18th October 2022

The evening began with introductions to two new people:  Indigo and White.  As everyone else arrived and we waited for the last couple of people, the group started with a quick warm-up game of NMBR 9.  This is a quick and simple tile laying game where players take number shaped tiles and add them to their tableau.  Tiles must connect to an edge of tiles already placed in the same layer, and when placing tiles on top of others, they must not create an overhang or sit wholly on one tile.  At the end of the game, players sum the face value of the tiles on each layer and multiply that by the “floor” they are on.  In other words, the ground floor is “pointless” whilst tiles on the second floor (or third level) are worth twice their face value.

NMBR 9
– Image by boardGOATS

Although the game plays just four, with two sets squeezed into the box, all eight people were able to play together.  Everyone was happily laying tiles, with those who had not played it before quickly getting the hang of it.  A few people needed to be reminded of the fact that tiles on higher levels must be supported by at least two tiles and if not the first, must touch another tile on the same level.  Most people managed to stay on the straight and narrow though and before long everyone was practicing their mental arithmetic to work out their scores.  And it was really close at the top:  it looked like Indigo’s score of sixty-nine was the winner until Teal posted his score of seventy, and then Blue just pipped him with seventy-one.

NMBR 9
– Image by boardGOATS

By the time NMBR 9 was done, everyone had arrived including Lime with his copy of the “Feature GameDisney Villainous: The Worst Takes it All, that he had borrowed from work.  This is an asymmetric card game where players take on the role of a Disney Villain (Maleficent, Captain Hook, Jafar, Red Queen, Ursula or Prince John), and try to satisfy their own personal objectives.  Although the game is fairly simple in concept, a sort of worker placement, where players move their “worker” to different locations on their private player board and then carry out all the associated actions.  The fact that every character plays in its own way and has different objectives, makes it much more complex than it sounds, however.

Disney Villainous: The Worst Takes it All
– Image by boardGOATS

Disney Villainous unquestionably plays best with smaller numbers of players and, with two copies, the ideal would have been to play two games with three players each.  However, several people were reluctant because the Disney theme didn’t appeal, or dueling card games weren’t their thing.  So in the end, there were five playing: Black as the Queen of Hearts; Indigo as Maleficent; Blue as Jafar; Lime as Captain Hook, and Pine as Ursula (or Arse-ula as she became known).  Each player took their booklet with their instructions (their “Villain Guide”), and that was Blue’s big mistake in her preparation.  She had deliberately not read all the characters’ details in advance as she didn’t want an unfair advantage.  However, because the characters were so very different, it meant she couldn’t help advise.

Disney Villainous: The Worst Takes it All
– Image by boardGOATS

For example, each character has two decks of cards:  a Villain deck and a Fate deck.  Players have Villain cards in hand, while other players (mostly) activate their Fate deck.  The Villain deck includes Ally and object cards which are played below the action spaces on a player’s player board and usually enhance the actions in that space.  The Fate deck on the other hand includes Hero cards which are played (usually by other players) above the action spaces on the player’s board and reduce the number of actions a player can carry out when they activate that space.  Hero cards are a pain and most people can get rid of them by carrying out a Vanquish action, however, Ursula does not have a Vanquish action and instead defeats Heros using Binding Contract cards.

Disney Villainous: The Worst Takes it All
– Image by boardGOATS

The second mistake was that most people didn’t read their instruction booklet properly, partly because without knowing the game, it felt very abstract, and partly just because the situation wasn’t conducive to sitting down and concentrating.  Indigo had watched a play-through video, so had a better idea of what was going on than most—Maleficent’s winning condition was to start her turn with a curse at each location.  Curses are a card type unique to Maleficent and have an Ability that affects Heroes at that location.  While Lime was still hunting for his Never Land Map to unlock the Hangman’s Tree and Pine was searching his deck for the Trident and the Crown, Indigo suddenly threatened to win as she had Curses at all four of her locations.

Disney Villainous: The Worst Takes it All
– Image by boardGOATS

This seemed to organise everyone else, as they collectively worked out how to stop her from winning.  Meanwhile, Black was doing something odd with his cards, turning them sideways or “tapping” them.  He, as the Queen of Hearts had to have a Wicket at each location and then successfully take a Shot to win.  Wickets are Guard cards that have been activated.  A Shot is then taken by revealing the top five cards of the Villain deck and if their total cost is less than the total strength of the Wickets then he would win.  With several Guards played and and activated, he was making progress too, and aside from luck, nothing the others could do was going to stop him winning when the time came.

Disney Villainous: The Worst Takes it All
– Image by boardGOATS

While players took it in turns to prevent Indigo from succeeding, Blue had found the Scarab Pendant and the Magic Lamp cards that Jafar needed.  Having not read her booklet properly, when she got her Magic Lamp at the Sultan’s Palace, she thought she was there, only to realise there was more to it than that and had to work out how to fix it.  There was a feeling of achievement when Lime finally unlocked Captain Hook’s Hangman’s Tree and had found Peter and Pine finally found one of his special objects, but was still struggling with lots of power and no way of using it.  By this time though, the game had been going nearly two hours and although nobody was going to just “let” Indigo win, most people had had enough and were starting to secretly hope someone would do the decent thing and end the game.

Disney Villainous: The Worst Takes it All
– Image by boardGOATS

Eventually, Black took a shot, and was unsuccessful.  Blue, having worked out how to hypnotize the Genie had a path to the end, though someone ensured that would take several more turns by judicious application of a Hero card.  Indigo was still doggedly playing Curses when Black finally had a Shot on target and everyone else cheered with genuine relief.  Unquestionably, the game had outstayed its welcome, though that was largely caused by the number of players—three would have made it easier to focus on what others were doing and would have had much less downtime.

Disney Villainous: The Worst Takes it All
– Image by boardGOATS

The biggest problem with the game though, was the mismatch between the cutesy theme (and gorgeous artwork from the Disney films) and the isolated nature of the asymmetric multiplayer solitaire which means it is definitely not a kiddies game.  This mismatch perhaps partly explains why there are so many copies of Villainous for sale cheap in online auctions.  It would have felt a lot less isolated though with fewer players.  That said, to some extent, the game is all about the individual players finding a way to solve their own personal puzzle, while trying to throw just enough spanners in other players’ works to delay them and ensure their own victory.

Disney Villainous: The Worst Takes it All
– Image by boardGOATS

In this sense, once a character has been played and “solved” it reduces the replay-ability, especially against new players, who have to solve their puzzle from scratch.  This is perhaps why there are several other Villainous character sets available, and even Marvel character sets (which seem to be more popular).  Lime though, was not looking forward to playing the game again (one of the conditions of borrowing it) and ultimately was very pleased when he was able to postpone the replay, indefinitely.  That said, both Lime and Blue commented that they felt they had unfinished business with Villainous and would like to try it again sometime, though there are so many games and so little time, it’s not clear when that might be.

Disney Villainous: The Worst Takes it All
– Image by boardGOATS

While the first group fought with their Disney villains, everyone else settled down to a six-player game of Citadels.  In this game, players take on new roles each round which represent Characters they hire to help them acquire gold and erect buildings.  The numbered Character cards are drafted in secret at the start of the round with one taken out before the draft and one left unused at the end, to ensure everyone has imperfect knowledge.  Then, each number is called and the player with that Character enacts it.  When called, each player takes their turn.  First they take money (two gold from the bank) or draw two District cards and choose one to keep, then they may build one District paying the cost in “toffee-look-alike” gold coins.

Citadels
– Image by boardGOATS

The game ends at the end of the round when one player builds their eighth District.  Players then score the cost of each District they have built, plus three points if they have at least one District in each of the five colours, plus four bonus points for the player who triggered the end of the game and two for anyone else that succeeded in building eight Districts.  This is an older game (one of Green’s first apparently), but nobody had played it in years so the group decided to play with just the basic characters:

  1. Assassin — Names another Character that misses their turn;
  2. Thief — Names a Character and at the start of their turn, steals all their gold;
  3. Magician — Swaps their hand with another players, or replaces some cards;
  4. King — Receives one coin per noble (yellow) District and takes the start player Crown;
  5. Bishop — Receives one coin per religious (blue) District and protection from the Warlord;
  6. Merchant — Receives one coin per trade (green) District and receives one extra coin;
  7. Architect — Build up to three Districts and draw two additional District cards;
  8. Warlord — Receives one coin for each military (red) District and destroys one District.

At White’s suggestion, the group tried a new method of choosing the start player, namely picking a character card at random and counting round the table to the number of that character.  The King was the card revealed, and counting round four places landed on White himself.  And so the first round started.

Citadels
– Image by boardGOATS

There was no Assassin in the first round, so a gentle start. The Thief, White, decided to steal from the King; often a dangerous thing to attempt, but not so much in this game.  Thus, the game began, with players taking money and building Districts, at least for White and Lilac, who had chosen the Magician. The King came next, and Green duly handed his starting money to White.  With nothing much he could do, he took two gold coins and could build nothing, but did take over the calling of characters. Pink and Teal continued the round with taking money and building Districts.

Citadels
– Image by boardGOATS

The next round was even more equitable as neither the Assassin nor the Thief were chosen. Teal took reign as King this time. Green was able to build his first District and everyone else was on two.  During the third round there was much mirth as Green tried to steal from the Merchant, who turned out to be Lilac, his partner — how dare he!  However, she had no money so it was fruitless anyway.  Green’s starting hand was such that he still could not build, just as everyone else went ahead and built their third District.

Citadels
– Image by boardGOATS

In the fourth round, Lilac was the Thief and chose to steal from the Architect, little realising that this time that was Green, and like last time, he had no money either!  While all this was going on, the others had been building up some several Districts. Pink had blue and red Districts, Lilac had a green and a couple of blue, Teal had a couple of green and a red, while White was also mostly targeting red Districts.  By this point, everyone was really getting into the game and there was a lot of good natured banter round the table. Somehow, Green was being picked on as usual, but this time not with intent.  Teal was beginning to look strong and Lilac had a lot of Districts, but all relatively low in value.

Citadels
– Image by boardGOATS

At the mid-point in the game, the Assassin finally came into play.  Green chose him and selected the Merchant as his target.  It turned out that was Teal, a good choice considering that by then he had three green Districts, which would have given him a lot of money.  The King finally moved away from Teal (to White), but overall there were very few yellow noble Districts being built.  During the second half of the game, the Magician began to cause a little chaos as hands of zero cards got exchanged with hands of four, five or even six.  It was still looking like Teal was strongest, just as he nabbed back the King, but then White built a nice big purple Dragon Gate. This cost six Gold, but would be worth eight at the end.

Citadels
– Image by boardGOATS

Somehow Teal had managed to get to seven Districts with the others on five and six.  Green, sitting directly after Teal in turn-order, chose the Assassin and took one for the team.  Since he picked second, the information available to him told him that Teal could only be either the Architect or the Warlord.  He decided to try for the Warlord, on the basis Teal had two red Districts and a couple of Gold already, so could probably build his final card and finish the game.  It wasn’t until the the very end of the round before this was confirmed, and Green had indeed been successful. Teal missed his turn. So everyone else was now on six Districts while Green was still only on five.

Citadels
– Image by boardGOATS

In the final round, Teal was still the King; would Green try again?  This time he chose a different approach and decided to try and steal from Teal instead.  Teal was the Merchant this time, so although Green was successful, he could not not stop him from building his eighth District.  Teal’s three green Districts gave him three coins, plus an extra one for the Merchant and the two he could take anyhow—more than enough to build his last District.  No one else managed to build eight, though almost everyone else managed to get seven.  Only Teal and Lilac got the bonus points for building at least one of each colour however.

Citadels
– Image by boardGOATS

That meant Teal was the runaway winner with thirty-two, with White and Pink very close to each other in second and third with twenty-six and twenty-five respectively, and Lilac not far behind that.  Everyone had thoroughly enjoyed it regardless of their final score—Citadels is good classic that works better with more people and this time it did not fail to deliver as everyone really got into the spirit of the banter.  Players drifted away and once Villainous finally came to an end, there was time for some chatter about things including Christmas party plans, before everyone finally went their separate ways.

Citadels
– Image by boardGOATS

Learning Outcome:  In asymmetric games, someone has to know how the rules apply to everyone.

Next Meeting, 18th October 2022

Our next meeting will be Tuesday 18th October 2022.  As usual, we will start playing shorter games from 7.30pm as people arrive, until 8pm when we will start something a little longer.  Please note that the pub will not be serving food on Tuesdays for the foreseeable.

This week, the “Feature Game” will be Disney Villainous: The Worst Takes it All (review, play through video, rules).  This is an asymmetric card game where players take on the role of a Disney Villain (Maleficent, Captain Hook, Jafar, Red Queen, Ursula or Prince John), and try to satisfy their own personal objectives.

Disney Villainous: The Worst Takes it All
– Image by BGG contributor The Innocent

Speaking of Disney…

Jeff and Joe were discussing their favourite Disney characters one day.

“I’d like to be a Disney prince,” said Jeff.

“Yeah, they’re really good looking,” commented Joe, “Though they are a little bit wet.”

“But they always get the girls,” explained Jeff.  Joe thought for a minute.

“You could be one of the Seven Dwarves instead,” he suggested. “They are much cooler and you’d have loads of great mates too.”

“Nah, I couldn’t be one of the Dwarves,” Jeff replied.

Joe looked at his friend and asked, “Why?  There’s nothing wrong with being short you know and a lot of the shortest people are really, well, you know…”

“Oh no, It’s not their height,” continued Jeff, “It’s just that I heard six out of seven of them aren’t happy.”

4th October 2022

To mark the tenth anniversary of our first meeting, this week was a bit of a party. We started with a fish and chip supper (courtesy of Darren at The Happy Plaice) and followed it with cake, complete with “marzimeeples”. There was also a special “solo game” of Carcassone, where everyone chose a tile, wrote their name on it and stuck it on a board to be framed as a keepsake to mark the occasion. Unfortunately, Lilac was unwell and not able to come, and the chaos on the A34 (due to a burst water main on the Oxford ring road and an accident) conspired to delay Black, Purple, Orange and Lemon. Everyone else made it though, and after a quick round of Happy Birthday and some cake, the group moved on to play the now traditional “Feature Game“, Crappy Birthday.

2022 Birthday Cupcakes
– Image by boardGOATS

Crappy Birthday is a party game where players give each other comedy birthday presents and the recipient has to decide who gave the best and worst gifts. We house-rule the game to play a year so that everyone has one birthday, so on their turn, they receive a gift from everyone else. They then look through the gifts and choose the best and worst, and the givers of those gifts get a point each. The winner is the player with the most points at the end of the year. Written like this, the game sounds very dry, but there are three things that make the game a lot of fun.

Crappy Birthday
– Image by boardGOATS

Firstly, the gift cards are fantastic; the pictures are great and the texts that accompany them are just enough to give a flavour while also allowing interpretation. Secondly, the way we play, the Birthday Boy or Girl goes through the gifts reading them out. It is not so much this, as the disgust, excitement or other response as people “open their gifts” that makes everyone smile. Playing board games can be very impersonal—for many people this is a good thing as it allows people who are shy or private to control what they reveal about themselves because everyone focuses on the game. As a result, gamers often don’t really know an awful lot about each other. In playing Crappy Birthday, however, players reveal just a little bit more of their likes and dislikes, helping everyone to get to know each other that little bit better.

Crappy Birthday
– Image by boardGOATS

Finally, we only play Crappy Birthday once a year. This is really key, as without this constraint, the cards would get repetitive and the element of surprise would be lost. In terms of game play, it isn’t a very strategic or challenging game, so playing more frequently would likely mean it would quickly outstay its welcome. As it was, Pink started (his birthday was soonest), and he set the tone for the year. As usual, we discovered lots of interesting things about people in the group. Pink surprised everyone with his delight at receiving some Monopoly money toilet paper, though it was a close-run thing between that and a road trip across the Sahara as he’d always fancied participating in the Paris-Dakar Rally. He was much less impressed with the bungee-jump however.

Crappy Birthday
– Image by boardGOATS

Pine was next and this time didn’t get his usual pile of equine and meat flavoured gifts. His choice of a giant lobster sculpture for his front yard was also unexpected, and he explained that it would be interesting to see where it ended up when the kids and drunks in the village decided to move it. On Plum’s turn we discovered that she liked the idea of a one-armed bandit and Chess lessons (no cheating, obviously), but preferred Flying lessons. Pink proved he knew Blue best when she picked a non-electric iron as her favourite gift, while Ivory was disappointed that when Teal eschewed his generous gift of a trip on the first trip to Mars. We discovered that Teal used to play the bagpipes, and that Lime was quite disgusted by the thought of a giant baby sculpture for the front of his house (to be fair, it looked quite hideous and not a little creepy).

Crappy Birthday
– Image by boardGOATS

Leaping off or out of things seemed to be generally quite unpopular, with a parachute jump being Black’s least favourite gift, though he was delighted by tickets to a live metal music gig. Ivory complained that he kept drawing perfect gifts for people just after their birthday. On his birthday, Pink thought he had a winner when he gave Ivory a snow machine, and everyone else felt the same knowing how much he loves Christmas, but surprised everyone by choosing a space walk as his best gift and a permanent barbed wire fence as his worst. Pine showed his approval when Lemon picked bird watching as her choice gift, and most people could see her point when she ranked her deer-foot lamp as her least favourite.

Crappy Birthday
– Image by boardGOATS

There was more surprise on Purple’s turn when she chose a custom chopper as her best gift, but her dislike of a trip on a submarine was less of a shock. The final birthday of the year was Orange who picked throat rings as his best gift. There was a lot of taxidermy-based gifts so it was perhaps fitting that his less surprising choice of worst gift was a good luck bat (not particularly good luck for the bat if the picture is anything to go by). Not that it really mattered, but everyone knew who the winner was long before the end of the year, as Lemon had managed to get a point in half of the rounds and finished with five points. The race for second place was much closer though with three people taking two and Black and Purple tying with three points apiece.

Crappy Birthday
– Image by boardGOATS

There was a lot of chatter, some tidying up and more chatter, before Lime and Teal wished everyone else a good night and enjoyable rest of the party, and those remaining tried to decide what to play. Everyone was very indecisive, so eventually Blue made the executive decision that one group would play New York Slice while the others played Ticket to Ride, and Pink went out to the car to collect the rest of the games that had been left in the car when everything else was brought in.  After some four-player, five-player, no definitely four-player shenanigans as Lemon shuffled from one game to the other, Ivory, Orange, Plum and Pink eventually got going with New York Slice.

New York Slice
– Image by boardGOATS

New York Slice is a re-implementation of …aber bitte mit Sahne, a game we’ve played a couple of times over the summer.  Having enjoyed the pizza version last month, it definitely deserved another outing.  The idea is that one player makes the pizza and cuts it into segments equal to the number of players, then players take it in turns to choose one of the segments.  When a player takes a segment, they can either eat the individual slices or store them for later. Those they will eat are worth points at the end of the game with the score dependent on the number of pepperoni slices on top. The pieces players keep are scored depending on who has the most of each type at the end of the game.

New York Slice
– Image by boardGOATS

Each piece of pizza has a number on it which tells players the number of that type in the game and also what the player with the most will score at the end of the game.  Some of the pizza slices have anchovies on them and any that are visible at the end of the game are worth minus one.  Each pizza is also served with a Special—a side order bonus tile with rule-breaking powers which accompanies one of the portions.  These can be good or bad, and add something to the decision making all round.  This time, the game was very close with just four points between first and last.

New York Slice
– Image by boardGOATS

As often happens, most people didn’t compete for the majority in the lucrative Meat Feast pizza, instead gobbling up the pepperoni straight away giving Orange the eleven points relatively cheaply.  The most valuable pizzas were collected by Orange and Ivory, whereas Plum made most of her points from her Specials:  “The Everyone-Else Diet” and “Seconds”.  The Everyone-Else Diet” was handy because it gave negative points to everyone else for every two slices eaten.  It was perhaps “Seconds” that just gave her the edge though, as it allowed her to eat one set of slices just before scoring, enabling her to see what she wasn’t winning and eat that.  As a result, she finished a single point ahead of Ivory with Orange taking third.

New York Slice
– Image by boardGOATS

Meanwhile, on the next table, Blue, Black, Purple and Lemon settled down to a game of the new Ticket to Ride: San Francisco.  This is the latest in the Ticket to Ride series and is making its debut at Essen this year.  The games all follow the same basic pattern:  on their turn players draw coloured cards, or spend them to place trains on the central map.  They score points for trains placed, but also for completing any tickets they kept at the start of the game or picked up and kept during it.  One of the smaller games, Ticket to Ride: San Francisco only plays four and has fewer pieces so games are shorter.

Ticket to Ride: San Francisco
– Image by boardGOATS

Like all the other versions of the game, however, San Francisco also has a small rules tweak:  when players make a connection to a tourist destination, they can collect a token.  They can only collect one per turn and one from each location.  Each tourist destination has different tokens, and players score bonus points at the end of the game for each different token they have collected.  These points are significant, varying from nothing to twelve, with the number of points increasing exponentially as players add more to their collection.  Otherwise, the map is different and instead of trains, players have cable tram-cars to place, but otherwise it is similar to the other versions of Ticket to Ride.

Ticket to Ride: San Francisco
– Image by boardGOATS

Black’s starting tickets both went north-south, but one was on the east side and the other the west side.  So he picked one and immediately went fishing for a more.  Everyone else was slightly better off, and although Blue’s were better aligned they were fairly low scoring so once she had made a little progress she also took more tickets.  Black and Purple went for the potentially lucrative Tourist tokens, while Lemon kept forgetting to pick them up and ended up collecting a handful at the end.  Although the more a player has, the more they are worth, it turns out that getting the last couple is really difficult, and they are the ones that are worth the most points.

Ticket to Ride: San Francisco
– Image by boardGOATS

Blue tried to claim the long route from Fort Mason to the Golden Gate Bridge, but couldn’t get the multi-coloured-wild or the last yellow card she needed despite the draw deck apparently being stuffed with them.  In the end, she ran out of time as Black brought the game to a swift end.  In the end, it was a really close.  Black had the most points from placing trains on the board, closely followed by Purple, who was also very close to running out.  Blue had the most completed tickets though so it all came down to the Tourist tokens which meant Black edged it by a single point from Blue with Purple just a couple of points behind that.

Ticket to Ride: San Francisco
– Image by boardGOATS

Ticket to Ride was still going on when people had finished their pizzas, so although Ivory headed home, Plum was tempted to stay for one last game of Draftosaurus.  This was new to Orange, so while Pink set up, Plum explained the rules.  Draftosaurus is similar to games like Sushi Go! or Go Nuts for Donuts except that instead of drafting cards, players draft wooden dino-meeples, which players then place in their Dino Park.  Unfortunately, Orange wasn’t familiar with either of those games, so Plum explained that drafting is where players start with a handful of dino-meeples, take one and pass the rest on.

Draftosaurus
– Image by boardGOATS

So, in Draftosaurus, each player begins the round with a handful of wooden dino-meeples and a player board for their dinosaur amusement park.  Everyone chooses one meeple from their handful to place in their park and passes the rest to the next player.  Each turn, one of the players roll a die which adds a constraint on which pens players can place their dinosaur in.  The different pens have different scoring criteria and some also have restrictions.  The game is played over two rounds, with players passing meeples clockwise in the first round and anti-clockwise in the second, ending with twelve meeples in their park.

Draftosaurus
– Image by boardGOATS

The parks boards are double-sided, but this time the group played just one round on the summer side.  The game rocked along quite nicely, though Plum struggled to find mates for the dinosaurs in her Prairie of Love, while Pink and Orange had fun with the Forest of Sameness and Meadow of Differences (which have to have either all the same or all the different dinosaurs in them).  A few scaly beasties ended up being thrown into the river because of the dice restrictions, but everyone did a good job of picking the right King for their Dino Park.  Orange was king of the King of the Dinosaurs with the most Tyranosaurus rex, but he wasn’t the king of Draftosaurus—that was Pink who finished with thirty-nine points and a lot of Hadrosaurs.

2022 Birthday Cupcakes
– Image by boardGOATS

Learning outcome: It’s great to be ten, but bring on eleven!

Essen 2022

Known to gamers worldwide simply as “SPIEL” or “Essen”, the Internationale Spieltage, the annual German games fair is the largest in Europe and arguably the world.  The fair is of particular significance as many new releases are scheduled to coincide with the event just in time for Christmas sales.  In 2020, like many other events, SPIEL was cancelled.  The online event that replaced it was not as successful, and in 2021 there was a return to the in person fair albeit with restrictions and much smaller than that in 2019.  Today is the first day of this year’s SPIEL which runs from Thursday to Sunday every October.

Essen 2022
– Image from spiel-messe.com

Although many of the Covid restrictions have been lifted, medical grade surgical masks covering mouth and nose are still mandatory for all visitors and exhibitors.  So while SPIEL will likely be larger this year than last, it probably won’t reach pre-pandemic proportions.  The maths trade is back though, a crazy event where hundreds of people agree multiple trades and sales online in advance and then all meet up at 3pm and try to find the people they have made contracts with and make the exchanges.  Remarkably, it works, and very well too, with some people selling hundreds of euros worth of games through this means.

Essen Maths Trade
– Image by Friedhelm Merz Verlag

Despite the number of people involved, the exchanges only take a few minutes and it is usually almost all over in half an hour making it a surprisingly efficient way of making space for the new arrivals.  In addition to the Maths Trade, there will be the usual exhibitors showcasing their wares.  The Spiel des Jahres and Deutscher Spiele Preis winners will also all be available and there will also be lots of games making their SPIEL debut.  These include Uwe Rossenburg’s latest game, Atiwa, and the top of “The Essen Hotness” games:  Tiletum, Revive, Woodcraft, Lacrimosa and Hamlet: The Village Building Game.  Games like Flamecraft, Turing Machine and War of the Ring: The Card Game will be for sale too.

Atiwa
– Image by BGG contributor W Eric Martin

There will be re-implementations, like Richard Breese’s reworking of his 1998 game, Keydom’s Dragons (formerly Keydom), Clever 4Ever (extending Ganz Schön Clever), Skymines (a redevelopment of Mombasa), Amsterdam (formerly Macao) and of course, Ticket to Ride (San Francisco).  Expansions will also be on show for games like The Red Cathedral (Contractors), Galaxy Trucker (Keep on Trucking), Meadow (Downstream), Sagrada (The Great Facades – Glory) and two of our favourites, Viticulture (World) and Wingspan (Asia).  Sadly, no-one from boardGOATS will be there to see them though; maybe next year…

Wingspan: Asia
– Image from stonemaiergames.com

Next Meeting, 4th October 2022

Happy Birthday to Us!

Our next meeting will be Tuesday 4th October 2022, when we will be celebrating our tenth birthday.  We will be eating together to celebrate at 6.30pm with cake and games afterwards.

As is now traditional on our birthday, the “Feature Game” will be Crappy Birthday.  This is a party game where players give each other comedy birthday presents and the recipient has to decide who gave the best and worst gifts.

Crappy Birthday
– Image by boardGOATS

And speaking of birthdays…

Jeff was at the surgery.  “Doctor, I get heartburn every time I eat birthday cake,” he explained.

The doctor asked him to open his mouth and say “Ahhh.”

After a few moments examination, the doctor said, “Next time, take the candles off.”

Then we were Ten – Happy Birthday to Us!

Ten Today

BoardGOATS is Ten Years Old Today!

Ten years ago today, six people met in the back room of The Horse and Jockey pub in Stanford-in-the-Vale and played games.  Since then, we’ve survived, closure of the pub after the fire, eighteen months of gaming online, the loss of one of our stalwarts, and recent uncertainties at the pub.  We are still going though, and will be meeting this week and celebrating with chips and cake.

20th September 2022

Blue and Pink were the first to arrive to the news that The Jockey was under new management.  Pine soon followed and after a bit of chatter, the three of them settled down to the first “Royal Themed” game, Love Letter.  This is a very quick little game played with a deck of just sixteen cards.  The idea is that players have a hand of one card and, on their turn draw a second and choose which one to play.  The cards each have a special action and a number—the actions allow players to eliminate each other and the player with the highest number at the end is the winner.

Love Letter
– Image by boardGOATS

Powerful cards can lead to early gains, but are risky as they make players targets, however, relying on weaker cards for too long will give a guaranteed loss.  This time, Pink was taken out twice in consecutive rounds by Guard cards with Pine and Blue sharing the spoils.  In the third round, it was down to Blue and Pine again and Pine ran out the winner.  Although with three players the winner is usually the first to win five rounds, as Green and Lilac arrived with Orange and Lemon, the trio called it a halt there.

Love Letter
– Image by boardGOATS

Ivory, Black and Purple turned up as well and as they arrived, everyone remarked on the new smart table decor.  We were only waiting for Lime, but when Pine suggested he might not be coming, his text enquiry was met with the response, “OMG, it’s Tuesday not Monday, will be there in twenty minutes!”  So, while the group were waiting, they decided to start with the “Feature Game“.  To mark the passing of Her Majesty Queen Elizabeth II, this was Corgi Dash, a re-theme of the 1986 Spiel des Jahres winner Heimlich & Co..  Corgi Dash was published as a “Jubilee Souvenir” earlier this year, by Tony Boydell; although we had a copy picked up at the UK Games Expo, as it was a special occasion we had enlarged the board to make it easier to play in a large group.

Corgi Dash
– Image by boardGOATS

The game is very simple:  on their turn, players roll a die and distribute the pips amongst the “corgis” to move them round the board.  When one of the corgis reaches the throne (either in the Throne Room or the Kennels), each dog scores with the one that triggered the scoring getting nothing.  The Throne then moves to the next location, and the corgis continue to dash towards the Throne.  Each player secretly “owns” one of the dogs and after one dog reaches a score of thirty, everyone secretly guesses which dog belongs to which player.  The game ends when one dog reaches forty points.  Players then score for their dog and receive five additional points for each identity they guessed correctly.

Corgi Dash
– Image by boardGOATS

Blue, Pink, Ivory, Purple and Pine got going first.  In their game, the blue dog (well, meeple actually) got picked on early which marked it out as the dog with no owner.  Unfortunately, the blue dog turned out to belong to Pine and it was the grey dog who had no owner, which became more apparent towards the end when everyone concentrated on their own hounds.  The black dog was the first to get to thirty and then the only one to get to forty too.  Ivory was the only one to guess more than one owner correctly, but it didn’t make any difference as the black dog’s score was twenty more than any other, making it’s owner, Pink, the clear winner.

Corgi Dash
– Image by boardGOATS

On the neighbouring table, Green (who had played Heimlich & Co. a very long time ago, explained the rules to Lilac, Orange, Lemon and Purple. They finished their game early, guessing after two scoring rounds and scoring after the third.  Green’s dog did by far the best picking up thirty-two points, twelve more than any other hound.  Orange did exceptionally well at guessing who had each dog, getting three right, but it wasn’t quite enough to take the lead and he finished two points behind Green, both some way clear of the field with Lemon a distant third.

Corgi Dash
– Image by boardGOATS

Corgi Dash was very quick to play leaving plenty of time for other games.  With all the happenings around Buckingham Palace and Westminster over the last week, “London themed” games seemed appropriate, so while everyone else played Ticket to Ride: London, Ivory, Blue and Lime took themselves off to the other side of the room to squeeze in a game of Key to the City: London.  This is a reimplementation of one of Blue’s favourite games, Keyflower.  Lime, however, had not played either game, so Blue and Ivory had to explain the rules first.

Key to the City - London
– Image by boardGOATS

Like Keyflower, Key to the City: London is based on an a series of tile auctions where players bid with meeples.  The rules for bidding are simple:  players can bid on any tile, but if there is already a bid, they must follow with the same colour and increase the value.  In addition to bidding for tiles, players can also activate a tile in their Borough, a tile in someone else’s Borough or even a tile that is currently up for auction.  Again though, players must follow colour if the tile has already been activated or has an active bid, further, every time it is activated it costs one additional meeple.

Key to the City - London
– Image by boardGOATS

At the end of each round, all meeples in winning bids return to the bank and players take any tiles they’ve won and add them to their Borough.  All meeples on tiles in a player’s Borough go back to that player, and any meeples used to activate tiles up for auction go to the winner of the tile.  Tiles are worth points at the end of the game.  Some are just worth points out-right while others are dependent on tiles they are connected to and all are worth more if they are upgraded.  Connections are acquired by activating specific tiles; tiles are also upgraded by activating them and paying any associated cost.

Key to the City - London
– Image by boardGOATS

The winner is the player with the most points at the end of the game.  While the mechanics of the game are fairly straight forward, like Keyflower the art of the game is combining them to score well.  The Connections are the main difference between Key to the City and Keyflower, but there are several other smaller differences like the round endings, for example.  In Keyflower, players bid for boat tiles which dictate how many meeples they get at the end of each round, but in Key to the City, when players choose to end their round place their boat in a position on the river.  The earlier a player “checks out”, the earlier they can place their boat and the more meeples they can get—and meeples are scarce, very scarce, in both games.

Key to the City - London
– Image by boardGOATS

This time, Ivory with the Buckingham Palace player screen and start tile, went first.  He began by winning Paddington Station which gave him telecoms (black) and electricity (grey) cable connections.  He went on to couple this with St. Pancras, Kings Cross and the Royal Academy which gave points when connected with electricity cables and Marble Arch and Monument which gave points for telecoms cable connections.  Lime understood the fundamentals, but was struggling with how to fit them into the game, so when he picked up Battersea Power Station which provided water (blue) and gas (yellow) pipe connections, he was encouraged to pick up the London Eye and Canary Wharf to go with it which ultimately proved good choices.

Key to the City - London
– Image by boardGOATS

Blue lost out in a couple of early bidding wars, so ended up with the Barbican instead, giving her underground tunnels (red) and waste pipe (brown) connectors and later Charing Cross (more underground tunnels and grey electricity cables).  Maybe she’s spent too long with Pink, but she mostly chose to eschew sewage pipes and electricity pylons, instead focusing on trains, using them to make connections with the Royal Opera and the Globe Theatre.  Unfortunately, there was a little “rules malfunction” in the early part of the game with a misunderstanding of one of the scoring icons.  Instead of players scoring for connectors of the colour indicated connected directly or indirectly to a tile, players should only score for each tile connected to the scoring tile.

Key to the City - London
– Image by boardGOATS

The “rules malfunction” was spotted quite early, so although it added a little to Lime’s confusion, everyone had enough time to correct things before scoring took effect.  In the final round, Ivory bid for the Natural History Museum which gave him points for monuments, and London Zoo giving him two points for each blue meeple he was left with at the end of the game.  He then activated a few last tiles and set sail.  Lime engaged in making lots of utilities connections, and bid for the British Museum and the Royal Festival Hall (giving two points for each tile won in the final round and three points for each tile connected by all six utilities respectively).

Key to the City - London
– Image by boardGOATS

Blue took the V & A Museum (giving points for sets of skills tiles) and the Science Museum (giving points for tiles with six connections).  Then she made a mistake:  with Ivory out and Lime running low on meeples, she had the opportunity to either out bid Ivory for London Zoo, or compete with Lime for the British Museum and in a fit of stupidity went for the latter.  Blue’s error might have proved critical though as winning the zoo would not only have given her twelve points, but also taken twelve from Ivory.  As it was, in the final count, Ivory took victory with a hundred and seventeen to Blue’s ninety-six and Lime’s seventy-eight.

Key to the City - London
– Image by boardGOATS

Meanwhile, on the other side of the room two games of Ticket to Ride: London were underway.  Ticket to Ride is one of our current favourite games and the London variant, being one of our “local” editions is particularly popular.  The game plays in the usual way with players taking cards from the market, using them to pay to place trains on the map and claim routes, or taking Tickets which give points at the end of the game if the two destinations are connected.  Each map has an extra rules “tweak” and in case of the London edition players get bonus points if they visit all the places in a borough.

Ticket to Ride: London
– Image by boardGOATS

When Pink asked Pine who the people were on the box there was a general aura of shock when he claimed not to recognise Emma Peel (though he did correctly identify Her Majesty Queen Elizabeth II).  Their game with Purple and Black started off very confrontationally in the centre of the board and carried on in much the same vein as the game developed from there.  Pink took Pine’s dubious advice to take more tickets, but failed to score them.  Pine got his comeuppance though when Black just pipped him to the line beating him into second place by a single point, while Purple took third.

Ticket to Ride: London
– Image by boardGOATS

The other group managed to rattle through the game really quickly too as everyone knew what they were doing.  Orange completed all his Tickets and triggered the end of the game.  For everyone else it was a more frustrating game. Lilac was convinced she was going to lose as she had failed to complete one of her tickets finding herself blocked, but in the end finished second, significantly ahead of Green and Lemon.  Green had tried the “gamers tactic” (espoused by Black on previous occasions) said all the best Ticket to Ride players do, namely  collecting more tickets at the start of the game.

Ticket to Ride: London
– Image by boardGOATS

This went OK until about half way through when he got blocked on his best route, then while trying to re-route got blocked again, forcing him to try a third option. This was blocked too and he was locked out of his key station, finishing with three incomplete Tickets.  Lemon had tried the same strategy (collecting tickets first), but also ended up with a couple not completed.  As a result, Orange wiped the floor with everyone else finishing with a score nearly three times that of his nearest competitor: a convincing victory.

Ticket to Ride: London
– Image by boardGOATS

Key to the City: London was still underway, so, given Her late Majesty’s well known love of the gee-gees, the two groups got together to play Turf Horse Racing.  It was a while since anyone in the group played it, so Green reminded everyone of the rules.  The idea is very simple, players have three counters to use for betting, two small and one large, double weight one.  In the first stage, players take it in turns to use these counters to bet on horses.  In the second stage, players take it in turns to roll the die and move a horse to determine the outcome of the race.

Turf Horse Racing
– Image by boardGOATS

The game works because the die has three horses heads with one of each of the other icons, and each horse moves a different amount depending on what is rolled.  Since each horse has to move before a horse can be moved again, players can choose to make a positive move for one of their own horses, or nobble someone else’s.  Although the rules as written give the maximum number of players for Turf Horse Racing as six, the group thought it would stretch to more due to the way it is played.  And given the hilarity that ensued, that seemed a really good decision.

Turf Horse Racing
– Image by boardGOATS

It was decided that due to there being so many players, perhaps three bets per player would create too many horses with multiple bets, so it was house-ruled to two bets only each: one big and one small.  The extra bet tokens needed were taken from Ticket to Ride: a scoring disc and a bus.  Pine was the sole “investor” in Roamin’ Emperor’s fortunes.  Pink, trying to get his revenge for being misled in Ticket to Ride, cajoled everyone to choose this purple horse to move only one space, much to Pine’s annoyance.  Pink got his way, but then got his comeuppance when someone made his chosen horse, Lagoon Lady, also move only one.

Turf Horse Racing
– Image by boardGOATS

After the first round it was Silver Blaze blazing a trail up front, closely followed by Mostown Boy and Raven Beauty.  This theme kept repeating with Lagoon Lady and Roamin’ Emperor moving only one space a turn, until finally Pine struck gold and was able to shoot his horse forward by a massive fifteen spaces and get it into the leading group.  It was a close race, and eventually Silver Blaze was overhauled and brought back into the pack.  As the race entered it’s final furlongs Lagoon Lady was still languishing behind.  Although it had made up some ground, Roamin’ Emperor was making better progress but also starting to fall back.  One more “mega surge” would have been enough to put it within spitting distance of a win, however, that was not to be.

Turf Horse Racing
– Image by boardGOATS

In the end it was The Red Baron who crossed the line first, with Silver Blaze second and Desert Prince third. Adding up the betting totals, Lemon took home the biggest winnings with eight, with Lilac just one behind in second and Black a comparatively distant third.  The conclusion was that Turf Horse Racing can definitely be played with eight, but maybe a little more tinkering is needed. Perhaps keeping the three bets, but with seven horses, the start player moved around the table very slowly—something to think on and investigate further perhaps.

Turf Horse Racing
– Image by boardGOATS

Learning Outcome:  Her Majesty had a point—dogs and horses can be a lot of fun.

Deutscher Spiele Preis – 2022

The Deutscher Spiele Preis awards recognise the “Best Children’s Game” and a top ten list of the “Best Family and Adult Games”, the results of an open vote by games clubs, gamers and people in the industry.  They are awarded annually at the Internationale Spieltage in Essen and the winners are announced in advance.  As annual awards, the games named in the Deutscher Spiele Pris lists often intersect with the winners and nominees of Spiel des Jahres Award, but in many other ways, the awards differ.

Deutscher Spiele Pries 2022
– Image from
spiel-messe.com

The Spiel des Jahres winners are chosen by a committee with a list of strict criteria whereas the Deutscher Spiele Preis is more a list of the most popular games of the preceding year.  As such, games that are not eligible for the any of the Spiel des Jahres Awards often feature in the top ten list of “Best Family and Adult Games”.  For example, games that were considered at the time to be too complex or aggressive for the Spiel des Jahres awards have ranked number one in the Deutscher Spiele Preis list.  These include Tigris & Euphrates (1998), Puerto Rico (2002), Louis XIV (2005), Caylus (2006), The Pillars of the Earth (2007), Agricola (2008), Terra Mystica (2013), Russian Railroads (2014), Voyages of Marco Polo (2015), Mombasa (2016) and Terraforming Mars (2017).

Terraforming Mars: Hellas & Elysium
– Image by boardGOATS

Of all these great games, only Terraforming Mars even received a nomination for the Kennerpiel des Jahres award (though Agricola did receive a special “Complex Game Award”).  In contrast, over the last few years, there has been much more overlap with games like Azul (2018), Wingspan (2019) and The Crew (2020) all ranking highest in the Deutscher Spiele Preis list and winning either the Spiel or Kennerspiel des Jahres award.  Further, all the other winners of both awards including MicroMacro, Cartographers, Paleo, Lost Ruins of Arnak have featured high on the Deutscher Spiele Preis list and/or received Spiel/Kennerspiel des Jahres nominations.

Ark Nova
– Image by boardGOATS

This year, while there is still a lot of overlap between the lists, the top ranked game on the Deutscher Spiele Preis list is a bit of a throwback, being too complex even for the Connoisseur or Kennerspiel des Jahres award.  The Deutscher Spiele Preis winner, Ark Nova has been extremely popular amongst gamers creating a lot of “buzz”, so it is no surprise that it did well.  The strategy revolves round building card combinations and the theme, zoo building is very appealing—everyone loves animals.

The full Deutscher Spiele Preis list is:

  1. Ark Nova
  2. Cascadia (Spiel des Jahres Award Winner)
  3. Dune: Imperium (Kennerspiel des Jahres Award Nomination)
  4. Living Forest (Kennerspiel des Jahres Award Winner)
  5. The Red Cathedral
  6. Witchstone
  7. Beyond the Sun
  8. SCOUT (Spiel des Jahres Award Nomination)
  9. Golem
  10. Terraforming Mars: Ares Expedition
Ark Nova
– Image by boardGOATS

Boardgames in the News: The Evils of Cheating

Amongst gamers and friends, intentional cheating is a heinous crime—it is totally unacceptable.  But why?  On the face of things it is very simple, cheating is a betrayal of the contract, it is against the rules of the game, and without rules, there is no point, no game.  It runs deeper than that, however:  cheating violates our fundamental sense of fairness.  Everyone understands that life isn’t fair, but games are an abstracted version of life, where players can, for example, experience the thrill of taking chances, engage in complex plans, even take on a different persona and characteristics, or perhaps even Cheat.  With other things shifting, a key part of this gaming world is its fairness.

Cheat
– Image from hobbylark.com adapted by boardGOATS

Amongst friends, it is usually well understood that people are fallible and make mistakes, so when errors are noticed, the culprit is usually highly embarrassed and typically tries to rectify things in everyone else’s favour.  Intentional cheating is something else though and is seen as a violation of trust that can cause a deep, never to be healed, rift between erstwhile friends.  Added to this, amongst friends, there is little to be gained by cheating and so much to lose that it is remarkably rare.  It is perhaps largely because of this, that the current Chess cheating scandal is making headline news.

Chess
– Image by Unsplash contributor sk

The current furore surrounds a third round match between the Norwegian Magnus Carlsen and American Hans Niemann in the invitation only event, the Sinquefield Cup.  In the case of the Grand Tour Chess events (of which the Sinquefield Cup is one), while there is still much to lose, there is also a lot to gain, both financially and in reputation—reputation is currency as it gives access to invitation only events.  In the match in question, the Norwegian, Carlsen, world champion since 2013, who had been unbeaten in his previous fifty-three matches and with the advantage of playing white was beaten by the nineteen year-old American, Niemann, who was the lowest-ranked player in the tournament.

– from twitter.com

Despite having another six rounds left to play, Carlsen then withdrew from the tournament.  Although a Tweet raised suspicions of cheating, Carlsen made no substantive allegation or presented any evidence.  However, a couple of days later, Chess.com (one of the largest online chess sites) confirmed that Niemann had been removed from their site for cheating.  While Niemann himself admitted cheating during online games by using computer assistance, he denied cheating when playing face to face.  Opinions seem to be split, with analysis of the game by Chess Grand Masters showing no evidence of cheating, while circumstantial evidence suggesting Niemann was not able to analyse his own moves without electronic assistance.

– from twitter.com

This is not the only instance of accusations of cheating at Chess—nearly twenty years ago Veselin Topalov‘s manager accused then world champion Vladimir Kramnik of cheating during his allegedly “strange, if not suspicious” trips to the toilet, and in the late 1970s Viktor Korchnoi’s team alleged world champion Anatoly Karpov’s team were cheating by sending their player a fruit yoghurt with carefully arranged blueberries.  The current outcry from both sides, some supporting Carlsen in his actions and others accusing him of making unsubstantiated allegations, show how divisive cheating can be, even amongst professional circles.  Amongst friends, though less public, cheating can be even more destructive ending long-held friendships, and this is why intentional cheating is such a crime and considered totally unacceptable by gamers.

Chess
– Image by Unsplash contributor Felix Mittermeier

Next Meeting, 20th September 2022

Our next meeting will be Tuesday 20th September 2022.  As usual, we will start playing shorter games from 7.30pm as people arrive, until 8pm when we will start something a little longer.  Please note that the pub will not be serving food on Tuesdays for the foreseeable.

To mark the passing of Her Majesty Queen Elizabeth II, the “Feature Game” will be Corgi Dash.  This is a retheme of Heimlich & Co., which was published as a “Jubilee Souvenir” earlier this year, by Tony Boydell.  Other games we’ll be playing will have a Queen, King, or otherwise royal-related theme, for example, Queen’s Necklace, Sleeping Queens, Kingdomino, Key to the City: London.

Corgi Dash
– Image by boardGOATS