Tag Archives: 6 Nimmt!

25th June 2019

It was lovely to see Burgundy back after his long lay-off, and the staff at The Jockey were thrilled to provide him with his ham, egg and chips once more.  While people finished eating there was a bit of chit chat, which extended into lots and lots of chit chat after people had finished eating.  Green explained that this was likely his last visit until September, while Lime commented that he had enjoyed Villagers so much last time that he’d bought a copy for himself.  He hadn’t realised that it had only just been released, and this led into a discussion about KickStarter and why people might be prepared to support a project months, possibly years in advance of its arrival.  This encouraged Ivory to show off his latest acquisition, Tiny Epic Mechs, a cool little game with meeples that can hold weapons or wear mech suits, and came with some KickStarter exclusive content.

Tiny Epic Mechs
– Image by boardGOATS

Eventually, after several attempts to get people playing games, Blue made an executive decision.  She split the group into a three and a four, with the four playing the “Feature Game”, Hook! and left the remaining three to sort themselves out.  Hook! is a very, very silly game where players are trying to place square cards over other cards, orienting them so that the holes pick out certain features and not others.  The game is played simultaneously, with each player first drawing a “target” card, taking a look at it and placing it in the middle.  Each player then chooses one of their three “aim” cards, each with a different arrangement of three holes, and places it over one of the target cards.

Hook!
– Image by boardGOATS

Cat-like, each player starts with nine lives, and, for every picture of their character that someone picks out with their aim card, they lose a life.  If they manage to hide behind a barrel or a crate, that protects them from cannon fire, but not from a grenade, which destroys all barrels and crates and causes everyone to lose a life.  Catching a “black pirate” in their sights allows the player to choose which of their opponents suffers.  Rum, on the other hand, helps to deaden the pain and restores a life, even bringing a pirate back from the brink of death if they lose their last life, but manage to take a swig of grog in the same round.  There are two aims to the game:  firstly, a player needs to survive till the end, and secondly finish with the most parrots—any target card where a parrot was visible through the sights is kept and the parrots added up at the end of the game.

Hook!
– Image by boardGOATS

The pirates come in three colours, red, blue and yellow, and two types (“sailors” and “captains”), with the colour distinction being much, much more obvious than the difference between sailors.  Thus, with the stress induced by the time pressure of the game, the potential for picking out a captain instead of a sailor is much larger than picking red instead of yellow for example.  This means that with more than three players, it is better to play with pairs of colours and team play is recommended.  Therefore, Blue and Lime played as one team, and Mulberry and Pine played as the other.  Pine commented, “I thought we didn’t do cooperative games,” which led to a discussion of what these were and the promise that one would be the “Feature Game” next time (probably Forbidden Island or maybe Flash Point: Fire Rescue).

Flash Point: Fire Rescue
– Image by BGG contributor aldoojeda

As the group played the first few rounds of Hook!, it quickly became apparent that Blue was more of a hazard to herself and her team-mate than the opposition, dropping several cannon balls on her foot and accidentally catching Lime a couple of times too.  Lime, it turned out, was quite good at catching parrots, while Mulberry and Pine had a bit of a thing for making Mojitos.  As it was the game’s first outing, it took a bit to get the hang of game play.  The idea that everyone looks at their card first and then plays meant that everyone ended up playing on their own cards.  We tried to fix this with a simultaneous count of three:  “Draw, One, Two, Three, Place!” but while that was more successful, it wasn’t perfect.

Hook!
– Image by boardGOATS

Playing again, we’d probably just skip the “preview target cards” phase and simultaneously place them in the middle without looking.  The vagaries of the game didn’t stop us having a ball though, as everyone attacked everyone in mad chaos.  Then Blue suddenly looked in real danger as her number of lives tumbled (mostly due to self-inflicted wounds).  Realising that she was at serious risk of an unscheduled visit to Davy Crockett and that Parrots aren’t known for hanging around corpses, she prioritised staying alive over parrots.  Before long, Pine was in a similarly precarious state, and he was not so lucky as Lime unceremoniously stabbed him in the back and dumped his body overboard.  As Pine’s parrots flew away, that left Mulberry with a titanic battle, the more-so as she was now also getting low on lives.

Hook!
– Image by boardGOATS

Although both Blue and Mulberry survived till the end, the winner was undoubtedly Lime who not only had more lives left than anyone else, but also had almost as many parrots as the other two put together, giving his team glorious victory.  With all the fight taken out of her and citing jet-lag, Mulberry was making noises about finding her bed, but Blue twisted her arm a little and she agreed to give Ticket to Ride: London a go before she left.  This is a cut-down version of the Spiel des Jahres winning, train game, Ticket to Ride.  This game has spawned a whole family of games and expansions, including maps of Europe, Asia, India and Africa, but the most recent are the two city specials, New York and London.

Ticket to Ride: Europe
– Image by boardGOATS

The game is very simple: on their turn, players can do one of three things, draw coloured travel cards, spend travel cards to place pieces on the board, or pick up tickets.  Points are scored for placing pieces (usually scored during the game) and for connecting the two places shown on the ticket cards (scored at the end of the game).  Any unfulfilled tickets score negative points.  Each of the variants has some other little feature, for example, Pennsylvania includes a stocks and shares element, Märklin includes passengers and Nederland includes bridge tolls that players have to pay.  The new city titles, have fewer trains (less than half), players draw two tickets instead of three, and, in the case of London, bonus points for connecting all the places in a district.

Ticket to Ride Map Collection: Volume 4 – Nederland
– Image by boardGOATS

Only Blue had played this new version of the game before, but Pine had played other versions many times and Lime had also played one of them before, though it was a while ago and he wasn’t sure which it was.  The London game is really cute though and has a lot of UK references.  For example, for those of a certain vintage the box features John Steed and Mrs Peel, and the travel cards include yellow submarines and black cabs.  Perhaps the best though are the pieces where trains have been replaced with really high quality miniature Routemaster buses.  As ever, there have been lots of online criticisms, but we just liked spotting the obvious references and trying to guess what the orange car was meant to be (a Lamborghini Miura?).

Ticket to Ride: London
– Image by boardGOATS

Pine went first and started quickly by placing a couple of Routemasters.  Blue, Mulberry and Lime were a bit slower, building up their collection of cards.  With some versions of Ticket to Ride, the game is all about planning routes, gathering the necessary cards and then playing all these cards in quick succession so others don’t have a chance to block.  In other versions, this strategy doesn’t work so well as the key parts of the network are taken early in the game.  The shorter games, especially those with short routes tend to fall more into the latter camp, so Mulberry looked to be playing a dangerous game as she fell behind with the number of pieces she’d placed and amassed a huge pile of cards.

Ticket to Ride: London
– Image by boardGOATS

Pine, always one to play this game close to the wire, was the first to chance it with some tickets, drawing two and keeping one.  Then, he drew another two and kept one.  Lime and Mulberry were still working on their existing routes, but Blue decided to follow Pine’s example and drew two tickets, but kept both.  As Pine, pushed his luck once more, it turned out he’d pushed it too far this time, drawing two tickets that were almost impossible to complete.  Blue learning from Pine’s mistake (rather like last time she had played Ticket to Ride with Pine), decided not to draw any more tickets and instead, brought the game to a swift end by placing all but one of her remaining Routemasters to connect Piccadilly Circus to Baker Street.

Ticket to Ride: London
– Image by boardGOATS

Checking the scores proved that most people had managed to more or less keep on top of their scoring during the game and it was just tickets and district bonuses.  Inevitably, the bonuses were minimal, so as is common in this game, it was all about tickets.  Lime and Mulberry had both completed their tickets, so the question was whether drawing more had been a good bet for Blue and Pine.  Pine had more than Blue, but unfortunately, he’d failed to complete the last one, leaving Blue some way in front with forty-one points.  In the battle for second place, Pine had come off best demonstrating that drawing more tickets can be a good move, but only if you can complete them.

Ticket to Ride: London
– Image by boardGOATS

Meanwhile, on the next table, the trio of Burgundy, Green and Ivory had decided to give Endeavor: Age of Sail another outing.  Perhaps it was because Green wanted revenge for last time, or maybe Burgundy had missed out, or possibly it was just because Green wanted to play the game again while considering whether or not to commit to getting the new Age of Expansion buildings, but whatever the reason, out it came for the second time on the bounce.  The game is a simple game of exploration in the age of Captain Cook, played over eight rounds.  Players first build, then populate and remove workers from their buildings, all according to how far they have progressed along the associated technology track.

Endeavor: Age of Sail
– Image by boardGOATS

The guts of the game are the actions, however, which allow players to colonise cities on the central map board, engage in shipping, attack occupied cities, plunder and become slave masters. Last time, it was the “Feature Game”, specifically including the Exploits expansion.  The really change the game, giving players a different aspect to work on.  This time Exploits were included again, though different ones to last time: “The Sun Never Sets”, “Globalization”, and “Underground Railroad”.  Between them they covered most of the continents, requiring India & the Caribbean; the Far East & the Caribbean, and Africa & North America to be opened (respectively) for the three Exploits to take effect.

Endeavor: Age of Sail
– Image by boardGOATS

As before, Ivory started building a robust network of connected cities while Green once again used tried to use the Exploits as a target.  In contrast, Burgundy largely ignored the Exploits and played a traditional game concentrating on building up his technology tracks giving him a strong foundation from which to build in the colonies.   Playing with the new three-player map meant that all regions were opened up by the end of the game, though it was a bit late for Green to capitalise on the Exploits as he’d hoped.  Worse, Ivory’s city network meant he was able to sneak a hat-full of points from the “Sun Never Sets” and “Globalization” Exploits as well.

Endeavor: Age of Sail
– Image by boardGOATS

Ivory and Burgundy managed to build one of the Charter Company buildings from the mini expansion and, like Blue last time, both ended up with too many cards and had to choose what to cull.  This problem was exacerbated by the number of Governor cards they picked up.  As the game drew to a close, the last of the continents were opened up activating the final Exploit, but it was too late for anyone to occupy any of the stations on the Underground Railroad.  With the last round coming to an end, all that was left to count up the points.  Although it wasn’t actually a tie like last time, it was still a very close game.  This time, honours went to Burgundy who finished with seventy points,  just three more than Ivory who, in turn, was three ahead of Green.

Endeavor: Age of Sail
– Image by boardGOATS

As Endeavor was just coming to an end, so Blue, Pine and Lime looked round for something quick to play.  Ivory excitedly suggested that when they were finished everyone could play Bohnanza, but Pine vetoed that and in the meantime, Blue’s beady eye moved from Biblios to settle instead on No Thanks!.  This is an old favourite, but one that Lime had not been introduced to yet.  As a really quick game, both to teach and play, this was ideal.  Everyone starts with eleven red chips, and the first player turns over the top card in the deck (which runs from three to thirty-five).  They can then either take the card or pay one chip to pass the problem on to the next player who then has the same choice.

No Thanks!
– Image by boardGOATS

The clever part is the scoring—the winner is the player with the lowest total face value once the deck has been exhausted (offset by any remaining chips).  There is a catch though, if a player has continuous sequence of cards (e.g. seven, eight, nine, ten), they only count the first card (i.e. they score seven not thirty-four).  The real gamble comes because some of the cards are removed from the pile at the start of the game.  Lime started by collecting lots and lots chips, while Blue helped by pointing out some of the things to look out for.  Although having chips is a must, and having most chips gives control of the game, once one player runs out, that control is largely lost.  This is because any player with no chips is forced to take whatever comes along.  Lime finished with a massive ninety points with Pine some way behind, with Blue cruising to victory with forty-one.

No Thanks!
– Image by boardGOATS

Although Endeavor was now finished, they were still packing up, Lime was keen to give it another go while Pine insisted he wasn’t coached this time, so the trio squeezed in another quick round.  Lime tried the same trick, and hoarded lots of chips, again putting Pine under a lot of pressure as he ran out of chips.  He managed to keep his total down though by making a very fortuitous run, and ended with two points less than Lime.  This time, Blue concentrated more on her own game and was able to just hold on to enough chips to see out the deck, while avoiding picking up too many cards, giving her a second victory.  It was much closer in the battle for second place though, with Pine taking it by just two points.

No Thanks!
– Image by boardGOATS

With Endeavor finally over and packed away, Ivory (perhaps more boisterous than usual as it was exactly six months to Christmas), once again suggested Bohnanza.  Pine once again vetoed it, this time even more grumpily following the suggestion that we should all sing some festive hits to get us in the mood.  Blue diplomatically suggested 6 Nimmt! as an alternative as everyone loves it and Lime had not yet played that either.  6 Nimmt! is a great game that gives players the illusion of control right up until the point when it all goes horribly wrong.  The idea is that everyone has a hand of cards and simultaneously chooses one to play.

6 Nimmt!
– Image by boardGOATS

Starting with the card with the lowest face value, these cards are added to one of four rows, specifically the row with the highest value that is lower than the card played.  When a sixth card is added to the row, the five cards already on the table are taken and the new card restarts the row.  As well as a face value, each card has a number of Bulls’ Heads, most only one, but some as high as seven.  At the end of the game, the player with the fewest “nimmts” is the winner, with a special “wooden spoon” shout-out for the person whose plans went most awry landing them with a huge pile of bull.  As a group we usually play in two rounds, each with approximately half the deck (numbered one to a hundred and four).

6 Nimmt!
– Image by boardGOATS

Blue top-scored in the first round, with twenty-four nimmts, but everyone else had a far more respectable total and Green led the way with just two.  This is a game where everything can fall apart spectacularly in the second round, so there was everything to play for.  The second time round time, Lime beat Blue’s score from the first round taking twenty-five nimmts, giving him a total of thirty-two.  This was nothing compared to Pine though, who took thirty-five in the second round alone, giving him a a sizeable forty-eight.  Blue made a clear round, but for her the damage had already been done, so the honours fell to Green who was consistency itself, taking just three in the second round giving a total of five – the only one to finish in single figures.  Lime was keen to play again, but as others were leaving, it was time to pack up. There was still time for a long gossip though before we sadly said goodbye to Green after what was likely to be his last meeting until September.

6 Nimmt!
– Image by boardGOATS

Leaning Outcome:  You don’t have to play a game correctly to have fun.

14th May 2019

A lot of the usual suspects weren’t about, so it looked like it was going to be a really quiet  night.  This was due to be offset by Pink, who was putting in one of his rare appearances from the frozen north, but at 6pm he was stuck at Leicester Services with a “limping” car.  While Pink’s arrival looked in doubt, he also lost the unofficial title of “furthest traveled” with Mulberry bringing along her other-half, newly arrived from California.  He had been awake for some forty hours traveling, so was reluctant to actually play anything, but we really appreciated his company all the same.  We were just starting the “Feature Game” when Pink arrived (thanks to a couple of very nice AA men), so as he scoffed his pizza we went through the rules for Powerships.

Powerships
– Image by boardGOATS

Powerships is not a complex game:  Black described it as “roll and move”, which is a little harsh if arguably accurate.  The game is played on a hexagonal grid representing the solar system and featuring the planets.  On their turn, players may take or return a single die, and then re-roll as many of their dice as they choose.  They may then rotate their space ship sixty degrees left or right and then move it the total number of spaces shown on their dice.

Powerships
– Image by boardGOATS

The movement rules are slightly more complex.  A crash is hitting a planets, a dust cloud or the “Trumpian” wall surrounding the solar system (there is a problem with alien immigrants in 2345 apparently).  Players may only crash if they have no choice, and if they crash, the penalties are severe: they must go in the direction that means they travel the furthest (even if that is unfavourable), they lose all their dice, and they move their damage maker left by a space for every unused movement (leading to a reduction in the maximum number of dice they can have).

Powerships
– Image by boardGOATS

Although ships can pass others, spaces cannot be occupied by more than one ship—they don’t crash though (fortunately), they just pull-up short, just behind. There are a number of special spaces:  yellow chevrons apply drift to a ship as they pass; space currents cause ships to change direction and warp speed and hyperspace enable ships to briefly go twice as fast.  What really makes the game, however, is the course:  players have to travel round three planets in a specific order and in a particular direction as marked by three orange bollards, before arriving at the finishing planet.

Powerships
– Image by boardGOATS

This time, as it was Tuesday, Mercury was the  starting planet. Random chance selected Purple as start player, but as spaceship placement is in reverse player order, Mulberry chose pole position and Blue placed her ship next.  Perhaps it was because he was still focusing on his pizza or maybe he decided to be a gentleman, but Pink placed his ship on the opposite side of the starting planet and just for good measure pointed it away from the first corner on Venus so that he was not forced to crash into Mercury on his first turn.  Green, Lime, Black and Purple placed their ships in turn order, with their start positions increasingly obstructed until Purple was left with no choice but to start on the planet itself surrounded by everyone else, and hope to avoid rolling a one on her first turn.

Powerships
– Image by boardGOATS

Purple was lucky and managed to escape from the ring of ships, parking herself squarely in front of Mulberry.  As everyone else rolled their first die and moved towards the first corner, the unfortunate consequences of Pink’s initial position became apparent.  Rolling a three, forced him to move his ship away from the first bollard and directly towards the walled edge of the solar system, where he stayed for the next few turns, trapped between some space dust, Saturn and a hard place, shuffling about in a strange many-point turn.

Powerships
– Image by boardGOATS

The rest of the fleet made good progress towards the first check-point, Venus, and then Blue foolishly rolled an extra dice and was forced to head off-course.  Green and Mulberry were pulling away a little as the pack headed into the farthest reaches of the solar system and approached the second corner located on Uranus, and that was where the mayhem really began. Purple went the wrong way round the bollard, so had to go back for a second shot; Mulberry hit the planet head on at full speed and was forced to maneuver slowly, and carryout repairs before she could build up speed again; Lime overshot and had to pirouette to get back on course while Black carefully dodged the debris, but struggled to find a clear course.

Powerships
– Image by boardGOATS

Meanwhile, Green sailed on serenely, finding the unobstructed path to the third marker on Pluto, on his first attempt.  It was perhaps just as well, as he was so busy advising Lime and fiddling with his phone that he missed his turn.  He suddenly realised he had missed out, but as everyone else unanimously agreed that turn order had been scrupulously observed and it was all in his imagination, he had no choice to but to acquiesce.  When Pink was about to taking his next move there was much hilarity when Green suddenly noticed he had missed out again! It was much harder for everyone to deny him a second time, and Green paid more attention for the rest of the game.

Powerships
– Image by boardGOATS

Pink had finally escaped from the combined gravitational pull of the starting planet and the  wall and Blue was moving back up the field as everyone else struggled to avoid calamity.  As Green headed towards the finish at Neptune, Black and Blue engaged in fierce struggle for second place (which Blue ultimately won by one turn) and Lime led the rest of the pack round the final corner.  It was coming into the home straight that Lime snatched defeat from the jaws of victory when he failed to decelerate and careered off for what looked like a second lap.  Mulberry was the beneficiary closely followed by Purple, with Pink and Lime bringing up the rear in what had been a mad, chaotic race, but a lot of fun.

Powerships
– Image by boardGOATS

With Powerships taking more than an hour longer than the advertised half-hour, Mulberry signed Pine’s birthday card and then took her jet-lagged husband home leaving six.  Inevitably as Pink was around, someone raised the subject of Bohnanza.  Other games were discussed, including 6 Nimmt! and Saboteur, but someone pulled a face for all of them, and in the end as Lime hadn’t played it, “Beans” won the day. This is one of our all-time favourite games, and everyone else was very familiar with it, especially Pink who claims to dislike the game while owning several copies of it in multiple languages.

Bohnanza
– Image by boardGOATS

Black explained the rules to Lime as everyone else tried to work out the game set up for six.  The game itself is actually very simple: each player starts with two bean fields in front of them.  On their turn, the active player must plant the first card in their hand and may plant a second before turning over the top two cards from the draw deck.  These two bean cards must be planted before play can continue, but they can be planted in the active player’s field or in someone else’s if a trade can be agreed.  Once these cards have been dealt with, the active player can freely trade as many cards as they want from their hand (all of which must be planted) before drawing cards and ending their turn.

Bohnanza
– Image by boardGOATS

At any time, a player can harvest a field of beans, at which point some of the beans are retained with the cards turned face down, becoming “money”.  The player with the most money after three trips through the deck is the winner.  There are two key rules: firstly, players cannot rearrange their hand – it has a front and a back and cards are played from the front and arrive at the back.  Thus the game is all about manipulating the order of the cards in hand by trading the unwanted ones for something more helpful.  Secondly, although players can harvest a field whenever they want, they cannot harvest a field with only one bean card unless all that player’s fields are singletons.  While the rules of the game are not difficult, things were complicated considerably by the fact that the only version available was in Spanish – a special gift from Red to Pink.

Bohnanza
– Image by boardGOATS

Although Blue’s Spanish was up to the job, the fact that everyone else (familiar with the English version) used the English names for the beans instead of those on the cards, confused Lime utterly.  Despite that, Lime got stuck in to what turned out to be a very tight game.  Green, Pink and Purple bought a third bean field; Green was adamant that he gained no advantage from his though Purple and her “Judías Colora” may have done a little better and Pink thought he might have got an extra coin out of it.  In the end, Blue and her seemingly never-ending stream of “Pochas” had the edge and she finished in first place with a total of fifteen coins, some way ahead of a five-way, eleven-point tie for second place.

Bohnanza
– Image by boardGOATS

Learning Outcome:  Pay attention or you might miss a turn (or two).

19th March 2019

Yet again, the evening began with a discussion of everyone’s ailments: Pine had spent the last fortnight visiting Swindon for a daily dose of intravenous antibiotics; Green’s absence was explained by his contagious skin condition, and Blue was feeling particularly blue thanks to a nasty cold (a present from Pink).  The general itchiness of the group was increased by the addition of everyone’s favourite nit-nurse stories.  Perhaps it was the general malaise, but there seemed to be a lot of food eaten, including several helpings of ice-cream, but eventually we got down to playing games, beginning with the “Feature Game”, Botswana (aka Wildlife Safari).  Unusually, this was very, very popular, and Mulberry drew the short straw, so she was promised a chance to play it soon.

Botswana
– Image by boardGOATS

Botswana is deceptively simple:  Players have a hand of cards and take it in turns to play one card onto central set piles and then take any one of the plastic animals.  There are five “animal suits” and six cards in each, numbered zero to five.  At the end of the round, players multiply the number of plastic animals they have in each suit by the face value of the last card played in that suit.  Thus, a player with three plastic elephants where the last card played was a four would score twelve for that suit.  The game is played over as many rounds as there are players.

Botswana
– Image by boardGOATS

It took a round for people to get a feel for the game, but it quickly became clear how clever it is.  A bit like 6 Nimmt!, Botswana has a feeling of luck about it, but it is also very tactical.  Players want to make sure they play the high value cards that they have and get as many animals as possible in those suits, but play them early and someone else may subsequently play a zero making them worthless.  On the other hand, waiting to the end to play high cards risks someone else ending the game and failure to maximise the score.  So the game is all about timing and second guessing everyone else.

Botswana
– Image by boardGOATS

Blue and Pine took the first round, and while the second and third were more level, going into the final round, Black commented to Burgundy that it was clearly a two horse race.  Blue’s answer that it was surely a “two zebra race”, was met by Pine’s response that he’d rather ride an elephant as they are generally better tempered and can be trained to carry people.  After a  discussion about whether the plastic, model elephants were African or Asian, the appearance of the leopards and their spots, and the collective noun for rhinoceros, the game continued.  Like a crush of rhino, Pine could barely contain his pride as he trampled over the rest of the herd in his stubbornness.  In a bit of a dazzle, Blue came in second with a late leap.

Botswana
– Image by boardGOATS

Meanwhile, on the next table, Ivory, Mulberry and Purple were playing Splendor. Although we’ve played this very extensively, somehow Mulberry had missed out.  The game is very simple however:  on their turn, players either take three different coloured gem-chips or use gem chips to buy cards.  The cards are effectively permanent gems that can be reused without loss, but some of them give victory points as well.  The other source of points are Nobles: players who collect a given number of cards featuring certain gems get a visit from a noble and a bunch of points as a result.  Despite Burgundy being occupied with the safari on the next table, it was still a bit of a landslide.  Diamonds were scarce, and Purple had a bit of a melt-down.  With Mulberry new to the game, the way was clear for Ivory who took two of the Noble tiles and finished the game with an unassailable sixteen points.

Splendor
– Image by boardGOATS

Everyone was feeling a bit washed out, and nobody was particularly enthusiastic about suggesting games to play.  Ivory was the most proactive suggesting Altiplano, Dice Forge, Dinosaur Island and Bohnanza, but nobody looked terribly interested.  After a discussion about which throat sweets people preferred (where Fisherman’s Friends were equated to “Toilet Duck Pastels”, eventually the inevitable happened and the whole group settled down to a  game of Bohnanza.  This is one of our most popular games when everyone’s a bit tired and can’t be bothered with anything more complex, and often gets an outing when everyone wants to play together.

Bohnanza
– Image by boardGOATS

The game is quite simple and everyone in the group knows it well now, but the game always starts with everyone chorusing “Don’t rearrange your cards!” as the habit is so ingrained.  On their turn, the active player must play the first bean card into a field in front of them, playing a second if they wish.  Two cards are turned over from the central deck which can also be planted or traded, but must be planted by someone before the active player can trade cards from their hand with anyone else round the table and finally draw cards into the back of their hand.

Bohnanza
– Image by boardGOATS

As a group, we usually “play nice”, that is to say, players trade positively rather than negatively and gratefully accept freebies if offered (by players keen to get unwanted cards out of their hand).  With a full compliment of players, the game is always tight, often coming down to luck and this was no exception, and no less enjoyable as a result.  With only three points between first and sixth place it looked like it was going to be a three way tie between Pine, Purple and Ivory who all finished with eleven points.  Suffering with a think head though, Blue was slow counting and they were all disappointed when, after a couple of recounts (just to check) she pipped them to first place.

Bohnanza
– Image by boardGOATS

With Ivory and Mulberry wanting an early night, we were looking for something short before they went.  Not many games play seven well, but 6 Nimmt! is always popular and this was no exception.  People often claim 6 Nimmt! is a game of luck, but in reality it is one of walking a tightrope of perfect timing:  get it wrong and everything falls apart, but get it right and with Lady Luck in support a perfect round is possible.  Indeed, Ivory managed just such a perfect round, not once, but TWICE, last time we played, and everyone was determined he wasn’t going to manage the same this time.  Ivory’s “ivory tower” quickly fell, as he picked up nine points; Pine and Blue did well  taking a single point each, but Mulberry managed to keep a clean sheet.  We play over two rounds, so the question is usually not so much who manages to do well in the first round as who manages to sustain it over both rounds.

6 Nimmt!
– Image by boardGOATS

Ivory’s game went completely to pot in the second round when he top scored with twenty-five, leaving him to fight for the dubious honour of the Wooden Spoon.  That was close between Purple, Burgundy and Ivory, but this time, Burgundy won the race for the bottom with forty-three.  Black managed a clear round at the second attempt, but it couldn’t make up for his fourteen in the first round.  It was very tight at the front, with all three of the lowest scorers maintaining their timing for the second round; Mulberry followed her clean sheet with five, but Pine went one better finishing with a total of four.  Normally either of these scores might have been expected to be enough to secure a win, but Blue, despite her lurgy, added a second single point round to her first, ending with the lowest score, with just two.

6 Nimmt!
– Image by boardGOATS

Once Ivory and Mulberry had said their farewells, the rest of the group were looking for something light that would play five.  Coloretto was an option, but …Aber Bitte Mit Sahne (aka Piece o’ Cake) was on top and hadn’t had an outing for a while and with general laziness and lethargy the order of the day it was inevitable that Coloretto was going to lose out this time.  …Aber Bitte Mit Sahne is just about the simplest game to use the “I divide, you choose” mechanic, but simple is sometimes simultaneously very clever and in this case, it is also very well rendered.  The game consists of a pile of fifty-seven pieces of “cake”, each one an eleventh of a complete cake, randomly shuffled to form five stacks (with two left out).  As well as artwork showing the type of cake, each piece also has a number on it (the number in the deck), and some have a blob of cream as well.

…Aber Bitte Mit Sahne
– Image by boardGOATS

On their turn, the “Master Baker” take one of the piles of face down pieces and turns them over one at a time to make a complete cake.  They then divide this into “slices”.  The player to the Master Baker’s left chooses a slice, and for each individual piece they can either keep it, putting it face up in front of them, or eat it, turning it face down and putting it to one side.  At the end of the game, each player scores points if they have kept the most slices of a particular type, and scores points foe each blob of cream they have eaten.  It was quite a cagey game and was very close as a result.  Blue was the only one not to eat any of her cake, not due to any dairy or low fat diet, simply because her head was too fuzzy to deal with the extra option.  Somehow though, she got lucky and nearly everything she kept scored her points.

…Aber Bitte Mit Sahne
– Image by boardGOATS

Learning Outcome:  It’s possible to win, even with a bad cold.

5th March 2019

The evening started with lots of chit-chat including discussions about the smell of weed (the cheap stuff is called skunk for good reason apparently), a Czech bloke who was eaten by his illegally kept lion and the fact that Pine was feeling very poorly (which ultimately turned out to be a nasty case of cellulitis rather than man-flu). Meanwhile, lots of pancakes were eaten and there was a mix-up between Blue’s and Green’s leading to much hilarity.  The return of Ivory after a a couple of months on “sabbatical” heralded the long awaited Key Flow, as the “Feature Game”.  Key Flow is a card game version of one of our favourite games, Keyflower, and before Ivory left we promised we would save it for his return.

Key Flow
– Image by boardGOATS

Purple and Black quickly excused themselves from playing Key Flow, and with Blue, Burgundy and Green joining Ivory, the group divided into two with unusual alacrity.  Blue and Burgundy explained the rules, which though related to Keyflower (and by extension, Key to the City: London) with familiar iconography and similarly played over four seasons, give the game a very different feel.  Key Flow is a very smooth card drafting game, so players start with a hand of cards and choose to one to play and hand the rest on to the next player.  The cards come in three flavours:  village buildings, riverside buildings and meeples.  Village cards are placed in a player’s village, in a row extending either side of their starting home card.  Riverside tiles are placed in a row below, slightly off-set.  Meeple cards are used to activate Village cards by placing them above the relevant building.

Key Flow
– Image by boardGOATS

As in Keyflower, buildings provide resources, skill tiles, transport and upgrades.  They also provide meeple tokens which can be used to increase the power of meeple cards or activate a player’s own buildings at the end of the round.  Arguably the clever part is how the meeple cards work.  At the centre of each card there are a number of meeples which dictate the power of the card.  A single meeple card can be played on any empty building; a double meeple card can be played on an empty building or one where one other card has already been played.  If two cards have already been played, a triple meeple card is required to activate it a third and final time.  Alternatively, a lower power meeple card can be played with one of the meeple tokens, which upgrade a single meeple card to a triple meeple card.  Double meeple cards can also be upgraded, but each building can only be activated a maximum of three times per round.

Key Flow
– Image by boardGOATS

The really clever part is that the meeple cards have arrows on them indicating where they can be played:  in the player’s own village, in the neighbouring village to the right, the village to the left, or some combination.  In the four player game, this means everyone has access to the buildings in three of the villages, but not the fourth (located opposite).  And in this game that was critical for Blue.  As in Keyflower, players begin the game with a small number of winter scoring tiles (cards in Key Flow), which can be used to drive their strategy.  In Key Flow, each player additionally chooses one at the start of the final round, so they know they are guaranteed to keep one of these and can invest more deeply in one strategy.  As a result, Blue was caught in a difficult situation.  As the game developed, Burgundy and Ivory both collected a lot of skill tiles; Blue was also interested as she had received the Scribe winter card at the start which gives seven points for every set of three different skill tiles.

Key Flow
– Image by boardGOATS

Unfortunately for Blue, she could only get pick-axe skill tiles and Green sat opposite, had the Hiring Fair which would have allowed her to change some of them, but the seating position meant she couldn’t use it.  Ivory had other plans, however, and was busy picking up pigs and sheep.  Burgundy was producing gold and Green was producing wood.  Everyone was hampered by a paucity of coal as the Key Mine and miner cards were among those removed at random at the start of the game.  The game progressed through the seasons, and the game is very smooth, with more restrictions on the decisions and less of the negative, obstructive bidding that often features in Keyflower, making it a bit quicker to boot, though the setup is a little tedious.

Key Flow
– Image by boardGOATS

Blue and Green were not in the running which was notable as they usually both do well with Keyflower, but both had struggled to get the cards or skill tiles they needed for their strategies.  In truth, though the theme is similar and the iconography and some of the mechanisms are the same, the two games are really very different, so perhaps it was not so surprising after all.  It was very, very close between Ivory and Burgundy at the front though, with just two points in it.  Ivory had no points from autumn cards, but a lot of upgrades and lots of points from his winter tiles.  In particular he scored well for his Truffle Orchard, which rewards players for having a lot of pigs and skill tiles, that he coupled with the marvelously named Mansfield Ark which allows pigs to be replaced with sheep.  In contrast, Burgundy had fewer upgraded buildings, but a lot of autumn cards that scored points for him, especially his Stoneyard.  It wasn’t enough though, and despite Green dumping his winter tile to try to limit Ivory’s scoring options, Ivory just beat Burgundy into second place—Welcome back Ivory!

Key Flow
– Image by boardGOATS

While Blue and Burgundy explained the rules to Key Flow and set up the decks of cards, the other debated what to play.  Auf Teufel komm raus came out of the bag and then went back into the bag when Purple decided she didn’t want to play it, only for it come back out again in response to the chorus of protests, and this time make it onto the table.  This is a game we played for the first time a few weeks ago and enjoyed though we struggled with constantly making change due to a shortage of poker chips that make up the currency.  Thanks to the very kind people at Zoch Verlag, now furnished with a second pack of chips, it was time to play again.  The game uses “push your luck” and bidding in combination to make a simple but fun game.

Auf Teufel komm raus
– Image by boardGOATS

Everyone simultaneously places bets on the maximum value of coal that will be drawn out of the fire by one player in the round. Players then take it in turns to draw coals, either stopping when they choose or going bust if they draw a piece.This time, despite her reluctance to play it, Purple started very quickly and held the lead for most of the game.  Like last time, Mulberry skulked at the back, and abused this position to overtake Pine at the end by making a pact with the Devil.  Black stayed hidden in the pack for the majority of the game and then, in the final round pushed the boat out and gambled big.  In this game going large can lead to a spectacular win or equally spectacular loss.  This time, the gamble paid off and Black raked in a massive three-hundred and eighty points taking him just ahead of Purple in the dying stages of the game.

Auf Teufel komm raus
– Image by boardGOATS

With Auf Teufel komm raus over and Key Flow still underway, Purple was able to choose a game she wanted to play, and picked Hare & Tortoise.  This is an old game, the first winner of the Spiel des Jahres award, forty years ago. The game is a very clever racing game where players pay for their move with Carrots, but the further they move the more it costs.  The icing on the cake are the Lettuces though:  each player starts with a bunch of Carrots and three Lettuces—players cannot finish until they have got rid of all their Lettuces and nearly all of their Carrots.  On their turn the active player pays Carrots to move their token along the track; each space has a different effect including enabling them to eat Lettuces, but each will only hold one player’s token at a time.

Hare & Tortoise
– Image by boardGOATS

Competition for these Lettuce spaces is always fierce, but that’s not the only stress, as efficiency is key, players who move too fast consume their Carrots too quickly and have to find a way to get more, which slows them down.  The winner is the first player to cross the finishing line, but that’s only possible if they’ve eaten all their Lettuces and almost all of their Carrot cards.  Last time we played Hare & Tortoise, it was six-player mayhem and a real scrabble as a result.  This time with just four, it was still a scrabble, but not quite as intense.  Black got his nose in front and managed his timing very effectively so was first to cross the line.  Pine and Mulberry were close behind, the latter just two turns from crossing the line herself.

Hare & Tortoise
– Image by boardGOATS

Hare & Tortoise finished at about the same time as Key Flow; Pine had looked like death all night and Mulberry had an important meeting in the morning so both left early.  Ivory, on the other hand, said he would stay for another game so long as it was short, so the rump of the group settled down to an old favourite, 6 Nimmt!.  Everyone knew the how to play: players simultaneously choose a card, then simultaneously reveal them before playing them in ascending order placing each on the row ending with the highest card that is lower than the card being played.  When the sixth card is added to a row, the first five are taken and the number of heads contributes to the player’s score, lowest score wins.  We tend to play a variant over two rounds with half the deck in each round and not resetting the table in between.

6 Nimmt!
– Image by boardGOATS

This time, Blue continued her poor run of form and top-scored in the first round with twenty-six, closely followed by Purple with twenty-two.  With a round to go, Burgundy, Ivory, Green and Black were all still in with a shout though.  Unusually, the second round went very similarly to the first, with Purple top-scoring with thirty-one (giving her a grand-total of fifty-three), Burgundy and Ivory getting exactly the same score as they had in the first round, and Green finishing with a similarly low score.  Only Black and Blue had significantly different scores, and while Black’s second round score destroyed his very competitive position from the first round, nothing was going to put Blue in with a chance of winning.  It was Ivory, again, who was the winner though, with a perfect zero in both rounds—two games out of two on his return (while we are very pleased to see him back again, we’ll have to put a stop to this run!).

6 Nimmt!
– Image by boardGOATS

Ivory decided to quit while he was ahead, leaving five to play Sagrada with the expansion.  Sagrada is a similar game to Azul, using dice instead of tiles and with a stained glass theme (which was slightly controversially also used in the recent Azul sequel, Stained Glass of Sintra). In Sagrada, each player has a grid representing a stained glass window.  At the start of the round, a handful of dice are rolled, and players take it in turns to choose one and place it in their window.  Once everyone has taken one die, everyone takes a second in reverse order (a la the initial building placement in Settlers of Catan).  This leaves one die which is added to the Round Track—the game ends after ten rounds, i.e. when after the tenth die has been placed on the Round Track.

Sagrada
– Image by boardGOATS

When players place dice, they must obey the restrictions on the window pattern card selected at the start of the game.  This time we played as well as two cards from the main decks (Gravitas for Purple and Firmitas for Black), we also used three promos: Vitraux (Blue), International Tabletop Day (Burgundy), and Game Boy Geek (Green; ironic as he’d never had a Game Boy in his life!).  This doesn’t score any points they come from the objectives:  public, which are shared and private which are personal.  This time, the public objectives awarded points for columns with different colours, rows with different colours and columns with different numbers.  The original game only included enough material for four players, but the recent expansion provided the additional pieces for the fifth and sixth, and four of the five private objectives came from there, giving those players the total face value of dice played in specific places.

Sagrada
– Image by boardGOATS

In addition to the private objectives, the group also decided to use the private dice pools.  When these are used, players only take one die from the draft (instead of two), taking the second from a pool rolled at the start of the game.  The final part of the game is the tool cards, three of which are drawn at random.  These can be used by players to help manipulate dice after they’ve been rolled or placed.  This time the tools were the Grinding Stone, Lens Cutter and Tap Wheel which enabled players to rotate dice to the opposite face, swap a drafted die with one from the Round Track and move two dice of the same colour that matches one of the dice on the Round Track.  To use these Tools, players must pay in tokens that are allocated at the start of the game according to the difficulty of their window pattern card.  Any of these left over at the end of the game is worth a point, but otherwise, points can only be scored by completing the objectives, and any dice that cannot be placed score negative points.

Sagrada
– Image by boardGOATS

The problem with this game is that it is extremely easy to get into a pickle and end up placing dice illegally.  Blue, who was a bit all over the place due to a night shift on Monday thought she would be the culprit, but it was Black who fell foul of the rules, and several times too.  Each mistake only cost him one point though, and in some respects it is better to have to remove dice than compromise plans.  Although she didn’t make any mistakes, Purple was concentrating so hard on placing all her dice she completely forgot to work on the objectives.  Misplaced dice tend to be indicative of other problems though and Blue was absolutely determined not break the rules this time, having made a complete pig’s ear of the game just over a year ago at New Year.  As a result she concentrated so hard that she gave herself a headache.

Sagrada
– Image by boardGOATS

In the end, arguably it was worth the sore head as Blue not only avoided any illegal die placements, but also managed to get sets of different colours for all five columns in her window. Green managed four out of his five columns though and did well on some of the other objectives too.  Burgundy hadn’t done so well on that objective, but had done better on others, especially his own private objective.  It was very close for second, with Burgundy just one point behind Green’s sixty six, but Blue, headache and all was well in front with over eighty.  As they packed up, the group discussed the inclusion of the private dice pools and the effect of the extra player.  Blue felt the dice pools gave a better chance to plan, while Black felt they made the decision space more complex and slowed the game down.  Certainly, with five there’s a lot of thinking time and it can be very frustrating to see others ahead in the turn order take all the “best” dice, something that seemed worse with more players.

Sagrada
– Image by boardGOATS

Learning Outcome:  It’s great to welcome people back when they’ve been away!

8th January 2019

The evening began with everyone comparing lurgies:  Blue and Burgundy were blaming Purple for theirs (contracted in Didcot last week), while Purple and Pine blamed Lilac (contracted at New Year).  With food delayed we decided to play a quick game of one of our old favourites while we waited, 6 Nimmt!.  Unbelievably, this fun little card game is celebrating its twenty-fifth birthday this year, yet its still just as popular as ever with our group.  That said it was a little while since we last played it, and with our guest, Maroon (Mulberry’s Daughter), new to the game we had a quick rules summary first.  It’s very simple, with players simultaneously choosing a card to play which are then simultaneously revealed.  Starting with the lowest number played, players add their cards to one of the four rows in the central display.

6 Nimmt!
– Image by boardGOATS

Each card is added to the row that ends with the highest number that is lower than the card they played.  If the card should be the sixth card, then instead of adding the card to the row, the active player takes the row into their scoring pile and their card replaces the row, becoming the first card.  The aim of the game is to end with the lowest score, but that is much easier said than done.  With so many people involved it was guaranteed to be mayhem and there were only enough cards in the deck for one round instead of the two that we usually play.  The game is all about timing.  Usually there is one player who gets their timing wrong, and once it starts to go wrong, it tends to go very, very wrong.  With so many people we were expecting absolute carnage, but perhaps because there were so many of us, the damage was spread out and the highest score was Red with a reasonably respectable twenty-nine.

6 Nimmt!
– Image by boardGOATS

It was close at the front though with five players within six points.  Unusually for 6 Nimmt!, Burgundy managed to avoid picking up piles of cards, and he finished in first place with eight nimmts, just two ahead of Black with ten.  Food hadn’t quite arrived, and largely out of inertia, we decided to give it another go.  Something went a bit wrong with the first deal as there weren’t enough for everyone to get the eleven cards they’d got the first time round.  To begin with, Pine got the blame for misdealing, but it quickly became clear it was not his fault and some cards were missing.  There was a lot of confusion for a moment, until Blue revealed that she had a stash of cards that she’d forgotten to return.

6 Nimmt!
– Image by boardGOATS

This time, the game followed the more usual pattern, with Purple managing to collect a massive pile of cards some with lots of high-scoring, pretty colours, totalling a massive forty-seven points.  Lots of players thought they were in with a chance of winning though, Blue and Mulberry both finished with eight, but they were beaten by Green with two.  It was then that Burgundy revealed that he’d managed to avoid picking up any cards at all this time, giving him victory in the second game too.  It was time to decide who would play what, in particular, who was going to play the “Feature Game”, Hare & Tortoise.  Although Blue had finished eating by this time, and Burgundy was coming to the end of his enormous pile of ham, egg and chips as well, they had played the game at the recent Didcot meeting so they left everyone else to play it.  After lots of discussion, they were eventually joined by Pine and had to decide what they were going to play.

Hare & Tortoise
– Image by boardGOATS

Hare & Tortoise was much quicker to get started though.  This is a relatively old game which won the inaugural Spiel des Jahres award in 1979 and was first released in 1973, making it over forty-five years old.  The game is a very clever racing game where players pay for their move with Carrots, but the further they move the more it costs.  Thus, to move one space it costs one Carrot, but to move five spaces it costs fifteen and to move ten it costs fifty-five.  On their turn the active player pays Carrots to move their token along the track; each space has a different effect, but will only hold one player’s token at a time.  It is this that makes the game something of a knife-fight in a phone box, as players obstruct each other (often unintentionally) causing other players to move more or less than they would wish.  The icing on the cake are the Lettuces though:  each player starts with a bunch of Carrots and three Lettuces—players cannot finish until they have got rid of all their Lettuces and nearly all of their Carrots.

Hare & Tortoise
– Image by boardGOATS

To get rid of a Lettuce, a player must land on one of the “Lettuce Spaces”,  and then spend the next turn eating the Lettuce before they can move on again.  With only four of these spaces available and players needing to land on three of them and spend two turns there on each visit, they are always in high demand, but especially with high player counts.  As well as enabling players to get rid of Lettuces, these spaces also help them replenish their Carrot supply.  And this is another clever trick this “simple little race game” uses that makes it special:  the number of Carrots a player gets is dependent on their position in the race.  This means a player who is in the lead benefits from having an unobstructed path in front of them, but they only get ten Carrots on leaving a Lettuce Space.  In contrast, the player in last place in a six-player game gets sixty Carrots, and Carrots are scarce so this difference is not to be snuffled at.

Hare & Tortoise
– Image by boardGOATS

Lettuce Spaces are not the only opportunity to get Carrots though.  A player on a “Carrot Space”, for example, will earn ten Carrots for every turn they wait on that space.  Another way of getting Carrots are though the number spaces—a player who is on one of these at the start of their turn will get Carrots if the number matches their position in the race.  Of course, the game would not be complete without “Hare Spaces” and “Tortoise Spaces”.  The latter are the only way a player can move back along the track, and this can be invaluable when trying to get rid of Lettuces.  Moving backwards also gives Carrots, with players getting  ten Carrots for every space regressed.  Hare Spaces are completely different, with players landing on these drawing a “Hare Card”.  These are “Chance Cards”, some good, some not-so-good and some really, really bad.  The aim of the game is to be the first to cross the finishing line, but even this is unconventional, with players having to have eaten all their Lettuces, consumed almost all their Carrots, and make the exact number of moves.

Hare & Tortoise
– Image by boardGOATS

For those who were new the game it only took a round or so to realise the subtle cleverness of it, the ability to choose one’s own position on the track is vastly tempered by the usefulness of the available squares with so many other players taking up the first few spaces.  Red started the game and immediately went for a Hare card. That didn’t do a lot except tell everyone exactly how many Carrots she had, which was not difficult to work out after just one turn.  Green also decided that the Hare cards were also worth a go, but his was a bad one, and he lost half his Carrots!  For his second turn he decided he had not taken enough punishment and went for the next Hare as well and also got the “Show your carrots” card.  As the first three had all been bad, the odds had to right themselves, so when Maroon went for the fourth Hare card it was much nicer to her.  Purple, who knew the game, understood the importance of having eaten all her Lettuces and started munching on the very first available Lettuce space.  Green and Red hadn’t fully understood the rules, so did not realise until they were a long way round the board; Red thought she only had to get rid of one Lettuce and Green had missed it completely.

Hare & Tortoise
– Image by boardGOATS

By that time Green only had three lettuce squares available and Red had only two, so was going to have to use the Tortoise spaces to move backwards.  Meanwhile, Purple’s early pit stop for Lettuce put her near the back at the start of the game, but slow and steady she moved through the pack and then began to charge ahead as everyone else had to manoeuvre for that penultimate Lettuce Space.  So in the early part of the game, Green and Purple were languishing at the back, but that meant they soon had Carrots a-plenty (from the multiplication factors) and were soon racing to join the pack.  Mulberry found herself in a pickle with a Hare card when she had to give ten Carrots to each other player.  Suddenly she had very few Carrots left and really needed to get something from the next Carrot space, but Green had his eye on it too.  Green was just about to make the leap, but, much to Mulberry’s relief, found something better to do.  Although she got her Carrots, they weren’t coming in very quickly at just ten a turn, until someone pointed out that she could go backwards to a Tortoise space and collect several more in one go.

Hare & Tortoise
– Image by boardGOATS

Eventually, luck changed for Green who had ended up with a fistful of Carrots and he joined Purple near the finishing line and the last Lettuce space.  But who was going to be able to rid of their excess Carrots first and get across the line?  Both Green and Purple had rather too many Carrots and were left pootling about at the front of the race, while Red and Black were languishing at the back still trying to get rid of their Lettuces.  Maroon was steadily moving along, but it was Mulberry, who charged back through the pack and, without any lettuces left, hared past the Purple and Green tortoises to snatch the victory.  Nobody could really be bothered playing for the minor places, but a quick check suggested that that Purple would have been next in what is still showing a worthy game, and might still be in the running for a Spiel des Jahres even now were it a new publication.

Luxor
– Image by boardGOATS

Meanwhile, Pine, Burgundy and Blue had eventually decided what to play, opting for one of the 2018 Spiel des Jahres nominees, Luxor.  This is a clever hand management and set collecting race game from Rüdiger Dorn, designer of a wide variety of games including The Traders of Genoa, Goa, Istanbul, Karuba and one of our all time favourites, Las Vegas.  These games have very little in common with each other and Luxor is different again. In this game, players exploring the temple of Luxor collecting treasure as they go.  Players start with two “Indiana-Jones-eeples” and move them round the board by playing cards from their hand.  The clever part of this is that players have a hand of five cards, but like Bohnanza, must not rearrange the order.

Luxor
– Image by boardGOATS

On their turn, the active player can play one of the cards at either end of their hand, i.e. the first or last card.  They use this to move one of their meeples, along the twisting corridor towards the tomb at the centre of the temple.  If they can, they carry out an action based on the space they land on, then replenish their hand from the draw deck, adding the card to the middle of their hand.  This hand-management mechanism is one of several clever little touches that elevate this game beyond the routine.  Another is the movement mechanism:  players move, not from space to space but from tile to tile.  Some of the tiles are in place throughout the game, but when a player claims a treasure tile, these are taken from the board into the player’s stash.  This therefore provides a catch-up mechanism as the path to the tomb effectively gets shorter as the game progresses.

Luxor
– Image by boardGOATS

Players can claim treasure tiles when they have enough of their “Indiana-Jones-eeples” on the tile.  Each tile gives points individually, but there are three different types of treasure and players score points for sets; the larger the set, the more points they score at the end of the game.  Treasures aren’t the only tiles players can land on though.  There are also “Horus” tiles (which allow players to add more interesting cards to their hands or take key tokens), Osiris tiles (which move players forward) and Temple tiles (which give players a special bonus).  These non-treasure tiles are never removed providing stepping stones as the treasure tiles disappear.

Luxor
– Image by boardGOATS

Players strive to be the first to enter the temple chamber which will win them one of the two sarcophagi.  When the second player enters the temple chamber, they win the second of the sarcophagi and trigger the end of the game with play continuing to the end of the round before scoring.  There is a smorgasbord of points available with players scoring for how far their meeples have made it towards the temple, for scarabs they may have collected en route, and any left over keys or sarcophagi they have, as well as for the sets of treasure they collected.  The balance of these points change dramatically with player count – with two, treasure is everything, but with more, there is increased competition.

Luxor
– Image by boardGOATS

Burgundy shot out of the blocks like a hare, with Blue and Pine doing their best to try and follow.  Burgundy had got a set of three necklaces before Pine had managed a single treasure and despite the fact that the game was hardly started, he was already hoping that “slow and steady” might win the race.  It wasn’t long before Blue collected a few jewelled statues and Pin had a couple of fine vases, and finally the treasure hunt was on its way.  Burgundy’s “Indiana-Jones-eeples” were stealing a march  and making rapid progress, while Blue had managed to get one left one behind.  Despite the built-in catch-up mechanisms, it seemed there was little Blue or Pine could do to arrest the inexorable march of Burgundy.

Luxor
– Image by boardGOATS

Eventually, Blue sent a scout in ahead, and she was the first to enter the temple chamber, picking up the first sarcophagus.  It wasn’t long before Burgundy followed though taking the second and triggering the end game.  Blue and Pine tried to make as much as they could out of their last turns, but it was too little too late.  Each treasure token comes with a small number of points which are supposed to be scored when the treasure is collected.  Previous experience suggests players are so excited at finding treasure that they forget to collect these points, so we added a house-rule, and saved collecting these until the end of the game.  Since the points are similar in value, they give a rough idea of how players stand.  It was only when these were counted that Blue and Pine realised just how far behind they really were, with Burgundy taking forty-one compared with Pine’s twenty-eight and Blue’s twenty-two.

Luxor
– Image by boardGOATS

From there matters only got worse.  Burgundy’s “Indiana-Jones-eeples had made it further into the temple than anyone else’s and he had larger treasure sets too.  His final score was a massive one hundred and eighty-three, nearly fifty more than Blue and seventy-five more than Pine.  It’s all about getting the right cards Burgundy explained as the group tidied up.  “Mmmm, I had the right cards, just not in the right order,” muttered Pine in response, a comment that pretty much summed up the entire game.  It was much, much later however, that we realised we’d got the scoring very wrong.  Players are supposed to score for the number of complete sets of three treasures, rather than for the the magnitude of each set.  While this would have made a huge difference to the game of course, it probably would not have changed the overall outcome as Burgundy was in total control throughout.  Nevertheless, we should give it another try soon, this time with the correct rules…

Luxor
– Image by boardGOATS

With both games finishing pretty much simultaneously,the question was what to play next.  Mulberry and Maroon went home to nurse their jet-lag taking Red with them, leaving six.  Pine said he would stay for something short (and short didn’t include Bohnanza), but would be happy to watch if others wanted to play something longer; Green said he could also do with an early night and didn’t mind watching either.  Inevitably, that created indecision and it was only when Green decided to go and Pine started a two minute countdown that Blue eventually made a decision and got out No Thanks!.

No Thanks!
– Image by boardGOATS

No Thanks! is one of our oldest, “most favourite-est” games that we’ve sort -of rediscovered, giving it a few outings recently; as Blue shuffled she considered how clear and simple the cards were, and how well they were holding up given their age.  The game is very simple too:  the first player turns over the top card and chooses to either take it or pay a red chip and pass the problem on to the next person.  The player with the lowest total face value of cards is the winner.  There are two catches, the first is that when there is a run, only the lowest card counts, and the second is that nine cards are removed from the deck of thirty-four before the game starts.

No Thanks!
– Image by boardGOATS

Burgundy, Purple, Pine and Blue were in the business of collecting cards hoping to build substantial runs.  It was just as the game was coming to a close that Pine collected a card and a handful of chips fumbling as he did so and thought he’d dropped one.  He was sat on a bench between Black and Burgundy, so rather than disturbing everyone immediately, there were only a couple of cards left so he decided to leave finding it until the end of the game.  Blue and Pine fared better in their card-collecting than Burgundy and Purple, but Black had kept his head down and finished with just one run and with it the lowest score,  We recounted all the chips a couple of times and there was definitely one missing, sop as Blue packed away everyone else started playing Hunt the Game Piece.  It’s not often that we play this, but, we have had a couple of epic games, including one where a token ended up some thirty feet from where we were playing and the other side of a pillar.  This edition, the “No Thanks! Red Chip Version”, was particularly special.

No Thanks!
– Image by boardGOATS

After about five minutes hunting, one of the bar-staff asked, “Oh, what are you looking for?” and then added, “I love it when you play this!” and joined in.  Fifteen minutes later, there was still no sign despite looking in lots of nooks and crannies, checking trouser turn-ups and shoes, and emptying all the bags in close proximity.  Then Purple said, “I can see something red down here…” as she shone the light from her mobile phone between the cracks in the floor-boards.  And there indeed, nestling about half an inch below the suspended floor, only visible when the light was exactly right, was the small red chip.  It was exactly where Pine had been sitting and must have dropped straight through the gap between the floorboards and fallen over so it was lying flat, nestling in the fluff and totally inaccessible.  So Purple won, but it was Game Over for the time being.

No Thanks!
– Image by boardGOATS

Learning Outcome:  Sometimes Bohnanza is quicker than that other “short” game…

31st December 2018

The evening began with Pine’s arrival, and he helped Pink rearrange the furniture for PitchCar while Blue added the finishing touches to supper.  PitchCar is a brilliantly simple, dexterity car racing game—players take it in turns to flick their wooden cars, and the first one to get round the track three times is the winner.  Before long Burgundy, Purple and Black had arrived and pieces from the base game and five of the first six expansions were all over the place and everyone was diving in trying to make an interesting looking track.  There was a problem though, the problem we always have, which is a shortage of straight sections.  It was then that Blue produced another expansion from under the sofa:  the “Long Straights“.  These are exactly what they sound like, two, very long, plank-like, straight sections that are a pain to store and difficult to transport, so rarely get used.  They have the potential to add a very fast section to the track though, so this time we used both with a tight hairpin in between them to add interest.

PitchCar Track 31/12/17
– Image by boardGOATS

Like last year, instead of making a circuit, we made a single long race track weaving around plates of crudites, mugs of tea, and trays of “pigs in blankets”.  There was a big debate whether to use The Cross as a cross-roads or back-to-back corners.  In the end, the double corners won, the track was complete and we had a push off to see who would start at the front of the grid.  Black won with a magnificent flick, followed closely by Purple.  Blue stalled on the grid and the only one to come off worst was Burgundy who came off the track and defaulted to the back of the grid.  The race began:  Black and Purple continued strongly and everyone else shuffled about in the middle order with Burgundy bringing up the rear.  Then Burgundy adjusted is driving style slightly and gradually began to work his way through the field.  Meanwhile the wheels dropped off for Purple who had briefly taken the lead, but suddenly seemed to lose the knack of flicking, and gradually, the rest of the pack overtook her one by one.

PitchCar
– Image by boardGOATS

Almost everyone had trouble going over the bridge, but particularly Blue, Pink and Purple.  Eventually they made it over though and shot down the rail to the hairpin some failed to make the corner, but the long straights added a bit of speed and excitement.  The tunnel ended up being a relay race with Black getting stuck under the bridge, only to be pushed out by Blue, who in turn also got stuck and was freed by Pink.  Similarly, he was freed by Burgundy and Burgundy was liberated by Pine.  And that order was maintained all the way to the finishing line, despite Blue needing several shots at crossing it without overshooting.  Green and his lady-friend, Lilac, had been held up though were expected any second; food wasn’t quite ready either so we ran the race in reverse starting with Purple, the last player to cross the line in  the first race.

PitchCar
– Image by boardGOATS

Inevitably, we’d only just started when Green and Lilac arrived, so they just joined in.  In fact by this time, Blue had actually managed to go backwards and was further behind the line than others were in front of it.  With the larger pack, this time round the race was even more eventful with Black managing to park his car in a plate of crudites just missing a bowl of salsa and Pink repeatedly bouncing off the edge of the mouth of the tunnel obstructing everyone else behind him.  Bizarrely, although the tunnel caused mayhem, the bridge was much less of a problem this time though with Pine leading the way by deftly bunny-hopping over it and almost everyone else just following his example.  Leading over the bridge was a huge advantage, and though Blue threatened to catch him, he maintained his position to the finish.  With food ready and waiting, the track was progressively dismantled as those bringing up the rear made their way to the finish line.  Although it only gets an outing two or three times a year, PitchCar is always great fun and the seventh expansion, “The Loop” which is due in the new year, looks like it will add even more madness to the game.

PitchCar
– Image by boardGOATS

With PitchCar over and the track in a heap in the corner, food swiftly appeared in the guise of enchiladas with corn on the cob, nachos and some strange yellow, habanero salsa that reminded Pine of wallpaper paste.  Supper was accompanied by more special crackers, little parcels, Herb Alpert and the Tujuana Brass, and finished with ice cream, and then it was on with the games; after a little debate first up was Ca$h ‘n Guns.  This is push your luck game with a gangster theme played over a series of eight multi-player duels over their ill-gotten spoils.  The player with the largest haul after eight rounds is the winner, as long as they are still alive of course.  Each player has a character standee, a foam gun, and a clip of three bullet cards and eight blank cards.

Ca$h 'n Guns
– Image by boardGOATS

At the start of each round, everyone simultaneously chooses a whether to “load” their gun with a bullet or a blank, and on the count of three, points it at one of the other players.  On a second count of three, they choose whether to remain in, or withdraw taking their shot with them.  Anyone whose target is still standing reveals whether their gun was loaded with a live bullet or a blank.  Anyone who received a shot takes a plaster signifying their wound and is out of the rest of the round; three wounds and they are eliminated from the game.  All players remaining then take it in turns to take a loot card from the centre of the table—there are eight cards, so the number of cards each player gets depends on how many players have survived the “duel”.

Ca$h 'n Guns
– Image by boardGOATS

The game can be quite brutal, and this was no exception, indeed, Black was out in the second round and Green quickly followed.  Pine pointed out that everyone on his side of the table had been injured while Blue, Pink and Burgundy were all uninjured.  Purple decided to fix that and faced off with Burgundy, both ending up injured as a result.  Lilac proved a dangerous adversary as she collected extra bullets from the loot and ended up with a full set going into the final rounds.  Blue injured Burgundy and coped a bullet in return.  After Black’s and Green’s dismissal, everyone was more circumspect and didn’t gamble as readily with their lives, so all the other players survived to the end of the game.  That just left the small matter of the scores.

Ca$h 'n Guns
– Image by boardGOATS

Pine and Purple had both been collecting gems, but had finished up with the same number so neither picked up the $60,000 bonus for having the most.  Blue had started out collecting artwork, but there wasn’t much available.  It became clear why, when the loot for the final round was revealed:  almost all of it was art.  It was tough in the final round; Blue was taken out by Burgundy, which effectively removed her from the running.  Pink had been doing well as the Godfather, but had taken a couple of hits in the latter stages and was also taken out of the final round.  Pink finished with $110,000 and second place.  The final round was attritional and there were few people left to share the swag.  Most of the artwork ended up going to Pine and with it first place overall thanks to a final total of $123,000 worth of loot.

Ca$h 'n Guns
– Image by boardGOATS

There was still time till midnight, and it was a toss-up between two of our favourite light games, 6 Nimmt! and Las Vegas, in the end we went for dice over cards and played Las Vegas.  This is a very simple game, but a lot of fun. The play area is made up of six casinos, each numbered one to six with a jackpot drawn at random from a deck of money cards.  With eight players, each jackpot totals at least $90,000 and comprises one or more notes.  On their turn, players must use all the dice of one number to bet on the casino of that number by placing them on that casino tile.  Once everyone has placed all their dice the player who placed the most dice on a casino takes the highest value currency card. The player with the most money after four rounds is the winner.  The snag is that before any money is handed out, any dice leading to a draw are removed. It is this rule that makes the game interesting, raising the decisions above the trivial.

Las Vegas
– Image by boardGOATS

We usually play with a few “House Rules”:  we replace one of each player’s dice with a big, “double weight” die from the Las Vegas Boulevard expansion; we include the Slot Machine, and only play three rounds.  The Slot Machine is a little different to the Casinos as players place all their dice of one number on the tile, but each number can only be placed once.  Unlike the Casinos, if there is a draw, then the player with the total number of pips wins, and if it’s still a tie, then the player with the highest value die wins.  The game is very robust to interruptions which is just as well as we took a break at midnight for toasts to the new year and to Ivory’s new arrival (we are looking forward to his return in March).  Prosecco and sparkling apple juice were accompanied by the village fireworks, an exceptional panettone and mince pies and eventually everyone made it back to the table and the game resumed.

Las Vegas: The Slot Machine
– Image by boardGOATS

Perhaps it was the interruptions, but Black’s game went almost as badly as it had in Ca$h ‘n Guns, and he won nothing at all in the first two rounds and not much in the third.  It turned out that Purple and Burgundy didn’t do any better as all three finished with just $100,000.  That was better than Green however, who made a paltry $20,000.  Pink started off really well, but at the start of the second round we realised he was using one more die than anyone else.  After paying a $10,000 penalty, he finished with $240,000, $10,000 more than Blue.  Lilac, on the other hand, took more in the first round than Blue or Pink took in the whole game and finished with $410,000.

Las Vegas
– Image by boardGOATS

Normally $410,000 would be more than enough to guarantee a win, but Pine, who took three $70,000 notes in the final round alone finished with a massive $510,000, a personal and probably group record.  With the game over, Green took Lilac home to nurse her sore throat and everyone else finished their drinks and chatted for a while.  Everyone who had been there commented how much they had enjoyed The Gallerist at the ninth “Monster Game” session a few days earlier.  Although it had taken ages and was very complex, it wasn’t a real brain-burner and everything had been done well.  The rule book was good, the board was clearly laid out, the player-aids were helpful, the pieces were great and the box was really top quality—in fact, it was almost the complete opposite of Agra, which struggled through at the previous “Monster Games” event.  The second game, Reef, had also gone down well, but everyone was particularly keen to give The Gallerist another go.

Las Vegas
– Image by boardGOATS

Learning Outcome:  GOATS enjoy a good party just as much as the next ruminant.

4th September 2018

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

Bohnanza
– Image by boardGOATS

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

Keyflower: The Farmers
– Image by boardGOATS

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

Keyflower
– Image by boardGOATS

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

Finca
– Image used with permission of BGG contributor garyjames

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

Finca
– Image by BGG contributor kneumann

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

Yardmaster
– Image used with permission of BGG contributor moonblogger

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

6 Nimmt!
– Image by boardGOATS

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

Azul
– Image used with permission of boardgamephotos

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

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

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

Splendor
– Image used with permission of boardgamephotos

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

Cake!
– Image by boardGOATS

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

Keyflower
– Image by boardGOATS

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

An Empty Plate!
– Image by boardGOATS

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