Category Archives: Games Night

4th April 2023

While Blue was off getting fish and chips for people, Pink chatted with Pine and Green and his family as they arrived.  Green had just got out Incan Gold and was explaining the rules, when food arrived, so it was hastily put away while food was consumed, only to be got out again as soon as the chips had disapparated.  Incan Gold is a very simple “push your luck” type game where players are exploring a mine and trying to get out with treasure before disaster strikes.  Each round a card is revealed and players simultaneously choose whether to stay or leave and share what spoils they already have.  There are three types of card:  Treasure, Artifact, and Disaster.

Incan Gold
– Image by boardGOATS

The contents of the Treasure cards are simply divided equally between players when they leave the mine, or as equally as possible leaving behind any left-overs.  Artifacts can only be taken if there is only one player leaving the mine, all alone.  Disaster cards are the problem—Spiders, Snakes, Zombies, Lava and Rock Falls.  Each one is present in the deck three times, and when the third is drawn, the mine collapses leaving everyone in it without any treasure.  This time, though, the group didn’t get off to a very auspicious start.  The first card out was a Rock Fall, the second was Fire and the third was another Fire!

Incan Gold
– Image by boardGOATS

So the group decided it was such a bad start that they would shuffle and try again.  On the second attempt, the first two cards out were again Disasters, but the third delivered some Treasure. It wasn’t very much and nobody felt it was worth leaving for. That was a good choice as there was a little more treasure to come.  Still not very much, but more littered the floor of the tunnel, and it eventually proved too enticing for Emerald and Violet who managed to net about five gems each for their tents.  For the rest of the group, they pushed it a little too far and promptly lost everything as they got caught in a devastating fire.

Incan Gold
– Image by boardGOATS

The second tunnel explored also lured in too many explorers before collapsing the ceiling on everyone.  The third tunnel brought the first glint of Gold—an Artifact.  Eying each other up everyone elected to stay, which was fine, but on the next turn, Lilac decided she would chance it and run. Luckily for her she was the only one and managed to net the Golden treasure on her way out, and left everyone else to die at the hands of a rather midget-like Zombie.  Lilac managed to repeat the feat on the fourth tunnel, collecting the Gold treasure as she made a run for it, although everyone else managed to collect more treasure and eventually decided to save what they had found instead of dying a horrible death.

Incan Gold
– Image by boardGOATS

The final tunnel brought some nice treasure, and another Artifact, but with too many people leaving, they had to leave it where it lay.  Pine was the one who held his nerve and safely collected the Golden treasure this time, before a Disaster as those remaining were overrun by Spiders.  In the final reckoning it was neck & neck between Pine and Lilac on thirty-six points, but Lilac just edged it by dint of having two gold artifacts to Pine’s one.  It was close for third, though Lime was the best of the rest with twenty-four, just ahead of Emerald and Violet.  The least effective was Greedy Green, who’d stayed just too long just too often, eager for more treasure only to be bashed and burned and brutally murdered time after time.

Incan Gold
– Image by boardGOATS

Meanwhile, everyone else played the “Feature Game“, the filler Om Nom Nom.  This is a fun and light little game of think and double-think where players are trying to eat without getting eaten.  The game is set up by seeding the board with cute dice, rolled to give cheese, carrots and flies for the bottom of the food chain, and mice, rabbits and frogs for the middle of the food chain.  Players then receive a deck of six cards representing the animals for the middle of the food chain and the top of the food chain, cats, wolves and hedgehogs.  With game play reminiscent of 6 Nimmt!, players simultaneously choose a card to play which are then evaluated.

Om Nom Nom
– Image by boardGOATS

Players who played cards at the top of the food chain eat anything below, so long as there is enough for everyone who played the same card.  Thus, if there are four mice (including any cards played) and two cats, the owner of the cats take two cards each and get to keep their cat cards too with them all going on their scoring pile.  If however, there was only one mouse, both cats go hungry and neither player scores anything.  Cards played for the middle of the food chain eat the dice at the bottom of the food chain as long as there are enough dice for everyone who played the same card, but also as long as they don’t get eaten by anyone playing a card at the top of the food chain.

Om Nom Nom
– Image by boardGOATS

Thus, playing a card in the middle of a food chain is all about timing:  there is a higher risk, but also a higher reward as the dice showing red faces are worth two points instead of the usual one for a card or a die showing a black middle of the food chain critter.  Although we’ve played Om Nom Nom several times before, it was new to both Teal and Lime.  Teal started off well though taking a massive fifteen points in his first round.  Unfortunately for him, that turned out to be beginner’s luck and he didn’t do so well in the next round.  Purple’s game, on the other hand, went the other way, starting with nothing in the first round and taking sixteen points in the second.

Om Nom Nom
– Image by boardGOATS

With others being more consistent, in particular Blue who scored a seven and an eight in each of her first two rounds, it was all down performances in the final round.  In the event, Black and Pink both did well in the final round, and Teal improved on his score in the second round too.  It was Purple that won the final, albeit low-scoring round, taking ten points, giving her a winning total of twenty-six, three more than Teal in second with Black and Blue tying for third place some six points behind him.  It had been a quick fun game, one that is always good value and definitely deserves another outing soon.

Om Nom Nom
– Image by boardGOATS

Both games, Incan Gold and Om Nom Nom, finished at much the same time, so everyone decided what to play next.  Teal had brought Nidvelilir at Green’s request, but this wasn’t the night for that.  Eventually, Purple traded places with Pine and Lime leaving five players, in one group which picked out a lot of possible five-player games.  Since Violet was here only for the a brief visit they let her choose.  Her selection was Zooloretto or King of Tokyo, however Purple made a face at both choices and suggested Carcassonne instead. Violet was less keen as she felt she had played that a lot recently, so Green made an executive decision to play Boomtown—a fun little bidding game that hasn’t had an outing for a long time and doesn’t take too long.

Boomtown
– Image by boardGOATS

Unfortunately, at this point Emerald was really beginning to feel the heat of the pub and felt he couldn’t participate.  He went off for a wander to get some fresh air, ironically just before the back door was opened to cool everyone down a little.  As he had decided to sit this one out, the rest of the group revised the rules which were simple enough on the face of things.  A deck of sixty cards is shuffled and placed face-down in the middle of the table, along with two dice, a pile of Mayor pawns (one in each of five different colors) and Town tokens (two each of the same colours).  One card per person is turned face up and each player begins the game with $10 starting funds to bid for the card they want.

Boomtown
– Image by boardGOATS

Each player has to increase the bid or pass, until there is one winner.  And this is the clever bit of the game—the winner, pays the player to their right, who passes on half of the money to the player on their right and so on until either there is nothing left to give or the winner is reached (they don’t get any of their own money back).  Everyone then gets a card in clockwise order.  There are Mine, Dynamite, Saloon, Hold-up, Governor and Special cards, each of which has an effect.  Mines and Saloons give players gold and the player with the most Mines in any Town/colour takes the matching Mayor token which forces others to give them money.

Boomtown
– Image by boardGOATS

Dynamite cards allow players to destroy other players’ mines, while Hold-up cards allow players to steal from other and the Governor allows players to upgrade a Mayor so their mines are worth double. Once the cards have been allocated, the dice are rolled and players receive income for their mines.  The game ends when the deck is depleted and all the cards have been sold.  The player with the largest total from their their points, money, the production value of all the mines they control, and five bonus points for each Mayor, is the winner.

Boomtown
– Image by boardGOATS

Maybe it was the heat, but aside from Green, no-one was quite sure how Boomtown would play out, and it took a few rounds for everyone to get the hang of things.  The group didn’t get off to a great start, even when they adjusted the draw deck to make sure there was enough mines for everyone by replacing the action cards that came out.  The second round brought out two sets of Dynamite though, and both Green and Purple ended up destroying each others mine.  The bidding never got very high in the first half of the game, mostly because nobody knew what they were doing, and did not necessarily want to choose first.

Boomtown
– Image by boardGOATS

However, by about half way and when the Mayor pieces had all been claimed and the Saloons were built everything started to hot up.  Although Lilac had a lot of red Mines, which netted her a little money from players forced to take the last few remaining, every time they found gold, she had to pass most of her claim to Purple who had a red saloon along with Saloon girls!  Violet managed to claim a couple of Mayors along the way, and although she lost one of them, she managed to avoid the attraction of the Saloon, so kept everything she collected. With some judicial rolling on the Card Shark Dice, she managed to rob some of the others blind.

Boomtown
– Image by boardGOATS

By the time the last cards had been claimed and the final Mines had given up their gold, it was Purple who had become the master Miner, by something of a landslide.  Violet was a respectable second with Lilac, having passed on so much of her wealth to Purple, just managing to stay whisker ahead of Green for third.  Meanwhile, on the next table, with so many players Survive: Escape from Atlantis had seemed a good choice as it plays six with the expansion.  This was released to mark the thirtieth anniversary of two very similar, much older games, Survive! and Escape from Atlantis, and is an agglomeration of them both.

Survive: Escape from Atlantis!
– Image by boardGOATS

The idea is that players rescue their meeples from the central Island of Atlantis before it sinks beneath the waves.  The original Escape from Atlantis had a fabulous sculpted plastic central Island, with lots of Sea Monster miniatures, however, although the thirtieth anniversary edition is arguably a nicer production, the Island is made up of thick card hex-tiles, and the Sea Monsters are made of wood.  This version has safe land shown on the corners of the board each initially guarded by a Sea Monster, with randomly placed hexes forming the Island and a fifth Sea Monster in a central lagoon.

Survive: Escape from Atlantis!
– Image by boardGOATS

The new edition varies from its predecessors only a very little in game play.  On their turn, the active player has three movement points, and then they remove one tile from the Island of Atlantis before rolling the Attack Die which dictates which of the Sharks, Whales or Sea Monsters the player moves.  Sharks and Whales are introduced as the Island sinks: when players remove a hex from the Island, the underside has either an immediate effect (bordered with green) or a delayed effect with the tile stored, usually to be played before a later turn, though a small number can be used reactively.

Survive: Escape from Atlantis!
– Image by boardGOATS

There was a lot of discussion about whether to include the Giant Squid and Dolphin mini expansions and what they did, but in the end, the group decided against it this time.  In addition to placing their meeples on Atlantis, during the set up, players also place boats.  These can hold a maximum of three meeples and are moved by whoever has the majority in the boat.  It costs one movement point to climb into or out of a boat, either to or from a neighbouring land space or the water next to the boat.  Meeples in the water can only swim one space per turn because it is tiring.  Once in a boat, however, movement is easier and they can move as far as they want and are able.

Survive: Escape from Atlantis!
– Image by boardGOATS

Thus, the priority is to get meeples into boats, but the decision players have is whether to try to put all their meeples in one boat or whether to hedge their bets.  Pine and Pink tried the former.  Pine managed to get two of his meeples in one boat and then, before he could get any passengers, set sail.  Being early in the game there weren’t many Whales or Sharks about, and with only a short distance to safety, Pine’s pair made it there safely.  From there, the game got quite savage with players preferentially taking land tiles with meeples on them, turning them into Swimmers with a long way to safety—one was unlucky enough to end up in the drink when a Shark dropped into the space next to him and swallowed him whole.

Survive: Escape from Atlantis!
– Image by boardGOATS

Pink tried to emulate Pine’s success, but was a mite more greedy putting three of his meeples with a total value of eight in one boat.  Although he had a plan to get the boat to shore, he reckoned without the appearance of a Whale which was promptly moved to the same space and proceeded to turn his boat into matchwood and transform his sailors into Swimmers.  Whales aren’t interested in Swimmers though, so once his meeples were in the water, it left them alone.  Pink then had ample opportunity to separate them out a little, and indeed was advised to by everyone else, but he choose not to.  So, although everyone felt slightly sorry for him, it wasn’t long before the little clutch of Swimmers proved far too tempting a target and a Shark rocked up and ate them all.

Survive: Escape from Atlantis!
– Image by boardGOATS

From there, there was a steady trickle of boats making landfall, with players trying to work together without doing the lion’s share of the work themselves.  For every boat that made it to safety, however, there was at least one Swimmer that was eaten by a Shark or boat that was attacked by a Whale or a Sea Monster making it a bit of a war of attrition.  But with six players, the game moves quite quickly and players don’t get many turns so collaboration is essential if players are to get anyone to dry land.  Blue and Black cooperated effectively to get a couple of Sailors each home, as did Teal and Pine.  Although for a long time, Lime was the only one not to have any of his meeples eaten, he was also the last to get one safe.

Survive: Escape from Atlantis!
– Image by boardGOATS

With six players, the end of the game came round quite quickly.  The game ends immediately when the Volcano is revealed under one of the last eight Mountain tiles and with so many players once the Woodland tiles have been exhausted the game can end any time, so one extra turn can make all the difference.  And so it proved for many.  It was Lime who turned over the Volcano tile, much to his disgust as he had a boat with two meeples ready to disembark on his next turn.  Pink also had two in a boat near shore (total value nine) and Blue was equally unimpressed as it was her turn next and she needed just one move for her most valuable meeple to crawl up the beach.

Survive: Escape from Atlantis!
– Image by boardGOATS

With Atlantis gone beneath a combination of waves and lava and every meeple that had not made dry land perished in the boiling sea, it was time to score.  Each meeple has a value printed on the bottom, and although players knew what these were when they were placed, they were not allowed to look at them again.  Teal had attempted to codify which meeple was which in their location on the spaces they were placed on, however, Blue quickly called him on this and like everyone else, over the course of the game he had mostly lost track of which was where. Pink and Lime had only got one meeple ashore a piece, but although they were relatively high scoring ones, everyone else had a similar value one home and at least one additional one too.

Survive: Escape from Atlantis!
– Image by boardGOATS

Blue, Black and Teal managed to get three meeples ashore each, with Black totalling six points and Blue totalling seven.  The winner was Teal, however, with a total of eight, though even one more turn or a slightly different turn of events earlier in the game would have made a huge difference to the final placings.  It had been a lot of chaotic fun, but unquestionably, with so many players, there wasn’t much chance to plan and the game  changed hugely between a player’s turns.  With fewer players it is definitely a more strategic game, but with more, the onus is on players to work together more—indeed the players that did this this time, were the most successful.

Survive: Escape from Atlantis!
– Image by boardGOATS

Learning outcome:  Just when you thought it was safe to fall into the water…

21st March 2023

Blue and Pink were just setting up Circle the Wagons when Lemon walked in.  As Circle the Wagons is a two player filler game, they quickly packed it away and got out No Thanks! instead.  Lemon hadn’t played it before (or perhaps had forgotten), so Blue gave her a quick rules explanation.  It is a very simple (if clever) game, so it didn’t take long:  the first player reveals the top card of the deck, then makes the choice, either to take it or pay a chip to pass the problem on to the next player.  At the end of the game, the player adds up the face value of all their cards and the player with the lowest total is the winner.

No Thanks!
– Image by boardGOATS

There are two catches, however.  Firstly, if a player has a run of consecutive cards, only the lowest counts to a player’s final score, which encourages players to gamble a little.  However, the second catch is that nine cards are removed from the deck at random before each game, which means the card a player is gambling on getting may not even be present in the deck.  Blue and Pink were half way through their burgers and the trio were halfway through the game when Indigo and then Pine arrived.  Indigo was also new to the game so as they finished the first game Blue explained the rules to her too.

No Thanks!
– Image by boardGOATS

The first game was really close, but Lemon, got lucky and, although everyone scored relatively highly, she had three less than Pink to take victory.  The game plays five well though, so Pine and Indigo joined the other three for a second round.  This time, the top scorer was Indigo who finished just shy of fifty points.  Everyone else was closer, but this time Blue was the winner with seventeen points, some five less then Pine.  By this time, almost everyone else had arrived and the burgers had been dispatched, so it was time to decide who was going to play what.  The “Feature Game” was to be the Visit from the Rhine Valley expansion for one of the group’s most popular games, Viticulture, and the questions were, who wanted to play that, and what would the rest play?

Viticulture
– Image by boardGOATS

Viticulture is one of Pink’s favourite games and Teal was very keen to play it too.  Somewhat surprisingly, Ivory was open to other options, so eventually Indigo and and Green joined them to set that up.  With five people left, Lemon loving Ticket to Ride, and Pine having just acquired Burgundy‘s copy of the Europe edition, it wasn’t really a great surprise when the group decided to give that an outing in his memory.  The game is a very straight forward game of set collecting and network building with players either taking two cards on their turn, or paying sets of cards to place trains on the central map.  Players score points for placing trains on the map (with longer routes giving more points).

Ticket to Ride: Europe
– Image by boardGOATS

At the end of the game, players score extra points for any “completed tickets”, i.e. successfully connected the destinations on ticket cards dealt at the start of the game and perhaps collected during the game.  There is a risk associated with tickets, however, as any that are incomplete, score negatively.  Each version of Ticket to Ride has slightly different rules, so while everyone was very familiar with the basic game, the group had to remind themselves of the specifics of the Europe edition.  The main difference between this version and others is the inclusion of Stations—players can add one of these to a city to enable them to use one line connected to it that someone else has built to help them to complete tickets.

Ticket to Ride: Europe
– Image by boardGOATS

Ivory started and began the game and started on his first move by placing a single train from Bruxelles to Amsterdam.  That caused panic amongst everyone else, and turned out to be completely justified as everyone except Pine got involved in a scrap for the space in central Europe.  Largely as a result of that congestion Purple ended up forced to take tunnel routes.  These are routes where players don’t know the actual cost before they build them, since three cards are turned over from the draw deck and if any match the colour of the track being constructed, these must be matched by the player building the track (or they fail to build it).

Ticket to Ride: Europe
– Image by boardGOATS

This turned out to be costly for Purple who had a couple of attempts knocked back and some that costed considerably more than expected.  Lemon did what she often does and seemly prioritised building tracks she liked the look of, connecting them together later if possible.  Everyone else crossed their fingers and fought for the routes they wanted with most people interfering with somebody else’s plans somewhere along the way.  Ivory claimed the long tunnel route from Stockholm to Petrograd, and much to Purple’s disgust, managed it first time.  Lemon, who was after Pine in turn order kept trying to jump in front of him leading him to wonder whether he was invisible.

Ticket to Ride: Europe
– Image by boardGOATS

Blue seemed to have lots of tickets that didn’t go where her trains were and life got worse and worse as the space became increasingly crowded.  As the number of trains everyone had dwindled, everyone panicked about whether they were going to complete all their tickets.  Then, as everyone else was struggling to complete their tickets, Purple surprised everyone by taking more, and got lucky and finished it the very next turn—just as well, because Ivory had ended the game.  After the obligatory points recount (and a couple of very minor adjustments) the group started evaluating tickets.

Ticket to Ride: Europe
– Image by boardGOATS

Ivory, Pine and Blue had a lot, but Ivory had got lucky with his ticket draws which all fitted together quite nicely.  Blue had been less fortunate and only discovered that she was missing a connection for one of hers when it came to the final count.  Pine and Blue both succeeded in completing eight tickets, but Ivory had the longest continuous connected line, with all but two of his trains conga-ing neatly across the map.  Ivory, who had just been ahead throughout was the victor with a hundred and forty-seven points, twenty ahead of Blue in second and forty ahead of Pine in third.  It had been a good game though, with lots of cut and thrust and everyone (especially Blue) had engaged their inner Burgundy at some point.

Ticket to Ride: Europe
– Image by boardGOATS

Both Ivory and Pine wanted an early night, but there was still time for something else, so long as it wasn’t too long.  Pine rejected Blue’s optimistic suggestion of Bohnanza as always taking too long, so in the end, the group settled on Coloretto.  Lemon was new to this, but it’s a quick game to teach and an easy game to learn as you play too.  Another set collection game, the idea is that players score points for collecting large sets of coloured chameleons.  So, on their turn, players either turn over the top card of the deck and place the card in one of the trucks (each of which can contain a maximum of three cards), or take a truck.

Coloretto
– Image by boardGOATS

The reason this is clever is because while players score positively for the largest three colour groups, the others all give negative points.  The triangular series gives many more points for the later cards, thus, the trick is to have one large set of cards rather than two or three smaller ones.  The game plays well with five and there were lots of difficult tactical decisions with players trying to work out what everyone else would do and then force them to take cards they really didn’t want.  In the end, it was an easy victory for Ivory though, with thirty-four, four points ahead of Blue in second.  It was much tighter with a three way fight for bronze, that Purple just won.

Coloretto
– Image by boardGOATS

Meanwhile, on the next table, Teal, Pink, Ivory and Green were playing the “Feature Game“, the Visit from the Rhine Valley expansion for Viticulture.  Although Viticulture is much more complex than the other games being played in the room, it is a relatively straight forward worker placement game where players are developing their vineyards by building buildings, planting vines, harvesting grapes, making wine and getting help from visitors.  The game is typically a race with the winner being the player with the most points at the end of the round where a player exceeds a set number of points.  The Rhine Valley expansion is very small, just a replacement deck of Visitor cards, but it has a reputation for changing the game quite significantly, making it more about wine making than just getting points.

Viticulture
– Image by boardGOATS

Viticulture is one of Pink’s favourite games and was quite well known to Green and Teal too thanks to them playing regularly on Board Game Arena.  The Tuscany expansion was a new new variation to Green and Teal though and nobody had played with the new Rhine Valley Visitor cards.  Indigo had never Viticulture at all, but Pink and Teal explained the rules, during which Indigo received some well meant general advice on best plays from the others. When Green suggested that five workers was probably optimum, both Teal and Pink were quick to disagree suggesting that more (maximum of six) was always better.  Viticulture is always a slow burner for the first part of the game, and Pine kept looking across from the other table and remarking how the game had been going for ages, but there had only been a single point scored.

Tuscany
– Image by boardGOATS

As Pink, Teal and Indigo inched forward by a point or three, Green remained resolutely on zero for a long time, and then he sacrificed a point to go negative!  As the game progressed the points started to come eventually.  After drawing fulfillment card after fulfillment card, Pink realised he should have planted some higher value grapes rather than just the first ones that came along, which meant it took lots of turns to make them “ready for sale”.  He was the first to complete a wine order though, with Teal just behind.  Green eventually started to move forward and caught Indigo who was struggling a little to get her head around the game a little and with only three workers was really finding it difficult to get much done.

Viticulture: Visit from the Rhine Valley
– Image by boardGOATS

One of the interesting features of Tuscany is the additional buildings that can be constructed.  Green found a Statue which was very expensive, but not only gave him an immediate point, but also an extra point each round.  This, together with his other building, a Storehouse, he had an extra ageing step each round as well—his engine was beginning to build after a slow start.  Green then played a winter Visitor combo, which allowed him to make some wines and fulfill a big six point order with an additional two points.  With the end-game trigger at twenty-five, that was quite a haul in one go, indeed, Green, Teal and Pink were all quite close now.

Viticulture
– Image by boardGOATS

In spite of the sudden flood of points, with time running out, the group soon realised they would not be able to finish in time.  Pink’s more traditional approach of planting, harvesting, making wine and fulfilling orders had kept him at the front of the points track, and would likely have got him over the twenty-five point line in the next round.  However, the group decided that they really needed to finish, just when everyone’s engine was getting into their stride. Nobody will ever know whose would have been be the most successful and by the end of that round it was all very close on the score track.  Pink had his nose in front though, followed by Green and then Teal, but there were still the “Stars” regions to score.

Tuscany
– Image by boardGOATS

This was an area which Teal had really gone for early on in the game. Green had placed a few few early on and then mostly ignored it.  Pink came to the stars late in the game, but as was his usual strategy, made big plays when he did.  In the end Teal narrowly scored most just edging Pink although he still had enough to retain his lead with twenty-one, two ahead of Teal and four ahead of Green.  None of the group quite knew how the end of the evening had snuck up on them so suddenly, they had been so engrossed and it had seemed hardly any time at all—quite a recommendation for a game!

Tuscany
– Image by boardGOATS

Learning Outcome:  If you go into the Wine Business, make sure you know what people want to buy before planting any grapes.

7th March 2023

Plum and Blue were first to arrive and, by the time they had finished their enormous rack of ribs (or given up and had a doggy bag made up), almost everyone else had arrived.  There were a few people missing, but still enough for two games of four.  The first was the “Feature Game“, but nobody really wanted to commit to that until they knew what the other game was going to be.  As he had done the last couple of times, Green suggested Terraforming Mars.  Unlike previously, this time Ivory, Plum and Teal felt up to it, leaving Blue, Black, Purple and Lime to play their preferred choice of New York Zoo.

New York Zoo
– Image by boardGOATS

New York Zoo is a tile laying game by Uwe Rosenberg, designer of Agricola, Bohnanza, Patchwork and many other well-known games.  The idea is that players are building pens in their zoo, populating them with animals, and building attractions.  This is one of several polyomino, Tetris-like, tile-laying type games (including Cottage Garden, Spring Meadow, Indian Summer and Patchwork), but what makes this one unique and interesting is the Market.  Players move the Marker Elephant one to four spaces round the Market, landing either on an Enclosure tile space (taking the top one and adding it to their zoo) or on an animal space (taking one or both of the animals depicted).  Enclosure tiles can be placed anywhere in the player’s Zoo, then one or two identical Animals from elsewhere in their Zoo must be moved to occupy the Enclosure.

New York Zoo
– Image by boardGOATS

Each Enclosure can only hold one type of Animal, meercats, snow-foxes, kangaroos, penguins or flamingos, but when moving Animals, no pen can be left empty.  There is an advantage to pens having two or more Animals in them too—the Market also features breeding spaces, and when the Marker Elephant passes these, up to two pens containing two or more matching Animals get an extra one.  When a player moves the Elephant onto an Animal space, they take one of either or both the Animals depicted into Enclosures containing matching Animals (moving another from Storage if they can), or into the Storage space.  Moving animals is important, because when an Enclosure is completed the player removes all the animals putting one into Storage if they have space, and then takes an Attraction tile of their choice and adds it to their Zoo.

New York Zoo
– Image by boardGOATS

Attraction tiles are useful because they fill additional spaces, and at its heart, New York Zoo is a race game—the winner is the first to fill all the spaces in their Zoo.  Black and Purple had played this a few times, and once Black had explained the rules to Lime and Blue, Purple started.  Black and Purple prioritised completing Enclosures to get Attractions.  The Market is stacked so there are large tiles, heptominoes, on the top of each tile space, with hexominoes, then pentominoes and finally tetrominoes at the bottom of each pile.  Black and Purple prioritised getting breeding pairs of animals and as the Market dwindled, getting smaller enclosures because small Enclosures are easier to complete than large ones.

New York Zoo
– Image by boardGOATS

Blue, who had not played the game before, started off getting large Enclosures and fitting them tightly together.  As the game progressed, however, she realised her mistake as everyone else’s Animals were breeding and she didn’t have pairs because she was taking one out every time she added another Enclosure.  This had the additional consequence that she was starting to run out of Animals too, so she prioritised getting breeding pairs for a couple of rounds before continuing to take the biggest Enclosures she could get away with.  It was a tight game—Purple seemed to take an early lead, but it looked like Black and Lime over-took her towards the end and were in a tussle to finish the game first.

New York Zoo
– Image by boardGOATS

With everyone else concentrating on filling pens and taking Attractions, nobody was watching Blue.  So they were taken by surprise when her kangaroos bred filling their pen and she took her first Attraction.  That left one space which she promptly filled taking the only Enclosure that fitted, perfectly, and ended the game.  With everyone else so close to finishing, however, the rest of the group played on to see who would place where.  In the event, Black finished just ahead of Lime.  The group were just dissecting the different strategies when Pine arrived, fresh from his meeting teaching “cubbish-sized scouts” about waste.  Terraforming Mars was still going on, so the hunt was on for a five-player game, and the group settled on Kingdomino.

Kingdomino
– Image by boardGOATS

Native, Kingdomino is a four player game, however, with the Age of Giants expansion, it plays five.  The base game is simple enough, but it had been a while since most people last played it, so there was a quick run through of the rules.  On their turn, players add a terrain domino to their Kingdom; each domino comprises two squares of terrain and when placed at least one end must be adjacent to the same terrain type.  Like New York Zoo, the interesting and clever part of the game is the Market.  In Kingdomino, there are two parts, current and future—when a player takes their domino from the current market, they choose their next domino by placing their marker on it.

Kingdomino
– Image by boardGOATS

At the end of the game, players score each terrain region with points equal to the area of each region multiplied by the number of crowns on it.  The clever part is the timing of the Market.  The tiles are drawn at random from a set numbered from one to forty-eight.  The low numbers generally being the less desirable ones, those without crowns or those for terrain types where crowns are more scarce.  Since players take the tiles in numerical order (low to high), taking a low value tile in one round gives a better choice in the next.  Similarly, taking a high value tile means there will be less (or maybe no) choice in the following round.

Kingdomino: Age of Giants
– Image by boardGOATS

The Age of Giants expansion firstly adds twelve extra tiles (enough for a fifth player), six labeled with letters A to F and six numbered forty-nine to fifty-four.  These are ranked below one for the letters and after forty-eight for the high numbers, with the low ranking tiles featuring a Giant, and the high ranking ones featuring Footprints.  Players taking dominoes with a Giant on them, also take a Giant-eeple and place it over a crown in their Kingdom so that it doesn’t score.  Taking a Footprint domino allows the player to move a Giant from their Kingdom to a crown in someone else’s and this increase their score, making these tiles potentially very valuable.

Kingdomino: Age of Giants
– Image by boardGOATS

Unfortunately (especially for Lime and Blue who ended up with all the Giants), the Footprints seemed hard to come by in this game.  The other part of the Age of Giants expansion are the Quests.  The base game comes with two Quests, arrangement targets that give points.  These are “Middle Kingdom” and “Harmony” which respectively give ten points for a castle in the centre of a player’s Kingdom and five points for a complete five-by-five territory with no discarded tiles.  This time, the Quests drawn essentially at random were “Bleak King” and “Four Corners of the Kingdom”.  The first of these gave five points for each five square of terrain with no crowns while the second gave players five points for placing cornfields on all four corners of the five-by-five grid that defines their Kingdom.

Kingdomino: Age of Giants
– Image by boardGOATS

Although the Quests had been included in game play several times before, the Giants have only had an outing once and didn’t go down all that well.  Still, with five players all the extra tiles were needed and their values would have been unbalanced without including Giants, so the group thought they’d give it another try.  This time Blue and Purple had a really hard time getting crowns and things were so bad for Blue that she resorted to picking up twenty points, more than half her total, from the “Bleak King” Quest.  Black built a lot of sea and pasture, while Lime scored heavily for his mountains and Pine picked up lots of points for his large woodland.

Kingdomino: Age of Giants
– Image by boardGOATS

It was very close between the top three and both Lime and Pine scored forty-five points for their highest scoring terrain—Lime for nine crowns spread over five spaces, Pine for five crowns spread over nine spaces.  There were just two points between Lime and Pine in the end, but Pine’s sixty-eight points just edged Lime into second with Black four points behind that.  It had been a good game.  However, the group felt that the Giants took a positive constructive game and added a negative aspect.  Those that had been stuck with them hadn’t found that aspect particularly enjoyable, especially as it was easy to get lumbered largely through no fault of their own, so it is unlikely they’ll get another outing very soon.

Kingdomino: Age of Giants
– Image by boardGOATS

Meanwhile, on the next table, Green, Ivory, Plum and Teal were still playing Terraforming Mars.  To speed up the game they played with the Prelude start cards and also removed the Corporation cards—that turned out to be a good choice as the game only just finished before the pub closed.  In this game, players play corporations sponsored by the World Government working together in the terraforming process, but competing for victory points.  These are awarded not only for their contribution to the terraforming, but also for advancing human infrastructure throughout the solar system, and doing other generally commendable things.

Terraforming Mars
– Image by boardGOATS

The players acquire unique Project cards by buying them into their hand; these can represent anything from introducing plant life or animals, hurling asteroids at the surface, building cities, to mining the moons of Jupiter and establishing greenhouse gas industries to heat up the atmosphere. The Projects can give immediate bonuses, as well as increase production of different resources. Many cards also have requirements and become playable when the temperature, oxygen, or ocean coverage increases enough. Buying cards is costly, so there is a balance between buying cards (three MegaCredits per card) and actually playing them.

Terraforming Mars
– Image by boardGOATS

The game ends after the terraforming is complete when the three global parameters, temperature, oxygen, ocean have all reached their goal.  Players then score for their Terraform Rating with any other points they might have accrued.  This time, Green made his presence felt on the surface of Mars in the early stages with his initial starting forest, which grew a little, and seeded the oceans. He was the only one for a while.  Plum played a blue card which gave her a couple of extra Credits every time someone built a city.  This one really paid for itself in the four-player game as everyone wanted to build more than one city.  Green was first, but had mis-read the card and found himself colonizing Phobos instead.

Terraforming Mars: Prelude
– Image by boardGOATS

So, Teal was the first to actually build a city on the surface of Mars. He opted for the equator but on the other side from Green’s forests.  Later he played a blue city bonus card that gave him a Credit production bonus for each one. Although several cities had already been built by then, several more followed and he was able to enjoy the benefit of extra cash in later rounds.  Ivory meanwhile had made a different start to the game than his normal opening gambit (building a city), and completed the first Milestone: the Ecologist. However his cities did follow later as he extended down towards the south pole. Teal claimed the second milestone: the Specialist, helped on by his city Credit production bonus.

Terraforming Mars
– Image by boardGOATS

Plum was the last to claim a Milestone: the Generalist, as she was able to pay to increase her production one step each round.  She did not claim it straight away, but noticed it after Teal had claimed his, and thought she had better get in there quick.  Green was not able to claim any milestones, but instead was the first to fund an Award. A quick check around the player boards suggested he should fund Celebrity as he had three high value cards to Teal’s two, but neither Plum or Ivory had any cards over the value of twenty Credits. Later on Teal funded the second award and went for Estate Dealer as he clearly had more tiles next to oceans at this point (having planted his forests northwards around the oceans.

Terraforming Mars
– Image by boardGOATS

At the end of the game Green pulled out his wallet once more and funded Benefactor since he was ahead on the Terraform Rating track. Ivory was only one behind, but Green had a couple of options he could play on his last turn for a couple of extra Terraform Rating points. This prevented Ivory from funding the Dessert Settler award for which he had been building.  Green decided to go for outworld domination and also built Deimos city.  During the second half of the game Green realised he had forgotten his company bonus of a two MegaCredits reduction for each brown, Industrial tagged card.  He had built three, so put six Credits aside to be used in the event of a tie, (although had he remembered to claim them at the time, he may have been able to play more and better cards).

Terraforming Mars: Prelude
– Image by boardGOATS

In the final scoring it was very close indeed, although during the game Mars was regularly bombarded with meteors and nuclear bombs, so it was a wonder any one survived at all!  Ivory and Green tied for second with fifty-nine points. Even with his extra six Credits, Green still lost the tie to Ivory, who had more Credits left over from the final production.  At this point, Green realised he again had misread a card thinking he would get one point per ocean tile in the game for his capital city, but that would have given him a guaranteed nine points and would have been way too powerful. In the end, it was Teal who triumphed, but only just, with sixty-one points, in well deserved victory.

Terraforming Mars
– Image by boardGOATS

Learning Outcome:  Mama’s taking us to the zoo tomorrow, zoo tomorrow, zoo tomorrow… We can stay all day!

21st February 2023

With this set to be our last meeting before The Horse and Jockey changed hands, a lot of people turned up early to enjoy the Thai special (a preview of the Thai Night the following day).  As the last of the food was consumed the final couple of people arrived, and then it was all about deciding who was going to play what and how we were going to split up the group of thirteen.  In the end, Ivory took a group of five to play the “Feature Game“, Verdant, while Pink and Lime led a group of four to play Cascadia, and Green gave his copy of Wingspan with all the expansions (Europe, Oceania and Asia) an outing.

Verdant
– Image by boardGOATS

The “Feature Game“, Verdant is a card game where players are trying to match plants to rooms and grow luxurious foliage to give them the most points at the end of the game.  The game is played over fourteen rounds with players taking it in turns to take cards from a central market.  In a similar way to Cascadia where hexagonal tiles are paired in the market with animal tokens, in Verdant, the cards are paired with object tokens.  However, where, in Cascadia players just have to choose which pair to take, in Verdant the decision is a little more complex.  Instead of taking a card and it’s token, in Verdant each tokens is paired with two cards (a room and a plant) and players choose one card to take with the associated token.

Verdant
– Image by boardGOATS

Players then add the card to their three by five array, with plants placed next to rooms and visa versa to form a chequerboard-type arrangement.  Whenever a plant is placed next to a room with matching lighting conditions, it gets a verdancy token; plants which achieve target verdancy are completed and gain a fancy pot (some of which give bonus points) and then score points at the end of the game.  Players then add and/or spend their object tokens.  The objects come in two types, Furniture/Pets and Nurture tokens.  Furniture/Pets are either added to a room or placed their one storage space.  Nurture tokens are particularly useful as they can be spent to add extra verdancy to plants.

Verdant
– Image by boardGOATS

At the end of the game, as well as scoring points for completed plants, players also score for each room with adjacent plants that match their type—one point for each plant, two for each if the room contains an object with a colour that matches the room.  Finally, players are rewarded for any residual verdancy and receive bonus points for having a complete set of each plant type, for having a complete set of each room colour and an increasing number of bonus points based on how many unique Furniture/Pets they have in their home.

Verdant
– Image by boardGOATS

Blue started, and with no idea what she was doing, took a high verdancy plant and passed the problem on to Teal whose turn it was next.  There was quite a lot of “try something and see what happens” going on in the early part of the game, but before long Pine voiced everyone else’s thoughts when he asked of Ivory, “How come you’ve got two pots already?” Then, as everyone shrugged, Pine added, “Oh, I see, you have cheap plants…”  Ivory looked, if not exactly disgruntled, some way from being actually gruntled, and replied, “You make it sound like I got them from a garage on the way here!”  And so the game continued with players taking cards and adding them to their arrays with as much verdancy as possible.

Verdant
– Image by boardGOATS

About halfway through the game, Pine shared a new post on The Jockey Facebook page which said the current business owner would now be leaving in two weeks but Dan (the current manager) would be responsible for the pub for the next couple of months.  So, while there’s still some uncertainty, it seems there WILL be a meeting in two weeks time.  By this time, people were getting into their strides a little, though most people’s main strategy  just seemed to be taking Nurture tokens whenever they had the chance, something which Pine and Indigo seemed to get a lot of and Blue didn’t have until her final tile (which she picked up with a Panda Plant, much to Pink’s delight from the next table).

Verdant
– Image by boardGOATS

And that just left the scores.  A bit of a point salad, it seemed like points came from everywhere.  The bulk of everyone’s points came from completed plants though and rooms scored surprisingly well too.  Most people thought Ivory was going to win, and so it proved, but much to her surprise, Blue was only a couple of points behind his seventy-nine, and took second.  It was really tight for third with everyone else within a couple of points of each other, but it was Pine who just made it onto the podium ahead of the others.  Although the game had taken quite a bit longer than expected and was more of a head-scratcher than its brother Cascadia, Verdant had been universally enjoyed and deserves another go.

– Image by boardGOATS

Speaking of Cascadia, Pink, Lime, Black and Jade were giving last year’s Spiel des Jahres Award winner another outing.  In this game, similar to Verdant, on their turn, players take a terrain tile and animal token from the market and add them to their array.  In this game however, players score points for their largest terrain of each type and also for animals in a specific arrangement.  There is a lot of replayability in the game as each animal has several different scoring motifs on cards with one of each drawn at random at the start of each game.  This time Bears scored for each group not surrounded by bears with larger groups scoring more; Salmon scored for long chains, and Elk scored for groups of one, two, three or four tiles in a particular layout.

Cascadia
– Image by boardGOATS

There was some discussion surrounding the scoring of Foxes, but they scored for each unique animal pairs surrounding them.  The Hawk card was from the Tantrum House Promo Set and gave points for each Hawk that had a direct line of sight with both an Elk and a Fox.  And this proved challenging for most people as Pink spent the first half of the game by taking all the Elks in what was later referred to as “The Great Elk Shortage”.  The others soon got their revenge, however, when Pink was after Bears and everyone else took them just before he could.  The game progressed quite quickly and before long, it was time to score.

Cascadia
– Image by boardGOATS

Despite the Elk and Bear based tussle, the scores for the Wildlife were very close with Jade just three points ahead of Black and Pink. In this game though players ignore the largest areas at their peril, but these need quite a lot of planning to make them work.  With bonus points available to the player with the largest of each type of terrain, going heavily into one or two not only scored per tile, but also an extra three points.  This tactic gave Pink eight more points than anyone else for his Habitats which ultimately gave him a comfortable victory, eight points clear of Black in second.

Cascadia
– Image by boardGOATS

Cascadia was the first game to finish and the group looked around for something quick to play that everyone knew, and quickly settled on Sushi Go!.  This is the archetypal card drafting game, where players are dealt cards, keep one and then pass the hand to their neighbour.  Played over three rounds, players are collecting different types of sushi.  This game was closer than Cascadia and a bit rushed.  There was a big debate as to whether players could play wasabi on top of wasabi and score nine points—the initial response was “that would be silly”, but it was confirmed with a rules check.

Sushi Go!
– Image by boardGOATS

The group played with the Soy Sauce Promo which gave points for having lots of different types of sushi, and variously pretty much everyone had a go at making them score.  Almost everyone eschewed the Chopsticks, which allow players to take two cards instead of one later in the round, but that assumes there is an opportunity to use them later.  Pink gave them a go, but without much real success.  The final round had no Puddings, so there was a three-way tie for Desserts giving each player two points, except for Pink who missed out completely and lost six points.  With a deficit of eight points in such a tight game that probably gave victory to Jade, who finished two points ahead of Pink in second and five ahead of Black in third.

/tr>

Sushi Go!
– Image by boardGOATS

Meanwhile, on the third table, a rather epic game of Wingspan was underway.  This is one of the group’s favourite games and seems to be popular with almost everyone.  The game is a kind of action based card-driven, engine-building game.  Players take it in turns to take one of four actions:  take food; take bird cards; pay food to place bird cards, or lay eggs on bird cards.  Since we enjoy Wingspan and play it a lot, we have all the current expansions within the group, though none of the people playing this time had experienced Oceania or Asia (except solo), so the group decided to put in as much content as they could. This meant using all the bird cards available, creating three huge stacks.

Wingspan
– Image by boardGOATS

There were so many cards that they piled way up beyond the top of the card holder, and by the end of the game, they were still over the top!  The group added the round bonus chits from the European and Oceania expansions to the base game ones, but ended up only pulling out one from Oceania (birds pointing left) and none from Europe.  And of course the group used the nectar (replacing the original set of dice too), and lots of different coloured eggs from the different sets.  The only parts of the expansions the group weren’t able to use were the two player components and the six/seven player components from Asia as there were four in the group, Green, Plum, Byzantium and Sapphire.

Wingspan: Oceania Expansion
– Image by boardGOATS

The group only needed to refer to the rules a couple of times for clarification on how the birds interacted.  Byzantium’s Snowy Owl, did not point left or right, so he could not count it towards the end of round goal, which meant he only tied with Sapphire for first place in round two.  For most of the game there was little egg-laying, but the group managed to fill their boards with lots of birds (ten to thirteen each). Only Green and Sapphire went on an egg laying frenzy in the last couple of rounds, but they still only managed ten and thirteen in total respectively. Plum and Byzantium both managed to collect an almost unheard of total of four bonus cards each.

Wingspan: Asia
– Image by boardGOATS

Although this helped Byzantium towards an extra twelve points from the bonus cards, it was still shy of Sapphire’s thirteen from two cards (seven points of which he gained on his very last turn with a lucky bonus card draw).  Plum, however, really made good with her bonus cards for a whopping total of twenty-five.  This was to prove the clincher for her as she won the game with ninety-six points, some way ahead of Sapphire’s eighty-eight giving him second and Green five points behind in third.  Of the expansions, everyone in the group used lots of Nectar (another aspect where Plum managed to outscore everyone else) and a good smattering of birds from each expansion, except for Asian birds.

Wingspan: Oceania Expansion
– Image by boardGOATS

Only Sapphire placed an Asian bird card with the group using twenty base game birds, ten from the European expansion, fifteen from Oceania and the single Asian bird. Green did manage to get two “flitting” birds and regularly made use of them to flit between habitats. During the after game discussion, the group agreed that they really wanted to try the two player and the large group versions. Having played Wingspan with six last summer without the Asia adjustment, it was clear what needed tightening up, and that seemed to have been done.  As a result, the group all agreed that they looked forward to a Mega-Wingspan game soon.

Wingspan: Oceania Expansion
– Image by boardGOATS

Learning Outcome:  Some board games are prickly and others more succulent.

7th February 2023

Blue, Jade, Plum and Byzantium were first to arrive and started by ordering food and then settled down for a chat.  Pine soon joined them, followed by Teal, Green, Black, Purple and Ivory.  With Lime tucked up in bed fending off his lurgy, and Lilac away for work, it was just Pink who was trapped on the motorway system somewhere between The Jockey and the Frozen North.  So, while food was being finished the others wanted a short game for the other end of the table.  Teal had brought along The Lost Expedition and Cottage Garden. Both were apparently at least thirty minutes which probably meant nearly an hour, so we settled on a short one everyone knew, NMBR 9.

NMBR 9
– Image by boardGOATS

This is a super-quick little game, but what really makes it special is that it has almost zero set-up time.  The idea is that one player turns over cards, and these indicate which of ten tiles should be played on that turn.  Players take the tiles straight from the box and add them to their tableau with players making sure edges touch and when placing tiles on higher layers, there must be no overhangs and tiles must cover at least two other tiles.  Players score for the number on each tile multiplied by the “story” or “floor” (thus a nine placed on the third layer (second floor) scores eighteen points).  The player with the largest total is the winner.

NMBR 9
– Image by boardGOATS

Everything started reasonably well with some low numbers to start, including the zero, to help players build a base. The first nine came out in time for most people to have built a base to place it on, but it was after this that  it all started to go wrong.  Everyone seemed to struggle to fit the numbers coming out anywhere higher than the bottom layer, and even then players discovered they had blocked themselves from the best base places.  Players were were struggling to get much on their second layer, let alone the third, so by the time the last two numbers were drawn (six and one), most people had barely managed a third layer.

NMBR 9
– Image by boardGOATS

The one came out and was generally placed on top for a whopping three points for most and then the six could only go on the second layer.  Everyone felt they just hadn’t managed things very that well this time—all except Black that is.  He had been quietly getting on with things in the corner, building his third layer and a final fourth layer for his last number.  The end result was that Black ended up with a score that was one of the group’s highest ever for this game and nearly twice that of second place Teal with Green not too far behind in third.  With that done, it was time to decide who would play what.

NMBR 9
– Image by boardGOATS

Most people seemed to want to give the “Feature Game“, Flamecraft a go.  That was OK, as we had two copies of that available, but the question was what the third game might be.  Green failed to find any takers for Terraforming Mars, so in the end Pine and Teal joined him giving the Pennsylvania map for Ticket to Ride a go.  The Pennsylvania map is part of Map Collection Volume 5 and is the reverse side to the United Kingdom board. All the Ticket to Ride games are built round the same basic idea:  on their turn, players either take carriage cards from the market or use carriage cards to pay to place trains on the map connecting cities together.  Players score points for placing pieces on the map and for completing tickets (connecting two places on the board).

Ticket to Ride Map Collection: Volume 5 – United Kingdom & Pennsylvania
– Image by boardGOATS

Each map has special rules and or mechanisms that are unique to it.  In the case of the Pennsylvania map, this is the ability to acquire Shares.  Each time a player completes a route, they claim a Share token for one of the companies depicted next to that route. At the end of the game, whoever holds the most Shares in each company receives points.  The trio entered into the game without much thought of how it might be best played, so started out doing their best to complete tickets, with the Shares just an added bonus.  Pine was the first to place a train, from Johnstown to Altoona, while Green and Teal continued to collect cards.  Teal was second to place trains, a long route on the eastern side from New York to Philadelphia and Green was a little later in the north west.

Ticket to Ride Map Collection: Volume 5 – United Kingdom & Pennsylvania
– Image by boardGOATS

There wasn’t much else going on except card collecting, and there didn’t seem to be any Locomotive cards in the deck.  When Pine extended his single train westwards to Pittsburg, there was a groan from Green—he had just been unable to get the colours he needed for the same track and now had to go the long way round.  Adding to Green’s woes, Teal then took the three train route in from Towanda to Scranton, that he’d wanted for his two point ticket.  Annoyingly, it didn’t have a specified colour, so he could have placed something there almost any time, but had been concentrating on getting the colours for the routes into Johnstown for his bigger value ticket.

Ticket to Ride Map Collection: Volume 5 – United Kingdom & Pennsylvania
– Image by boardGOATS

When Pine then claimed the final entry into Johnstown to completely block Green out, he was convinced his game was over, with two failed tickets before it was even half way.  With a handful of train cards and no-where else to go, Green was the first to take new tickets, keeping just one.  After placing trains along the northern edge of the state and into Canada, Green had another go at taking tickets, this time keeping two.  With there being a big fifteen point bonus for the most completed tickets and no bonus for longest continuous string of train pieces, this version of Ticket to Ride encouraged everyone to place trains on almost any route.

Ticket to Ride Map Collection: Volume 5 – United Kingdom & Pennsylvania
– Image by boardGOATS

And this was without the Shares—everyone had been been quietly collecting them. Pine seemed to be going for a lot of the highest value, the Pennsylvania Railroad Company, although that was mostly because he kept forgetting he had them.  Teal was collecting a variety, but was the first to take Shares in a lot of the lower value companies (which had fewer Shares available). In fact he was so entranced with the share collecting, he was placing his trains on routes to collect shares and forgetting about his ticket completion, which was to be his downfall.

Ticket to Ride Map Collection: Volume 5 – United Kingdom & Pennsylvania
– Image by boardGOATS

Pine brought the game to a close with just two trains left leaving Green and Teal to place one more two train route each, though Pine was unable to place any more trains for one last Share.  Not terribly surprisingly, Pine eschewed Teal’s suggestion of taking tickets.  He’d taken some earlier and although in this game players get four tickets and only need to keep one, he still felt they looked awfully difficult to do.  Plus with trains all over the board, it seemed very unlikely that a route may have already been completed, much more so than in some of the other versions of the game where it sometimes feels like it is worth a shot.

Ticket to Ride Map Collection: Volume 5 – United Kingdom & Pennsylvania
– Image by boardGOATS

The final scoring was to prove interesting: scores for just placing train pieces on the board were all relatively close.   Everyone had to get their fingers and toes out to score the Shares, but in the end found the scores were all very close on these as well, even though everyone had had different approaches towards them.  It was the tickets that were to be the deciding factor.  As mentioned, Teal had largely forgotten about his routes, and although he had managed two of them, the last was incomplete and counted against him, giving him a ticket score in single digits.  Pine had completed four tickets with most of them being good scorers. Green had also managed to complete four tickets, but this score was off-set by his two failures from the early part of the game.

Ticket to Ride Map Collection: Volume 5 – United Kingdom & Pennsylvania
– Image by boardGOATS

The tie for the most ticket bonus was “friendly” so they both scored it, but those failed tickets cost Green a total of around forty points, roughly Pine’s winning margin.  As the group packed away, they discussed the Pennsylvania map and agreed it was quite good.  Although the Shares score was fairly even, the fact that the bonus was for tickets and not the longest continuous set of trains, meant everyone tended to build all over the board rather than focusing on a connected set.  The feeling was that playing again people might well go for even more of the short routes to gain more Shares, rather than the long high scoring routes—food for thought from a very worthy Ticket to Ride expansion.

Ticket to Ride Map Collection: Volume 5 – United Kingdom & Pennsylvania
– Image by boardGOATS

By this time it was nearly 10pm, but Teal wanted to try out the cooperative game, The Lost Expedition.  The box suggested thirty to fifty minutes, but Teal assured the group that it was unlikely to take that long and everyone would probably die fairly quickly.  He had played it solo a few times and always died, so was keen to try it with a team.  The idea of the game is that they take the role of a team of three in search of the lost legendary explorer, Percy Fawcett.  The game has really nice artwork a little reminiscent of Tin Tin style and large, easy to read cards.  Teal explained the rules, but it wasn’t until play started that Green and Pine really understood how it worked and it wasn’t really that difficult.

The Lost Expedition
– Image by boardGOATS

Each player started with a hand of four cards and took it in turns to lay one forming a route, with the numbered cards increasing in value.  This was creating a path for the explorers to travel, with some loses and some benefits, and several cards which also allowed them to skip or swap other cards on the track.  This meant that if there was a particularly bad card the players could try and place it after one that allowed following cards to be skipped, and therefore not have to deal with it at all.  In the first “Morning” round, the group each played two cards from their hand.  Once that was done, they then started down the path, deciding what to do with each one.

The Lost Expedition
– Image by boardGOATS

There were usually several choices:  some had compulsory things to do, others were optional.  For example, for the Panther card the group had to decide on whether to use one of the three bullets the team start the expedition with (leading Pine to comment on how stupid it was to enter a several day jungle adventure with only three bullets!) in order to gain three food, or to lose a health token to skip over the card.   Once the first path was completed, the group progressed onto the next part, the “evening”, building a path from the remaining cards in the order of placement (the face value on the card was irrelevant now).

The Lost Expedition
– Image by boardGOATS

Fortunately, the group had a couple of skips and swaps (allowing them to switch the position of two cards on the path), and by the end they had taken several steps on the main route through the jungle towards their goal.  The group had taken a few health hits along with the way, but their three characters still seemed to have at least two or three of their initial four health points remaining.  The next day everyone again started with four cards and by the end of the morning phase the team were only two steps from the goal, but their health was beginning to look a little poor.  With the evening placements the group somehow managed to make those final two steps with the first two cards of the path before anything bad happened.

The Lost Expedition
– Image by boardGOATS

The team had beaten the game, however, it was with the easy setting which has only seven spaces on the main route through the jungle—the standard game has nine!  Nevertheless, Teal was pleased to have finally beaten the game and Green and Pine had enjoyed it too.  It is a  clever little co-operative game that really encourages discussion and doesn’t let one player dominate.  With the hand of cards it also provided an element of individual game play and decision making, further preventing the “alpha gamer” problem that often blights cooperative games.  As a result, this game might well appeal to those who do not normally enjoy them and this one could well get another outing.

The Lost Expedition
– Image by boardGOATS

Meanwhile, the other two tables were playing the “Feature Game“, Flamecraft.  This is a game where players take the role of Flamekeepers, gathering items, placing dragons and casting enchantments to enhance the Shops of the town with the aim of finishing the game with the most Reputation points.  A sort of worker-placement game, players take it in turns to firstly move their dragon to one of the Shops and then either Gather resources from it and optionally play a dragon into the Shop, or spend resources to Enchant or upgrade it so it provides more resources.  This sounds very simple and not terribly exciting, but the interplay between the actions on the dragon cards and the large pile of available Shops is what makes the game interesting.

Flamecraft
– Image by boardGOATS

When a player Gathers resources they can also activate or “Flame” one dragon and the special ability for the Shop (if it has one).  In contrast, a player that Enchants a Shop, they can activate all the dragons in the Shop, but cannot activate any special ability associate with the store.  There are six different types of Artisan Dragon and, although every card has a unique name and artwork, the actions are the same for any one type.  For example, all Diamond Dragons allow the active player to take three gems from the supply, and all Bread Dragons allow them to take another Artisan Dragon card from the market or face down deck.

Flamecraft
– Image by boardGOATS

Players get Reputation points for Enchanting Shops:  they pay resources to buy one of the face up cards from the Enchantment market and add it to the Shop they are at which must match the Resource type. There are other ways of getting Reputation though.  For example activating a Plant dragon allows a player to gift another person any resource and in return get two Reputation points.  Some of the Shops also give Reputation points, but perhaps one of the best source is through Fancy Dragons.  These are special dragons which are effectively Goal cards.

Flamecraft
– Image by boardGOATS

Players start the game with two Fancy dragons and choose one to keep and add to their hand.  These come in two types—day and night.  Daytime Fancy dragons (marked with a sun) can be completed at any point during the player’s turn and give points in exchange for Resources or manipulating the game so certain conditions are met.  In contrast, nighttime Fancy dragons are evaluated at the end of the game giving points, for example, for being the player with the most of one Resource or for each Resource of which you have an odd number.

Flamecraft
– Image by boardGOATS

Both groups began with the slightly simpler, purple enchantment deck and without the special helper cards (which are an optional addition to the game that provide a one-time special ability to each player).  Just as Byzantium, Ivory and Blue were about to start, Pink rocked up and joined the game so after the set up had been adjusted and the rules were explained they got going.  Blue started by collecting Resources.  On the first play, Flamecraft has a tendency to feel a little bit aimless, but as soon as the special (non-start) Shops started to come out, things get a little more interesting.  Although there are only six different types of Artisan dragons, the interplay between them and the Shop powers is much more interesting than it seems at first glance.

Flamecraft
– Image by boardGOATS

Ivory was quick to get a feel for things and soon scored some points, as was Byzantium, who was the only one around the first table that had played it before.  Pink and Blue were a little slower to get off the ground, but soon started to improve their Reputation as well.  There was a bit of a rules glitch towards the end when they realised they had forgotten to put out at least one new Shop, but otherwise play proceeded very smoothly to the end of the game.  None of the Shops with the wild icon came out, but there was an awful lot of iron available from early in the game.

Flamecraft
– Image by boardGOATS

There was also a bit of a general shortage of Bread dragons, which is significant as activating them allows players to take another Artisan dragon card, and the few that were played were moved all over the board by people playing Potion dragons. It was a close game though with lots of to-ing and fro-ing, but when Blue had the chance, she triggered the end of the game by taking the last of the Artisan dragons, giving everyone one last turn which they tried to use to their best advantage.  Blue just got her nose in front with Ivory a point behind, but there were still nighttime Fancy dragons to add on and points from dragongeld too.

Flamecraft
– Image by boardGOATS

Unfortunately for Ivory, his extras exactly matched Blue’s so her single point lead remained, with Byzantium taking third.  The second Flamecraft group were slightly slower to get started and were still very much underway with both the Ticket to Ride/Lost Expedition and first Flamecraft groups finished.  Pine, Teal and Ivory headed home, so while the second Flamecraft group finished and Byzantium watched, Pink, Green and Blue played a quick game of the filler, No Thanks!.  This is one of our old favourites and is very simple with players either taking the face up card on their turn or paying a chip to pass the problem on to the next player.

No Thanks!
– Image by boardGOATS

The player with the lowest face up total wins, so eyebrows were raised when Green started collecting cards in the thirties.  If players get a run, only the lowest of the set count to their final score, but since nine of the thirty-four cards have been removed from the deck it is dangerous to bank on building long runs.  Pink picked up the four as almost the first card of the game, and managed to build quite a long run over the course of the game.  All was going well until he ran out of chips and was forced to take cards he didn’t want.  This also screwed up Green’s plans as he wasn’t able to make the most of his high value cards and force Pink and Blue to give him chips.

No Thanks!
– Image by boardGOATS

Worse, Pink took a couple of cards Green really wanted.  Blue, who started collecting cards in the high teens extended her run into the low twenties.  The final card she needed, the seventeen was the final card in the deck and she snaffled it at her first chance to end the game and give her a run from fifteen to twenty-one.  After a couple of recounts, Pink and Green finished in a tie with a massive sixty-nine points, more than twice Blue’s winning score.

No Thanks!
– Image by boardGOATS

The second game of Flamecraft was just coming to an end, but unfortunately, they had a slight rules malfunction and were playing that emptying either the Fancy dragon or Enchantment deck triggered the endgame, when it is the Artisan dragon or Enchantment deck according to the rules as written.  Usually, it is Blue that makes these sort of rules errors, so despite having read the rules at least three times in the last few hours, she panicked and checked them yet again, just in case.  The second group had a shortage of Bread dragons as well, though for a slightly different reason.

Flamecraft
– Image by boardGOATS

The selection of Artisan dragons in the face up market was almost entirely “Toast” for most of the game—Black shuffled so they blamed him.  This meant players spent most of the game taking Artisan dragons blind from the top of the face down draw deck.  As a result, players  didn’t have Bread dragons in hand, so only a couple of Bread dragons were placed in Shops and they just got pulled from pillar to post for the whole game.  The Shop shuffling was slightly better though and there were some that came out that were new Plum and Jade (who had both played before), which was nice.  The game was also close, with Jade taking victory by a single point from Plum with Purple taking third a few points behind.

Flamecraft
– Image by boardGOATS

Learning outcome:  Even dragons like a nice sandwich.

24th January 2023

Blue and Pink were first to put in an appearance and availed themselves of the burger offerings at the Jockey before everyone else began to arrive.  Ivory turned up cradling his enormous copy of the Collectors’ Edition of Everdell, complete with its Bellfaire expansion (as well as pretty much everything else available).  And from then on, it was a matter of deciding who was going to play what.  As Ivory began building the Evertree, Green commented that he’d really enjoyed playing it last time and would like to play it again, but wanted to give everyone else the opportunity.  Everyone else similarly followed this gentlemanly gesture, but in the end Ivory took first Teal, then Green and finally Purple to the end of the table and started the mammoth task of unpacking.

Everdell
– Image by boardGOATS

As they began setting up, the other four began deciding what to play.  After suggestions that largely fell on deaf ears, Blue eventually began unpacking World’s Fair 1893.  This is a clever little game that integrates area majority and set collecting mechanics.  The idea is that players choose a segment of the board and place a population marker in it before taking all the cards in that section.  Three cards are then added to the board, with the first added to the section cards have just been taken from and one each added to the next two segments.  Cards come in three types:  Character Cards, Midway Tickets and Exhibit Cards.

World's Fair 1893
– Image by boardGOATS

Character cards can be used to move cubes about or add extra cubes and are played by the active player between placing their token and taking the cards from that section.  When the Ferris wheel car has travelled all the way round there is an interim scoring stage.  Midway tickets are exchanged for one point, with the player who has the most earning bonus points.  Exhibit Cards are exchanged for tokens:  each of the five segments of the board are evaluated and the player with the most population tokens gains a couple of bonus points and the opportunity to trade up to three exhibit cards for matching coloured tokens. The player who comes second also gets points and can exchange fewer Exhibit Cards for tokens.

World's Fair 1893
– Image by boardGOATS

The tokens are combined into sets at the end of the game with the larger sets worth more points; sets containing all five different coloured tokens are worth fifteen points, with sets of four worth ten, and three, two and one worth six, three and one point respectively.  Played over the three rounds, the winner is the player with the most points at the end of the game.  Blue didn’t do a great job of explaining the point of tokens, so in the first round, Lime focused on collecting Midway Tickets, lots and lots of Midway Tickets taking lots of points and the bonus too.

World's Fair 1893
– Image by boardGOATS

Pink, on the other hand, had played it before and better understood the relationship between Exhibit Cards, Tokens and points at the end of the game.  That said, he seemed to have a bit of a mental block on how to use the his character cards (after placing a population token, but before taking cards).  Bertha Palmer seemed to cause a particular problem and her function had to be explained at least three times before the message got through.  Through the second and third round, Lime continued to collect Midway Tickets while Blue, Pink and Pine tried to manipulate the majorities in the areas for which they wanted tokens for.

World's Fair 1893
– Image by boardGOATS

Lime kept doing well in the green Agricultural region, but was unable to get the cards to match.  This is the catch with the game:  in order to obtain tokens in a specific colour, players need the majority of population markers in that region, but also need to gain Exhibit cards to match, which quite likely are only available from other segments.  Pine commented that he thought this game should be played with ties cancelling each other out like in Las Vegas—funny, that that would have left him in pole position in several key areas that he needed…

World's Fair 1893
– Image by boardGOATS

As the game came to an end, the question was whether anyone would have enough sets of tokens to catch Lime with his huge pile of coins from his Midway Tickets.  It looked like Pink might make it with his two sets of five giving him thirty points, but he fell two points short.  Blue however did slightly better with sets of five, four, three and two and finished with sixty-two points, five more than Lime.  When Pine asked how Pink collected so many tokens, Pink’s response was, “Never underestimate the value of coming second…”

World's Fair 1893
– Image by boardGOATS

Everdell was very much still underway and although time was marching on, there was still time to play something else.  So a decision was made very quickly as Blue got out Les Aventuriers du Rail Express.  “Les Aventuriers du Rail” is the french name for Ticket to Ride, and this “Express” version originally released only in French and Italian, was a “light” version of the game, positioned somewhere between the “City” editions (like New York, London, Amsterdam etc.) and the full sized games.  Thus it plays quicker than the full sized game, but is longer than the City editions, and has a maximum of four players like the smaller games

Ticket to Ride: Switzerland
– Image by boardGOATS

The basic principle of all the games is the same however:  on their turn players either take two coloured carriage cards from the market, pay sets of cards to claim a route and place plastic pieces on the map, or draw tickets giving cities that players need to connect to score points.  Each edition has its own special rules and this one has a shared ticket:  London to Istanbul.  The first player to connect these cities gains twenty points with the second getting fifteen and so on.

Les Aventuriers du Rail Express
– Image by boardGOATS

Additionally, instead of Locomotive (Wild) Cards being included in the Carriage Card market, they are always available from a separate face up deck with players taking one card on their turn instead of two).  It didn’t take long before the group had checked they had the right number of trains and had identified the special rules for this version of the game.  Blue went first, but Pine was the first to place trains on the map, at which point everyone else realised they were going to have to go hard and fast to compete.

Ticket to Ride: Europe
– Image by boardGOATS

Blue also placed an early train, but Pink opted for the “expert strategy” espoused by Black, to pick up tickets early.  The idea is that knowing the destinations you need to connect early is an advantage, but this is offset of course, by the fact that it gives everyone else an extra turn to claim some of the routes you might need.  This time, unbeknownst to the others, Pink got lucky with long overlapping routes and, as a result picked up another batch of tickets.  Pine tried to follow the ticket strategy, but got less lucky.

Les Aventuriers du Rail Express
– Image by boardGOATS

Blue thought the London to Istanbul ticket was quite a good option as it was almost zero risk since it wouldn’t cost her if she failed to complete it, it was also relatively complementary to her starting tickets.  This strategy meant she had to go through the middle of Europe and, as a result, got caught up in the three-way punch-up with Lime and Pine centred on Strasbourg.  Pine came off worst, but unquestionably, Pink came off best as he eschewed central Europe, instead focusing on taking the route to Warsaw via Berlin which also included two slightly more lucrative five car connections.

Les Aventuriers du Rail Express
– Image by boardGOATS

Blue claimed the London to Istanbul route first and with it twenty points, followed by Lime who had completely forgotten about it in his tussle to make his other tickets.  Blue was then left with a choice:  pick up tickets or try to end the game quickly.  Knowing Pink and Pine in particular had a lot of tickets to complete and with plastic trains beginning to run low, she opted for the latter.  Unfortunately for her, Pink had already nearly finished his tickets and was able to complete his last one on his final turn.  That just left the scoring, and it wasn’t really close with Pink finishing with eighty-two and Blue the best of the rest some fifteen points behind.

Les Aventuriers du Rail Express
– Image by boardGOATS

On the next table, Ivory, Green, Teal and Purple played the “Feature Game“, the Bellfaire expansion to Everdell, the winner of the Golden GOAT just before Christmas.  Everdell is a fairly simple game in principle, with players either placing a worker to collect resources or then using the resources to pay to play cards from their hand into their tableau.  The game is very smooth to play, well balanced and has beautiful artwork.  One of the things that makes it different to many other games is that when a player runs out of actions (or earlier if they choose), they can end their season and reclaim all workers and start again.  This is important because some of the action spaces can only be occupied by one critter at any one time.

Everdell
– Image by boardGOATS

The cards come in different types, but one of the key aspects is that critter cards can be played by paying their cost or as a bonus for playing the associated construction card.  For example, if a player builds a Courthouse, they can play the Judge at the same time if they have it in their hand.  Cards give players special powers, extra resources, actions and points at the end of the game.  Each player’s tableau can only hold a maximum of fifteen cards; when a player cannot perform any more actions (or does not wish to) they pass and their tableau is completed.  Everyone else carries on playing and the game continues until everyone has passed with the winner being the player with the most points.

Everdell
– Image by boardGOATS

The Bellfaire expansion adds a little bit of variety to the game, in particular the Market, a Bonus for one of each card category, and a randomly selected Beauty Bonus for the most purple flower cards.  The group also included the Extra! Extra! and Legends cards with the Corrin Evertail cards (from the Mistwood expansion).  One of the joys of Everdell is selecting playing pieces. With sixteen different creature meeples to choose from there is something for everyone.  Ivory  was quick to nab the purple coloured Platypus, Teal selected grey Hedgehogs, Purple chose red Squirrels and Green wanted the green Lizards.

Everdell
– Image by boardGOATS

On pulling out all the Lizards from the Box, Green declared that one of his meeples was disabled. It was missing the bottom half, its legs and its tail, poor thing!  To give this one an easy ride green selected it for later use as part of the Autumn cache.  As expected Ivory got off to a flying start.  While Purple was the first to leave winter and head into spring, Green and Teal were not far behind. Ivory, however, seemed to be able to keep going in Winter for many turns after everyone else had left.  He had been quite lucky with the card draw and was able to pair critters with his buildings to a much greater extent than everyone else.

Everdell
– Image by boardGOATS

Teal noticed that Ivory had completed all the card categories and could claim the bonus tile, but he kept quiet and instead was the first to claim a bonus tile: for having three forest tags.  A short while later Green also noticed that Ivory could claim the bonus, but he, perhaps due to silliness or perhaps innate honesty, did not keep quiet.  Ivory had not noticed, so promptly claimed it on his next turn.  No-one else was able to fulfill that requirement for quite some turns.

Everdell: Bellfaire
– Image by boardGOATS

The Bellfaire Market allows players to choose to either gain resources, or to trade them.  When gaining resources, players choose one token, gain the resources and cards, then move that token to the “trade” side of the market.  When trading, players pay resources and discard cards to gain three points and any two resources, before moving the token back to the “gain” side.  This time, players used the market to collect initial resources, but once they had all been used, no-one seemed to show much interest in trading to bring them back into play.  Trading did happen a couple of times later in the game, but no-one could really see the benefit of the trading versus collecting resources outright, especially since two of the randomly drawn extra forest spaces included the ability to trade cards or wood for “any” resource.

Everdell
– Image by boardGOATS

The pattern of Purple going into the next season first and Ivory going last remained all the way through Spring and Summer.  Ivory did slow down somewhat though, and did not enter Autumn much later than Teal and Green.  By this time, most the group had managed to play at least one of their Legends cards and were beginning to use them to good effect.  Green’s Ranger Strey Softpaw which enabled him to use two already used forest action spaces for one worker was generally remarked as a very useful legend card.  Maybe that was how he was able to catch up a little, but one of the key challenges he struggled with was being able to get the Critter and Construction pairs.

Everdell
– Image by boardGOATS

Once Autumn came round, it was time for the poor disabled lizard to play a part on Green’s behalf.  That part was, to cries of being cruel, to go straight to the Cemetery so he could select a card to play for free—unfortunate critter!  Although Ivory kept going longer than anyone, he already had all fifteen cards played, and found himself unable to do much else, even though he still had workers left.  Purple finished early with a similar problem, although she was unable to afford any more cards even with gathering from her last worker.

Everdell
– Image by boardGOATS

Eventually, everyone finished their final season and in the final scoring, Ivory scored big on the card totals.  Green did quite well and finished a few points ahead of Teal, though Purple suffered as she had not been able to play as many cards.  Ivory also scored well on other bonuses and Teal and Green were similarly matched with several bonuses, except that Teal managed to accrue more coins and score Journey points.  As a result, Teal took second, though Ivory was way ahead of everyone else.

Everdell
– Image by boardGOATS

Learning outcome:  We’ll have to brush up the Everdell skills if we ever want a chance of beating Ivory in future.

10th January 2023

One of the first to arrive was Yellow, and it was delightful to see him after such a long time.  He was especially welcome as he was bringing a copy of Paris that he’d been looking after since UK Games Expo in August 2021.  Before long though, there were eight all ready and lined up to play the “Feature Game“, Long Shot: The Dice Game, when two more arrived and a debate began to work out who would play what and where.  As Long Shot was supposed to be quite short, eventually, Plum, Pine, Purple and Lime took themselves off to play Ticket to Ride: London, with Blue, Green, Yellow, Black, Ivory and Teal sticking around to play Long Shot:  The Dice Game.

Long Shot: The Dice Game
– Image by boardGOATS

Based on the party game Long Shot, Long Shot: The Dice Game is a light horse racing and betting game in a similar mould to that of Turf Horse Racing, that featured on several people’s lists of top games from 2022.  As it is relatively quick to play, the idea was that it would leave plenty of time to play some of our other old favourites and Ticket to Ride: London was thought to be a good match in terms of length.  Inevitably, that was not quite how things turned out, however.  Long Shot (Dice) is quite simple, and Blue, assisted by Green, was explaining the necessary to the runners and riders.  Ticket to Ride is well known within the group though and was therefore quicker to get started.

Long Shot: The Dice Game
– Image by boardGOATS

The idea of Long Shot (Dice) is that the active player rolls two dice which dictate which horse moves and how far (one to three spaces).  Everyone (including the active player) then chooses an action from their card, carries it out and crosses it off.  The actions include:  placing bets, buying a horse, buying a riding cap, buying a riding jersey, crossing a horse off the concession chart to get a bonus action once a row or column has been completed.  In general, the action depends on the horse that has been rolled, i.e. if horse number two is rolled, players can bet on that horse, buy that horse, get a cap or jersey for that horse’s rider or cross that horse off the concession grid.  However, each player has three “wilds” which are opportunities to choose any horse.

Long Shot: The Dice Game
– Image by boardGOATS

At the end of the game, players score if they own or bet on a horse that is placed and for any cap/jersey combo for the same horse.  This time, Green started and rolled the blue horse number three which moved three spaces.  As did Teal.  By the time it had moved on three out of four opportunities (and a total of nine spaces), it was starting to look like the dice were loaded and this did not appeal to everyone’s sense of fair play.  The group more or less divided into those that wanted the blue horse wearing number three to win (because they had invested in it) and those who didn’t and preferred the red number one horse.

Long Shot: The Dice Game
– Image by boardGOATS

As Ticket to Ride progressed, the route planners asked how the race was going, and the gamblers, felt it would not be long, given the progress the blue number three horse had made and the lead it had built up.  After its early spurt, a few other horses managed to start to make a bit of ground and, with players starting fill out their bonus grid, players began to take bonus actions which leveled the course somewhat.  The bonuses included taking a free $7 (quite a lot of money in this game); a free $3 bet; free riding cap/jersey, but by far the most interesting were the options to move horses.

Long Shot: The Dice Game
– Image by boardGOATS

Each player has the following four bonuses:  they can move one horse three spaces (once forwards and once back) and they can move two horses two spaces (also both forwards once and both backwards once).  It was as the blue number three horse approached the three-quarters mark (after which players could no longer bet on it) that players showed their allegiance, moving it forwards, or backwards.  And with six players, everyone had potentially several bites of the cherry.  Just as it seemed that one horse had an unassailable lead, one or two players would upset the apple cart and push the leader back and something else forward.  Even the the three-legged purple number eight horse looked like it might be in with a chance of placing at one point (albeit not for long).

Long Shot: The Dice Game
– Image by boardGOATS

Ticket to Ride made more rapid progress.  Although Purple succeeded in completing one of her tickets (for three points), she failed to finish her other two.  That cost her ten points (effectively twenty, which is what she’d have got if she’d completed them), and she blamed Lime.  Lime had troubles of his own though as he was in a very tight battle with Pine.  Perhaps it was his comeuppance for the trouble he’d caused Purple (real or only perceived), but Pine pipped him to victory by a single point, gained when he completed one of the single carriage routes in the centre of the board in the dying moments of the game.

Ticket to Ride: London
– Image by boardGOATS

It became a bit of a running joke that the Purple/Plum/Pine/Lime group playing with their train-set asked how things were doing when they finished, and again as they packed away, and again after they’d been to the bar, and again after they’d consumed their drinks and been to the bar again, and each time were told that it was nearly done.  Eventually, Purple, Lime and Pine resorted to playing Love Letter to kill time, winning one round each.  Although Long Shot (Dice) was great fun and everyone was quite amused by the shuffling of horses backwards and forwards, Pine had a point when he commented that when gamers play a light silly game they can play it to destruction—a bit like Echidna Shuffle, which we all adored though it outstayed its welcome when one game lasted two hours!

Echidna Shuffle
– Image by boardGOATS

As players ran out of bonuses, the Long Shot horses ran out of track, and eventually, the red horse number one crossed the line, followed by the blue horse number three and finally, the pink horse number four.  Unlike in Downforce for example, however, although winning the race is useful, the betting has much, much more of an influence on the final result.  For example, the two horses Ivory had bet on, numbers five and six, didn’t come in making a severe dent in his score.  In spite of this, it was quite close—Green and Yellow tied for third  with $109 while Teal took second place with $114.  Blue claimed victory though, finishing with $122.

Long Shot: The Dice Game
– Image by boardGOATS

It was only when Green and Pine pointed out that Teal hadn’t scored his horse which gave him $2 per horse he had a bet on, and in his case, an extra $12.  Recalculating his final score, much to her chagrin, Teal just pipped Blue to victory.  From there it was simply a case of tidying up and working out what people wanted to play next.  Ivory had suggested Roll for the Galaxy at the start of the evening and there were lots of takers now, so he went off to set up with Teal, Green and Plum.  Although Teal had played Race for the Galaxy online, Roll for the Galaxy was new to him so the group started with a quick rundown of the rules.

Roll for the Galaxy
– Image by boardGOATS

The idea is that everyone starts with a couple of “Worlds” and some dice representing their population.  Players roll their dice with the faces dictating different actions.  In secret, players allocate their dice to the five different phases: Explore, Develop, Settle, Produce and Ship.  Players choose one phase that they want to happen then everyone simultaneously reveals their choices.  All the phases selected will happen, with dice that players have allocated to other phases returned to their cup and recycled.  The game is a combination of “engine builder” and “population builder” (similar to games like Orléans), with players needing the right combination of Worlds to provide their engine, and then building the right combination of dice to make them work effectively.

Roll for the Galaxy
– Image by boardGOATS

With the lighting being less than perfect, some of the dice colours were a little difficult to distinguish, particularly purple and brown.  Plum came to the rescue though, with her new Christmas present:  a portable folding lamp.  The magic of the LED gave a good strong light, enough for everyone without taking up too much room on the table.  Everyone was very impressed and many rapidly came round to the idea that it was a must have gamers’ accessory!  After a faltering start for a couple of turns, Teal soon got the hang of how to select actions and where the dice should go.

Roll for the Galaxy
– Image by boardGOATS

The first clarification needed was that players can only choose one action (though everyone’s choice will be activated), and the second was that the die used to select that action does not need to show a face that matches it. The rest of Teal’s game was one of learning:  with his mining industry, he was able to ship goods for victory points while still gaining some credits, and gained a couple of useful purple die. Unfortunately being new to the game meant he was unable to mount a serious challenge for victory points.  Plum, on the other hand, started out with a couple of red military dice and managed to obtain one more during the game along with the New Galactic Order tile which gave her a couple of extra points for those red dice.

Roll for the Galaxy
– Image by boardGOATS

Plum also made good use of her Terraforming Robots which gave her an extra credit for each World she built and two extra if it was a brown world. She managed to get three brown Worlds.  Ivory also managed to obtain the useful purple die, but his real bonus was from the Alien research ship which gave him a white and a yellow explore action whenever it was chosen.  This meant he was able to keep his credits topped up and have plenty of new tiles on the go without the expenditure of a die. As a result he was able to concentrate on building worlds and shipping/trading.

Roll for the Galaxy
– Image by boardGOATS

Green, meanwhile, quietly built his tableaux concentrating on blue worlds due to his Consumer Market which gave him an extra credit if at the end of the produce round he had  goods on a blue world. He also obtained a green and a yellow world. His Galactic Recycler meant he gained a credit every time he managed to complete a tile. He was the first and only player to build all twelve tiles which gave him the largest score for Worlds. Combined with his Free Trade Association he scored extra points for his three blue worlds and with the victory points he’d collected along the way he finished with forty-four points and a healthy lead, ahead of Ivory’s thirty-eight, just ahead of Plum thanks to his two yellow and two green worlds.

Roll for the Galaxy
– Image by boardGOATS

Meanwhile, at Purple’s request, everyone else was playing Saboteur.  This is a hidden traitor game where players take it in turns to either place tunnel cards or to play action cards.  The Good Dwarves are trying to find gold, while the Evil Saboteurs are trying to obstruct them.  In the rules as written, the game is played over several rounds with gold handed out at the end of each round.  The way the gold is distributed doesn’t really necessarily reflect the player who made the biggest contribution, so we play with the “House Rule” that each round is treated as an individual game, then we can play as many “games” as we like and/or time allows.

Saboteur
– Image by boardGOATS

This time, the group played three games.  The first one began with lots of people suspiciously checking and double-checking where the treasure was buried by playing map cards.  Purple was accused of being an Evil Saboteur, quickly followed by Black, Lime and Blue, all of which made no sense as there could only be a maximum of two.  In the end apologies were required when Pine found the gold and Blue and Purple were revealed as the Actual Saboteurs.  The second round followed a similar pattern, only this time pretty much everyone was accused of “Saboteury behaviour”.

Saboteur
– Image by boardGOATS

This time there was a Solitary Saboteur, which meant poor black had a really uphill battle and had really lost before he’d begun.  Once again, Pine was the Dwarf that found the gold, with Lime setting him up.  In the final round, things went a little differently though, particularly when Pine’s dubious behaviour signaled that he might not be trying to find the gold this time.  When Blue distracted the Dwarves by causing a massive rock-fall, it was up to Lime to try and patch the tunnel.  Things had just settled when Blue played another rock-fall and Lime patched that too.  When Blue brought down a third and fourth tunnel collapse, Lime was able to patch them too.

Saboteur
– Image by boardGOATS

It took so much effort though, that when Pine pushed the tunnel past the gold card, although it only needed a couple of extra tunnel segments, the Dwarves couldn’t make it giving a rare victory for the Saboteurs.  As Roll for the Galaxy was still going and there was a little time left till last orders, there was just time for a quick game of 6 Nimmt!, an old favourite. Blue commented that the name was one of the infamous German joke game titles, and Yellow added that “Nimmt” was the imperative of the German verb, nehmen, to take, thus when the sixth card is played on a row, that player takes the other cards.  The player with the fewest bulls heads wins.  We’ve played it quite a bit recently with the professional variant where cards can be added to the low or high end of the rows.

6 Nimmt!
– Image by boardGOATS

This time, however, as time was pressing the group decided to stick with the simple maths.  We play over two rounds with half the deck in each.  Lime had a complete nightmare in the first round, with twenty-seven “nimmts” in the first round; Pine in contrast managed a clean sheet and Black only picked up two points, so it was all to play for, for some at least.  Lime did much better in his second round giving him a total of thirty-three, only slightly more than Yellow, while Blue managed nearly that in the second round alone, top-scoring with a nice round fifty.  Black picked up just five, but there wasn’t much anyone could do to compete with Pine, who picked up just one solitary point in the second round, his only one in the whole game.

6 Nimmt!
– Image by boardGOATS

Learning Outcome:  Betting can be a mugs game.

31st December 2022

Pine was the first to arrive and, as a result, was landed with the task of setting up the “Feature Game”, the gorgeous, dexterity car-racing game, PitchCar.  Black, Purple and Lemon arrived soon after to give him a hand, while Pink got drinks and Blue carried on messing about in the kitchen.  Once an annual event, there has been a bit of a hiatus in the New Year PitchCar game over the last couple of years, and it turned out the lack of practice meant everyone had forgotten how to set up the bridge from the first extension.  Blue was summoned from the kitchen to explain, and then the track-builders continued their construction work.

PitchCar Track 31/12/22 (1)
– Image by boardGOATS

Aside from the bridge and a few chicanes, the track was kept to a simple figure-of-eight, eschewing the multi-level tracks, jumps, potholes, crossroads and loop of the more recent extensions.  Before long, the track was complete, and then Lime arrived.  Starting order was decided by arrival time, so the first to flick-off was Pine. The game is very simple:  starting with the car at the front of the pack, players take it in turns to flick (not push) their puck along the track.  Cars can jump as long as they don’t cut corners, land on the track “rubber-side down”, and don’t knock anyone else off the track in the process.

PitchCar
– Image by boardGOATS

There were the usual ooos, ahhhhs, howls of delight, and cheers, as there were near misses, total misses, bumps and amazing somersaults. First to cross the line was Lime after some amazingly spectacular long distance flicks, followed by Pink and then Lemon taking a podium spot on her debut.  Before we started, Pine had commented that he wondered how his skills would have deteriorated over the three years since we’d last played, so he was initially surprised to find that he’d improved.  That feeling didn’t last however, as he eventually followed everyone else over the line.

PitchCar
– Image by boardGOATS

Supper wasn’t quite ready, so Pink suggested a shortened course running the length of the table, replacing one of the straights with a second finishing line and ignoring the return under the bridge.  This time, pole was decided as the reverse order that players crossed the line in the first race, so Pine went first.  Unfortunately, he repeatedly rolled his car going over the bridge and it took some dozen or more attempts to cross it.  With the shortened course, he didn’t have time to make his way back up the field (indeed the race was over before he crossed the bridge), though he did improve his final position slightly compared to the first race.

PitchCar Track 31/12/22 (2)
– Image by boardGOATS

With the short course, it was always likely to come down to who got a good start and made it over the bridge first.  Black got a storming start and led the field down the track before running out of gas as he approached the chequered flag.  That was OK though, as Lemon rear-ended him at speed and shot him across the line.  Lemon followed him onto the podium with Pink taking bronze.  With that, supper was pretty much ready, so it was all hands to the deck to dismantle the track in time for the arrival of home-made pie with veg.

– Image by boardGOATS

There was much chatter over supper, then, while everyone else pondered what game to play, Lime gave Pink a hand with the washing-up.  Eventually, Pine went upstairs and returned with Las Vegas and a panda, and with only snacks remaining on the table, he began setting up while Blue and Black explained the game to Lemon.  This is an old favourite that we’ve not played for a long time.  It truth, it is a simple enough game, albeit one that is quite clever.  The idea is that each player bets in the six numbered casinos using their dice.

Las Vegas
– Image by boardGOATS

On their turn, each player rolls all their dice and must choose a number and place all the dice with that face value in the casino of that number.  The player with the most dice in that casino at the end of the round wins the money.  There are a couple of catches, however.  Firstly, all the dice of the chosen number must be placed, even if this is not to the player’s advantage.  Secondly, and this is why the first catch is so critical, if two players tie, neither gets any money and the winner is the next inline (who is not involved in a tie).

Las Vegas
– Image by boardGOATS

Finally, at the start of each round, money cards are dealt at random to each casino giving them a set value; the winner only takes one of these with the others going to the players in the lower placings.  This means that some casinos might have several small denomination cards up for grabs, while others might have only one high value card to fight over.  The combination of these features make this a great little game.  We also tend to add some components from the Boulevard expansion.  There are lots of modules, but we usually only use “The Bigun”, the extra high value money cards, The Slot Machine, and extra dice for additional players.

Las Vegas: The Slot Machine
– Image by boardGOATS

“The Biggun” replaces one die for each player with a bigger one that is worth two smaller dice.  The Slot Machine is a bit different though.  Like the casinos, players can add dice on several turns, however, unlike the casinos, each number can only be added to the Slot Machine once.  Then, although the winner is still the player with the most dice, ties are broken by the number of pips on all the dice placed.  The game is played over three rounds and the wealthiest player at the end of the game is the winner.

Las Vegas
– Image by boardGOATS

Black went first and started the dice rolling fest.  Everyone took some money in the first round, but the beginnings of the rivalries began, between Purple and Pine, between Pine and Lime and between Lime and Purple.  The second round was filled with high-value cards which entrenched the rivalries and ensured a few new ones were started with Pink, Black and Blue encouraging everyone else’s misbehaviour leaving Lime coming out of the second round without any winnings.

Las Vegas
– Image by boardGOATS

After a brief sojourn to view the midnight fireworks in the village and to toast absent friends and the New Year, we started the final round.  This was very cut-throat:  Blue and Pine got into a very silly battle for the Four casino which Blue was winning with seven dice until the final roll by Pine which gave a tie knocking them both out leaving $100,000 to Lime with his lone die.  If Pine had won, that would have given him victory, but as it was, it was close between Black and Pink, with Pink taking victory by $10,000 with his total of $340,000.

Las Vegas
– Image by boardGOATS

By this time it was 1am, and although everyone was tired, people lingered, first to talk about the robustness of Ikea furniture and then the status of the Jockey.  With Monday being the last day for the current Managers/Chefs it is unclear what the situation will be in ten days time when we are next due to meet.  We talked over other options, but all that really did was highlight how lucky we have been with The Jockey.  And with that, everyone drifted home leaving Blue and Pink to find their beds.

Las Vegas
– Image by boardGOATS

Learning Outcome:  Parties are great fun.

27th December 2022

It was a quiet night with everyone still recovering from Christmas.  Black and Purple arrived at the advertised 7pm, soon followed by Lime and then Pink, Blue and Pine.  After a bit of chatter about Christmas and the “To Let” sign outside the pub, the group eventually settled down to play the “Feature Game“, Zuuli.  This is a light, family friendly, card drafting game that is a bit like Sushi Go! or 7 Wonders, but with animals.  Similar to Sushi Go! or 7 Wonders, players choose a card from their hand before passing it on to the next player.

Zuuli
– Image by boardGOATS

In contrast to Sushi Go!, however, instead of using cards at the end of each turn, players save them until the end of the round and then try to make sure they have all the animals housed.  The game is played over three years (“Really?” commented Lime, “I thought you said it was a short game—I had no idea we were going to be here until 2025!”).  In the rules as written, there is scoring at the end of each of the three rounds (or years), but it was clear that everyone was struggling with the rules a little at the start, so we “House Ruled” it so for the first game, we only scored at the end of the final year.

Zuuli
– Image by boardGOATS

The idea is that each enclosure has a size, habitat type and a satisfaction multiplier while each animal has a space requirement, habitat and satisfaction.  To score, for each enclosure, players simply add together the satisfaction value of the animals and multiply the total by the value for the pen.  There is a catch, however.  As well as ensuring the animals have enough space in the right habitat, players also have to make sure that animals don’t eat each other: animals are either fierce or friendly, friendly animals can share an enclosure, but fierce animals can only live in an enclosure with their own kind.

Zuuli
– Image by boardGOATS

Additionally, some animals and some enclosures have special conditions, for example, tree frogs score double if they are in both water and jungle habitat, and the starting enclosure (the “New Plot”), only scores if it is fully occupied.  There were lots of rule clarifications:  the first concerned why you would want more land expansions which add no additional space (answer, because they add terrain type).  Then some of the animal conditions needed clarifying, and finally whether an expanded New Plot needs to be full (including the expansion). This was not helped by the fact we were including the extra cards from the mini expansion (now included in the second edition, namely hippos and red pandas).

Zuuli
– Image by boardGOATS

As a result, it was a bit of a messy first game, made worse by the fact that the Christmas spirit meant people were struggling to concentrate.  The end result was quite tight though with a single point between first and second as Pink just pipped Blue with Black not far behind.  It was no surprise, when Lime suggested giving Zuuli a second try now we all knew what we were doing.  As it turned out, this was more a case of, “now Lime knew what he was doing.”  This time, we played with the rules as written, including the scoring at the end of each year.

Zuuli
– Image by boardGOATS

By the end of the second year, it was very clear that Lime was going to be the winner, the only question was by how much.  In the end he beat Pink into second by a massive twenty points as he finished with seventy-one, though Pink felt he deserved a bonus points for failing to kill his red pandas with hypothermia (unlike Longleat who managed to kill their two cubs born to much fanfare over the summer).  Blue and Pine were not far behind Pink fighting it out for third, but this time it was all about Lime whose scores in the second and final year were well ahead of everyone else’s.

Zuuli
– Image by boardGOATS

With six, the question was then whether to play as two groups of three, or stick with a larger group of six.  As a sociable group, especially at Christmas and other festivals, we tend to go for the latter, and this time was no exception.  Whenever there are six players, Keyflower always gets a mention and Pink had put it in the bag, but it was too late to start it really.  That left either a couple of much shorter, filler-type games, or Niagara.  Mostly people have refused to play Niagara with Pink since, in a “Moment of the Year” he infamously won a game by daring to play by the rules, stealing gems from several others including Burgundy and Blue who never forgave him.

Niagara
– Image by boardGOATS

Lime felt that with five against one it was a good opportunity for the group to get their collective revenge and Niagara duly made it to the table.  This is an older game which won the Spiel des Jahres Award nearly twenty years ago, but is still a lot of fun.  It is a sort of programming game where players simultaneously choose which Paddle tile they are going to play and then take it in turns to activate that action (mostly move their canoe).  Players begin with two canoes which they use to collect gems and attempt to return them to the starting jetty; the winner is the first player to get home four identical gems, one of each of the five varieties or any seven gems.

Niagara
– Image by boardGOATS

The game is really made, however, by the really cool moving river, which is essential to the game play.  After each round, the river moves, with the movement equal to the movement of the slowest canoe.  In addition to moving canoes somewhere between one and six spaces (depending on the Paddle tile played), players can also adjust the speed of the river by playing a Cloud Paddle Tile.  This adds a little extra jeopardy, especially as players cannot reuse Paddles until they have used them all and when they play their cloud, their canoes don’t move and therefore risk their craft plummeting over the cataract.

Niagara
– Image by boardGOATS

It costs two movement points to pick up a gem (or drop one off).  However, if traveling up stream and the boat finishes its movement on the same space as another loaded boat, the player can steal from other players on the same space, as long as they have space in their boat.  Native, Niagara only plays five, however, with the Spirits of Niagara expansion, it plays six, though with a few rules tweaks.  These include replacing one single canoe with a double canoe that can hold two gems which makes stealing easier and more likely.  There are also new Paddle cards, the introduction of a Whirlpool, the Bathing Beaver and the Hurried Elk.

The Spirits of Niagara
– Image by boardGOATS

Most of these just make things more complex.  So Blue made the executive decision to only include an extra Paddle Tile (value seven) and replace the slowest Paddle Tile (value one) with the 1/2/3 (which allows the player to decided how many they can move, but they can only move one boat).  This seemed to maintain the simplicity of the original game while ensuring there wasn’t too much carnage.  That said, almost everyone ended up with at least one boat going over the falls, Lime lost several.  All that proved was that crime doesn’t pay, however, as he repeatedly nicked gems from poor Pine.

Niagara
– Image by boardGOATS

Following the ill-feeling last time, Pink announced his strategy up front—to win, by whatever means was necessary within the rules, including stealing gems.  However, when fate chose him to go first, he garnered opprobrium (and a rules check) when he began by playing his seven and picked up two purple gems on his first turn.  Pine also tried stealing gems from others, but as they were immediately pinched by Lime who followed him in turn order, he commented that it felt just like pay day—there one moment and gone the next!  Blue was the first to get a gem home, though it was a colourless one, one of the easiest to claim and it wasn’t long before others followed.

Niagara
– Image by boardGOATS

There was a bit of group-think going on, with players generally playing their higher value Paddle Tiles at the start, making the river run fast before it slowed down later when everyone played slower Paddle Tiles.  Black and Blue increased the flow of the river to its maximum, but Lime slowed it down again at the first opportunity.  We had just got through the Paddle Tiles the first time when Lime commented on his plans.  Black responded that he wasn’t going to get another as he was going to end it, and if he didn’t Pink would.  In the event, Black, Pink and Blue all achieved the winning condition with four gems of the same kind but Blue and Pink had collected a fifth so rejoiced in their shared victory.

The Spirits of Niagara
– Image by boardGOATS

There was just time for one last game, of an old favourite, 6 Nimmt!.  This is one of our most played games and slightly controversially won the Golden GOAT Award in 2020 largely for keeping us sane while playing games online.  Online we played a lot of the “Professional Variant”, but this time we chose to keep it simple.  Players simultaneously choose a card from their hand and then, in ascending numerical order, the cards are added to one of the four rows.  Each card is added to the row ending with the highest number that is lower than the face value of the card played; if it is the sixth in a row, it becomes the first card instead and the player adds the other five cards to their scoring pile.  The lowest score is the winner.

6 Nimmt!
– Image by boardGOATS

We play a variant that has two rounds and sees all (or almost all, depending on player count) of the hundred and four cards in the deck.  This time, the first round was quite attritional as everyone picked up cards.  Aside from Pink who picked up twice as many points as anyone else, it was all quite close though.  The second round was more variable however.  It was Black who top-scored this time, giving him a total of thirty-two, one more than Pink’s final score.  Most of the other scores averaged out giving totals in the high teens, however, Purple’s second round clean sheet gave her a winning score of nine.

6 Nimmt!
– Image by boardGOATS

And with last orders called, that was it.  There was a little bit of chat about the New Year Party, but otherwise it was a sad farewell.  With more uncertainty surrounding the pub, it is a little unclear whether it will still be open for the group’s next scheduled meeting (10th January), so we will see.  With that very much in mind, we waived good night to the staff, wished them a Happy New Year and hoped to see them in January.

The Horse and Jockey
– Image by boardGOATS

Learning Outcome:  Don’t leave red panda cubs out in the cold.

13th December 2022

With this being the annual GOATS UnChristmas Dinner, almost everyone was present for a festival of food and fun, when Blue and Pink arrived with a small car full of party.  There were lots of volunteers to help bring everything in and before long, pizza boxes were being handed round along with crackers stuffed full of bling and GOAT Award voting forms.  The glittery Wingspan eggs from the crackers were especially popular, partly because so many people have a copy, everyone liked the idea of adding them to their game.  As the last of the pizza boxes were being passed around, people started to think about this year’s GOAT awards.

Wingspan
– Image boardGOATS

There was lots of umming and ahhhing as people tried to remember which game was which, but eventually the votes were in and people chatted while the returning officers (Pink and Green) did their counting thing.  Then Green announced the winners.  The GOAT Poo prize for the worst game of the year went to Villainous – The Worst takes it All and the Golden GOAT went to Everdell.  Three epic games, one of Viticulture, one of Tapestry and one of Turf Horse Racing were nominated for “Moment of the Year”, but that somewhat poignantly went to the 2021 UnChristmas Dinner which was the last meeting attended by Burgundy, and the last game he played with us, Santa’s Workshop.

Golden GOAT - 2022
– Image boardGOATS

Eventually, we all started thinking about playing games.  Ivory and Indigo were keen to play the “Feature Game“, Merry Madness: The Nightmare Before Christmas, while Jade had specially requested a game of Gingerbread House.  Eventually, largely due to logistics and lethargy (perhaps caused by too much pizza), everyone stayed pretty much where they were and played something with the people they were sat next to.  First underway was Green, Lilac, Pine, Teal and Lime, largely because they were playing a game they were all familiar with, Carcassonne, albeit the Winter Edition.

Carcassonne: Winter Edition
– Image boardGOATS

The Winter Edition is essentially the same game as the original “Blue-box” Carcassonne, but with snowy art work.  Thus, players take it in turns to draw and place a tile, add a meeple if desired/possible and then remove any meeples that are ready to score.  As in the original, the features on the tiles include city segments, roads and cloisters. Players score two points for each tile in a city or road they own if it is completed during the game, or one point at the end if incomplete. Similarly, Cloisters score nine points when completely surrounded or one point for the central tile and each surrounding it at the end of the game.

Carcassonne: Winter Edition
– Image boardGOATS

The clever part of the game is that while players cannot add a meeple to a feature that is already owned by another player, features can be joined together and then shared so that both players score.  Green and Lilac had played the same game last year at Christmas, with Der Lebkuchenman (aka Gingerbread Man) mini expansion which consists of additional Gingerbread Man tiles mixed in with the base game; when drawn, the player moves the brown Gingerbread Meeple to an unfinished city of their choice.  Before he is moved, however, the current city containing the Gingerbread Man is scored with each player receiving points for the number of meeples they have in the city multiplied by the number of tiles in the city.

Carcassonne: Winter Edition
– Image boardGOATS

Thus, even players that have only one meeple in the city when their opponents have more score a few points.  This year, in addition to Der Lebkuchenman, the group also added Die Kornkreise (aka Crop Circles) mini expansion. Although they were happy with the Gingerbread Meeple, they were less sure about the crop circles—they looked more like funny shaped snow “angels”.  The expansion consists of six extra tiles which allow each player to place a second follower on a feature that they have already-claimed or return an already-placed follower back to their supply.  Of course, the group did not play the rules quite right, however, initially thinking that each person had a free choice of which action to take and whether to take it or not.

Carcassonne: Winter Edition
– Image boardGOATS

It was only just after the second tile was placed that they realised it was the active player that chose the action (add an extra Meeple to the specific terrain type or pick up a Meeple) and everyone else had to do the same (they decided that if the player had no Meeple in an appropriate area then they just skipped the action).  As a result of the Kornkreise, Lime  ended up with three Farmers on the same tile, which at least it guaranteed him that particular field!  The Crop Circle expansion also led to the biggest coup of the game.  Lilac had started a city with her first tile and Pine positioned himself to muscle in on it a couple of turns later.

Carcassonne: Winter Edition
– Image boardGOATS

Their cities were joined, but they just could not get the city closed before Teal then joined the fray.  This became a very long city and then in the last quarter of the game, Lime also managed to add himself into the action on this game winning city.  Then the final Crop Circle tile came out for Teal. He decided he wanted everyone to add a Meeple to a city, which he, Pine and Lime were able to do. Unfortunately Lilac (who had started the city right at the beginning of the game) had no Meeples left, so couldn’t and found herself locked out of the scoring  at the end of the game as it was never completed.

Carcassonne: Winter Edition
– Image boardGOATS

It was a game where no-one seemed to be able to get the tiles they wanted. Green regularly selected from the pile nearest to him, but only ever got roads. When he tried from different piles, he still got roads and when others selected from the “Green” pile, they got cities!  Pine started to choose tiles from within the middle of the stack, raising cries of “cheat” from Green and Lilac. Pine’s argument was that the tile was still random, which was hard to disagree with and Lime started doing the same later on as well.  In the final scoring, Lime surprisingly edged everyone out for the win, with Teal and Pine not too far behind.

Carcassonne: Winter Edition
– Image boardGOATS

It had been fun though and the Winter edition is certainly the prettiest version of Carcassonne, so Green and Lilac are already looking forward playing it again next Christmas.  Meanwhile, on the next table, Blue, Pink, Ivory and Indigo were playing the “Feature Game“, Merry Madness: The Nightmare Before Christmas, a very quick and light dice chucking game where players are trying to gather together all the spooky-themed gifts in Sandy Claws’ Christmas Bag.  It really is very, very light and quick:  simultaneously players roll their three dice and do what they say (in a similar style to Escape: The Curse of the Temple).  The three dice are different: one shows which of the six gift types is moved, another shows how many, one, two or three, and the final die indicates where: to the player on their left, right or of their choice.

Merry Madness: The Nightmare before Christmas
– Image boardGOATS

The group played with the “Making Christmas Toys” variant.  Players started with the same number of each of the different toys.  The idea is to get rid of all the toys that don’t match the one depicted on their “Wish List” (shown on their player mat).  If they roll the toy on their Wish List, they take that toy from the player indicated, whereas for every other type they roll, they gift one of that type to the recipient indicated.  There really wasn’t a lot to it, and basically the game was all about who was most awake (possibly correlated to the person who had eaten the least pizza).  Blue won the first round, and Pink took the second.  Blue finished the game when she took another two rounds and, although it had been silly fun, it was time for something else and Purple joined the foursome from the next table.

Merry Madness: The Nightmare before Christmas
– Image boardGOATS

Meanwhile, Purple had been explaining Gingerbread House to Plum and Jade and their partners Byzantium and Sapphire, respectively.  In this game players are witches in the Enchanted Forest, building their gingerbread house and attracting hungry fairy tale characters with colorful gingerbread.  Each player has a board with a three-by-three grid of building spaces.  There is a face down stack of rectangular tiles with the top three turned face up (a little like the train cards in Ticket to Ride).  These tiles each feature two squares, similar to Kingdomino tiles.  On their turn, players draw one of the face up tiles and place it on their player board, then carry-out the effect of the symbols they covered up.  The most likely symbol is one of the four different types of gingerbread, which means they collect a token of that type.

Gingerbread House
– Image boardGOATS

Careful placement of pieces is important because if a player is able to cover the same two symbols in one one turn, the player gets the effect three times instead of twice.  Once a tile has been placed, the active player can use some of their gingerbread tokens to capture fairy-tale characters.  If placing tiles completes a level, the active player may also take a bonus card.  The group found the game simple enough once they got going, but it took a while to get there.  The “wilds” caused problems from the first and the group weren’t sure whether covering two at once meant doing three of the same thing.  After re-reading that bit of the rules, it was decided the extra actions didn’t have to be the same, and as a result, Plum was able to make more of her final turn. 

Gingerbread House
– Image boardGOATS

It was close, but despite his super-charged final turn, Byzantium finished two points clear of Plum with Jade coming in third.  Everyone had really enjoyed the game, though, so much so that Jade and Sapphire are now on the lookout for a reasonably priced copy!   Although it took a little while to get going, once Plum, Jade, Byzantium and Sapphire were playing, Purple was at a bit of a lose end.  Nightmare Before Christmas didn’t take long though, so when it was over, Purple joined Blue, Pink, Ivory and Indigo for a game of the husky sled-racing game, Snow Tails.

Snow Tails
– Image boardGOATS

The idea is that each player has a sled led by two dogs.  They start with a hand of five cards drawn from their personal deck.  On their turn, they can play up to three cards as long as they all have the same number.  There are three places a card can be played, two drive the dogs, and one activates the brake.  The idea is that a sled’s speed is the sum of the dogs’ speed minus the current value for the brake.  in addition, the difference between the dog values is the sled’s drift, which causes the sled to move left or right. At the end of their turn, players draw back up to five cards.

Snow Tails
– Image boardGOATS

In general, if players hit something, they pick up a dent card which goes into their hand, blocking space and limiting their options.  The game is quite simple, but as always, how and when to apply the “drift” caused some confusion; Pink certainly benefited from the rules malfunction, but others probably did as well.  The group started out with the “Treemendous” track, but it seemed to take an age to get the game going and everyone was concerned that they might not finish before midnight.  So, about half-way through the game, the track was truncated removing the the final bend and finishing with a straight section just before the finish line.

Snow Tails
– Image boardGOATS

Ivory stole a march in the first couple of turns and looked like he was going to leave everyone miles behind, but when he rammed the first corner it let everyone else catch up.  Ivory was still the first out, but Pink was now not far behind going into the first stand of pines and was taking a different line.  By this time, the damage to Ivory’s sled was starting to take its toll, and Pink was able to take advantage of his balanced sled (his dogs pulling evenly giving him a bonus equivalent to his position in the field) and moved into the lead.

Snow Tails
– Image boardGOATS

It was then that the act of shortening the track played into Pink’s dogs’ paws.  With just the finish line in front, his dogs stretched their legs, he released the brake and shot through the second stand of pines taking out a couple of saplings on his way through.  Everyone could see what was going to happen, but nobody could do anything about it, and Pink crossed the line miles ahead of Ivory who would, no doubt, have taken second had the group played on.  Everyone else was far behind, still working their way through the first plantation.  It had been fun, but it was time for home, so with many “Happy Christmases”, everyone headed off into the cold dark night.

Snow Tails
– Image boardGOATS

Learning Outcome:  Turkey, bacon, sausage, cranberry sauce and stuffing really do make a Pizza taste like Christmas Dinner!