Next Meeting, 13th June 2023

Our next meeting will be Tuesday 13th June 2023 at the Horse and Jockey.  As usual, we will start playing shorter games from 7.30pm as people arrive, until 8pm when we will start something a little longer.  There is currently no food available, so everyone will be eating before they come out.

This week, the “Feature Game” will be the Earth (rules; review, how-to-play video), where players are building themselves an ecosystem.   Last time, we played Wingspan and remembered how much we liked it; Earth has similarities with Wingspan, so as that was so successful, we thought we’d try the new, hot, card-driven, engine-builder game.

Earth
– Image from insideupgames.com

Speaking of environmental matters…

Jeff and Joe were talking about what they were doing to save the planet.

“I’m really getting into recycling,” Jeff commented. “And I’m trying to avoid buying things wrapped in plastics.”

Joe replied, “The best way to reduce your carbon footprint it to become vegan.”

Not to be outdone, Jeff answered, “I don’t have a carbon footprint, because I drive everywhere.”

30th May 2023

Pink and Blue were late arriving thanks to a debate as to whether the actor Gary Lewis was in the Roland Emmerich film The Day After Tomorrow.  Eventually Blue and IMDb were proved right when Pink found the guy who WAS in the film (Richard McMillan, who bore no resemblance to Gary Lewis whatsoever), but that meant they were late arriving and Plum and Byzantium were already there.  Unfortunately, due to a mix up, the Jockey wasn’t serving food, so Blue headed off to get chips for everyone from Darren at The Happy Plaice.  As the chips were consumed, everyone else arrived and it was just a question of who would play the “Feature Game“, the Wild Ride expansion to our go-to motor racing game, Downforce, and what everyone else would play.

Downforce
– Image by boardGOATS

Eventually Pink and Green committed to Downforce, and were joined by Pine (who claimed that after doing well the first time he played, he’d come last ever since), Black and Lime (as long as the other group weren’t playing Wingspan).  Pink and Green reminded people of the rules of the base game, which are simple enough:  after being dealt their hand of cards, players bid for cars, with the player who pays the most deducting the cost from their final score.  Once the bidding is over, the race takes place.  Players take it in turns to play one card from their hand, and then move all the cars depicted on it in turn.

Downforce
– Image by boardGOATS

When the first car crosses a betting line, the race is paused while everyone bets on which car will win the race.  There are three betting lines, but the winnings for betting decrease the closer they are to the finish line.  At the end of the game, players total their winnings from the race with those from the betting, deducting the cost of their car and the player with the most cash is the winner.  The Wild Ride expansion adds two new tracks: Aloha Sands and Savanna Stretch. Aloha Sands adds water jumps which cars can use if they are moving fast enough. The jumps allow players to pass other cars and get round the track more efficiently, but timing is everything.

Downforce: Wild Ride
– Image by boardGOATS

In contrast, Savanna Stretch features wild animals that block the track.  Once the first car has passed an animal, they are moved to another part of the track, as such, they help to prevent the “runaway leader” problem that can sometimes be an issue in the base game.  It was this track that players chose to use this time.  The inclusion of extra animals on the track caused a little confusion initially, but the group soon worked out two of the important features of this track.  Firstly, the animal tile only moves after the first car is fully past it and all other the cars have finished their movements for that card, which means that the animal is really only an impediment for the first few cars.

Downforce: Wild Ride
– Image by boardGOATS

The other the slightly unusual aspect of this track is that the pole position car starts at the rear of the pack.  With five players and six cars, there was always a chance that someone would get two, and that someone was Lime.  While this can be a huge advantage, especially if the cars are cheap, it can also be a risky strategy as it can be difficult to manipulate two cars and they can also become a target for other players.  Unfortunately for Lime, his cars were among the most expensive, leaving him with a deficit of $11M before the racing began, compared with Pink and Green for example, who paid just $2M for theirs.  Once everyone had got to grips with the rules and the cars had been allocated, the race was underway.

Downforce: Wild Ride
– Image by boardGOATS

For a track with so many tight sections it was not surprising that there was a lot of blocking going on—most of it, to be fair, totally deliberate… Pink (in the red car) found his early push to the front to be a mistake, as he was instantly the target for blocking maneuvers from turn two until the final straight.  Green (in orange) used his online experience from Board Game Arena to keep himself in the pack, but not at the front. Luckily for him several other players selected his car to win the race at the first two check points, which helped keep him out of trouble and pushed forwards.

Downforce: Wild Ride
– Image by boardGOATS

However after the halfway mark, Black (driving the blue car) and Pink both surged forward causing Green and Pine to lose their nerve and bet on Black (instead of Green) at the last checkpoint.  However, they should not have worried, as very soon after that, Green’s car surged forward weaving between the cars in front to race for the line and victory.  Pine was close behind, followed by the first of Lime’s cars (the other brought up the rear).  With the race done, there were just the winnings to claim from the bookies.  Because Green had got away with paying little for his car and won the race, he had a significant prize pot even before betting was paid out.

Downforce
– Image by boardGOATS

There wasn’t a huge difference in the results from the betting, but it was enough for Green to extend his lead.  Pine also raked in millions as his betting pattern was the same as Green’s (perhaps someone should investigate them for race fixing).  As a result, Pine come in clear second with Black completing the podium.  Since there was still some time left for a “proper” game, the group hunted around for something that wasn’t too long and could play five.  In the end, they settled on the simple little “push your luck” game, Port Royal, as much because no one could find anything better for five players, than because anyone really wanted it specifically.

Port Royal
– Image by boardGOATS

It had been a little while since most of the group had played, though the rules are simple enough.  On their turn, the active player chooses to “twist” and turn over the top card of the deck, or “stick” and keep the current card set.  The deck of cards consist of coloured ship cards and character cards.  The first decision is to decide whether to risk a “twist” because if second ship card of a colour is drawn the player goes bust and their turn ends.  If a player “sticks” they can take a ship and add its treasure to their stash, or they can use their gold to buy the support of characters.  These give players victory points and special powers, but also can be used to claim contracts and give more points.

Port Royal
– Image by boardGOATS

Once the active player has taken a card, players round the table can take a card too.  The cards are double-sided like those in San Juan or Bohnanza, so in the same way, keeping an eye on the discard pile and the money in players’ hoard is also key.  Although Black and Green did their best to quickly explain the rules, Pine and Lime were still both a little unsure, and perhaps with good reason.  Part way through the second round Black and Green realised something was amiss and re-read the rules and spotted a “rules malfunction”:  they had forgotten that when a player takes a card on another player’s turn, they pay the active player one coin, thus encouraging players to push their luck further to give more players more choice.

Port Royal
– Image by boardGOATS

So from the second round on-wards they group started playing correctly.  Pink’s strategy involved ignoring the Sailors and trusting to luck with turning the cards while spending his money on symbols to make up Expedition cards.  That gained him the first Expedition card, but ultimately, this single minded approach wasn’t very successful, at least in this game.  Green went for a strategy of collecting fighting cards, in order to fight off the pirate ships.  This worked initially, but by the time he had five fighters (and seven points), he kept going bust on his turn as he turned up skull bearing Pirate Ships against which there is no defence!

Port Royal
– Image by boardGOATS

This meant that everyone else was able to gradually build their wealth and cards to catch him up.  Green then collected two more fighters and in preparation for one final attack, but would he get the chance?  Black had managed to accumulate a lot of points, not least because he collected money for both a large array of cards and for when it went bust thanks to the Admiral and the Jester.  If Black could collect another special symbol he could claim an expedition and win the game before Green could make his mega move with a full fighting force.  Unfortunately for Pine, he wasn’t able to collect the symbol he needed to claim a expedition as he went bust.

Port Royal
– Image by boardGOATS

So it was Green’s turn again and he started to pull out cards, with a huge line of cards.  After defeating every lower value Pirate Ship he came across, he managed a full five different coloured ships.  From there he was able to collect another five coins and purchase the two crosses on display, which gave him an expedition card and enough points for victory.  At the conclusion of the game, Pine confirmed his early feelings that he did not really like this game, and Lime felt it was all a bit too confusing, never really sure what he was doing.  This was an older game that we used to play a lot of at the club, but it seems to have lost its lustre now and will probably forever remain an occasional play game.

Port Royal
– Image by boardGOATS

Meanwhile, on the next table there was a lot of debate as to what they’d play.  With five, the options were quite restricted, Burgle Bros. almost made it, until Teal realised it only played four, which left Tiny Towns.  Plum wasn’t so keen, so in the end, the group went for the old favourite Wingspan (having said to Lime that they weren’t going to play it…  Sorry Lime!).  There was some debate as to whether there was time for the game with five players, and options of playing three rounds instead of four were briefly discussed, but since everyone knew what they were doing, the group decided to give it a go and see if they could squeeze in a full-length game.

Wingspan
– Image by boardGOATS

The game is an engine builder that is quite simple in theory, but quite difficult to play well.  Players are collecting birds for their sanctuary, scoring points for exciting birds, eggs, cached food and cards tucked under birds (representing flocks of birds or prey caught), as well as bonus points for achieving particular goals during the game and at the end of the game.  The idea is that, on their turn, players either play a bird card from their hand into their tableau, or carry out the action associated with one of the three habitats (Woodland, Grassland or Wetland) and then activate each bird in that habitat.  While that is all there is to it, it’s all in the cards and getting them to work together.

Wingspan
– Image by boardGOATS

Wingspan can be a little “multi-player solitaire”, that is to say, there can be very little interaction between players in some games.  For some players this is preferred as it means players don’t have their carefully laid plans destroyed by others, while others feel they might just as well be sitting alone and interaction between players is what makes playing games important.  It had been a while since it’s last outing, but the group were quick to get going and were happy to play with the European Expansion which was already mixed in.  Plum in particular, got off to a flying start with her opening hand, four of which were coloured birds and matched her chosen Bonus card (the Photographer).

Wingspan
– Image by boardGOATS

In contrast, Blue had cards that didn’t match at all.  The Rodentologist was her best Bonus card giving her two points for each bird in her sanctuary that ate a rodents, but not one card in her starting hand qualified.  Teal started out with a strategy to maximise his egg production and prioritised birds with brown powers and resource conversion to assist that aim.  The first card Plum played helped him in this, and everyone else too as it happens as it was a very generous Ruby-throated Hummingbird that gave everyone food every time it was activated.  Teal returned the favour as he laid eggs at every opportunity and Plum had a bird that rewarded “once between turns” if anyone laid eggs.

Wingspan
– Image by boardGOATS

As the game progressed, players worked on the end of round bonuses.  Three of the four birds Plum had kept from the start also happened to have bowl nests which contributed towards the fourth round goals, as long she could ensure they had eggs on them.  She didn’t really aim for anything else, but Blue, Byzantium and especially Teal did well in the early rounds.  Plum picked up some more birds with colours in their names, but also managed to play the Yellowhammer end of round card which she was able to use to great effect as it enabled her to play an extra bird card if she had used all four actions during the round.  Byzantium had issues with the dice which repeatedly wouldn’t give him what he wanted.

Wingspan
– Image by boardGOATS

Then to compound Byzantium’s woes, he got himself in a bit of a mess when he played his migrating bird into the wrong habitat meaning he didn’t get the advantage of moving the bird straight away and costing him more eggs into the bargain.  Purple had different dice issues when she rolled five berries and called “Yahtzee!”  Blue had improved her hand and acquired some more helpful cards, including one that gave her an extra Bonus card, the Behaviourist, which gave her three points for each column with three different power colours.  As people sifted through the deck trying to find cards they liked the look of, the California Condor appeared, which everyone agreed looked like a monkey.

Wingspan
– Image by boardGOATS

Towards the end of the game, partly as a result of Plum’s Hummingbird, Byzantium ended up with a surfeit of food and nothing to spend it on.  So, he switched tactics and took the Condor hoping to get a bonus card that would improve his fortunes.  It didn’t.  Blue tried the same and didn’t do any better.  After the final round Plum activated her Yellowhammer again and was left with the choice of playing a bird that gave her a Bonus card or one that gave two extra points.  She also went for the Bonus card, the Fishery Manager, but only one of her birds ate fish.  Time was ticking on, but the game was over well within two and a half hours with just the scoring to go as last orders chimed.

Wingspan
– Image by boardGOATS

Blue had some high scoring birds, but not as many as Plum who took fifty-five points for them alone. Blue had quite a lot of eggs too, but not as many as Teal who had twenty-three.  Everyone else was concentrating on counting, when Purple (aided by Black who had come along to lend a few fingers), gave her score for her bonus cards: thirty-four points, more than twice that of anyone else.  Unfortunately for her though, prioritising her Backyard Birder Bonus which gave her points for birds scoring fewer than four points left her with lots of low scoring birds.  It was a close scoring game, but first place went to Blue who finished a handful of points ahead of Plum with Teal a little way behind in third.

<Wingspan: European Expansion
– Image by boardGOATS

Learning Outcome:  Forget snakes on a train, what about snakes on a race track?!?!

UK Games Expo 2023

It is hard to believe that it is a whole week since the start of the sixteenth UK Games Expo.  With the Friday falling in half-term week for most schools, attendance reached an all-time high with reports of 32,000 unique visitors over the three days of the event—a remarkable bounce back from the 10,671 in 2021 (the first Expo after the cancellation in 2020).  As in previous years there was a viking encampment outside the NEC, and the queues to get in to the main halls were substantial.

UKGE 2023
– Image by Jade

Inside, though busy things were more manageable, gamers from boardGOATS managed to run into each other by accident, which was quite remarkable considering the massive crowds.  Queue conversations were quite a thing this year, especially in the queue for the Bring and Buy which was spacious and well laid out.  The Bring and Buy itself was especially good for Buyers this year as there were constantly new items being put out (though it was perhaps more frustrating for Bringers as their items weren’t put on display until there was space).

Hegemony: Lead Your Class to Victory
– Image by Teal

There were some great demonstrations of new games. One highlight was playing as the State in Hegemony: Lead Your Class to Victory, a great, new, heavy-weight, political board game.  There were also demonstrations of Undaunted: Stalingrad as well as for Vivarium and Vaalbara from the marvelous folks on the Hachette Boardgames UK stand (all of which came out last year).  There was a hilarious reading of Ian Livingstone’s City of Thieves and foiling a dastardly aristocrat’s demon-summoning plans in the new, one-shot RPG, Candela Obscura was memorable too.

UKGE 2023
– Image by Jade

As usual, there were also a lot of designers about, including Tony Boydell, Alan Paul, Andy Hopwood, Bez Shahriari, Rob Harper, Gav Thorpe, Florian Sirieix and Morten Billcliff all sharing their games, chatting with gamers and signing boxes.  Copies of Condottiere, Azul: Master Chocolatier, Next Station London, Earth, Tiwanaku and After Us were also acquired amongst other things, and will likely be played over the coming weeks.

UKGE 2023
– Images by Teal and Jade

Boardgames in the News: Twenty-Five Years on the Rio Grande

When Rio Grande Games published their first games twenty-five years ago this month, the gaming world in the USA was a very different place.  At the time, games in the USA were almost all either simple “kids” roll and write games or very long, heavy strategic games for “geeks” not the family games had been around for some time in Europe, especially Germany.  Even in the UK, European games were specially imported from Germany and unofficial translations made and circulated through magazines like SUMO.  As the envious eyes of Jay Tummelson looked across the pond, he he parted company with Mayfair Games and started translating and importing German games for the US family market.  The rest, as they say, is history.

Mississippi Queen
– Image by boardGOATS

The first games imported by the newly created Rio Grande Games (named after the view from Jay’s office window), were Löwenherz and the 1997 Spiel des Jahres winner, Mississippi Queen.  These were both co-published with Goldsieber Spiele, but later games involved other publishers and in due course, Rio Grande Games started producing their own new games.  The best known of these are probably Dominion and Race/Roll for the Galaxy, but their biggest legacy is probably the changes they brought to gaming in the English-speaking world, who now have widespread access to Euro-games.

Rio Grande Games Logo
– Image from riograndegames.com

 

Next Meeting, 30th May 2023

Our next meeting will be Tuesday 30th May 2023.  As usual, we will start playing shorter games from 7.30pm as people arrive, until 8pm when we will start something a little longer.  For those who want to eat, the table is booked from 6.45pm, for the last time under the current chef/management.

This week, the “Feature Game” will be the Wild Ride expansion (rules; video review) to our go-to motor racing game, Downforce (rules; review; how to play video).  Like Draftosaurus last time, the group first played Downforce online (in this case for our online New Year Party 2020/2021), but since then we have played it several times in person.  The Wild Ride expansion adds two new tracks, one with jumps, the other with animal obstacles.

Downforce: Wild Ride
– Image by boardGOATS

Speaking of car racing…

Jeff and Joe were chatting about one of their favourite subjects, racing cars and their drivers.

Joe commented, “I think the best driver of all time is James Hunt, he just made the 1970s for me—he was just amazing.”

Jeff thought for a moment and then asked, “Who won the 1975 F1 World Championship?”

“Lauda,” replied Joe.

Jeff took a deep breath, then shouted back, “WHO WON THE 1975 WORLD CHAMPIONSHIP?!

16th May 2023

Unusually, Blue and Pink were joined early by Lime for pizza, and Pine who wasn’t eating.  So, while they were waiting for food to arrive the group squeezed in a very quick game of Coloretto. This is a popular game within the group, but somehow Lime had missed out on it.  It is quite simple to play, but one of those games that takes a couple of tries to get the hang of playing well, or as in Blue’s case, lots of tries and still not play it well.  The idea is simple enough though:  players take it in turns to either take a coloured chameleon card from the deck and add it to one of the “trucks”, or take one of the trucks and add the cards on it to their display.

Coloretto
– Image by boardGOATS

Players score points according to the triangular number series where every additional card is worth one more additional point than the previous card.  Thus, the fourth card someone gets is worth ten points, four more points than the third card (which itself is worth three more than the second and so on).  Collecting chameleons was briefly interrupted by the arrival of Hoi-sin duck pizzas, but that didn’t stop Pink winning with a total of thirty-seven points,  well ahead of a tie for second place between Blue and Pine.  By this time, Purple, Black and Teal had arrived and it was time to decide who was going to play what.

Coloretto
– Image by boardGOATS

Pink and Lime were very keen to give Zoo Break another go, having left the town of Bedlam over-run with escaped animals last time the group played.  With it being such a quiet night, there was some debate as to what the other group were going to play, but in the end they opted for the “Feature Game“, the Marina expansion to one of our most popular little games, Draftosaurus.  Pine was keen to play with the cute wooden zoo meeples and after the mayhem last time, Blue was also keen not to miss out, which left Purple, Black and Teal to play with dinosaurs.  The only problem was, none of them knew how to play it, so while Lime, Pink and Pine set up Bedlam Zoo, Blue quickly explained the rules to Draftosaurus.

Draftosaurus
– Image by boardGOATS

Draftosaurus is a very simple drafting game in the vein of Sushi Go! or 7 Wonders, but instead of drafting cards, players are drafting wooden dino-meeples.  The idea is that players start with a handful of dino-meeples and choose one to keep and pass the rest on to the next player.  The active player rolls a location die which adds restrictions on which pens players can place their chosen dinosaur in in their dino-park.  When everyone has placed their first dino, the die is passed to the next player and everyone chooses their next meeple from the pile passed to them by their neighbour.  The round is complete when each player has placed six meeples, and the game is played over two rounds (passing dino-meeples in opposite directions in each round).

Draftosaurus
– Image by boardGOATS

The Marina expansion adds brown Plesiosaurs to the yellow Triceratops, blue Stegosaurus, pink Brachiosaurus, orange Spinosaurus, green Parasaurolophus, and red Tyrannosaurus rex from the base game.  Where dinosaurs from the base game can always be placed in the river that runs through the middle of each player’s park (where they only earn a single point), Plesiosaurs all go into the river, which they travel along into an expansion board.  Each expansion board is slightly different, but when a player places the non-Plesiosaur dinosaur shown on the bridge, if they have a dinosaur immediately up-stream of the bridge, it can pass under it into the next section of the river where it will score more points.

Draftosaurus
– Image by boardGOATS

It was a close game with everyone following different tactics.  Teal concentrated on trying to fill his Meadow of Differences while Black focused on collecting pink Brachiosaurs and Purple stuffed her Forest of Sameness with blue Stegosaurs.  Black took one Plesiosaur, Purple collected two and Teal three, though only one of his made it under the first bridge and out of the main river.  Purple managed to minimise the number of non-scoring dino-meeples in her park, and that just gave her the edge, and she finished a couple of points ahead of Teal who took second place.

Draftosaurus: Marina
– Image by boardGOATS

Although Teal, Purple and Black tried to persuade her to stay (and there was even some suggestion of her playing both games simultaneously), once she had explained the rules, Blue joined the madness in Bedlam, playing Zoo Break.  In this game, players are keepers trying to prevent their charges escaping from the zoo, and to win the game, they have to return all escaped critters to their enclosures and lock the doors.  Losing is much easier—if five cuddly creatures or one dangerous one escape from the zoo, then it is all over.  Last time, only one animal escaped, but it was a cobra, so that was that.

Zoo Break
– Image by boardGOATS

On their turn, players first roll the action die to find out how many Action Points the player has to work with for that round.  Then, after they have carried out their actions, one card from the Escape deck and then one card from the Move deck are revealed.  The Escape card liberates one or more animals, while the Move card often moves animals towards the exit, but occasionally causes other things to happen, like waking up sleeping tigers, breaking barricades and generally cause more chaos.  After last time, the group decided to start by digging through the Supply deck and make sure everyone went really well equipped, then, prioritise capturing (or at least controlling) the Meerkats, as they had been so problematic last time.

Zoo Break
– Image by boardGOATS

On that occasion, the group had played with two “Phew” Cards in the Escape deck, and (following a rules malfunction) all the blank cards in in the Move deck.  In spite of all the blank cards, they still lost spectacularly.  So, this time, the group stuck with the two “Phew” Cards, but removed the blanks from the Move deck and did not add any other rules variants as they really wanted to win, though they stuck with the thematically logical variant where tigers remain tranquilised when returned to their pen. Lime had the Black Belt special power which meant he couldn’t be hurt by animals, so he got the job of dealing with snakes which hide so players have to reveal them, with the risk of being attacked if they are dangerous.

Zoo Break
– Image by boardGOATS

Pink, as usual wanted to work with the pandas, but the Capuchin monkeys were a more immediate threat, and the group made a point of dealing with the troublesome meerkats early this time, so then he went on to deal with them once the monkeys were locked up.  Blue, who had the panda enclosure key, took over trying to control them, but they kept escaping just as Blue was about to lock their cage. Blue was encouraged to capture one panda who was in the rhino’s path, but that meant she was left standing there—”You’ll be fine”, said Pink.  And Blue was immediately flattened by a charging rhino and had to spend a turn with the medic removing the hoof-prints from her forehead.  One meerkat escaped from the zoo, but was left to run free so Keepers could focus elsewhere and then lock their enclosure.

Zoo Break
– Image by boardGOATS

With two enclosures locked early, things became slightly more manageable.  The group wimped out of using the faulty lock variant however, because nobody wanted to risk failing a second time, and certainly, including it would have made things much more difficult.  As it was, one tiger got within sniffing distance of freedom, but was tranked before he could take that one final bound.  Pine made excellent use of his running skills (as Track Star he could move twice as fast as anyone else) and bravely helped Lime with snakes and wielded his dart gun—before long, the zoo was littered with big sleeping cats.  That was all very well, until they woke up at which point Pine had to do the job all over again.

Zoo Break
– Image by boardGOATS

After her run-in with the rhino, Blue tried to end her turn on hedge spaces, but that meant she was unable to swap supplies with other players as she couldn’t share her space.  Once the Pandas were vaguely under control, Blue was able to get a stretcher and another dart gun and help Pine with the tigers, making use of her Gardener ability, hiding in bushes and taking a pop at the big kitties from a place of safety.  While Pine and Blue were working on the tigers, the elephants started rampaging.  As the nearest and armed with a leash, Lime took a break from snakes and tried prevent them from causing too much damage.  This was all very well until (much to Pink’s disgust as he would have loved a black and white cuddle), Lime rolled the lowest number and got hugged by a panda leaving him unable to do anything until it was prised off him.

Zoo Break
– Image by boardGOATS

In the dying rounds, Pink’s, and indeed everyone else’s delight was evident, when another panda popped up for a cuddle and everyone cheered when Pink was the one to roll the lowest number and get a hug.  As the Lucky Duck, on his turn he was able to roll the Action Die multiple times to get more points, but he checked the rules to see if he was obliged to spend his first three points to escape from the furry cuddle or whether he could just stay there for the rest of the game.  In the end, he sent it back to its enclosure, but it probably wouldn’t have mattered.  With one last push, Pine and Lime rounded up the last of the snakes, then the group finally sorted out the charging elephants and mischievous pandas, and finally locked up the rhino, giving the group a much deserved victory.

Zoo Break
– Image by boardGOATS

Draftosaurus is a much quicker game than Zoo Break, so while they Keepers were dealing with the tigers, elephants and disobedient pandas, Teal, Black and Purple moved onto play Splendor.  This was one of Burgundy’s favourite games and he was almost unbeatable at it, so we never play it without thinking of him.  It is a very simple engine builder card game, but takes great skill to repeatedly win in the way Burgundy did.  The idea is that on their turn, players either collect gem tokens (three different colours, or two the same as long as there are at least four left), or spend tokens to buy cards from the market.  Cards act as permanent gem tokens (effectively reducing the cost of cards later in the game), but also provide Victory Points—when a player passes fifteen points, that triggers the end of the game.

Splendor
– Image by boardGOATS

In addition to the two basic actions, there is also the relatively rarely used action of reserving cards, where a player gets a wild, gold token and can reserve one card which they can pay for later.  This time, both Teal and Purple reserved cards, while Black prioritised taking high value cards.  Reserving cards can be a very effective tactic, but the game is all about the cards available in the market and surfing through them as quickly and efficiently as possible and amassing points.  As it was, Black romped away with victory, his fifteen points three times that of anyone else.  And with that, both Splendor and Zoo Break finished, leaving the group with a little time to play something else.  Teal and Lime headed off, so after some discussion, Pine, Black, Purple, Pink and Blue decided to give Draftosaurus with the Marina expansion another go as it was the “Feature Game“.

Draftosaurus
– Image by boardGOATS

It was then that the group realised the errors in the original explanation, in particular how the Solitary Isle enclosure worked.  Pine corrected Blue’s errors and the second game began.  Pine and Blue both tried to exploit the Plesiosaurs at every opportunity, and Pink tried to claim extra points for reverse parking his solitary Plesiosaur into the dock.  It turned out he didn’t need them though, as with forty-seven points he took his third win of the night.  Blue and Black tied for second place, while Purple unfortunately had to recount when she realised she had a pink Brachiosaur elsewhere in her park so couldn’t score seven points for her solitary Isle.  That left a bit of time for a chat, but everyone was tired and it wasn’t long before the last of the group headed home.

Draftosaurus: Marina
– Image by boardGOATS

Learning Outcome:  Who needs TV when you’ve got T.Rex?

Spiel des Jahres Nominations 2023

This year’s nominations for the three Spiel des Jahres categories were announced last Monday.  This is arguably the most prestigious award in board gaming and, as such, is the one everyone wants to win.  There are three categories, the Kinderspiel (children’s game) , the Kennerspiel (“expert’s” game) and the most desirable of all, the family award, the Spiel des Jahres.  The nominees for this year’s awards have been announced as:

  • Kennerspiel des Jahres
    Kennerspiel des Jahres 2023 - nomineesChallengers! by Johannes Krenner and Markus Slawitscheck
    Iki by Koota Yamada
    Planet Unknown by Ryan Lambert and Adam Rehberg

In recent years, there has been a marked change the complexity of the games—compared with previous winners like El Grande, Tikal and The Settlers of Catan (all of which won the “Red Pöppel” as they preceded the inception of the Kennerspiel award), for example, even this year’s nominations for Kennerspiel are extremely light games that have been called party games by some.  This is at least partly because the criteria or rules for the Spiel des Jahres Awards are very clearly and strictly laid out.

Heat: Pedal to the Metal
– Image used with permission of Henk Rolleman
(@namellor on Instagram)

For example, one of the most popular games of the year, Heat: Pedal to the Metal, was not eligible, allegedly due to lack of ready availability in the German market.  Similarly, the German release for another popular game, Earth, marginally failed to make the entry date, but may therefore be eligible for next year.  Another favourite amongst the GOATS is Die Wandelnden Türme (Wandering Towers), which also failed to get a mention either this year or last, presumably because it too fell foul of one of the rules. Iki, on the other hand was first released in 2015, but did not get a “full German release” at the time and therefore the recent re-release with new artwork is eligible, so there is still hope for all those that have missed the boat.

Die Wandelnden Türme
– Image by boardGOATS

It is also worth remembering that the “Red Pöppel” Spiel des Jahres Award is specifically aimed at German families, not necessarily families that play lots of games.  Even the “expert” Kennerspiel des Jahres Award, is aimed at families that are “just ready to move on to the next step”—neither award are aimed at people who regularly play games.  For this, the Deutscher Spielepreis is a much better fit, but the Spiel des Jahres Awards are still the industry’s headline award, and therefore are of great significance.

The Spiel des Jahres Awards
– Image from spiel-des-jahres.de

The winners will be announced on Sunday 16th July in Berlin.

Next Meeting, 16th May 2023

Our next meeting will be Tuesday 16th May 2023.  As usual, we will start playing shorter games from 7.30pm as people arrive, until 8pm when we will start something a little longer.  For those who want to eat, the table is booked from 6.45pm.

This week, the “Feature Game” will be the Marina expansion (rules; review; how to play video) to one of our most popular little games, Draftosaurus (rules; review; how to play video).  The group first played this online in 2021, but since then have played it lots of times in person drafting real cute miniature wooden dinosaurs.  This expansion adds a bit more river and wooden Plesiosaurs.  We’ve picked this game because it we know it well and it plays quickly, allowing lots of options for the rest of the evening (including a possible rematch of Zoo Break for those that want to have another try).

Draftosaurus: Marina
– Image by boardGOATS

Speaking of plesiosaurs…

Jeff and Joe were out sea fishing when they got a bite. It was a bigun’, and they tugged and hauled on the line, but there was a sudden snap and it got away.  It was getting late and time to go home, so as they headed back, they compared other near misses.

“A while back, I had a shark on my line,” said Jeff.  “Sadly, it got away though.”

“Wow,” replied Joe, “Last year I had a whale jump right over my boat.”

Jeff was not to be outdone, “That’s nothing,” he said.  “Why, just yesterday morning, I had a plesiosaur jump right into my boat!”

Joe, looked surprised as he had been out on the waves too and hadn’t heard about it.  “What time was that then?” he asked.

Jeff responded, “Time to get a new boat…”

2nd May 2023

Blue and Pink were the first to arrive and were just finishing their supper when Magenta walked in—sadly not to join in the games as she was there for a Scout meeting.  After a quick chat, she left and as Blue recapped the rules for the “Feature Game“, Zoo Break, Teal arrived and then Purple and Black.  The group had just decided to play Alles im Eimer (aka The Bucket King), when Ivory rocked up to make the full compliment of six.  Purple explained the rules with help from Black.  The idea is very simple:  each player builds a pyramid of ten bucket tokens with two of each of five colours.

Alles im Eimer
– Image by boardGOATS

One player starts, playing a coloured, numbered, animal card and each player has to follow with the same colour and a higher number before picking up a card.  Players can play multiple cards to make the total, but they only ever receive a single replacement card.  If they can’t, or choose not to follow, they lose a bucket of that colour, and any buckets above it.  Worse, if they split their pile of buckets in two, they lose one part as players can only ever have one pile.  On the plus-side, if a player can’t play (or chooses not to), they then lead with a free choice of colour and number.  The last player with buckets still standing is the winner.  With Purple shuffling, Ivory was the first to play.

Alles im Eimer
– Image by boardGOATS

It turns out that there are two things that are really critical in this game.  Firstly, how players stack their buckets—it is not as simple as playing to their hand strengths; the smart player also spreads the colours out a bit so they aren’t forced to take buckets from low down when the unexpected happens.  Secondly, as Ivory pointed out, like 6 Nimmt!, it is all about timing, which is something players may not have control of.  A few rounds in, Black spotted that Pink to his left still had a complete stack where bucket piles had been falling all over the place everywhere else.  So, Black made it his business to make Pink’s life difficult.  From there, it was gloves off and the buckets really started to tumble.  Purple was the first player to kick the last of her buckets over which left Blue to do what she could to damage Ivory’s largely unscathed pile.

Alles im Eimer
– Image by boardGOATS

Black, then Blue, then Teal, all fell, leaving just Pink and Ivory to fight it out.  With Pink’s dwindling pile, it always looked an uphill task, and so it proved, with Ivory taking victory with five buckets still standing.  By this time though, Lime and Green had arrived and with eight, the group split into two tables of four, the first for the “Feature Game“, Zoo Break.  Pink was nearly lured away at the suggestion that the alternate might be Takenoko, but despite being very torn by his love of pandas, he stuck with his original panda driven choice and was joined by Blue, Lime and Black as Keepers at Bedlam Zoo.

Zoo Break
– Image by boardGOATS

Zoo Break is an apparently light cooperative game where players are a team of zoo-keepers trying to prevent a mass break-out.  The mechanism is quite simple:  the active player rolls a die to decide how many Action Points they get, then they carry out actions, before drawing an Escape card and a Move card (to see what animals escape and move).  The game ends when either a dangerous animal (tiger, elephant, or dangerous snake) escapes, or when the fifth cute animal (panda, Capuchin monkey, meerkat or harmless snake) exits the zoo, or when there are no animals roaming about and all the cages are locked up.

Zoo Break
– Image by boardGOATS

Although the mechanism of Zoo Break is very straight-forward and the art-work implies it is a simple kiddies game, nothing could be further from the truth.  The rule book is twenty pages long, and there are a lot of details regarding escaping and recapturing animals.  For example, when an animal escapes, it doesn’t just move to the space immediately outside its Enclosure, it moves to the nearest “open” space.  Also, different animals are recaptured using different tools which have to be acquired from the supply by the Keepers.  For example, a Net can be used to capture meerkats or monkeys, while a Leash is required for pandas and elephants, and tigers need to be Tranquilised and Stretchered home (very carefully, obviously).

Zoo Break
– Image by boardGOATS

Each Keeper has a different skill.  This time, Blue had the ability to reveal snakes and capture animals from adjacent spaces (especially useful for dealing with snakes); Pink could run faster than anyone else, moving two spaces for each action point (instead of the usual one); Black, the Gardener, could move through and hide in bushes, and Lime could re-roll the die twice to try to get additional actions.  From experience with games like Forbidden Island and Forbidden Desert, the key is almost always to make good use of these special powers.  So Blue suggested she made it her business to concentrate on dealing with the snakes since she could do so without being bitten.

Zoo Break
– Image by boardGOATS

Pink with his Panda obsession, was always going to go after them, and everyone else was happy to let him get on with it.  Before any of that could happen though, the Keepers needed Supplies.  Pink started, and went straight to the Supply shed and started revealing tools.  These are drawn from a face down pile, but Keepers only have space to carry four tools in their backpack, so can choose only to take the ones they want.  This was probably the team’s first mistake:  instead of the few players just searching the whole Supply pile and making a discerning choice while taking as much as they could carry, players grabbed a couple of items and headed off.

Zoo Break
– Image by boardGOATS

This became a problem later in the game when the Keepers realised they didn’t have tools and were now on the other side of the board.  Black who had drawn the meerkat enclosure key headed off to the far corner to lock it quickly.  Lime captured the only roaming meerkat (which had been playing in the fountain) and Black was just about to lock the cage when another one escaped.  As he didn’t have a Net, despite being in the same space as it, he was left chasing about trying to grab it unsuccessfully.  And then more meerkats got out.  So Lime, Keeper without portfolio (but with both a Net and a Leash), waged war on the disobedient meerkats, while occasionally taking time out to catch an elephant or a monkey.

Zoo Break
– Image by boardGOATS

Pink, meanwhile, had his panda enclosure Key and a Leash and was trying to do something about them, but was inconvenienced by a pair of elephants, one of which knocked him flying necessitating a visit to the Medic.  Lime captured the last of the Capuchin monkeys and Blue who was close at hand with the enclosure Key managed to slam the door shut before any more got out—just as well, as the snakes were beginning to get out of hand, and as for the meerkats, well, these little blighters were causing mayhem.  Twice the Keepers had them under control before more escaped, and as they formed a long queue, the queue kept getting longer and longer as they marched inexorably towards the exit.

Zoo Break
– Image by boardGOATS

Pink used the Barricade to delay the escape of a couple of pandas and the pair marauding elephants, but it failed to hold when the Broken Barricade Move card appeared.  The rhino’s occasional charges weren’t much of an issue as they were very predictable, but once animals started to get close to the exit the rhino became more of a problem as players stayed out of its path wasting Action Points.  By this time, the tigers were becoming a problem, but Pink and Black put their Tranquiliser darts to good effect and soon the zoo was littered with sleeping tigers.  Lime had a Stretcher, but never actually used it, briefly loaning it to Blue for the only tiger returned to its enclosure (and left to peacefully sleep off the after-effects, as per one of the new variants).

Zoo Break
– Image by boardGOATS

There was a bit of a debate over whether it was more important to work on the rogue pandas or let them and meerkats escape and focus on the dangerous animals (in particular tigers and elephants).  Slowly but surely, however, the animals were taking over as there was a little procession of Keepers at the Medic’s tent, with only Lime avoiding injury.  Black was the only player to make use of the Train, because it didn’t really go where people wanted it to and players dealt with the issues nearest to them.  That was probably a good strategy; like it says in the advice, it is also important to lock stuff up early—the team didn’t.  They dealt with the monkeys, but the only other enclosure they managed to lock was the pandas, just before two meerkats and a cobra made a run for it in a single turn.

Zoo Break
– Image by boardGOATS

Although the mass escape had caused the zoo to be closed down and Pink hadn’t actually been cuddled by a panda, everyone had really enjoyed themselves.  On reflection, working in pairs might have worked better (as with Flash Point and Escape), because then the team can do things much quicker, get on top of things and lock cages making life easier all round.  Black was curious about the variants available.  The group had played on “Standard” difficulty with two “Phew!” Escape cards (where nothing gets out), but thanks to a rules malfunction, had also included the blank cards in the Move deck which provided quite a bit of respite, so everyone had a good laugh at the idea of making the game harder.

Zoo Break
– Image by boardGOATS

Despite the fact the group rarely plays cooperative games, everyone was keen to give Zoo Break another outing soon.  Zoos were popular elsewhere too—the next table had been playing New York Zoo.  This is a tile-laying game that got its first Tuesday outing only a few of weeks ago, but had been enjoyed by all.  In this game, players add pens to their zoo, populating them with animals, and building attractions.  Like Uwe Rosenberg‘s other similar games (including Cottage Garden, Spring Meadow, Indian Summer and Patchwork), it is Tetris-like but what makes this one unique and interesting is the Market.

New York Zoo
– Image by boardGOATS

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.  Each Enclosure can only hold one type of Animal.  When there are two or more Animals in an Enclosure together they breed when the Elephant passes the Market’s breeding spaces.

New York Zoo
– Image by boardGOATS

When an Enclosure is full, all the animals are removed and the player takes an Attraction tile of their choice and adds it to their Zoo.  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.  Purple had played last time, and Green had played elsewhere, however, Ivory and Teal were new to the game and the rules needed explanation.  That didn’t take long though, and the Elephant was soon touring the market and everyone was building their zoo and adding animals.

New York Zoo
– Image by boardGOATS

Purple was quick to get going, as was Green.  New York Zoo is really a tactical game, but there are a couple of broad strategies—fill the zoo with large Enclosures that are harder to fill, but occupy more space, or fill it with smaller Enclosures which are easier to fill with animals giving bonus Attraction tiles.  Purple went for the latter approach, getting some of the large attractions early in the game.  Teal however, opted for the former strategy, which is harder to get to work, but can be extremely effective, as indeed it was this time, making him the first to finish his zoo, and with no Attractions at all.  Purple was the best of the rest with for spaces left to fill, with Green a little way behind.

New York Zoo
– Image by boardGOATS

The Keepers in Bedlam Zoo on the next table were still trying to get the marauding beasts back in their pens (largely unsuccessfully) so the others had to decide what to play.  Green decided to go home, and couldn’t be persuaded to stay by the opportunity to play Nidavellir despite having been very keen to play it previously.  That left Purple, Ivory and Teal, who decided to play it anyhow.  Nidavellir is a card set-collection and bidding game inspired by Norse myths. The game was created by French designer Serge Laget (who sadly passed away in January this year after a lifetime of producing some great games) and the striking black and white artwork by Jean-Marie Minguez which nicely contrasts with the coloured cardboard components.

Nidavellir
– Image by boardGOATS

The story behind the game is that the kingdom of Nidavellir is under threat from the stirrings of the Dragon Fafnir and players are tasked by the King to recruit the best army to defeat it. Appropriately for our venue, the action takes places in three Dwarvish pubs where the players must use their coins to bid for the most skillful Dwarves (in a concealed auction), recruit the most prestigious Heroes, and build the best Battalion they can to defeat the Dragon.  Players hire five different professions of Dwarves into their growing army – Warriors, Hunters, Miners, Blacksmiths and Explorers.  Each player starts with five coins with the values: zero, two, three, four and five. Players place one of their coins against each pub space on their player mat.  The coins are revealed and cards are taken from each pub starting with the highest bidder.

Nidavellir
– Image by boardGOATS

Ties are broken in favour of the player with the the highest jewel token (randomised at the start) and then these players swap jewels so the losing player has an advantage next time there is a draw. Once the three pubs have been resolved, players take back their coins, and place their cards in their tableaux.  At the game end, points are awarded in different ways for each group of Dwarves.  For example, Hunters provide points based on the number of cards squared, Blacksmiths score according to the triangular sequence (as used in Coloretto), while the Navigators are simply a total of the number of points printed on the card, and so on.  Each round of the game, random face-up dwarf cards are lined up by each pub (equal to the number of players) and players bid for their order of selection.

Nidavellir
– Image by boardGOATS

If a player plays their “zero” coin, the values of the two unused coins are added together, the highest of the pair is discarded and a new coin of the same total is added to their stash from the Royal Treasure. Thus, players can gradually increase the value of their coins, which is useful for out-bidding others, but also adds value as the total coin hoard is added to their final score.  Hero cards, which supply additional points bonuses in a variety of ways are awarded when a player manages to have five cards of different type and then each time a new set of five is achieved. Heroes are selected from, a separate deck which allows for further point scoring combinations.  The start was a little slow as Purple and Ivory were both new to the game and had to figure out what to do.

Nidavellir
– Image by boardGOATS

Teal and Ivory both started by upgrading their coins.  Ivory was the first to get a set of five cards and claimed one of the Dwerg Brothers as his Hero giving him the target of collecting the other brothers which greatly crank up the points the more that are collected.  Teal, who had played the game before, chose more complex Heroes.  Half way through the game, Purple took the King’s Hand and the King’s Great Armourer Heroes for having the most Warrior and Blacksmith cards, while Teal took the Hunting Master and Crown Jeweler (for the most Hunters and Miners respectively), leaving Ivory just the Pioneer of the Kingdom (for the most Explorers).

Nidavellir
– Image by boardGOATS

The second age (played with a new deck of cards), was similar to the first, with particular tight battles around getting cards to complete sets.  Ivory had a slight advantage in this, having upgraded his coins more aggressively early in the game, and used this to get more of the Dwerg Brothers.  In contrast, Purple and Teal focused on collecting Dwarves of one kind with Teal using his Heroes to add to their “count” in particular colours when completing a set.  In the end, Purple and Teal scored best for Blacksmiths and Hunters, while Teal also took lots of points for his Miners—something he had focused on from the start.

Nidavellir
– Image by boardGOATS

Ivory however, had more Warriors and having the majority of them meant he could add the value of his most valuable coin to his score.  Despite that and over a hundred points for his Dwergs, Ivory finished just shy of Teal’s winning total of two-hundred and seventy-seven.  The downside of his victory—the winner has to face the Dragon Fafnir!  All agreed it was a good game, not overly complex, but with lots of decisions to make; a game that didn’t out stay its welcome finishing within the forty-five minutes advertised (even with two first-time players).

Nidavellir
– Image by boardGOATS

Learning outcome: Always keep a close eye on your meerkats.

Next Meeting, 2nd May 2023

Our next meeting will be Tuesday 2nd May 2023.  As usual, we will start playing shorter games from 7.30pm as people arrive, until 8pm when we will start something a little longer.  For those who want to eat, the table is booked from 6.45pm.

This week, the “Feature Game” will be Zoo Break, a light cooperative game where players are a team of zoo-keepers trying to prevent a mass break-out (rules, video review). The game has fabulous wooden ani-meeples and especially cute panda-meeples.

Zoo Break
– Image by boardGOATS

Speaking of pandas…

Jeff was at the cinema when he noticed what looked like a panda sitting next to him.

Jeff did a double take, then asked, “Excuse me, are you a panda?”

“Yes,” replied the panda.

“Umm…” began Jeff hesitantly, “So, what are you doing at the movies?”

The panda answered, “Well, I enjoyed the book.”