Category Archives: Games Night

5th April 2016

Despite a few regulars being away, there were still enough people for two games and the first group opted for the “Feature Game”, Agricola, a highly regarded game about medieval farming.  Agricola is a worker placement game where players take it in turns to deploy the members of their farming family in activities.  At the start of the game there are very few actions and each  player only has two members of their family, but as the game progresses the number of possible actions increases, but players also have the opportunity to expand their families. Each player has a farm which consists of a three by five grid of spaces and at the start of the game two of them are occupied by a two-room wooden hut.  During the game, players can expand their hut, upgrade their wooden shack to a brick or stone house, they can plough fields, enclose land to keep animals and grow vegetables and wheat.

Agricola
– Image by BGG contributor BeyondMonopoly

The game is played over fourteen rounds with harvests at intervals after which the family must be fed.  Failing to feed the family results in them going hungry and having to beg for vittles which costs points at the end of the game.  Points are awarded for almost everything, but the most successful players are usually those with a thriving farm that makes full use of all the available land and sustains a large family living in a big farmhouse.  The game can be played as a family game, or, for more experienced players, occupation and minor improvement cards can be added.  It had been quite some time since some of us had last played Agricola, and others had never played it, but those of us who were familiar with the game were keen to play with the cards.  When playing with cards it is common to “draft”, i.e. use the primary mechanism found in games like 7 Wonders, Sushi Go! and Between Two Cities where each player chooses a card from their hand before passing it on and choosing the next card from the hand they receive (passing that on until there are no cards left).  The advantage of this approach is that no single player gets all good (or bad) cards by chance, but the disadvantage is that it is very hard to choose cards when players are new to the game and unfamiliar with which cards might work well.  For this reason, drafting wasn’t really an option.  The copy of the game had been “pimped” with shaped wooden resources to replace the original cubes and discs from the base game.  This, combined with three different decks of minor improvements and tight space enhanced our initial confusion, but we did eventually get ourselves sorted and chose the basic “E” Deck.

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

Green started off by learning a new occupation: Reed Collector; reeds are important for house building.  Having looked at his cards in hand, he had a plan:  he also had the Renovator which would reduce the cost to upgrade his farmhouse, so he thought he could expand his wooden house and then upgrade it on the cheap. He also had the Chiefs Daughter who would give him an additional three points if he successfully upgraded his house to stone. Meanwhile, the others set about collecting resources as a base from which to build their farms.  Indigo quickly learnt the second occupation of the game: the Hedge Keeper which would enable her to build three additional fences each time she built at least one – impressively powerful we thought at the time, especially at end game for filling unused spaces.

Agricola
– Image by BGG contributor lolcese

The first rounds were a lesson in frustration as resources and actions were limited and we all found ourselves unable to get what we needed and do what we wanted, a problem compounded by only having two farmers each.  Progress on the farms seemed slow; Green, Pine and burgundy seemed more interested in home improvements than actual farming and at one point it looked like we should have renamed the game, “Yuppy-ville”.  Green then invested in a canoe and went fishing a lot:  was the price of farming so high he was going into retirement before he got into a financial mess?  Despite her highly prized hedge making ability, it wasn’t Indigo who fenced in their first field but Pine, which he promptly filled with the four sheep that no-one had been able to find a home for previously.  This was especially funny since, as the vegetarian of the group, he had planned to make his and arable farm rather than a pastoral farm.  Still sheep are good for wool, so his moral stance was intact, for the moment, at least. Released from Market, Pine’s sheep quickly produced a nice spring lamb for our intrepid veggie farmer, to keep as a pet in his farmhouse.

Agricola
– Image by boardGOATS

Burgundy meanwhile had made use of his special ploughing skills to turn over two fields in one go, but that was about as far as they went for many rounds.  Although he was forced into a fallow strategy (not one that scores any points or subsidies in this game), he wasn’t complaining. That was reserved for anyone else who took the available wood before he could reach it.  This forced Burgundy into becoming a bit of a clay specialist which meant he was able to build an oven before anyone else, something he desperately needed to feed his family since there was so little actual production going on on his farm.  In keeping with his non-farming, farming strategy, Burgundy was also the first to renovate his home, twice in quick succession to a give him a grand two room stone cottage.  Pine and Green followed and extended their wooden shacks. This gave Green room to grow and he became the first player to gain an extra farmer.  Pine quickly followed suit, but his attempts to grow vegetables was being scuppered by everyone else taking the one available “Plough & Sow” space before him. So, with a tear in his eye, he was forced to build an oven and take some of his precious sheep to the abattoir.

Agricola
– Image by BGG contributor HRune

Our farms were slowly growing.  Green still only had one ploughed field and no pastures, but he had learnt several trades, built a number of improvements to his farm and extended his modest cottage to four rooms.  In one move, he upgraded his house to brick and built a clay oven (the one that Indigo had just returned after trading it in for a better model), which enabled him to bake bread and get enough food to feed his burgeoning family.  By this time, Pine had turned into a hardened livestock farmer, his earlier heartache a mere distant memory.  He enclosed his massive second pasture, moved his sheep around and expanded into cattle.  The Master Hedge Maker, Indigo, still had only one pasture and no animals, but the arable part of her mixed farm was very healthy, overflowing with wheat.  The failure of her livestock attempts did not last long either, and she emulated Pine enclosing a large second pasture and captured a couple of wild boar to place in it.

Agricola
– Image by BGG contributor sufertashu

Back on Green’s farm, he had decided that maybe he should do a little farming and finally having got some wood, he built some fences and acquired some pigs. His skill in ceramics had enabled him to get a free pottery and started turning the now unwanted clay into some strange tasting food.  Green then turned his clay house into a stone mansion and quickly fenced in another pasture and got some cattle.  With the game rapidly drawing to a conclusion he had four farmers to work with, but he was still hampered by the availability of resources and actions, often taken by others.  For example, his plans for a third pasture and some sheep were stymied by Pine who nabbed them to add to his ever growing flock.  Meanwhile, Indigo’s farm was flourishing and when she finally got some sheep, it seemed all she needed to to to be able to say she had a finger in every pie was get some some cattle – one was available and she was so keen on it that she let it live with her in her own house.

RedAgricola
– Image by boardGOATS

In contrast, Burgundy’s whole game seamed to have constantly been scuppered at every turn.  Even taking the start token usually only lasted one round and invariably he then seemed to find himself choosing at the end of the round once more. We don’t quite know how he did it, but somehow by the end of the game he had filled every space on his board – clearly he got that wood and fencing in the end.  With only two rounds left, Pine finally moved into wheat and vegetables.  Discussing the game afterwards he commented that he’d been dealt a poor set of cards at the start and on reflection they did look like a very difficult set to work with.  On the other hand, Black on the next table piped up that the cards were not really all that important.  While that may be the case, in this game Green was the winner primarily thanks to having played a great set of cards. In fact, of his forty-three points, he scored twelve from his cards, which was seven more than anyone else.  In contrast, Indigo’s balanced farm netted her a solid second place, just six points behind.  Were the cards that important?  We’ll play it again sometime soon and maybe find out.

Agricola
– Image by BGG contributor nolemonplease

On the other table, meanwhile, The Voyages of Marco Polo was getting a second outing after its introduction at our last meeting.  The game is played over five rounds with players recreating Marco Polo’s journey to China via Jerusalem and Mesopotamia and over the “Silk Road”.  Each player has a different character and special power in the game.  Each round, the players roll their five personal dice and can perform use them to perform one action each per turn.  The actions include:  gathering resources, gathering camels, earning money, buying purchase orders and travelling.  The game ends with players receiving victory points for arriving in Beijing, fulfilling the most purchase orders, and having visited the cities on secret city cards that each player gets at the start of the game.

The Voyages of Marco Polo
– Image used with permission of
BGG contributor bovbossi

Purple (who also played last time) decided to try the teleporting trader, Johannes Caprini again and work more on getting contracts.  Last time, we realised that taking an action first was a huge benefit because it avoided the problem of having to pay to take actions.  So, after that, Black chose Berke Kahn which would allow him to choose actions already taken without having to pay.   Scarlet, who was new to the game, opted for Wilhelm von Rubruk (played by Black last time) for the extra trading stations.  Also new to the game, Pink, felt that having an extra die and contract each round would give her the edge, and chose with Matteo Polo.

The Voyages of Marco Polo
– Image used with permission of BGG contributor punkin312

Despite her teleporting ability, Purple was unable to get to Beijing, but she was the only one who hadn’t made it across the board for the extra points by the end of the game.  It seemed her extra experience could not help her make full use of her special power as she failed to complete her second destination card as well.  Reading opinion of this character on BoardGameGeek, it seems Purple’s fondness of this character is rather misplaced, as it seems to be universally felt to be a poor one to get to work.  Scarlet had done rather better with his choice it seems, although he just failed to get his extra houses out, which is a tough ask in this game.  Others who play this character seem to get varied results, though perhaps for people that can make it work, it can do really well, but otherwise it can trip players up.  The general opinion on Matteo Polo also appears to be good; sometimes it can work really well, but it is never a hindrance.  Pink, however, just struggled to get the game to work for her and it just didn’t seem to fire her enthusiasm. She failed to complete either of her destinations and only managed to place three “houses” and generally found the game difficult all the way through.

The Voyages of Marco Polo
– Image used with permission of BGG contributor henk.rolleman

Looking back at the last time we played, as well as Johannes Caprini and Wilhelm von Rubrukand, we used Mercator ex Tabriz and Kublai Kahn.  Mercator ex Tabriz (who gives the player a free resource when others use the market) seems to be widely regarded as the best character, however, Pine really struggled with him. In contrast, Kublai Kahn appears to be seen as a middling character, who is very reliant on how the city bonuses fall – last time they fell well for Green who made good use of them, but the character could be a lot less effective if the bonuses were less favourable.  There are two characters we have not yet played, Raschid-ad-Din Sinan and the pairing of Niccolo and Marco Polo.  Even though Raschid-ad-Din Sinan looks good (he allows the player to choose their own dice values), it seems most players only rate him average.  Maybe it’s because poor dice rolls can be compensated for and turn into good ones, so the actual values rolled are of less consequence to the game than might be thought initially.  The pairing of Niccolo and Marco Polo can be difficult to make work as two characters does not mean twice the resources, quite the opposite and they can get stuck in a city, although with less players it is felt they might do better (as there are less opponents to steal the city bonuses first).

The Voyages of Marco Polo
– Image used with permission of BGG contributor henk.rolleman

So clearly, although some characters might have a tendency to be more useful than others, ultimately success depends on circumstances and how well the player uses that character.  This was also the case for this, our second game where Black finished first with a massive fifty-eight points, a combination of a good character played effectively. On the geek there seems to be a general consensus that Berke Khan is one of the top characters in this game, demonstrating others appreciate the power of not having to pay for actions. With Agricola still a few rounds from finishing, there was time for a quick game of Click & Crack, a game of simultaneous action selection game in which the players control two penguins each, walking around on a big ice floe – a cold arctic game to contrast with the heat of the eastern deserts.

Click & Crack
– Image used with permission of BGG contributor aleacarv

Learning Outcome:  Sometimes it is best to put even the most deep-seated moral objections to one side for the duration of a game…

22nd March 2016

Red, Magenta, Blue, Burgundy and Green were first to arrive and decided to get the evening going with a quick light filler.  After a quick debate, we decided that the best fit to the number of players and the time we wanted to fill was …Aber Bitte Mit Sahne (which means “…But Please, With Cream”, though the game is known as “Piece o’ Cake” in English).  This is a cute little set collection game coupled with the “I divide, you choose” mechanic.  The game starts with “The Baker” taking a pile of cake slices showing a selection of different types, and then arranging them in random order to form a wheel of eleven pieces which they then divide into five slices.  Then the idea is that the other players take it in turns to choose which slice to take and how much of it to “eat”.  Points are scored at the end of the game for the player with the most kept pieces of each type of cake and for the number of “blobs” of cream on cake that has been eaten.

…Aber Bitte Mit Sahne
– Image by boardGOATS

In case of a draw, all parties win the pints, but any set that has been not been eaten and is not the largest scores nothing.  Thus, the player dividing needs to try to make sure that they are left with something useful after everyone else has chosen, but at the same time, they don’t want to give away anything that helps the opposition too much.  After dealing out the piles for each round we realised that we’d inadvertently included the wild card slice from the mini expansion, but Blue couldn’t remember the rules, so we decided to take it out and do it again. In the event, the game itself was quite close with Red and Magenta fighting it out for first place and for the most strawberry gateau.  In the end, Red took first place with thirty-two, three points ahead of Magenta with everyone else some way behind.

…Aber Bitte Mit Sahne
– Image by boardGOATS

We were just deciding what filler to play next when Black and Purple wondered in, so we decided to get on with playing something with a bit more bite.  First on the table was the  “Feature Game”, Glen More, which is a tile laying game set in the seventeenth century highlands. Black wasn’t keen as he’d played it before and had felt it was very random.  Blue said she hadn’t got that sensation from reading the rules, but she did think that it had some very different elements to it and had no feel for how to go about playing it.  Magenta and Red commented that they weren’t really selling it and wondered what the alternative might be.  Black suggested The Voyages of Marco Polo and Green was torn as he really wanted to play both.  Although Blue was very interested in playing Marco Polo too it has a reputation for being monstrously long and she has a very strong dislike for leaving games incomplete.  Burgundy had read up on Glen More, so was keen to give it a try as was Blue, so despite its poor billing, Red and Magenta joined them to make a four and they quickly got going.

Glen More
– Image by boardGOATS

Glen More is a strange mixture of mechanisms and it is initially hard to see how they fit together.  The game has an unusual turn order mechanism (similar to that in Tokaido), where the player at the back goes first moving their token along the circular track, choosing a tile the fancy and replacing it with their marker.  They then add the tile to their village and draw a new tile which is placed at the front of the row of tiles (keeping the number available the same throughout the game).  When a player adds a tile to their village they must obey two basic rules:  any road or river on the tile must connect with their existing road or river and the tile must be next to a clansman.  Tiles cannot be rotated and each player starts with a village tile comprising a clansman, a road running vertically and a river running horizontally.

Glen More
– Image by boardGOATS

Once the tile has been placed, all orthogonally and diagonally neighbouring tiles can be activated.  Each tile gives the village some kind of benefit:  yellow and green tiles provide resources, fairs and the like allow players to trade resources for victory points, village tiles allow the clansman to be moved, while distilleries allow the conversion of grain into whisky.  Resources are essential because, as well as the potential to trade them for points, about half of the tiles also have purchasing costs that has to be payed before a tile can be added to a village. Resources can be bought and sold at any time during a players turn, but any that are bought must be used straight away and the cost will depend on the Market which reflects demand.  When a player buys a resource, they place a coin on the market space and the next player must pay one more than the last up to a maximum of three after which, that resource is no longer available.  A player selling resources takes the last available aliquot until there is no money available, after which they can no-longer sell, making currency circulation a contained system.

Glen More
– Image by boardGOATS

Tiles can be activated in any order and then the new “last player” gets a turn.  Since players can move as far forward as they like, jumping lots of tiles if they choose, it is quite possible that a player may have several consecutive turns, alternatively, they may decide to sacrifice turns in order to get a particular tile that is nearer the front of the track.  There are three piles of tiles and interim scoring occurs every time one of the stacks is emptied.  Scoring is also unusual as players score based on the difference between their position and that of the person in last place in that category.  There are three scoring categories:  locations, chieftains  and whisky.  The locations are special tiles which give some special powers that have an impact during the game, but are also a a source of points.  At scoring time, players evaluate how many special tiles they have and then subtract the number of locations held by the weakest player in that category.  This difference is then compared with a scoring table and points are awarded accordingly.  Larger differences return a proportionately larger number of points.  Chieftains and whiskey are scored in a similar way, with chieftains being clansmen that players moved off the board.

GlenMore007
– Image by boardGOATS

For example, in a four player game, if the players have six, five, three and one barrel the “differences” will be five, four, two and zero which translate into eight, five, two and one victory points.  Thus, as the player in last place, picking up a distillery, may actually have a bigger impact on the scores than adding to the scoring category that they are strongest in.  This is because it reduces the number of points held by all the other players, where the difference is large, it can hurt players more efficiently too.  At the end of the game, players also get points for any remaining money, but also lose three points for every tile they have more than than the player with the smallest village.  So, when choosing which tile to take, each one has to earn its keep, in other words, the winning village has to be efficient as well as effective.

Glen More
– Image by boardGOATS

Having explained the rules, everyone was still not much the wiser.  We could all see what the mechanics did, but connecting them together was more tricky and we all felt we could only find out more by playing.  Red went first, but as she had no clue what she was trying to do, she picked a nice looking grain tile that was some way down the track and went for it.  Burgundy and Blue queried it as it meant she was likely to miss a couple of turns, but she said she was happiest that way as she didn’t feel she could make a better, more meaningful decision.  By the next turn she wasn’t  much wiser, but added a distillery to her village, no doubt making her clansmen very happy indeed as she started her whisky production.  Meanwhile, Magenta’s village was already very resource rich and Burgundy had a couple of valuable Fair tiles that he could use to convert resources into points.  Blue had no idea what she was doing, but was certain she wasn’t doing it very well whatever it was.

Glen More
– Image by boardGOATS

By the first scoring round, Red was way out in front with a handful of whisky barrels and a very small village full of very merry Scotsmen.  The lean nature of her village meant that everyone else was feeling the pressure to make every tile count as they knew it would cost them three points at the end.  Despite her huge number of resources, Magenta was  struggling to score points and Burgundy and Blue weren’t doing much better, slightly mesmerised by Red who appeared to be winning by miles despite spending most of it watching everyone else make bad decisions.  Things hadn’t changed much by the end of the second round though it was clear that Burgundy was starting to make his Fairs count by activating them frequently and buying the resources he needed if he didn’t have them.  Blue had picked up a couple of Special Location tiles and had distilled a couple of barrels of whisky, but with nothing like the efficiency of Red.  In the third and final round, Magenta now had the maximum number of resources on most of her tiles and had finally started picking up a brown tiles so that she could make use of them.  Blue managed to get herself in a mess, wanting to pick up a Special Location, but not being able to place it because her clansmen weren’t in the right place.  In trying to fix the problem she tried to be clever and discard a tile, but quickly realised she should have played it instead.  People were starting to run short of money as Magenta starved everyone else of cash by selling only the resources that were in highest demand.  In the corner, Burgundy had finally got his engine working, but it still looked like it was too late to challenge the efficiency of Red.

Glen More
– Image by boardGOATS

With just enough tiles left for one turn each, Blue promoted most of her clansmen to chieftains, Magenta managed to use her Fair to trade five resources for a massive twelve points, Burgundy picked up yet another Special Location and Red asked whether she should have been scoring three points every time she placed something next to her Tavern (which she should, and so should Blue…).  Before the final end of game scoring, Burgundy was some way out in front, but as he also had the largest village he was going to lose an awful lot of points.  Surprisingly, Blue wasn’t far behind, so it all came down to how many points people were going to lose.  In the end there was just one point between Burgundy and Blue, but Burgundy took it with forty-four points.  In the end, Red was some way behind, but as we discussed the game, we felt she had left a lot of points on the table in the final few turns, and it was certainly possible to make a lean village strategy work.  Similarly, if Magenta had been able to activate her Fair just once or twice more, she could have been way out in front.  Nobody disliked the game, but we all felt a little bit non-plused about the experience, as we’d really struggled finding a path through the maze on the first visit (though we didn’t feel it was the luck-fest that Black had described).  In the end, we decided that it definitely needed to be played again now we had a better idea of what was going on and it certainly was different to most other games we play.

Glen More
– Image by boardGOATS

Meanwhile, the other group had settled down to play The Voyages of Marco Polo, which won the Deutscher Spiele Preis last year and was designed by the same pairing that put together Tzolk’in: The Mayan Calendar.  It took a while to set up and explain the rules, especially as Black was the only one that had played it before, and even that was on-line. The game is played over five rounds with players recreating Marco Polo’s journey to China via Jerusalem and Mesopotamia and over the “Silk Road”.  Each player has a different character and special power in the game.  Each round, the players roll their five personal dice and can perform use them to perform one action each per turn.  The actions include:  gathering resources, gathering camels, earning money, buying purchase orders and travelling.  The game ends with players receiving victory points for arriving in Beijing, fulfilling the most purchase orders, and having visited the cities on secret city cards that each player gets at the start of the game.

The Voyages of Marco Polo
– Image used with permission of BGG contributor henk.rolleman

Eventually we were all kitted out with merchants, camels, currency, houses, a contract and a couple of city (mission) cards; all that was left was to choose a character. There are eight different characters to choose from providing a range of different benefits, all relating to different strategies. Black gave a quick run-down of the character abilities, quickly dismissing two of them:  Kubilal Kahn who starts in Beijing as opposed to Venezia where everyone else starts and Raschid ad-Din Sinan who can set the dice to whatever numbers he chooses at the start of the round instead of rolling them.  He dismissed Kubilal Kahn, because he does nothing else for the player, although he does guarantee ten points for placing the first house in Beijing. Raschid ad-Din Sinan was dismissed as Black explained it “broke the game”.  By that he meant that half the fun of the game is based on dealing with the dice players roll, not only must choosing the dice numbers take an age to decide, it also removes an element of luck and challenge.

The Voyages of Marco Polo
– Image used with permission of
BGG contributor bovbossi

Pine, the start player, got to choose first and went for Mercator ex Tabriz, who we had all made positive, “Oooh! That’s nice!” noises about when it was explained.  This would give Pine one resource every time someone else collected something in the market, quite handy. He thought that this would push him to a contract completing strategy.  Green was next and went for Kubilal Kahn, despite Black’s dismissal. He felt that being on the other side of the board to the others would mean he was not in competition for the bonuses, and the neighbouring city would give him a free choice bonus at the beginning of the round, a handy one to have at the start of the game. He wasn’t too sure about his plans, but placing would help gain the city-mission bonuses, so a bit of travelling looked likely.  Purple decided that the ability to teleport across the board from oasis to oasis would really help her complete her city missions and took Johannes Carprini. Since the board layout is very much east/west with very little north/south crossovers, all the pairs of cities on the mission cards were on different east/west tracks so being able to jump around the board almost at will looked to be very very useful for this strategy.  In addition, the extra three coins at the beginning of each turn was a nice little sweetener.  The experienced Black felt he was up for a challenge and chose Wilhelm von Rubruk which would allow him to place houses in every city he crossed (normally players have to finish in a city to place a house there).  As an additional goal this gave him two extra houses to place after he had exhausted his personal supply for an extra ten points, if he could manage it.  Clearly Black was also going to be doing quite a bit of travelling.

The Voyages of Marco Polo
– Image used with permission of BGG contributor henk.rolleman

Finally the game got underway with the satisfying sound of twenty dice being rolled, then studious silence as we each tried to work out what actions we could do with the different combinations we had rolled.  A reasonable first goal seemed to be to gain the resources necessary to complete our starting contracts.  The first dice placements were benign affairs. Pine was happy as collecting resources from the market proved popular and he quickly completed his first contract. Green also made use of his “free choice” bonus for reaching the small city to enable him to complete a contract.  It was about half way through the first round that the true heart of this game revealed itself:  how to place all your die actions on spaces already occupied by others.  There is cost involved in placing second, and suddenly it seemed that money (or rather the lack of it!) could be a key factor.  In most games, rolling a set of five’s and sixes would be met with squeals of pleasure – not this one.  High dice rolls might unlock some tasty options, but at a price. Finding that you had only a four and a five to place down on the travelling track when you only wanted to move once, was very annoying.  Such a move increases the cost from four (or three if you’re lucky enough to go first) for placing a single pip die to seven, and if you did decide to make use of the extra moves, that will be sixteen in total, and we’ll not consider the cost of three movements!

The Voyages of Marco Polo
– Image used with permission of BGG contributor punkin312

In the early rounds Black and Purple kept rolling fewer than fifteen in total, which gave them extra camels and/or coins to make up the difference, but it did also mean that their outlay was much less than Pine and Green who kept rolling, fours, fives and sixes.  This meant that when there was something they wanted to do, they could at least afford it. While Pine and Green were left scratching their heads as to how on earth they were to use their remaining six. Pine often just placed it “in the purse” for a measly three coins. Although Green was having similar issues, he did at least have the advantage of gaining some decent first visit bonuses, to keep his game alive. Black and purple were making rapid progress across the board, although perhaps not quite as rapid as their respective characters might suggest was possible. Pine and Green, meanwhile, kept a steady pace on wrapping up the contracts to roar into the lead on the points track.

The Voyages of Marco Polo
– Image used with permission of BGG contributor henk.rolleman

Black commented how we did not seem to be using the black dice very much. In the online games they disappear very quickly (there are only five per turn). It was only during the last part of the last round that we realised that we had not fully understood the implications of the black dice rules. We had thought players could only have one black die per round (i.e. a maximum of five all game distributed over the five rounds), but they could actually have one per turn making them a good way of increase the number of action choices. The camel cost associated with them would reduce the ability to travel, but there are plenty of other ways to trade your way to victory in the game.

The Voyages of Marco Polo
– Image used with permission of BGG contributor jsper

In the last round or two, Black and Purple really wound up their travelling elastic bands and went flying round the board, ultimately completing both of their city-mission bonus cards, which neither Pine nor Green could manage. Green did eventually complete one, but Pine had barely moved at all, preferring to concentrate on completing contracts.  When the final tally came, Green had romped away, proving Black wrong about the Kahn character. Black’s final speed-demon dash across the board netted him enough bonuses (although not his extra two house bonus) to bring him home in second place. Purple was just behind, proving that the teleportation device of the ancient east was a good way to get your presence felt, but she had neglected the contracts and did not manage to net quite enough extra points to sneak past Black. Pine’s contract strategy hadn’t been as successful as he’d hoped and we realised that his special bonus of receiving a resource every time someone else bought in the market, dwindled in later rounds as we all found other ways to get resources.

The Voyages of Marco Polo
– Image used with permission of BGG contributor henk.rolleman

In the end, despite our initial opinions we concluded that the characters are more balanced than we first thought.  Our first game also called into question the widely held BGG opinion that contracts are a better way to gain points than travelling, though we will have to see if this opinion holds over time.  Overall it was a really interesting game, with much variety in it from play to play and the dice action mechanism was also really clever and satisfying.  It did take a long time to play, but next time should be quicker, and there will certainly be a next time as we all enjoyed its first outing and others are also keen to give it a go.  Meanwhile, Glen More had long since finished, so rather than condemning Blue and Burgundy to a two player game, Red and Magenta suggested playing something quick.  Near the top of Blue’s bag was 11 Nimmt!, a game so far only released in German that Blue had picked up last year at Essen.  Designed by Wolfgang Kramer, the same person who brought us one of our favourite, 6 Nimmt!, we were keen to see if this really was five nimmts better…

11 Nimmt!
– Image by boardGOATS

The game is played with a deck of cards numbering one to a hundred, each also with some number of bulls heads, or Nimmts on it (much like 6 Nimmt!, though the distribution is different).  Each player starts with a hand of ten cards and the aim of the game is to be the first person to get rid of them all, or (since the game is played over several rounds) at least finish with a low scoring hand, i.e. as few Nimmts as possible.  In contrast to 6 Nimmt!, the game is played in turns rather than simultaneously and the game starts with one card pile.  On their turn, the active player must discard a card that is above the top card on the pile, but within ten of its face value.  If they do not have a suitable card (or choose not to play it) then they must take the stack into their hand and replace it with two new face up cards drawn from the draw deck making two new piles.  If a player takes a stack comprising three or more cards, then the player also takes a Bull Card which allows that player to play more than one card at a time on one stack so long as they are all within ten of the top card.  Should they end up with a second Bull Card, then they can play on more than one pile, and this is where it becomes an advantage to pick up lots of cards, because with several Bull Cards, players can discard a lot of cards very quickly and have more control over the game.

11 Nimmt!
– Image by boardGOATS

From the start it was apparent that 11 Nimmt! is very different to our much loved 6 Nimmt!.  There is a lot less gratuitous glee at other people’s misfortune when they are forced to take fists full of cards, but this is replaced by strategy and planning.  The lack of simultaneous play also makes it feel a lot more solitaire than 6 Nimmt! and, though there was plenty of opportunity to scupper someone else’s plans, without knowing the contents of their hand it was hard to do it in a constructive way.  It took us a few rounds to get the hang of it, but before long we were starting to see the strategic advantage of picking up cards as well as getting rid of them.  The rules suggested playing the same number of rounds as there are players, but we ended up playing six rounds just to fill time.  Despite Red and Blue both winning rounds, Magenta was the clear winner after four rounds thanks to her consistency and she added just one to her total in the extra rounds compared to everyone else’s ten and, as a result, she finished the clear winner.  Although we all enjoyed it and could see that it was probably a better game with lower player counts, we all felt that it hadn’t usurped 6 Nimmt!, which would retain its special place thanks to its fast play and generally chaotic fun.

11 Nimmt!
– Image by boardGOATS

Learning Outcome:  Sometimes subtle changes to a game make a huge difference.

8th March 2016

While Burgundy finished his ham, egg ‘n’ chips, the rest of us continued our political discussions from two weeks ago.  This time we discussed the length and timing of the school day, the inevitability of double-parent working households, the cost of childcare and whether or not parents should be paid to stay at home and look after their little ones.  We were expecting Black and Purple, but eventually, someone suggested playing a quick game, to which Blue commented that you could guarantee that they would arrive just as we finished setting up.  A brief debate about what to play followed before we settled on one of our old favourites, Walk the Plank!, a simple pirate themed “programming” game where players try to push each other along a plank and off the ship.

Walk thePlank!
– Image by boardGOATS

Since everyone had played Colt Express fairly recently, the rules were quick to reprise:  everyone simultaneously chooses three cards and the order in which they are going to play them, placing them face-down; starting with the first player, players then take it in turns to play one card until everyone has played all three.  With lots of aggressive options the game is always quick and fun, and the last pirate standing is the winner.  We had just finished the summary when Black and Purple arrived, but since it is only a short game we carried on.  Blue started the game by immediately shortening the plank and before long there was no plank left (a situation we allow through a “house rule”).  When Green Green played a “Drag to Sea) with only one pirate left which was perched precariously on the edge of the boat, it was inevitable that he would take Blue’s only pirate with him for company, leaving everyone else with two pirates each.

Walk the Plank!
– Image by boardGOATS

It didn’t last, however, and before long Magenta’s last pirate received the Big E from Burgundy and joined the others watching the goings on from Davy Jones’ Locker.  With all the carnage in the first round (eleven pirates down in just fifteen cards), there were just two players left with two pirates each all on the ship.  Although the rules say the last two players share the victory this seems strangely friendly end for an otherwise savage little game, so we always play to the death. The second round began a little cagily with both players extending the plank, but then Burgundy was paid out for his treachery to Magenta when, in a moment of stupidity, one of his two remaining pirates dragged his pal off the end of the plank, leaving Pine the clear victor with two pirates still standing.  It was an exceptionally short game thanks to the early vindictiveness, but in truth, it is a much more fun game when it is played that way.

Mijnlieff
– Image used with permission of BGG contributor thepackrat

Despite the compressed nature of Walk the Plank!, Black and Purple still managed to squeeze in a little two-player abstract game called Mijnlieff (pronounced “Mine-Leaf”).  This is a beautiful little game made out of wood and designed by the designer of Dodekka, Andy Hopwood (Hopwood Games).  Black described the game as “fancy Noughts and Crosses” since the aim of the game is to form lines of three, but since there are different types of pieces and your opponent controlling where you can play it is much more strategic.  The game is played by placing wooden tiles on a four by four board.  Each Player has eight pieces with two each of four different symbols where the different pieces dictate where the other player can put their next piece.  For example, when a Greek cross (or “+” symbol) is played, the next player must place his piece on an empty square in an orthogonal line from the piece just played.  Similarly, playing a saltire (or “×” symbol) forces the next player to place his piece in a diagonal line from the piece just played.

Mijnlieff
– Image used with permission of BGG contributor thepackrat

Game play is really quick, so much so that despite Walk the Plank! finishing in record time, with Purple taking it by three points to Black’s two.  With everyone finished, we had a quick show of hands as to who would like to play the “Feature Game”, Kingdom Builder.  When seven hands went up, Green asked who was very keen to play it and nobody looked interested.  The most enthusiastic was Burgundy who had played it before, so Magenta swapped seats with Green to make a foursome with Blue and Pine.  On the face of it, Kingdom Builder is also a simple game, played by placing small wooden huts (Settlements) on a board made up of different terrains laid out using a fine hexagonal grid.

Kingdom Builder
– Image used with permission of BGG contributor msaari

At the start of the game, each player is dealt a terrain card and on their turn, they have to place three settlements on that terrain type.  As far as possible, the Settlements must be adjacent.  At the end of their turn, the player discards their card and draws a replacement.  Play proceeds in clockwise order until one player has run out of Settlements, then the round is completed and scores are tallied up.  While these are the basic rules, there are also specific rules that change for each game, and since the board is made up of four modules chosen at random from a set of eight, the number of possible layouts is vast. Each module board also has three special hexes on it: two with a gold scroll-work border (Locations) and one with a silver scroll-work border (Castles).  The Castles give points for players with an adjacent building at the end of the game while the Locations give an in-game benefit.

Kingdom Builder
– Image used with permission of BGG contributor SpaceTrucker

At the start of the game, each Location has two hexagonal chits on it which are taken by the first two players to build next to it.  These chits give players extra actions that they can take on their turn, but the nature of the Location and corresponding action is dependent on the boards chosen.  In this game we had the Tower, the Tavern, the Barn and the Paddock.  These allowed players to add an extra Settlement along the edge of the board; add an extra Settlement to where a player had a row of three or more Settlements; move an existing Settlement to a space matching the active player’s current terrain tile, and move one Settlement two spaces in a line from its current position (i.e. jump).

Kingdom Builder
– Image used with permission of BGG contributor kilroy_locke

Points are awarded at the end based on the rules cards and a subset of three are drawn from a total of ten at the start of the game.  For this game, we draw the Knights, Discoverers and Citizens cards which gave two points for each settlement a player built in the horizontal row where they had the most Settlements; one point for each horizontal row in which they had at least one settlement, and one point for every two Settlements in each player’s largest settlement area.  Thus, to score one well, you needed a horizontal line, a vertical line and a clump, all with a limited number of huts.  To make the problem even more challenging the board layout had a large mountain range across the middle with a couple of awkwardly positioned rivers.  We all blamed Burgundy for his awful “choice” of boards and layout…

Kingdom Builder
– Image by BGG contributor pphh

Although the rules are prima facie quite simple we got into a bit of a tangle with the modifications caused by the Locations.  Blue kept forgetting that the Tower and the Barn were subject to adjacency restrictions and Pine struggled to see the point of the Barn at all.  Blue made an appalling start, while Burgundy’s best laid plans were stymied first by Blue and then by Magenta.  Meanwhile, Pine had got two groups of Settlements and was trying to build a vertical ribbon development to connect the two.  As Burgundy’s supply of Settlements dwindled faster than anyone else’s, Pine desperately needed to draw a desert terrain card, but kept drawing woodland cards which were nearly useless for him.  In the final round everyone tried to make the best of their limited number of remaining Settlements before totalling up the scores.  It was very, very close, but Blue finished with a round fifty, just two points ahead of Magenta, with Pine and Burgundy both within two points of her.

Kingdom Builder
– Image by boardGOATS

Kingdom Builder isn’t a long game, so Black, Green and Purple decided to opt for something short and light so settled on another old favourite, Splendor.  This is a fairly simple card game with a very loose gem merchant theme.  On their turn, a player can either collect chips (gems), or use chips to buy gem cards.  Most of the gem cards are effectively just a permanent source of chips, i.e. can be used to buy other cards, but the higher value ones also provide victory points.  Nobles can also give players points and these are claimed by the first player to collect certain combinations of gem cards (e.g. three each of onyx, sapphire and diamond).  The game finishes at the end of the round when one player gets to fifteen points, and the winner is the person with the most points.

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

Three of the four randomly selected Noble cards required a set of three green emerald cards as part of their requirements, with differing selections of the other colours; white diamonds, red rubies, blue sapphires and black onyx. The fourth Noble required four cards of each white diamonds and black obsidian.  With the first card selections it was clear that both Black and Green had studied the distribution of cards required to win Nobles tiles and were fighting hard to get the green emeralds that were available. Unfortunately, the number available was quite small, but nothing compared to the scarcity of rubies. The first of these was nabbed by Purple and Green, who failed to get the second was left unable to get the remaining one which was an expensive, high scoring, level three card.  Early on Black marked his intentions by reserving a level three (taking the bonus “wild” gold chip).  Meanwhile Purple was busy building a large supply of diamonds while Green concentrated on the low level emeralds and sapphires. With half a dozen cards each, scores were low and close, but quick glance across to Kingdom Builder showed they were still going through the rules…

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

Black reserved another high value card, Purple had managed a large haul of diamonds, both cards and chips and green had got his three green emeralds, now joined with three sapphires. Rubies still refused to come up with any kind of regularity which meant that players priorities usually changed quickly when one did come up.  Green was the first to obtain a noble when he got his third diamond card.  He did this with mostly non-scoring cards and so this only put his score on a par with the others.  The game entered a new tenser phase when Green quickly picked up his second noble after taking a third ruby card, though even he couldn’t quite believe he had managed to get three of them.  Black finally paid up for one of his put away cards and now the points were close to the end.

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

Black was just two points from getting the fifteen needed to trigger the end-game, and a study of the available cards showed Green that Black could get it with a diamond card on his next turn. Green persuaded Purple that she needed to take the diamond card using her gold chip (she couldn’t afford it otherwise) as she would not get another go if she didn’t and could not afford the high value one she was saving for anyhow.  Luckily the replacement card was not one which Black could afford so he had to take chips instead pushing the game into another round.  Green grabbed a high value level three card taking the bonus gold chip (giving him all he needed to buy it on his next turn) and Purple bought her high value card. Black bought his last reserved card, which put him on sixteen points giving Green one last turn. With a flourish he paid for his reserved card card which gave him three points and claimed the final noble for another three, giving him a winning total of seventeen points.  It was a few moments, before Green noticed and the others didn’t spot it at all, but Green’s last card was not a black onyx, but a fourth ruby – he had not got the noble after all.  Perhaps it was a touch of colour blindness from the excitement of the end-game, but Black was the winner after all with Green and Purple finishing in joint second.

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

Kingdom Builder should only take thirty to forty minutes, but for some reason it took nearly twice that, so Green, Black and Purple moved on to play Tobago, a really pretty game in which the players possess different parts of treasure maps and try to use narrow down the possible locations faster than everyone else in order get to the treasure first.  The idea is that on their turn, players can either can either play a card on one of the four Treasure Maps or move their little 4×4 truck up to three “legs” (a leg being anywhere within the current terrain, or a move from one terrain to another).  Playing a card narrows down the number of possible places that the Treasure could be, for example, “in the jungle”, “not next to a hut” or “in sight of a statue” etc..  Each clue card placed must narrow down the possible locations by at least one hex, cannot contradict a previous Clue, and cannot eliminate all possible locations for the Treasure.  Eventually there will only be one possible location, after which, the first player to get there retrieves the Treasure.

Tobago
– Image used with permission of BGG contributor Lord Warlock

When a Treasure is retrieved, everyone who helped narrow down the treasure location by playing a card gets a share proportional to the amount of effort they put in.  Initially, each player gets a Treasure card for each clue card they contributed.  They look at the card(s) secretly before they are shuffled together with one drawn blindly from the deck. A card is then drawn at random and, starting with the player who found the Treasure, it is offered to each player in turn until someone takes it.  The order corresponds to the order they made their contribution, so some players may have made multiple contributions and therefore may get multiple chances to take a Treasure card.  Once a player has taken a treasure, that contribution is considered fulfilled.  The Treasure varies in value, but there are also two “Cursed Treasure” cards (also known as “Baad Treasure”).  If one of these is turned over, the remaining Treasure cards are not distributed and anyone left in loses an amulet (if they have no Amulet, they lose their most valuable Treasure card instead).  The appearance of Amulets is triggered every time a Treasure has been found and they can be collected by players moving their 4×4.  The player with the most Treasure at the end of the game wins.

Tobago
– Image used with permission of BGG contributor Toynan

Green’s strategy was to contribute as many Clues as possible, Black went for a drive to dig up treasure and Purple complained of having a terrible set of clue cards (to be fair she had a lot of “not in …” cards, which did prove difficult to place on the “in play” Treasure maps, but for some reason she was reluctant to start a new one). It was a slow start, but after the first treasure had been found and the Amulets started to appear we got into our stride a little more.  About half way through the game, Green checked the rules on what to do with the discarded Clue cards and instead found a small rule which stated that the one who takes the last Treasure card immediately places the first Clue on the now empty treasure “map”. We felt that this might have speeded the game up a little and implemented the rule.

Tobago
– Image used with permission of BGG contributor Lord Warlock

Green and Purple were the first casualties of the “Baad Treasure”. They both had Amulets, but annoyingly a six point and a five point treasure were both lost.  The second time round we were all affected and everyone lost an Amulet, but the lost cards were not high value so it felt less of a loss somehow.  With only three treasure cards left in the deck (game ends when they are exhausted) placing Clues was quite tricky. Only one of the treasures would be found, and placing your clues on the others would result in nothing, but which one would be “found” first?  In the end it was a treasure only Green and Purple benefited from.  In the final scoring, Purple came out the richest finishing with thirty-eight, and Black came in second just four behind. So for all her complaining about her hand, she had made it work to her advantage. It also looked like Green’s strategy to spread clues thinly across all Treasure maps and let others do the actual finding, had failed as it made him almost certain to lose out when the “Baad Treasures” came up.

Tobago
– Image used with permission of BGG contributor jayboy

By the time Kingdom Builder finally finished, Tobago was well under way, with no sign of finishing soon.  Magenta took an early night, so while Pine was at the bar, Burgundy and Blue discussed the options.  Given the time available, it was a toss-up between two games that Burgundy said he couldn’t get the hang of: Isle of Skye and Blueprints. Blue gave him the choice and in the end, he chose the latter as we’d not played it for a while.  This is a clever little building game where players are architects who must use different coloured dice (representing different materials) to build different structures from their blueprints.  The idea is that on their turn, each player chooses a die from the central pool and adds it to their building.  Each die must have the same value or higher than any it is placed on top of.  At the end of their turn, they roll a replacement from a bag, thus replenishing the dice supply.  Once each player has placed six dice, their building is evaluate depending on the colour of the dice they used, how many they are and their position etc.  For example, black dice score more if they are placed high up, whereas orange dice score more if they are surrounded by lots of other dice.

Blueprints
– Image used with permission of BGG contributor kilroy_locke

The person with the best building wins the round winning the Gold Award which is worth three points at the end of the game.  Points are also available for Silver and (depending on the number of players) Bronze.  There are also Special Awards (which are worth two points at the end) which go to players who fulfil other specific criteria, such using five dice out of the six in the same colour or having a building with a height of five or more.  In the first round, Burgundy demonstrated exactly how he couldn’t get the hang of the game, but failing to make the Special Award he was trying for and also not scoring highly enough to take either the Gold or Silver awards.  The second round was notable for the number of black fours that were rolled, and how, despite that, Pine somehow managed to take the Special Award for using four dice with the same number, but with fives while Blue failed to do the same with fours.  Going into the last round, both Burgundy and Pine tried to collect green dice, leaving Blue the pick of the rest, her third Gold Award, second Special Award and a clear win with thirteen points.

Blueprints
– Image used with permission of BGG contributor dotKeller

With the evening coming to a close, there was just time for a quick filler.  Black commented that there was always “the old favourite” and since Pine claimed he’d not actually played it (though the logbook proved he had), there was no opposition to a quick closing game of 6 Nimmt!.  We reminded Pine of the rules:  players simultaneously choose a card, then simultaneously reveal them before playing them in ascending order placing each on on the highest card that is lower than the card being played.  When the sixth card is added to a row, the first five are taken and the number of heads contributes to the player’s score, lowest score wins.  The thing that makes the game so compelling is that any grip is incredibly tenuous and once it begins to go wrong it tends to escalate horribly.  In the first round, Green seemed to pick up everything and in the second it was Burgundy’s turn.  Black and Pine had two mediocre rounds and Purple made the only clean sweep.  It was Blue who got lucky this time though with two very good rounds totaling just two and four, so she took the game with a combined total of six, slightly ahead of Purple with twelve.

6 Nimmt
– Image by boardGOATS

We tend to play a variant over two rounds with half the deck in each round and not resetting the table in between.  This led to a bit of discussion as to why things tend to cascade.  The problem is that there are always some rows that get blocked off as they pick up a couple of high scoring cards as well as a finishing with a high face value card.  This means the chance of a player being forced to add something to (and take the row) is small, and nobody will take it voluntarily as the hit is too great.  In our game, three rows got blocked off early on in the first round which meant we spent nearly the whole game playing cards on one row.  The problem is that once a player has used, say, a low card that card is no-longer available, so the player is likely to be in the same position next time  too.  In the case of a six player game, things are exacerbated because it is the sixth card that triggers the pick up.  Thus, in our game, the first first player would take the singleton, leaving the next four players to add to the row and the player with the highest card to take the row and no better off for next time.  That doesn’t really detract from the fun though and it is still wonderfully stressful in a good way, so justifiably one of our favourite fillers.

6 Nimmt
– Image by boardGOATS

Learning Outcomes:  Sometimes some games just take much longer than expected.

23rd February 2016

After another quick game of Love Letter (a resounding win for Magenta), we moved on to our “Feature Game”, Kobayakawa.   This is a simple little Japanese micro-filler game with elements of betting and push-your-luck.  The rules sounded unpromising, but it was much more fun on the table.  The idea is very simple:  from a deck numbered one to fifteen, each player is dealt a single card with one extra one face up in the middle.  Like Love Letter, players draw a card and chose which to keep, but the aim is different as players are trying to set themselves up for the second phase of the game.  In the second phase, players take it in turns in player order choosing whether to pay a token to join the bidding or not. The player with the highest card in hand wins the pot and the winner over all is the player with the most tokens after seven rounds.  There is a catch, however, as the player with the lowest card gets to add the face up card to their total.

Kobayakawa
– Image by boardGOATS

It is at this point that the little bit of strategy comes in:  in the first phase, players can choose to replace the face up card instead of drawing a card into their hand.  It is only a very little bit of strategy though, since play is strictly in player order and at the start of the round you have almost no information.  Thus, a player who has chosen to keep a low card can find their round is trashed when the last player in the round changes the face-up card from a high value to a low one.  That said, the game is not meant to be an intensely deep strategy game, and it was much more fun than it sounded on reading through the rules.  Pine took an early lead with Green crashing out as he ran out of tokens.  Although we enjoyed it, we felt the end-game could do with a little work as the rules say that everyone who has enough tokens must pay two to join in the last round of bidding (instead of one as previously).  This increases the value of winning the final round and means the preceding rounds can be essentially meaningless unless a player has managed to accrue more than half the number of tokens available (and in that case the final round is pointless instead).  We felt that maybe the game would be better with an early target, with the winner being the player to collect, say, three times the number of tokens as players, and if that hadn’t happened by round seven, then play the final round.

Kobayakawa
– Image by boardGOATS

This was followed by a short break during which we discussed what to play next and got side-tracked by an (unusually serious) conversation regarding the upcoming EU referendum.  As the debate disintegrated into general moaning along the lines of European stereotypes Green felt a game of Lancaster was in order, as it is a game where players are directing noble families from the time of Henry V, vying for power and favour amongst themselves, with a side order of fighting the French.  This is a game that has had a couple of outings recently since we first played it just after Christmas, but this time we decided to add the Reward Tiles mini-expansion.  Pine was the only one not to have played it before, so we had a quick run-through of the rules.  Players take it in turns to place their knights in one of three places:  in the shires; in their castle, or in the wars in France.  Once the knights have been placed, players then vote on and evaluate “the Laws” which give players a benefit just before they get their their rewards for knight placement.  After five rounds, the player with the most points wins.

Lancaster: Reward Tiles
– Image used with permission of BGG contributor Baartoszz

The mini-expansion added reward tiles which are drawn at the start of each round and placed next to a county on the game board.  During the rewards phase, the player who takes control of the county may collect the reward tile instead of the imprinted basic reward (collecting both the nobleman tile and the reward tile if they pay the extras).  Clearly these weren’t going to have a huge impact on the game, though they would make some of the benefits slightly more available during the game, something that had the potential to help out Purple who insisted that she never did very well as Green and Black always knocked her out of the castle improvement counties (something that was not denied).  The first round of knight placement was a benign affair as no-one seemed up for a fight. Black concentrated on beating the French, Purple inevitably went for castle improvements, Green wanted the starting token and Pine thought building up his knights would be a good start.

Lancaster
– Image used with permission of
BGG contributor kopernikus

Then came the first phase of voting for the Laws. Confusion abounded concerning quite how it worked, and having been fairly unanimous in our votes we prepared to discard two laws and replace them with two more. A quick check of the rules about how we do this indicated that we’d done it all wrong:  we should have voted for the new laws we wanted not the old laws we wanted to keep.  There was a little more discord at the ballot box when we tried again, but we still got two new Laws.  With that, the most complicated part of the game, out of the way for the first time, we went into the rewards round with players counties collecting knights, castle improvements, voting cubes and squires, and awarding points for the victory in France.  It was when we came to the rewards from the Laws that Green realised that all his calculations as to what he would get were wrong since number of squires and money had suddenly changed.  It was only when placing the knights in the second round that Green realised that the rewards from the Laws should be awarded immediately after the vote and before the rewards from the rest of the board.  We changed to follow the rules for the rest of the game, but did think that it could make an interesting variant as it provides an extra level of uncertainty into the game.

Lancaster
– Image used with permission of BGG contributor kilroy_locke

Over the next couple of rounds, Black continued his grudge against France, Purple tried to build her castle (largely unsuccessfully), Green gathered voting nobleman around his table and Pine built up his fighting strength.  By round three Purple and Black had both accumulated a lot of squires and Pine and Green found themselves being kicked out of a few counties and having to replace somewhere else and by the fourth round, the knives were really out and the counties were changing hands like “pass the parcel” at a birthday party.  Pine and Green had superior knight strength, but Black and Purple had the upper hand with squires; battles raged across the land and the rivers ran red with the blood of so many faithful soldiers.

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

The battles continued into the final round, however, Black had often swiped the nobleman from under the noses of the other players by judicious use the free nobleman king’s favour and the free nobleman alternative reward from the expansion (the only person to actually take advantage of it in the whole game). Eventually, everyone settled with several sending their knights home to treat their wounds, and the game ended except final scoring.  Black began the scoring several points ahead of the others and it looked like his fighting in France may have paid off, especially as he had managed to gain quite a table of nobleman as well. The superior knights of Green and Pine and the better castles of Pine and Purple brought them a little closer to Black prior to the nobleman scoring.  Black and Purple finished with the same number of nobles giving them fifteen points, but Green finished with two more which he had snuck in right at the end and took him to a near full compliment giving him an extra thirteen points and with it the win, leapfrogging Black in second place with Pine finishing just one point behind in third.

Lancaster
– Image used with permission of BGG contributor punkin312

In discussing the game after, Pine said he quite enjoyed it and we ruminated on how weak the castle improvements seemed to be, more because they were so hard to get early on, when they would provide the most benefit whereas later on they were of less use.  This brought in the idea of using the expansion extra reward tokens all at the beginning of the game rather than only one new one out each round.  We also wondered if placing them randomly rather than on specific counties could work, though that might need some thought.

Lancaster
– Image used with permission of BGG contributor punkin312

Meanwhile, Blue, mindful that Green and Burgundy had been keen to play Endeavour again, had produced that as a her offering for a game about international treaties.  With Green engaged elsewhere, Blue and Burgundy recruited Magenta to the cause and gave her a rules run-down as she had not played it before.  The game felt much less confusing than last time as it was fresh in Blue’s and Burgundy’s minds having played it within a month.  So, despite all the little bits that need to be set out, the perceived complexity of the game and the relative inexperience of the players, Endeavour was actually under way first.  The game is played over seven rounds, each of which consists of four phases:  Building, Population, Income and Action.  The idea is that players have four status tracks which correspond to Industry, Culture, Finance and Politics, which roughly correspond to the four phases and dictate what players are allowed to do at each stage.  The game is actually much less confusing than we made it last time, though there are a number of apparently little rules that have the potential to make a large difference.  For example, last time at least one player had multiple copies of one building which can significantly change the balance of the game as well as potentially making that building unavailable to other players.

Endeavor
– Image by boardGOATS

Players start by choosing a building:  although the choice is very limited at the beginning so everyone begins with only a slight variation in direction, we have a feeling that the choices made very early on in the game are critical.  Similarly, getting the first round of settling and shipping right is vital as this gives both position and a crucial fast start on the status tracks allowing players an early toe-hold in the game.  As such, Magenta was at something of a disadvantage not having seen the game play out before, though with just three players (compared to four last time) there was just a little more wriggle room.  Burgundy and Magenta began by building Shipyards, so Blue decided to do something different (largely just for the sake of it) and built a Market instead.  Although she didn’t plan it that way, it meant that she was first to start picking up cards from the Asset Deck in Europe, giving her an alternative method of building her status tracks.

Endeavor
– Image by boardGOATS

Meanwhile, Magenta and Burgundy were both engaging in shipping though Magenta was having the better of it managed use to build up her Population and Income tracks and quickly took the Governorship of South America.  Somehow, Burgundy had got things very slightly out of kilter and was unable to put them right.  Before long his Income status track had fallen behind which restricted his available population as well as blocking up his action spaces.  Magenta was on roll judiciously shipping, settling and picking up Asset cards, and generally playing a very canny game.  In the previous game, with four players, almost all the board had been opened up in what had been a very tight game.  This time, with only three players, large sections of the board didn’t get explored much at all.  This was exacerbated by Blue only starting her shipping slowly, so Burgundy had to make almost all the running in India, which was hard work, but necessary for him to build a network of settlements.  Matters were made worse for him with Blue pouncing on one of his key targets.

Endeavor
– Image by boardGOATS

Although everyone finished in much the same place, as before, with nearly complete status tracks and a near full set of cards, it was clear that Burgundy had struggled and Magenta had really done very well.  Blue’s position was less clear as she hadn’t done quite as well as Magenta on the status tracks (especially as she had to discard one of her cards at the end of the final round), but had picked up points elsewhere, in particular on her Asset cards.  In the final count, Burgundy was nowhere near as far back as we had thought and it was clear that if he had been able to increase his income just slightly, earlier in the game, he would have been way out in front.  As it was, Blue finished some twelve points clear thanks to her Asset card victory points and more cities than anyone else.

Endeavor
– Image by boardGOATS

Lancaster was still under way, so Burgundy, Magenta and Blue decided to play something small and quick that they all knew.  The minimal set-up time and its more relaxed feel commended The Game, and since the decision had to be made quickly, no-one really looked any further.  We’ve played this simple little card-laying co-operative game a lot, so the only thing we needed to check was the number of cards in the starting hand.  Unfortunately, an appalling deal quickly put paid to our “R&R” and the stress levels quickly rose as it looked highly likely that we weren’t going to even get through the deck.  In the event, we just about managed to get to a point where the draw deck was depleted, but that was it and we finished with seventeen unplayed cards.  Lancaster was drawing to a close, but scores still had to be tallied and there were a lot of bits to put away, so we decided to give it another go, with speed.  Not thinking seemed to help (or maybe it was the practice from the previous try), because we made a much better fist of it, finishing with just four unplayed cards.

The Game
– Image by boardGOATS

With Magenta heading home for an early night, there was just enough time (and people) for a quick game of one of our most popular fillers, Om Nom Nom.  The game is quite simple with players simultaneously choosing animal cards to try to eat as much possible:  for example, a cat will eat mice.  Similarly a mouse can eat cheese, but only if it is not eaten by a cat first.  The board is seeded with dice, after which there is a large dose of double-think as players try to guess whether everyone/anyone else is going to go for the largest tastiest helpings or not.  As usual, Green moaned about how badly he does in the game, and tried his usual array of randomly choosing cards and going for his second choice rather than his first, but for all that, he didn’t do so badly in the end, though he was some way behind Blue who just pipped Pine thanks to a large helping of carrots (which, it turns out score double) in the final round.

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

Learning Outcome: Games can be very different when you change even the smallest of rules…

9th February 2016

Blue was delayed by washing machine shenanigans and Green by pancakes, so while Burgundy, Black and Purple were entertained by food, Red and Magenta distracted them with a few quick rounds of Love Letter.  Magenta took the first two rounds winning the second by drawing the princess as the penultimate card; the third round went to Black when he played a Prince and asked Purple to discard her card which turned out to be the Princess.  With the arrival of Green and Blue had finishing her pancakes, we decided to play our “Feature Game” which was Ticket to Ride and its variants.

Love Letter
– Image used with permission of BGG contributor henk.rolleman

Which variant was the subject of some debate as we had all played different versions and everyone wanted to try a different one.  For example, Blue had never played the original USA version, but all those that had didn’t want to play again; similarly while Green was interested in playing Märklin, Black and Purple weren’t keen; they were interested in Switzerland or Nordic Countries, but Magenta, Blue and Green were unenthusiastic about that.  And so it went on, in fact, the only thing everyone agreed on was that we should split into a three and a four and nobody wanted to play Europe edition (as everyone had played that a lot). In the end, the group of three was based round Black and Purple who wanted to play with the Switzerland map and setup, and were joined by Burgundy who was fairly flexible.  That left the group of four who decided to go for Nederland as none of them had played it before.

Ticket to Ride: Europe
– Image by boardGOATS

The basic Ticket to Ride game can be summarised as follows:  players take it in turns to carry out one of three possible actions and when one player has two pieces left or fewer, everyone gets one more turn before the game ends and points are tallied.  The first action is to lay trains on the map, but in order to do this, they must spend train cards in the colour featured on the map.  Thus, if a player wants to claim a four car route, they must play four cards of the corresponding colour and finally place four of their plastic carriages on the board in the correct location scoring points as they do so.  If they do not have cards to claim the route they want then they can, instead, choose two cards, either from the five face up cards next to the board, or from the face down draw pile.  “Laying trains” scores points, but a large number of a player’s points are scored at the end through tickets which give points to players that have connected several short routes together to connect two more distant cities.  Each player starts the game with some tickets (chosen from a larger number), but on their turn may, instead of drawing cards or claiming routes, draw more tickets.  At the end of the game, tickets which have been successfully completed score points, while unfulfilled tickets score negatively.

Ticket to Ride: Europe
– Image by BGG contributor stormrover

Although this is a fairly complete summary of the rules for the original base game, each different version has slight modifications and variations that change the game slightly.  The “Swiss trio” got under way first as Burgundy was quite familiar with the rule modifications:  tunnels, ferry routes and country-to-country tickets; locomotive cards can only be used for ferries and tunnels, but can be drawn from the face-up cards without penalty.  The game was very close with Purple trying to make a long route from east to west, Black travelling north to south and Burgundy doing a bit of both. The tunnels were a bit of a hindrance with everyone struggling to get through the Alps without paying extra.

Ticket to Ride: Switzerland
– Image by boardGOATS

As the ticket scoring came to a close, Burgundy had his nose in front and looked to have the win in the bag, but carefully counting up the trains gave Black the bonus for the longest route and with it, the win by just two points.  Burgundy was particularly cheesed off as he had attempted to claim a tunnel on his final turn that would have given him the longest route, but the fates conspired against him.  It was only later that we realised that there hadn’t been a recount for the points awarded as trains were placed on the map and as, invariably points tend to get missed out, a recount is generally sensible.

Ticket to Ride: Switzerland
– Image by boardGOATS

Meanwhile, Blue, Green, Red and Magenta had worked out the rules changes applicable to Nederland.  There are no ferry routes or country-to-country tickets and obviously, no tunnels, however, in this low-country with countless canals and rivers, there are bridges instead. and these have a toll.  Each player starts with “toll tokens” to a total value of thirty.  Most of the routes are double routes, so can be claimed by two different players, this feature is common with all other versions of Ticket to Ride when playing with the maximum number of players, but in this game they are used for all games.  The first player to claim a double route pays the marked toll to the bank, but the second player to claim that route pays the toll to the player who got there first.  These tolls become quite critical in the end game as there are bonus points available for players who manage to conserve toll tokens, and these bonuses are sizable with fifty-five points going to the player with the most tokens at the end of the game and thirty-five and twenty for second and third.  Players who can’t afford to build, can borrow from the bank, but that removes them from the race for bonus points as well as costing points at the end of the game.

Ticket to Ride: Nederland
– Image by boardGOATS

As is traditional, everyone began by moaning about where their starting tickets were.  Beyond that, nobody really knew quite what to expect, but it was clear that this wasn’t a game where players could ill-afford to hoard train cards and wait as they were likely to find themselves paying tolls to other players and giving them bonus points.  As such, everyone got going quickly and Red led the way placing several long routes giving her an early lead.  Everyone else caught up, and as players started to run low on trains, they realised they had to watch the number of toll tokens they had left else they would have to begin to borrow and that would put them out of the running for the bonuses.  Blue picked up extra tickets first, but they left her with a really tough decision as most of her track was in the north-west and the tickets she had were pretty much everywhere else.  After a very long time thinking, she decided to keep them all and go for broke.  The others soon followed, picking up more tickets, and Green had several goes with some corresponding to routes he had already claimed.  It was only a couple of turns after she had drawn her extra tickets that Magenta counted her trains and started to make some uncomfortable sounding noises suggestive of possible problems ahead.

Ticket to Ride: Nederland
– Image by boardGOATS

Blue triggered the end of the game and it was all too close to call with less than ten points between first and last before the tickets and bonus points were added on. Green was the first to count up and there was a stunned silence when we found he had a massive one hundred and thirty-seven points from the tickets to add to his train total of fifty-two.  Red had a couple of tickets that she had failed to complete so her ticket total took a bit of a bruising, but her problems were nothing to Magenta’s.  She only realised she didn’t have enough pieces to complete all her tickets when it was too late, so all her hard work to fulfil her initial tickets was almost completely negated as she finished with a ticket total of just one!  Blue had managed to complete all her routes and was pretty much neck-a-neck with Green which, like the other game, left it all down to the bonus points for toll tokens.  Red took the fifty-five points for the most remaining toll tokens, giving her a very respectable one-hundred and fifty-four and third place.  Blue picked up an extra thirty-five points and finished forty points ahead of Green who finished with the fewest toll tokens and therefore didn’t add to his score.

Ticket to Ride: Nederland
– Image by boardGOATS

Pine had appeared towards the end of the game and, after a brief explanation of the rules, had commented on the name of the game in German:  Zug um Zug, which translates to “step by step”, although Zug also means train.  This kind of double-entendre is not uncommon in Euro game titles and prompted a discussion of other games with similar “jokes”.  Blue mentioned Tier auf Tier which literally translates to the English title “Animal upon Animal”, a children’s game where players stack wooden animals, creating “tiers”.  Magenta brought up her favourite game, Bohnanaza, where “Bohn” is the German for bean.  Green chipped in with his offering of Citadels, which is called “Ohne Furcht und Adel” in German which literally means “without fear and noble” (colloquially translated as “without fear and nobility”).  This is actually a pun on “Ohne Furcht und Tadel”, which means “without fear or blemish”.  It is an old-fashioned expression seldom used now except perhaps when describing a perfect performance by Michael Schumacher for example, that refers to somebody being very valiant and chivalrous (ala King Arthur and the Knights of the Round Table).  Interestingly, when trying to find the correct literal translation, Green submitted “Ohne Furcht und Adel” to Google and got “Citadels” in return, perhaps a measure of how embedded games are in German life.

Animal Upon Animal
– Image by BGG contributor dr.mrow

With eight of us, and nobody terribly keen to play anything too cerebral, we decided to go for something light, 6 Nimmt got a mention, but we settled on Las Vegas, using the extra dice for more players players and the wild cards from the Boulevard expansion, and the Slot Machine from the 2015 Brettspiel Advent Calendar.  This was a Christmas gift and had its first outing in January when it was the “Feature Game”, but as a light dice game that plays a wide range of player numbers it is quite versatile.  On their turn, each player begins by rolling their dice, then assigning some of them to one of the six casinos.  Each casino is numbered one to six and has a jackpot drawn at random from a deck of money.

Las Vegas
– Image used with permission of BGG contributor ckirkman

On their turn, players must use all the dice of one number to bet on the casino of that number.  Once everyone has placed all their dice the player who placed the most dice on a casino takes the highest value currency card. The really clever bit is that before any money is handed out, any “draws” are removed, which leads to a lot of barracking.  The Slot Machine is like a seventh casino, except that it can hold dice of any number, but each number can only be added once (though a player must add all the dice they have of that number).  The game was a lot of chaotic fun with with lots of chit-chat and before long we had worked our way through the card deck and spent an hour doing it.  Although there is a lot of down-time with so many players, it didn’t seem to matter very much and it was quite relaxing to chat about things.

Las Vegas
– Image by boardGOATS

We found Slot Machine definitely added a useful extra option to the game, however, the “wild cards” were less interesting.  This inspired a discussion about the value or otherwise of expansions.  In an evening essentially devoted to expansions, it was interesting consider whether the addition of expansions took a simple game that everyone liked and made it unnecessarily more complex, or whether it breathed new life into a game people had become tired of.  In the case of Ticket to Ride at least, it was clear that with a game that players had become almost too familiar with, the extra maps provided a nice alternative.  Meanwhile, the game was providing an interesting background to the discussion and the end results were almost incidental.  Magenta redeemed herself after the disastrous ticket fiasco, finishing with $390,000 and third.  Second place went to Red with $420,000, but with her second victory of the night, Blue took home the bacon with $460,000, more than twice that of last place.

Las Vegas
– Image used with permission of BGG contributor joeincolorado

Learning outcome:  Germans *do* have a sense of humour!

26th January 2016

Supper had just arrived for Burgundy and Blue, so Green and Red set up our first game of the evening which was Ca$h ‘n Guns.  We last played it at our New Year games night, though only Blue and Burgundy who had been at that game had made it this time as Cerise and Grey are “still waiting” and Purple has work issues.  Green, Magenta and Red knew how to play though and gave Pine a quick run-down.  It’s not a particularly challenging filler, so set up and teaching didn’t take long, in fact the longest part was probably the debate about who was the eldest and therefore would start.  Pine lost the debate (and won the right to start).

Ca$h 'n Guns
– Image used with permission of BGG contributor punkin312

The idea is that each player has eight bullet cards, five of which are blank.  Simultaneously, everyone chooses one bullet card and, on the count of three, chooses a target by pointing their foam gun at them.  Then, The Godfather may enact his privilege by redirecting one of the guns pointing at him before he gives a count of three on which any cowards (or astute tacticians) may withdraw.  All remaining players reveal their bullet cards and the target of any live cards are out for the rest of the round and pick up a wound token.  All players still standing then take it  in turns to choose one of the face up loot cards (or the Godfather token) from the centre of the table, continuing until there is nothing remaining.  The winner is the wealthiest player who is still alive at the end of the  game.

Ca$h 'n Guns
– Image used with permission of BGG contributor punkin312

Meanwhile, Blue finished her pizza in record time, just in time to join in.  She got off to a good start going for pictures, but that made her an early target.  Magenta also picked up some potentially valuable artwork, while Green and Red traded The Godfather role a few times.  Going into the last round, it was all quite tight, especially as it is a game where players can have a hugely successful round or completely bomb out.  Pine had the hugely successful final round, as did Green, while Blue, with two wounds and a gun pointed at her head chickened out.  This meant she had a null round and finished in second with $130,000 (after a recount).  Green took the $60,000 Diamond bonus giving him $161,000 total, some way clear of the rest, and leaving Blue ruing the fact that she had made the snap decision to withdraw from the last round when she had a live bullet pointed at him.  That said, had she stayed in and taken out Green, one of the others would have taken the huge Diamond bonus and as they had more than Green without it, they could have won by an even larger margin.

Ca$h 'n Guns
– Image used with permission of BGG contributor punkin312

With Magenta wanting to leave early, we didn’t want to leave anyone stranded without a game, so decided to play something shorter as a large group first and leave our slightly longer, “Feature Game” for after.  With six, the options were limited, but there were still plenty of possibilities.  Red’s eyes lit up at the thought of Bohnanza, and although it can run on a little, we felt we could finish it and leave plenty of time for Endeavor.  After a little debate, Red got her way, and then pointed out that 2016 is “International Year of Pulses“, a fact that pleased Pine as a vegetarian who makes a mean dal.

Bohnanza
– Image used with permission of BGG contributor spearjr

Pine was the only one unfamiliar with “The Bean Game”, so Green gave him a brief run-down of the rules while Red and Magenta handed out cards.  A simple, old favourite, albeit one we’ve not played for a while, the game is largely based on the fact that players have a hand of cards that they must play in strict order.  On their turn, the active player must play (plant) the first bean card in their hand (the one that has been there the longest) and may plant the second if they wish.  Then they draw two cards and place them face up in the middle of the table so everyone can see, at which point the bidding starts with players offering trades for cards they like.  Once both cards have been planted (either in the active player’s fields or somewhere else), then the active player can trade cards from their hand too.  All traded cards must be planted before the active player finished their turn by drawing three cards and putting them into their hand in strict order.  And it is the strict order that is the key to the game, however difficult it is for players to refrain from rearranging their cards.

Bohnanza
– Image used with permission of BGG contributor spearjr

The game started with some accusations of dodgy shuffling which the guilty parties strongly refuted, but led to a strange start, with chilli beans getting sort of stuck.  Red spent nearly the whole game with no cards, yet everyone wanted to trade with her, an ominous sign, it is the player who trades most and best who wins.  Meanwhile, Green sat on a black-eyed bean field for a while, then they all came all at once, the product of more dodgy shuffling perhaps?  It was a close game with Burgundy ending with thirteen and Blue just ahead with fourteen, but the signs were true and Red won with a grand total of fifteen “beangeld”.

Bohnanza
– Image by boardGOATS

Red and Magenta left for an early night so Magenta could nurse her cold and the rest of us moved onto the, “Feature Game” which was Endeavor, a game that Green has been desperate to play for a very long time.  It is nominally about exploring, however, the slightly dry artwork, though clear, does give it a bit of an abstract feel, though ours was seasoned with a little bit of international atmosphere as we were playing with Dutch Buildings.  The game is played over seven rounds, each of which consists of four phases:  Building, Population, Income and Action.  The idea is that players have four status tracks which correspond to Industry, Culture, Finance and Politics, which roughly correspond to the four phases and dictate what players are allowed to do at each stage.

Endeavor
– Image by boardGOATS

Players begin by choosing a building from the range allowed by the player’s current industry level.  Some buildings provide an increase in one (or more) of the four status tracks, some provide actions, while some of the most others do both.  Once everyone has taken it in turns to to choose a building, they then move population markers from their general supply to their harbour according to their current culture level.  A strong population is important because that ultimately limits the number of actions players can take on their turn.  The income phase allows players to move some of their workers from buildings back into their harbour as dictated by their current level on the income track.  These add to the population players have available to do things with, while also making space on the buildings so that the action is available for re-use.

Endeavor
– Image by boardGOATS

The first three phases of each round are mostly just preparation and book-keeping; the guts of each round are in the final phase, where players take it in turns to carryout an action of their choice.  There are five basic actions: Taking Payment, Shipping, Occupying, Attacking, and Drawing Cards.  In order to carryout an action, players must activate an appropriate building by moving a population marker from their harbour to the building.  In the case of shipping, occupying and attacking, the actions are carried out on the central, communal player board.  To ship, after activating an appropriate building, players can move one of the population markers to one of the six shipping tracks and take the token that was on the space.  These tokens are useful as they add to the status tracks, but some also give a free action.  Shipping is also important as it gives players a presence in a region which is necessary for occupying, attacking and drawing cards.

Endeavor
– Image by boardGOATS

When a player places the last token on a shipping track, he takes The Governor card off the top of the pile in the region and the region is considered “open”.  This means that players who already have a presence in the region can also occupy the cities within the region. This gives both tokens and victory points, but where a player occupies a city that is connected to another city they already occupy, they get an extra token, which can be very valuable, as well as providing extra points at the end of the game.  This makes position very important, but if someone occupies a city that another player wants, one option is attacking.  This is carried out in the same way as occupying, but is a separate action and costs an additional population marker.  Occupying a region also adds to a players presence in the region: players can also draw the top card from a region’s stack and add it to their player-board, so long as their total presence in the region is higher than the card number.  Cards are important as they also add to the status tracks as well as provide victory points, however there is a card limit which is enforced when a player passes at the end of the round and any status track points gained with the card are lost when cards are discarded.

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

Once everyone has completed one action phase players continue taking it turns until everyone passes.  Thus, the final possible action is taking payment which is the simplest action and allows players to move one of their population markers back to the harbour so that they can re-use the building in the same round. In addition to the five basic actions, some of the more expensive buildings provide a choice or even a combination of two of the basic actions.  After seven rounds, points are awarded for cities, for connections between cities, for progress up status tracks, cards, some special buildings, and any left-over population markers.

Endeavor
– Image by boardGOATS

Although the game was more complex than many that we play, and only Green had played it before, so it took a while to explain.  In the event, it was not actually as complex as we all thought at the start, but it took most of us a while to work out what we were trying to do.  The first few rounds are quite quick as there aren’t a lot of options, however, they are very important as they set the foundations for the later rounds.  With people new to it though, we mostly had no idea what we were doing at the start, but quickly picked up the rhythm of the game.

Endeavor
– Image by boardGOATS

Pine struggled at the start having had a bad day, but he made reasonable ground going down the slavery route and finished just behind Blue and Green.  It was Burgundy, however, who had managed to build his culture early in the game and capitalised on it later finishing twelve points clear with sixty seven.  While packing up, Blue, Green and Burgundy reviewed the game a little and tried to see where Burgundy had really picked up his additional points.  First we noticed that Blue couldn’t count and had missed ten points putting her second.  This meant that although we had finished with similar points for the status tracks, it was really the cities that Burgundy had occupied and connections he’d made that made the difference.  We had enjoyed the game though and thought we needed to play it again.  Although the game has essentially the same ingredients (the region cards and buildings are the same every time), we felt the starting token layout would actually have a much larger impact on game play than we had originally thought and would give it a surprising amount of replay value.

Endeavor
– Image by boardGOATS

Learning Outcome:  Some people need to take their shoes and socks off to count to more than ten!

12th January 2016

With Red, Magenta and Blue moaning about work and only Burgundy waiting for real food, when Pine rolled up we began straight away with our “Feature Game”, the light filler, Las Vegas. This is a very simple dice game, but actually quite a lot of fun.  On their turn, each player begins by rolling their dice, then assigning some of them to one of the six casinos.  Each casino is numbered one to six and has a jackpot of over $50,000, drawn at random from a deck of money.  Thus, each jackpot could be anything from $50,000 to $180,000 and comprise one to five notes.  On their turn, players must use all the dice of one number to bet on the casino of that number.

Las Vegas
– Image used with permission of BGG contributor punkin312

Once everyone has placed all their dice the player who placed the most dice on a casino takes the highest value currency card. The player with the most money after four rounds is the winner.  The snag is that before any money is handed out, any dice leading to a draw are removed. It is this rule that makes the game interesting, raising the decisions above the trivial and, in our view, making it a better and much more fun game than Qwixx which we played two weeks ago.  Although the game only plays five (without the Boulevard expansion), Blue had added an extra set of purple dice just in case, so when Green walked in just before the game started, he was able to join in.

Las Vegas
– Image used with permission of BGG contributor punkin312

In the early part of the round, each player has to decide whether to conserve dice or whether to make a statement and go in big.  As the round progresses, players must choose where to place their bets then try to finesse their position before being forced to place their last die or dice based solely on chance.  The factors that go into the decision include the value of the rewards available, the current position and the number of notes as well as the probabilities of other players interfering.  The probabilities are non-trivial too, because rolling multiples can change the number of dice available for the next roll.

Las Vegas
– Image used with permission of BGG contributor ckirkman

In the first round, everyone made the same mistake and committed too many dice too early, but after that, we all got the hang of it and the game was quite close.  Players keep their winnings hidden, but since everyone had had rounds with lean pickings as well as generous ones, we all felt we were in with a chance.  The last round began with it all to play for and everyone taking it in turns to roll lots of sixes.  At the end of the game, we announced our totals in turn:  Green finished with $260,000, Pine with $250,000, Burgundy and Blue tied with £270,000, but Magenta just pipped them with $280,000.  Red, however, took longer to count up her cash for good reason and finished well clear with $360,000.

Las Vegas
– Image used with permission of BGG contributor joeincolorado

With the arrival of Black and Purple, we decided to split into two groups.  The only game that everyone really wanted to play was Isle of Sky: From Chieftain to King, so since we only had the one copy, five went for that leaving the three others to find something else to play.  Isle of Skye is a tile laying game where players play a sort of solitaire Carcassonne, bidding for tiles and scoring a the end of each of the six rounds.  We’ve only played the game once on a Tuesday in November, but it has proven to be very popular at other local meetings too, so everyone playing had played before and the game was quick to get going.

Isle of Skye: From Chieftain to King
– Image used with permission of BGG contributor henk.rolleman

Burgundy had played it a few times and, unusually, generally seems to struggle with this game.  This time he started well, and took the lead from the start, unfortunately however, he struggled to pick up scrolls, so suffered in the end game scoring.  One of the peculiarities of this game is the fact that from round three, at the start of the round players get one extra gold coin per player in front of them on the score track, increasing to four extra coins by the final round.  This really adds up, and a player who takes advantage of this bonus can have a large impact on the score track.  Black made hay on the bonus sitting at the back for most of the game, however, he failed to use the gold and finished with fifty-one unspent coins.

Isle of Skye: From Chieftain to King
– Image used with permission of BGG contributor Punkin312

Between Burgundy at the front and Black at the rear, Purple, Pine and Magenta were jostling for position.  Without sheep and cattle featuring strongly in the scoring tiles this time, Pine felt he would struggle, but he made a surge for the front in the final scoring.  Magenta who had spent a lot of the game at the back of the pack with Black gradually moved through the field in the later rounds and finished four ahead of Burgundy in joint first with Pine on sixty-six, with Pine taking it on the tie-breaker.

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

Meanwhile, Blue, Green and Red were playing an aggressive game of Citadels.  This is a slightly older, role selection game.  Everyone starts with a hand of district cards and the start player, “The King”, also has a hand of eight Character cards.   The Character cards are shuffled and one is placed face down blind.  The King can then choose one Character card and pass the rest on to the next player.  The cards are drafted in this way until (in the three player game) everyone has two and the remaining card joins the first card, face down to one side.  Thus, each player has two Character cards and each Character card has a number and a special ability.  “The King” then calls the characters in turn, by number and name, and the player who has that card then immediately carries out their turn.

Citadels
– Image used with permission of BGG contributor themilkcrate

A turn consists of either taking money or drawing two cards from the deck, then paying the monetary cost to build one of the district cards from their hand.  The game ends at the end of the round in which a player builds his eighth district card.  The scores are then added up with players receiving points for their buildings equalling the total cost to build them, plus bonuses for being the first player to build eight district cards, bonuses for having at least one district in each of the five colours and for achieving a total of eight buildings before the game ends.  We played with some of the Characters from the Dark City expansion so “The Witch” replaced “The Assassin”, “The Tax Collector” replaced “The Thief” and “The Navigator” replaced “The Architect”.  We also chose a random selection of the valuable “purple buildings”, a factor that turned out to be quite critical to the game play in the end.

Citadels
– Image used with permission of BGG contributor Nodens77

Blue took an early lead, building a couple of “purple buildings”, in particular, the very annoying Ball Room.  The “purple buildings are expensive to build, but generally come with some sort of special power, in the case of the Ball Room, if the owner is also The King, every player must say “Thanks, Your Excellency” before taking their turn otherwise it is forfeit.  Without “The Thief” in play, Blue was able to let her money build up and was hoping to build the Library, when Red played “The Magician” and swapped hands with her.  Unimpressed, in the next round Blue played the same trick, giving Red the apparently rather useless Armory in exchange.  To make sure Red didn’t nick it back, Blue built the Library quickly, her third purple building giving her a healthy lead though she, like Green was struggling to get the blue cards she wanted to pick up the bonus for having a building of each colour.  Green meanwhile was having other problems of his own, compounded by the fact that he forgot to be obsequious and therefore lost a turn.

Citadels
– Image used with permission of BGG contributor kilroy_locke

Red made persistent assaults on Blue, but it was when Blue had six district cards built and was trying to find a way to close out the game that Red decided to use that “rather useless Armory” to destroy Blue’s valuable Library.   Discussion ensued as Blue had originally decided to ditch the Armory as it was too restrictive, but Red wasn’t so sure.  Green resorted to looking it up on-line and found a wealth of discussion none of which really answered our questions.  After a brief hiatus, we decided to let Red go ahead as Blue was so far in front, although it wasn’t that far as it turned out.  Both Green and Blue hadn’t seen a blue district card all game so missed out on the three point bonus and, as Red completed her eighth building first, she also took an extra two points for that, finishing on thirty-seven.  Green and Blue tied for second place though arguably Green should not have been able to take his last turn since he forgot to “Thank, Her Excellency” again…

Citadels
– Image by boardGOATS taken from boardgamegeek.com

Citadels is one of those rare games that plays a wide player count, nominally from two to eight players.  However, while there is a consensus that it does not play all numbers equally well, the on-line jury is still out as to where its “sweet spot” is.  In fact, some people appear to think it is best with small numbers, while others prefer it with more players.  We’ve played Citadels a few times on a Tuesday, a couple of times with just two players, but also with five.  Blue and Green had been involved on each occasion and Blue in particular had quite enjoyed the game with just two players, but had hated it with five.  With two she felt it was a game where players could really try to get inside the head of their opponent whereas with five she felt it was horribly chaotic and difficult to follow what was going on.  Knowing this, Green had thought three might have some of the features of the head-to-head game while adding more dimension to the game play and, despite losing, Blue agreed, that three was an excellent number of players for this game.

Citadels
– Image by BGG contributor lolcese

While Citadels was finishing, the other players filled the time with a couple of rounds of an old favourite, Dobble.  The first round was a warm up which Magenta ducked out of as she has a bit of a reputation as the “Dobble Queen”.  This was played with the conventional “Towering Inferno” variant, where players call out matches and grab cards from the central pile.  In the second round, Magenta joined in so “The Poisoned Gift” variant was chosen, otherwise known as “Gang up on Magenta”.  In this version, instead of grabbing cards from the middle for yourself, you match them and stick them on someone else’s pile (usually Magenta’s), with the aim to finish with as few cards as possible.  Everyone accordingly rained cards down on Magenta who duly lost with Black winning by one from Pine and Burgundy.

Dobble
– Image used with permission of BGG contributor msaari

Time was ticking on, so we decided to play a quick game of Saboteur.  This is a team game where you don’t know who your team mates are.  With eight players, there is a team of five or six Dwarves trying to find the treasure, and two or three Saboteurs, trying to stop them.  On their turn, the active player can play a tunnel card to progress towards the three possible treasure locations, play an action card or discard a card face down (a very Saboteur-like action).  The action cards come in a variety of flavours:  broken tool cards that are played in front of other players and prevent them from laying tunnel cards; tool cards than cancel out broken tool cards; map cards that allow players to look at one of the possible treasure locations to see whether it contains the gold or not, as well as rockfall cards that allow players to remove tunnel cards that have already been placed.

Saboteur
– Image used with permission of BGG contributor mikehulsebus

The game is supposed to consist of three rounds with the winning team taking prize cards, however, last time we played, we decided that the addition of prizes meant the game inevitably outstayed its welcome.  We felt it would be better to play one round, and if we wanted, play a second, but treat them as separate games, which is exactly what happened this time.  In the first “game”, Magenta and Purple claimed the gold was at one side, while Black and Blue claimed it was in the middle – clearly we had two of our Saboteurs, but which pair looked guilty?

Saboteur
– Image used with permission of BGG contributor mikehulsebus

After a couple of rounds, Magenta showed her true colours and played a broken tool card in a Saboteur-like manner and she and Purple were promptly stomped on.  Suitably, after everyone had doubted him for so long, Black was the one to finally find the gold.  Green had had enough and headed off, but Pine, Red and Magenta agreed to stay for one more go.  This time Red decided to have a go at Pine from the very start – maybe it was the pointiness of his ears or the way he carried his pick axe, but she claimed he was definitely a Saboteur.  Everyone else was less quick to condemn, and before long it became clear that it was Red and Purple (again!) who were guilty and, although it was closer, the Dwarves still got to the gold first.

Saboteur
– Image used with permission of BGG contributor mothertruckin

With people leaving, there was just time for Black, Purple, Burgundy and Blue to squeeze in a quick game of The Game.  We started dreadfully, and two piles were very quickly closed off.  Somehow we managed to keep going though and, despite an appalling run of luck and a couple of us making dodgy decisions, Black was eventually able to draw the last card from the deck.  Playing just one card at a time made things a little easier, but we still had over twenty cards to get rid of.  Sadly, it was not to be; the poor start had done its damage and we finished with a total of eleven cards in hand.

The Game
– Image by boardGOATS

Learning Outcome:  When a game is *that* popular, bring it again!

31st December 2015

As people arrived, we began setting up the “Feature Game”.  This, as has become traditional at these New Year events, was the gorgeous, dexterity car-racing game, PitchCar. Burgundy and Pink built a fantastic figure-of-eight track that made good use of the ⅛ turns from the second expansion and made a really fast compact circuit. Before long, Black and Purple had arrived and had introduced themselves to the furry host, followed by Grey and Cerise who were armed with Champagne and Polish delicacies.

PitchCar
– Image by boardGOATS

The game is quite simple, players take it in turns to flick their small wooden cars once, starting with the player at the front of the pack. If the car leaves the track or rolls over, the player forfeits stroke and distance (though any collateral gains by other players stand).  We usually have a single solo lap to determine the order on the start grid and to allow new players to get their eye in, before racing two laps of the track.  While Blue and Pink occupied themselves in the kitchen, everyone else began their practice run.

PitchCar
– Image used with permission of
BGG contributor kilroy_locke

Cerise went first and set a very competitive bench-mark of ten flicks mastering the bridge from the first expansion on her second attempt. Asked whether she’d played it before, she replied, not since she was tiny, playing with bottle-tops. It turned out that Grey had also had a similarly mis-spent childhood and this with his competitiveness made him a formidable opponent. Black and Burgundy gave them a run for their money, but Grey took the lead and held off the competition to take first place, with Cerise close behind, a worthy second.

PitchCar
– Image used with permission of BGG contributor garyjames

With pizza already over-cooked, everyone helped to quickly pack up and then sat down for dinner. Once everyone had eaten their fill, Pink began tidying while everyone else began the next game, Ca$h ‘n Guns. This game combines gambling with a little chance and a dash of strategy, based round the theme of gangsters divvying up their ill-gotten gains by playing a sort of multi-player Russian Roulette. For some reason, setting up degenerated into a discussion about the offensive weapons act and Tony Martin and the debate was still going by the time Pink had finished what he was doing, so he joined in.

Ca$h 'n Guns
– Image used with permission of BGG contributor punkin312

Black, (playing “The Hustler”), chose to enact his special power by trading a bullet card for one of Blue’s blanks, much to her delight. Then, Pink (playing “The Doctor”), started as the Godfather, so acted as caller. So, once everyone had “loaded” their weapon with blanks or bullets, on, the count of three, everyone pointed their foam gun at someone. Pink chose to invoke the Godfather’s Prerogative and decided Purple looked most threatening, so directed her to point her gun at Burgundy.  The Godfather then counted to three to give everyone a reasonable chance to withdraw from “The Game”, but also relinquish their claim to a share of the loot for that round.

Ca$h 'n Guns
– Image used with permission of BGG contributor punkin312

Throughout, everyone was feeling quite brave, but it was Burgundy (“The Cute”) who had a particularly strong incentive to stay in, as his special power allowed him to take $5,000 before anyone else got a look in.  It was a power he used to great effect taking an early obvious lead.  Meanwhile, Blue (“The Vulture”) was the first to draw blood, defending her property against Grey (“The Greedy”).  Like The Vulture she was, when Grey picked up a second wound, Blue finished him off and took two pictures from his still warm, lifeless hands. With, Burgundy clearly in the lead, Blue had help taking him down, and Pink got caught in the cross-fire.

Ca$h 'n Guns
– Image used with permission of BGG contributor punkin312

Picking the pockets of two corpses in the same round made her something of a target and in the next round she found the staring down all three remaining barrels which effectively put her out of the game.  Purple (“The Collector”), began collecting diamonds, but, it was Cerise (“The Lucky Man”)’ who picked up the $60,000 for getting the most diamonds.  As “The Collector”, Purple managed to score a staggering five pictures netting her $100,000 giving her a cool $156,000, $6,000 ahead of Black in second place, with Cerise a close third with $146,000.

Ca$h 'n Guns
– Image used with permission of BGG contributor punkin312

With seven of us, we’d normally split into two groups, but the party atmosphere had got to us a little, and with limited table space we were keen to stick together.  With the majority of Blue and Pink’s not inconsiderable game collection at our disposal, we eschewed the usual go-to seven player game, Bohnanza, and decided to play play Between Two Cities. We played this a few weeks ago, but in essence, it is a draughting game, but one that has the depth of 7 Wonders, but with the simplicity of Sushi Go!.  As before, we didn’t use any of the seating randomisers, but since we were all sat in different places and three players were new to it, this didn’t matter.

Between Two Cities
– Image by boardGOATS

Burgundy and Black began to build up a large number of factories and thought they were in with a chance of scoring heavily with them, but didn’t notice that Grey and Pink, had more, as did Blue and Pink. Blue and Black began with a complete row of shops, and followed it with extensive white collar employment opportunities, but were unable to expand the park as much as they wanted.

Between Two Cities
– Image by boardGOATS

Meanwhile, Grey and Cerise had developed a retail outlet centre with no fewer than seven shops and a number of conveniently situated houses and office blocks. Cerise’s other city, shared with Purple began as a paradise with parks and entertainments, until they added a factory to increase the value of their housing stock. Parks had been popular at the start of two other cities too, with Purple starting her other city the same way with Burgundy, and Blue and Pink doing something very similar.

Between Two Cities
– Image by boardGOATS

After three rounds we began the complicated matter of the scores. It was quite close, but Blue and Pink’s City was disproportionately ahead, a problem that was rectified with a quick recount that left two cities jointly leading on sixty. In the normal way, the winning city can only ever be important as a tie-breaker since it is the city with the fewer points that makes each players’ score. In this case, however, Pink owned both, with Blue and Grey. Since Blue’s other city (shared with Black) had fifty-nine points, that put her a close second.

Between Two Cities
– Image by boardGOATS

A quick interlude followed for non-alcoholic Champagne, alcoholic Prosecco, white chocolate, pistachio and Diaquiri fudge, with the chimes of Big Ben and fireworks. Once the New Year greetings were complete, it was onto the important matter of what to play next. Such a large number of players meant the choices were limited, so we went with a couple of old favourites.  Tsuro was first, a quick fun game that we all know well and that featured on our list of ten great games to play with the family at Christmas.

Tsuro
– Image used with permission of BGG contributor kilroy_locke

A game that anyone can play, in Tsuro each player has a “stone” dragon and on their turn places a tile in front of it and moves the dragon along the path. As the board becomes increasingly crowded, the tiles form a maze of paths that the stones must navigate, staying on the board without colliding with anyone else while trying to eliminate everyone else.  Grey and Cerise were the first to go out by collision, followed by Burgundy who was ejected from the board by Purple. Black eliminated both Pink and Blue with one tile, before winning the game by dealing with the only remaining competitor, Purple.

Tsuro
– Image used with permission of BGG contributor zombiegod

With that over, there was just time for another of our favourite games of 2015, 6 Nimmt!.  For a reason none of us understand, this mixture of barely controlled chaos is strangely compelling, so it is a game we keep coming back to again and again. Despite the number of times we’ve played it as a group, somehow Grey had missed out, so we had a quick summary of the rules: players simultaneously choose a card, then starting with the lowest value card the players take it in turns to add their card to the four rows on the table in ascending order. The player who adds a sixth card, instead takes the first five cards to score and the sixth becomes the first card in the new row. As well as the face value of the cards, they also have a number of bulls’ heads (Nimmts) mostly one or two, but some as many as five or even seven.

6 Nimmt
– Image by boardGOATS

The aim is to minimise the number of Nimmts picked up, so things went horribly wrong from the start, with everyone picking up plenty in the first round, though it remained close aside from Purple who picked up nearly twice what anyone else took. The second round was made especially difficult by the fact that three of the four rows were effectively out of commission. Blue struggled with four cards with a value below ten as well as the highest card in the deck. Purple managed to exceed her score in the first round, giving her a near record- breaking fifty-one. Grey and Burgundy both managed a clean sheet in the second round, so it was Burgundy’s better score of just seven, that gave him the win. So with 2016 started in fine style, we decided it was time for bed.

6 Nimmt
– Image by boardGOATS

Learning outcome:  Although seven is a difficult player count, there are some excellent games available when everyone is in the right mood.

29th December 2015

The pub was very busy, and with one chef down with the lurgy (which had got four of us as well), food was delayed. So, unusually, we started off with a quick game. Expecting more people, we decided to play something short, and opted for Qwixx. This game was designed by Steffen Bendorf who also designed The Game (which has been popular with the group this year) and was nominated for Spiel des Jahres in 2013. So, it has a good pedigree, however, when it was nominated there were a lot of comments about its suitability and eventually, it was beaten by Hanabi, which most people agreed was a better game. We finally got the chance to give it a go in October and generally felt that although the rules made for a promising sounding filler, the resulting game was disappointing. Given how some people continue rave about it though, we’d were keen to give it another try and see if we’d been mistaken.

Qwixx
– Image used with permission of BGG contributor punkin312

Qwixx is a very simple game: each player has a score card displaying the numbers two to twelve in the four different colours, red and yellow ascending and blue and green ascending.  On their turn, the active player rolls six dice, two white, and one of each of the colours, red, blue, green and yellow.  Every player may cross out the number corresponding to the sum of the white dice. The active player may then also cross out a coloured number corresponding to the sum of one white die and one matching coloured die. If the active player cannot or chooses not to cross off a number, then they must tick a penalty box, which costs them five points at the end of the game. The snag is that although numbers can be skipped, they must be crossed off in order, red and yellow ascending, blue and green descending.

Qwixx
– Image by boardGOATS

Points are scored for the number of each colour crossed out and penalties subtracted; the game ends when one player has picked up four penalties, or players have crossed off the last number for two colours locking them for everyone. Scarlet, an experienced local gamer who is usually unavailable on Tuesday evenings, commented that it was a bit like Yahtzee, but with slightly more decisions to make. This didn’t further endear the game to Blue, who has bad memories of playing Yahtzee as a child. Scarlet did manage to demonstrate a modicum of strategy when he chose to cross off a sixth red number rather than his first green number since that would give more points at the end. His discovery clearly gave him a bit of an edge as he took second place, eight behind Burgundy who won with eighty.  We had a bit of discussion about what strategy there was, but it was not really enough to rescue the game in anyone’s eyes and it now faces donation to a worthy cause.

Qwixx
– Image used with permission of BGG contributor punkin312

Meanwhile, Grey and Cerise had arrived and seeing everyone else engaged decided to play a quick game of Hey, That’s My Fish!. This is a cute little abstract with a penguin theme, and, in common with games like Carcassonne, although it plays more, in many ways, it is at its best as a two player game when it is most vicious. The game is played on a grid of hexagonal tiles, with each player starting with four penguin figurines which players take it in turns to move in straight lines across the tiles. When a penguin is moved, the active player gets the tile it was sitting on, leaving a gap that cannot be crossed. Thus, the ice flow progressively melts away trapping the penguins in increasingly smaller spaces.

Hey, That's My Fish!
– Image used with permission of BGG contributor aleacarv

A number of fish is depicted on each tile, and the player with the most fish at the end of the game, i.e. when there are no more valid moves, is the winner. This is just the sort of game that Grey likes, deliciously savage with plenty of opportunity to go for the jugular and for a while he had Cerise under the cosh. Her delight at the end was obvious though when the final reckoning put her four fish clear.  With food imminent for those who hadn’t yet eaten, and Green expected, we decided to split the group and start the “Feature Game”, Broom Service.  This game uses the role selection mechanic from Witch’s Brew (a game we played a few weeks ago), but adds much more with a board and a delivery mechanic.  Witch’s Brew was nominated for the Spiel des Jahres in 2008, but was beaten by Keltis (a boardgame equivalent of the popular two player card game Lost Cities), but its reincarnation, Broom Service, won the Kennerspiel des Jahres this year.

Broom Service
– Image used with permission of BGG contributor punkin312

Like Witch’s Brew, players start with a hand of character cards from which they simultaneously choose a subset in secret. The start player then chooses a card and announces they are that character declaring they are either “brave” or “cowardly”. The other players then must follow suit if they hold that card. If a player is cowardly they take a lesser reward immediately, but if they are brave, they must wait until the end of the round to see if they get a reward. Once everyone has declared their position, the last brave player takes a greater prize and anyone who was brave earlier in the round gets nothing.  The character cards come in three types, Gatherers (who provide ingredients), Witches (who allow players to travel to an adjacent region) and Druids (who deliver potions to the towers). There is also the Weather Fairy who charms away clouds using magic wands.

Broom Service
– Image used with permission of BGG contributor punkin312

The rules are modified by event cards that are revealed at the start of the round, and with less than five players, the game is also made tighter by the inclusion of “bewitched” roles (cue Burgundy and Pink demonstrating how to wiggle-twitch their noses like Tabitha). The game is considerably more complex than the cute theme and artwork imply. Compared with Witch’s Brew, there are also a number of small rules that it is difficult to remember at the start, though they are in keeping with the theme.  The game ends after eight rounds, and, although points are awarded for delivering potions during the game, there are extra points for weather clouds and sets of potions collected.

Broom Service
– Image used with permission of BGG contributor punkin312

Grey quickly got his nose in front delivering potions early, but Scarlet and and Cerise followed suit and kept the points difference down. It didn’t last however, and before long, Grey had moved his witches away from everyone else’s into the south-east corner of the board where he was able to score heavily without competition.  Despite Cerise’s best efforts with the Weather Fairy and Scarlet’s set collecting, Grey had an unassailable lead and finished nearly thirty points clear with ninety-three points. Second place was much closer, however, Scarlet taking it by just two points from Cerise.

Broom Service
– Image used with permission of BGG contributor punkin312

Meanwhile, once the matter of food had been dealt with, Blue, Pink and Burgundy were debating what to play. It had been narrowed down to Snow Tails or Snowdonia (with Pink requesting an expansion to add interest), when Green appeared, newly arrived from visiting relations over Christmas. He was keen to play Snowdonia, so that sealed the deal, with the Jungfraubahn expansion added as a sweetener.

Snowdonia
– Image by BGG contributor duchamp

The base game is not that complex and we’ve played it a few times, however, it is one of those games that somehow everyone struggles to remember how it works. With both Burgundy and Blue suffering with Seasonal Lurgy, adding the expansion was always going to make things more complicated too.  The idea is that players take it in turns to place their workers in the seven possible actions, which are then activated in order. These actions include, visiting the stockyard; converting iron ore into iron bars; digging to remove rubble from the track-bed; laying track; building part of a station; taking contract cards; and surveying the route.

Snowdonia
– Image used with permission of BGG contributor aleacarv

There are two twists: the weather and the game. The stockyard is refilled from a bag, and there are small number of white cubes in the bag which, when drawn cause the game to play itself. This mechanism came about because the designer dislikes players who hoard resources, so in this game, if people don’t keep things moving, the likelihood of white cubes coming out increases and the game moves along on its own. The other interesting mechanism is the weather which increases and decreases the digging and track laying rate making players’ timing key.

Snowdonia
– Image used with permission of BGG contributor winterplum

Green, Pink, Blue and Burgundy were still setting out the game and trying to work out what modifications the Jungfraubahn expansion made, when Broom Service finished, so Grey, Cerise and Scarlet played a quick game of Cosmic Encounter. This is a game they were all familiar with, though we’ve not played it on a Tuesday night before.  The game is reasonably straight forward, with each player leading an alien race trying to establish colonies on other players’ planets with the winner the first player to have five colonies on planets outside their home system.

Cosmic Encounter
– Image by BGG contributor RRunner

On their turn, The active player becomes “The Offense”. The Offense encounters another player on a planet by moving a group of his or her ships through the hyperspace gate to that planet. They draw cards from the destiny deck which contains colors, wilds and specials. The Offense then takes the hyperspace gate and points at one planet in the system indicated by the drawn destiny card. The Offense and The Defense both commit ships to the encounter and both sides are able to invite allies, play an encounter card as well as special cards to try and tip the encounter in their favour.  The game was close with lots of too-ing and fro-ing, but Cerise was the one to finally successfully establish five colonies, with Grey and Scarlet finishing with four and three colonies respectively.

Cosmic Encounter
– Image used with permission of BGG contributor kilroy_locke

By this time, the other group had finally sussed out what they were doing and had got under way with Snowdonia.  The Jungfraubahn expansion changes the game quite considerably replacing fog with snow which adds rubble to the track that must be cleared again before track can be built.  It also introduces dynamite which can be used to remove large amounts of rubble as well as being used to initially clear a route through the mountains before the track-bed is prepared. Added to these, the new contract cards, seemed to introduce even more bad weather than “north-wet” Wales!

Snowdonia
– Image used with permission of BGG contributor winterplum

Blue and Burgundy were both a bit slow off the mark and struggled to really get going. In contrast, Green quickly picked up an engine and Pink got a couple of valuable contract cards. With Grey and Cerise leaving, Scarlet was left as an interested spectator. Eventually, Blue and Burgundy got going, but it was a bit of a rear-guard action.  With the expansion, the game was taking slightly longer than expected, so Green, decided to take the opportunity to play Scarlet as a substitute and went home leaving the rest to finish the game without him. He had set out his plan and Scarlet did an excellent job executing it, however, Pink just had the edge.

Snowdonia
– Image used with permission of BGG contributor ansi

Green/Scarlet took a massive seventy-nine points in bonuses and with twenty-nine points for station building together with the maximum for his surveyor, they finished with one hundred and twenty-two.  The break down for Pink was nearly completely reversed with him taking seventy-eight points for station building and nearly sixty more in bonuses, giving a total of one hundred and thirty-eight, and the game.

Snowdonia
– Image used with permission of BGG contributor winterplum

Learning outcome: Lurgy does not improve gaming ability.

15th December 2015

It was a bit of a disparate night: Blue was late thanks to a disastrous day at work and Black and Purple were able to come for the first time in ages, but arrived even later and hadn’t had any supper.  So after Red, Burgundy and Magenta had finished discussing JunKing, Red, Burgundy, Magenta, Pine and Green played a quick game of The Game.  This simple cooperative game has very simple rules:  Play a minimum of two cards on any of the four piles following the appropriate trend – two piles must always increase, two decrease; the exception to this is if you can play a card where the interval is exactly ten in the wrong direction (known as “The Backwards Rule”).  Players can talk about anything so long as there is no specific number information given and the aim is to cooperatively get rid of all ninety-eight cards by playing them on to the four piles.

The Game
– Image by boardGOATS

With a hand of just six cards and some players staring with nothing but high cards and others with only cards between forty and sixty, it was always going to be challenging.  In our experience, playing with five is also more difficult, so as a result, at the start of the game expectations weren’t high.  As usual, there were howls of horror as players were forced to play cards that others didn’t want.  Magenta started out with a really nice combo of four cards, but after that everyone just stepped on everyone else’s toes.  Eventually though, much to everyone’s surprise, the deck was gradually whittled down and before long the final cards were drawn from the deck and players were looking to maximise the number of cards they were going to play from their hand.  With only one playable pile at the end it was always going to be difficult and unfortunately, Burgundy was forced to bring the game to a close leaving a combined holding of five cards.

The Game
– Image used with permission of BGG contributor henk.rolleman

With Blue finished and Black and Purple just arriving, we decided that the week’s “Feature GameBetween Two Cities would be nice and quick.  Sometimes (like last week) “nice and quick” turns out to be “a bit slow”, but this one has simple rules and rattles along at a good pace.  The game is set in the early 1800s, a time of immense construction and urbanization with players designing new cities.  It is an unusual game as players work in pairs building two cities, one with the each person they are sat next to.  The cities are made up of square tiles and the final layout is a four by four grid.  Since players gradually add tiles to their city, the amount of available space decreases and players have to be more discerning about where they build.

Between Two Cities
– Image by boardGOATS

The game is played over three rounds.  The first and third are tile drafting rounds, similar to games like 7 Wonders and Sushi Go!, except that players are drafting small square tiles instead of cards.  So, in these first and last rounds, each player begins with seven tiles, everyone simultaneously chooses two, and passes the rest on.  Once everyone has chosen, players can discuss what to play and where, before placing one tile in each of their cities and then picking up their next hand.  In the first rounds cards are passed to the left, in the third round to the right.  Between these two rounds, players are dealt three double sized tiles each from which they choose two to play.  Since these must be placed the right way up and can be in either horizontal or vertical configurations, the choice and placement of these is quite critical, and are probably key producing the best city.

Between Two Cities
– Image by boardGOATS

Each city is scored separately at the end of the game and the winner is the player with who gets the most points for their lowest scoring city.  Points are awarded to each city for each building in it, but the score depends on the type of building and where it is placed.  For example, yellow shops score when placed in a row.  A single, isolated shop will score just one point, but two adjacent shops score five and three in a row score a total of ten.  Similarly, the first green park tile will score just two points, but if three are placed in a group, they will score twelve points.  The scoring for some buildings depends on what else is present in the city however.  Houses flourish best when there are a variety of other types of building nearby, so their score depends on the number of different buildings across the whole city.  On the other hand, nobody likes living next to a factory, so a brown house tile next to a grey factory tile will score just one point regardless of everything else.

Between Two Cities
– Image by boardGOATS

Only Burgundy and Green had played the game before, but as Burgundy explained when people asked for advice, although he’d played well and even won in the past, he never had any idea how.  So everyone was on their own pretty much,  and when the first hand of tiles were dealt out, it felt like a bit of a lottery.  As the game progressed, everyone discussed what they were trying to do with their neighbours and, before long players were struggling to find the best tiles to play to maximise their final scores.  Magenta was trying to decide which of her two cities (shared with Blue and Red) should have the final entertainment establishment and a complete set, and Pine and Burgundy were busily industrialising their city to pick up a few extra points.

Between Two Cities
– Image by boardGOATS

In the final scoring, it was Blue and Magenta who’s city came out best with sixty-three, though the winning city is usually irrelevant.  In Between Two Cities, players total up the points for both cities, but it is their lowest score that is compared and the higher is only a tie-breaker.  Thus, players are trying to maximise both cities equally.  In this case however, the second best city was built by Blue and Burgundy, so Blue took first, with Magenta in second place.  This game was a win all round though as everyone had enjoyed it.  The game was originally funded though KickStarter, and these games often feel a bit incomplete and lacking in finishing touches.  This one, however, had a really good feel about it, the right amount of length for its depth and beautifully executed – definitely a game that will come out again.

Between Two Cities
– Image by boardGOATS

With Black and Purple finished and ready to play, there was some debate about what to go for.  Green had been desperate to play Rockwell for about three years, so when he heard Blue had brought it, he was keen to give it a go.  Meanwhile, Purple had been feeling aggrieved at the fact that Snow Tails had been shouted down at the previous Didcot Games Club meeting, so when Black said he would play it with her that pretty much set the games and everyone divided into two groups, with Magenta and Red joining Black and Purple to race dog sleds.

Snow Tails
– Image used with permission of BGG contributor punkin312

Snow Tails is a fun dog-sled-racing game where players built round a deck building and control mechanic.  Each player starts with a sled drawn by two huskies.  At the start of the game, each dog has a speed of three, and the break is also applied at a level of three.  Thus, the sled-speed is the sum of the dogs minus the value of the break, i.e. everyone begins with a speed of three so and move three spaces forward.  In addition, since the dogs are pulling evenly, this movement is in a straight line, but the also sled achieves a bonus equal to their position in the race.  On the other hand, if the left dog had a speed of four and the right hand dog had a speed of two, although the sum would be the same, the difference of two means that the sled must also drift two lanes to the left.  This “drift” can be applied at any point during the sleds move, so two of the moves are diagonal rather than just straight ahead.

Snow Tails
– Image used with permission of BGG contributor punkin312

Each player begins the game with the same deck of cards  – five sets of cards numbered one to five, shuffled, from which they draw a hand of five cards.  On their turn, the active player must play at least one card, but may play up to three cards, so long as they all have the same value.  These cards are used to update either or both dogs, and/or the break.  When they have completed their move, players draw cards from their personal deck back up to the hand-limit of five.  Thus, players use their cards to navigate their sleds round the avoiding obstacles and attempting to observe the speed restrictions.  Failure to do either incurs penalty “dent” cards which go into the player’s hand reducing the number of playable cards.  This reduces their ability to control their sled and increasing the chance of them hitting obstacles and getting more dent cards, thus chaos reigns.

Snow Tails
– Image used with permission of BGG contributor punkin312

The track is custom built, and we started off trees and finished with a sharp bend.  Black got the best start and, got lucky through the pines giving him a healthy lead which he held throughout.  The race for second place was very tight however, with Purple, Red and Magenta taking it in turns at the front of the pack.  Eventually, Red lost ground round a sharp corner and Purple finally got her nose ahead of Magenta to take second place.

Snow Tails
– Image used with permission of BGG contributor punkin312

Meanwhile, it was quickly becoming clear that Rockwell was a much more complex undertaking.  Not only were there an enormous number of pieces to sort out, it was also a few weeks since Green had read the rules.  The rules were quite complex and Blue’s, Burgundy’s and Pine’s very puzzled expressions had changed to confused bemusement long before Green had finished explaining.  The gist of the game is that players are the managers of a mining company, each with four drilling teams.  Each round is made up of four phases:  first players deploy their two managers, then they deploy their drilling teams, next they can sell or buy resources in the market and finally players can buy upgrades, for example, making their drilling teams more effective.

Rockwell
– Image by boardGOATS

Thus, at its heart, the game is a worker placement and it is all about how players deploy their managers and then how they use their resources once they have got them.  These are just the sort of game Green likes best and also the sort of game Burgundy excels at.  In the fiddling with the small rules, however, we’d sort of lost sight of how players actually win:  basically there are achievement tiles and when people manage to fulfill the requirements of an achievement tile, they take the top one off the pile.  Since these are sorted so that their value decreases, there is an advantage to getting there first.  The achievements are a little strange and it took Pine a moment to grasp that, for example, players only needed to have eight zinc and eight copper to qualify for a tile; they did not need to actually spend the resources.  Players can also trade resources for points in the upgrade phase, though in this case, the resources are returned to the main supply.

Rockwell
– Image by BGG contributor Rayreviewsgames

There  are definitely a few very clever mechanics in the game and it is also beautifully produced with a lot of thought going into the design and rendition.  The game board is circular, but is made of slightly curved tiles forming concentric layers so that the layout is different every time and players don’t know which resources will be produced where.  Players move their mining teams around and between the strata and a layer is mined when an appropriate number of miners are there.  Since each player starts with four teams of one spread out evenly around the surface and the first layers need a total of three or four, this means there is necessarily cooperation and player interaction in the game.  Once the total for a given mine has been exceeded, the tile is turned over, and a corresponding card drawn indicating the resources to be allocated.  Unusually, these resources are divided up equally regardless of the number of miners each player has contributed, however, the left-overs (dubbed “The Lion’s Share”) are given to the player with “priority”, a point we mostly never truly got to grips with.

Rockwell
– Image by boardGOATS

It was always going to be one of those games.  The other table were well under way before Green had even finished reading the rules and once he had, everyone was still a bit clueless as to what to do, so it was largely through chance that Blue managed to pick up the first achievement tile.  At which point, perhaps in shock, Green dropped a pale blue zinc cube on the floor and the next half hour was punctuated by people hunting for it.  Black took a couple of breaks from the husky racing and made curiosity type noises as he passed and tried to work out how the game was going.  After the first couple of rounds, players finally began to understand what they were trying to do, though the rules of who got “The Lion’s Share” remained pretty baffling right up to the end.

Rockwell
– Image used with permission of BGG contributor punkin312

Before long, Burgundy was also picking up achievement tiles followed by Pine, but by this time Snow Tails was coming to an end.  This led to a discussion about how much longer Rockwell was going to take, at which point, Blue realised her watch had stopped and it was nearly midnight…  Yes, it was definitely one of those games!  Green decided we were unlikely to make it to the end, the game would take some time packing up and his curfew was approaching.  So in the end we just scored what points we had and left it at that.  Everyone felt they were on the way to pulling in points, but it was Burgundy who had the most with fourteen, four clear of Blue with ten.  Despite his confusion, Pine had picked up five points and only Green had failed to score, largely because he was focusing on the rules.  It was a very unsatisfactory end and we definitely have unfinished business with Rockwell.

Rockwell
– Image by boardGOATS

Packing up didn’t take as long as predicted, and Pine did eventually find the missing zinc cube only for Blue to throw a white cube on the floor instead and the Great Cube Hunt to begin again.  With Red and Magenta waiting for their lift, there was some discussion about starting a quick game of Bellz!, but despite its festive feel, there wasn’t really time even for that.  So it was Christmas Greetings all round and time for home.

Rockwell
– Image by boardGOATS

Learning Outcome:  Don’t start long complicated games after 9.30 pm, especially if they are new!