were beginning to become clear.  Ivory, Blue and Pink were going for animals, while Burgundy’s plans had been undermined by both Blue and Ivory and was trying to make something from his very, very small village.  With the arrival of Winter, players had to put in their choice of the tiles they’d been given at the start.  Much to Ivory’s disgust, someone had put in the Dairy which increases the score for fields with cows in them.  Since neither the Cow Shed tile nor the Ranch tile had been drawn in Autumn, nobody had any cows so the Dairy was a waste of a Winter tile.  This meant there was even more competition for the other tiles, and there weren’t many of those as players can put only one tile into the mix.  Burgundy got his Key Market which nobody else had any real interest in, Blue took the Hillside, but lost out on the lucrative Truffle Orchard to Pink.

Keyflower
– Image by boardGOATS

Ivory took the Mercer’s Guild and the Scribes after a brief tussle with Blue.  It was quite tight with everyone getting points from different places and it was clear the tiles everyone picked up in the final round made all the difference.  Ivory, Blue and Burgundy had spread their points about, while Pink put all his eggs (or rather pigs) in one basket, but it paid off, giving him a massive forty points and seventy-three points overall, four more than Blue in second place.  Everyone had enjoyed playing with the expansion, particularly Ivory who felt it had added more depth.  Although Ivory had to go, there was just time for a quick game of 6 Nimmt!, so Pine took his place and the foursome played a couple of hands.  In the first round Burgundy and Pine competed for the highest score with twenty-five and twenty-seven points respectively.  In the second round, Pine picked up what might be a record score of forty-five.  At the other extreme, Blue managed to keep her score down to eleven, and added to the three in the first round that gave her a clear victory—just in time for her birthday at the end of the week.

An Empty Plate!
– Image by boardGOATS

Learning Outcome:  Sometimes a pig strategy brings home the bacon!