Tag Archives: 6 Nimmt!

3rd October 2017

The evening started with a quick hand of Love Letter between Blue and Burgundy while they waited for their “Fave” pizzas to arrive.  The game only lasted a handful of turns and Blue took it with the Princess when she played a Baron to force a comparison.  As Burgundy said, with that combination of cards lined up against him, his poor Baron didn’t stand a chance.  There wasn’t time for him to get his revenge, however, as food arrived, along with a Happy Birthday text from Pink (who wasn’t able to come).  With the arrival of Red and Magenta, Blue and Red talked about work for a few minutes before Ivory and Pine joined the party and everyone settled down to a quick game of 6 Nimmt!—a quick game that could be played while eating pizza.

Happy 5th Birthday!
– Image by boardGOATS

Bizarrely, Ivory had somehow managed to avoid playing 6 Nimmt! despite it being one of our most frequently played games.  So, there was a quick run-down of the rules before we could start.  The game starts with four cards face up on the table, the beginning of four rows.  Each player starts with a hand of cards and players simultaneously choose one and place it face-down before a simultaneous reveal.  Cards are then played in ascending order, with players placing their card on the highest card that is lower than the card being played.  When the sixth card is added to a row, the first five are taken by the active player and the number of heads contribute to that player’s score; lowest score wins.  We tend to play two rounds, each using half of the deck of one-hundred and four cards.  The thing that makes the game so compelling is that players begin to feel they have control over their destiny, but any grip they may have is incredibly tenuous and once things start to go wrong the problems tend to escalate horribly.

– Image by boardGOATS

This time, things started to go wrong early for Red and Blue, but Pine outstripped them by miles and finished the first round with twenty three “nimmts”—as he commented, enough for a whole dairy heard.  Burgundy and Magenta were doing much better with one nimmt and none respectively.  Given his excellent performance in the first round, everyone expected Burgundy to start collecting cards with enthusiasm in the second round, and so it proved.  His efforts paled into insignificance compared with some of the others though, in particular Ivory and especially Blue, who finished with a massive top score of forty-four.  The winner was unambiguously Magenta, however, who added a second clear round to her first and managed to end the game without picking up a single bull’s head, a real achievement.

Happy 5th Birthday!
– Image by boardGOATS

With everyone now arrived and pizzas all consumed it was time for the party to really start, with the “Feature Game”, Crappy Birthday accompanied by a marvellous blue Meeple Cake supplied by Georgie from The Jockey.  Everyone sang Happy Birthday and Blue and Green as the originators of the group blew out the candles then Red took the knife and started to carve while Magenta began dealing cards for the game.  With everyone eating cake (including the people at the pub who couldn’t believe we’d been going for five years), attention turned to Crappy Birthday.  This is funny little party game which we played for the first time last year to celebrate our fourth anniversary.  The premise of the game is that it is one player’s birthday and every one gives them a “present” chosen from the cards in their hand.  The birthday boy or girl then has to choose the best present and worst present and then returns these cards to the person who gave them.  At the end of the game players count up the number of pressies they have had returned and the one with the most (i.e. the one who gave the fewest mediocre presents) is the winner.  The game has a lot in common with Dixit, but is a lot simpler.  In the same way though, the production quality of the cards is really key to making the game work, though the emotions are very different:  in Dixit everyone marvels at the beauty of the art, in Crappy Birthday everyone laughs at the stupidity or brilliance of the gifts.

Crappy Birthday
– Image by boardGOATS

This time we discovered that Black wanted a Viking helmet for his birthday, Red wanted to go on the first trip to Mars, Burgunday fancied a course in Sumo wrestling and a drive across the Sahara was on Ivory’s “Bucket List”.  There were many amusing gifts that didn’t actually score points including the Gnome ABBA Tribute Band (singing, “Gnoming me, Gnoming you” perhaps?) and a dead rat to hang on the front door at New Year.  We also discovered that Pine hates heights and horses (especially those that are trying to throw you off), so the session of rodeo riding was thrown straight back in disgust.  Red returned a Porta-Potty (she’s seen plenty in the last year apparently); Blue threw back comedy lessons (she hates being on stage); Black sent back a chair because it was boring and Red decided she couldn’t cope with a 150lb burger and claimed it would make her sick.  Everyone clearly thought that physical exertion was not Burgundy’s thing, but it was the tight rope walking that he was least keen on while Ivory had a fit of shyness and turned down the kind offer of a session skinny-dipping.  Purple rejected the idea of her very own personal roller-coaster, though it was close between that and snake charming lessons.  Pine commented that he would have combined the snake charming with the five chihuahua puppies as the latter would have provided an excellent food supply for the snakes.  This did not go down well with Purple who had chosen the chihuahua’s as her favourite gift and didn’t want them eaten…

Crappy Birthday
– Image by boardGOATS

It didn’t really matter who was the winner because everyone had fun and everyone got their moment in the spotlight as they had to explain their decisions.  And while they listened everyone else got sticky eating the meeple cake which was soon nibbled away to leave just a bit of head and a foot.  After one round we counted up who had the most returned cards and Ivory who had five cards was the winner by miles with Green and Burgundy in a distant, joint second place.  Party games aren’t really the Group’s “thing”, but everyone enjoyed this one (particularly accompanied by cake) and the consensus seemed to be that once a year was about probably right, especially as it gave everyone time to forget the silly things on the cards.  With the birthday cards collected in and the cake mostly gone it was time to decide what to play.  Nobody was quick to decide and things were complicated by those planning to leave early.  In the end we decided to stick together as a group (it was a party after all) and play a round of Saboteur.

Saboteur
– Image used with permission of BGG contributor mothertruckin

The idea of Saboteur is that each player is either a Dwarf or a Saboteur and players take it in turns to play a card from their hand.  The Dwarves aim is to extend the tunnel to the treasure, while the Saboteurs try to stop them.  There are two types of cards that can be played:  tunnels and special cards.  The cards with tunnel fragments shown must be played in the correct orientation, though the tunnel depicted can include junctions, bends, and even dead-ends. While the Dwarves try to push the path towards the gold, Saboteurs try to play disruptive cards while trying not to look like it.  Meanwhile, special cards include “rockfall” cards which can be played to remove a tunnel card already played, and maps which can be used to see where the gold is hidden.  Most importantly, however are “broken tool” cards which can be played on another player to prevent them building tunnel cards until they (or another kind-hearted soul) plays a matching “fixed tool” card to remove it.  The game is supposed to be played over several round with the winning team sharing out a pile of gold cards, but we tend to play it as a team game and stick to one round at a time.

Saboteur
– Image used with permission of BGG contributor mikehulsebus

The game began quite carefully with everyone doing their best to look like dwarves, that didn’t stop the accusations though and it wasn’t long before someone decided that Black and Green were looking shifty.  Green had almost all the map cards and unsportingly decided to stick to the rules and refused to share them.  Then Pine roused suspicions when his use of a map card led to a disagreement with Green clearly identifying one of them as a Saboteur.  Before long Ivory had joined the fray and nobody knew what was going on, except that the tunnels kept moving forward.  Eventually, Blue left nobody in any doubt when she gleefully diverted the tunnel away from the only possible remaining gold.  With the last card in the draw deck gone, it went down to the wire, but all the sabotage from Blue, Pine and Ivory was to no avail.  Cards continued to be played and it took a whole extra round, but the Dwarves just managed to make it to the treasure.

Saboteur
– Image used with permission of BGG contributor mikehulsebus

With time ticking on, Red and Magenta left for an early night and the residue of the group split into two parts, the first of which played Sheep & Thief.  This game has had a couple of outings recently, in particular on a Tuesday two weeks ago.  Sheep & Thief is a curious little tile/card drafting and laying game with elements of pick up and deliver mechanisms added for good measure.  Each player has a board divided into a four by four grid, and starts with their home card and two sheep in the top left hand corner.  Each round is played in two halves: first players draft cards then they play them, taking it turns to place one card per turn.  Players are trying to connect their home card to the other three corners while trying to keep their sheep safe and trying to catch other players sheep with their fox, meanwhile, they are also attempting to navigate their black sheep to the bottom left right corner of their board.  With points for all sorts of things including sheep captured, sheep retained, long rivers, connecting the home card to the other corners of the board as well as for moving their black sheep as far from home as possible, it is a veritable “point salad”, but one where it is actually very difficult to do well.

Sheep & Thief
– Image by boardGOATS

Pine, with his love of sheep was always going to do do well, despite this being his first try at the game.  Everyone else had played it several times before and therefore knew what they were letting themselves in for.  The strategies were very varied though, for example, Purple prioritised getting her road from her home card to the opposite corner of her board and picked up fifteen points for doing so.  Green prioritised getting his black sheep as far as he could in the hope that he might get points for his road in the process.  Unfortunately, although Green’s sheep netted him fifteen points, he was not able to connect his home card to any other corner and therefore failed to get any extra points as a result.  In contrast, Black tried to do a bit of everything which really isn’t a strategy that works for this game.  As a result he really struggled.  It was a very close game, and on the re-count finished in a tie between Green and Pine who both scored thirty-one points with Purple just behind.  Since the tie-breaker is the number of sheep and and both Green and Pine finished with the same number of sheep the victory was shared.

Sheep & Thief
– Image by boardGOATS

On the next table, Ivory, Burgundy and Blue were being indecisive.  In the end after looking longingly at the “Deluxified” Yokohama, they reluctantly decided that it would probably take too long and decided to give Dice Forge a go instead.  This game was new to everyone except Ivory who gave his assurance that it would not be a long and complicated game.  And he was right – the whole thing took less than an hour and a half including teaching.  The game is a dice building game, with a lot in common with the deck building games like Dominion and bag building games like Orléans, or cup building games like Roll for the Galaxy, where the aim is to try to mitigate the effects of luck by stacking the deck, bag, cup or in this case dice, to improve the odds.  In the case of Dice Forge, it is the dice themselves that players are modifying.  Each player starts with two dice, similar to those in some of the Lego games, where the faces can be removed and changed.

Dice Forge
– Image by boardGOATS

Beyond this, the game is actually quite simple.  On the active player’s turn, everyone rolls both their dice and adds the result to their accounting tracks.  On their turn, the active play can then also spend some of their gains to either upgrade dice, or to move their pawn from their central “Starting Portals” to one of the “Islands” on the board and take a “Heroic Feat” card.  Each upgrade has a cost, with the best upgrades having the highest costs.  The cards also have costs and the most powerful cards are the most expensive.  When upgrading, players can choose which faces to replace and what to replace them with.  In contrast, most of the cards have a single use special action or bonus, but some also have a perpetual action.  With the game restricted to only ten rounds, however, these have to be bought early if they are to prove game winners.  Once everyone had had the full ten rounds, each player adds up their points and the player with the most is the winner

Dice Forge
– Image by boardGOATS

There are several sources of points:  firstly, some dice faces give points, but this is not a particularly efficient way of scoring unless there are some cards that can be used to increase the acquisition speed. Cards can be more effective, but only if the means to buy them can be accumulated quickly and efficiently.  Blue started off trying to get some nice dice faces to improve the probability of a good roll.  She quickly realised the really clever part of the game:  what is the best way to upgrade the dice and how should the faces be distributed?  For example, is it better to put all the good faces on one die and guarantee one good roll, or is it better to spread them across both and hope to roll more good rolls than bad ones?  She opted for the latter, but wasn’t sure whether that was the right choice or not.

Dice Forge
– Image by boardGOATS

While Blue was faffing about with where to put her dice, Burgundy had a much bigger problem as he was struggling to roll what he wanted in order to upgrade his.  This had the knock-on consequence that by the time he got what he wanted, invariably, Blue or Ivory had pinched what he wanted.  Ivory, having played the game before clearly had a much better idea of what he was trying to do, but although he managed some exceptional rolls, he struggled from time to time too.  In the end, Burgundy more or less gave up on dice and started to collect cards.  Somehow he managed to accrue a seventy-two cards—a massive number compared with compared with the forty-two/forty-six that Ivory and Blue had gathered together.  It almost worked as well, since he netted a fantastic ninety-eight points, remarkable considering his very slow start.  In the end Burgundy finished just two points behind Blue who top-scored with a nice round hundred.  Everyone had enjoyed it though, despite the frustrations, and everyone was quite keen to give it another go, though not straight away as it was definitely home time.

Dice Forge
– Image by boardGOATS

Learning Outcome:  Time flies when you are playing boardgames!

19th September 2017

After more discussion that it really warranted, we started the evening with a quick game of Bokken Schieten (aka Ziegen Kriegen).  Given the choice of this, No Thanks! or 6 Nimmt!, Red chose “the Goat Game”, but was disappointed to find it wasn’t what she was expecting.  Bokken Schieten is a very simple trick-taking game based on Blackjack.  Players choose a card from their hand and play it face up in front of them – the person who plays the highest card takes the trick and with it all the cards played in the round.  The player who plays the lowest card draws a Goat Island card and places the goat-meeple on one end, choosing which end will start Goat Island and the value of the number to contribute to the limit.  The game continues with players playing cards and winning tricks, and the player who plays the lowest numbered card adding to Goat Island, choosing whether to add a large or small amount to the total.  At the end of the game players count the number of goat heads on their cards and the winner is the player with the highest total that does not exceed the limit given by the sum of the numbers on Goat Island.

Bokken Schieten
– Image by boardGOATS

Pine was the player who had most recently seen a goat, so he went first.  It quickly became apparent that several players were struggling:  Burgundy had all the low cards, while Magenta had only one card below twenty-four and consequently went bust quite quickly.  Blue also had few low cards, but was so paranoid about going bust she ended up winning no tricks at all.  Goat Island finished with a value of fifteen which immediately put two players out of the running and with Blue taking no tricks it was between Burgundy and Pine.  It turned out that having so many low value cards gave Burgundy the edge as he finished with eleven goat heads, four more than Pine.  It was about this point that Red pointed out that Green, Black and Purple were pariahs because they were the only ones who weren’t wearing blue.  Everyone looked a bit mystified until Red explained that she was celebrating Dublin beating Mayo in the final of the All Ireland Gaelic Football Chamionship, and Dublin played in blue.  Green and Purple quickly demonstrated they did have something blue on (socks and scarf respectively), which just left Black.  He looked shifty and commented that he was also wearing blue, but didn’t think anyone really wanted him to prove it…

Bokken Schieten
– Image by boardGOATS

The silliness continued as Pine commented that he’d received an email with the subject line, “Show us your knickers”.  Apparently this was something to do with recycling and they wanted new undies or “slightly used bras”.  Pine’s well-endowed colleague had commented that none of her bras were “slightly used” and Pine looked to the girls round the gaming table for opinions precipitating a discussion as to what constituted a “slightly used bra”.  With the nonsense continuing into the discussion of games, there were only two games people were keen to play.  Some of the group had played Roll for the Galaxy a few weeks earlier and felt it needed to be played more so everyone could get to grips with it better.  Green was particularly keen to give it another go, and Black and Purple were happy to join him, leaving place for one more.  Burgundy actively rejected it and Red was keen to play the “Feature Game”, Battle Kittens which left three people to sort themselves out.  In the end, we went with seating positions and Pine, although he was a little skeptical and hadn’t played it before, joined the Roll for the Galaxy group leaving Blue and Magenta play Battle Kittens with Red and Burgundy.

Battle Kittens
– Image by boardGOATS

Battle Kittens is a quick-playing card drafting game with a ninja-cat theme.  The idea is that each player is one of the Cat King’s Royal Cat Herders, who starts with seven cat cards, taking one passing the rest on.  As each player receives a new hand, they take another card and keep passing the ever-diminishing hands on until there are no cards left to circulate.  Once this drafting phase has been completed, players divide up their packs of kittens into three groups which will contest the three different battle arenas.  Each arena will be contested on the basis of one of the four traits:  cuteness, strength, wisdom, and agility.  The squads with the three highest point totals in a battlefield are awarded a number of fish tokens in accordance with that particular battlefield’s allotment for first, second and third place.  The key thing is that some kittens have special powers allowing players to pick up “King” cards or add points to other cat cards.  King cards are mostly good, but the King can be fickle sometimes takes out his ill-temper on an unsuspecting squad of kittens.  The game is played over three rounds and the winner is the player with the most fish at the end of the game.

Battle Kittens
– Image by boardGOATS

It took everyone a round to really appreciate what they were trying to do, but by the second round, the gloves were off and the ninja kittens were attacking with everything they had.  It was a hard fought close series of battles as the piles of fish gradually grew and grew.  With the game quickly all done bar the counting, which was very close, but Blue’s Brave Moggies took first place, two fish ahead of Burgundy in second place.  The other table were still underway, so with time for something else, there was another decision to be made.  With time now a factor, there were fewer options and it wasn’t long before a decision was made and players were getting out Sheep & Thief.

Bokken Schieten
– Image by boardGOATS

Sheep & Thief is a strange little “point salad” of a game.  Each player has a board divided into a four by four grid, and starts with their home card and two sheep in the top left hand corner.  each round is played in two halves: first players draft cards then they play them, taking it turns to place one card per turn.  There are lots of different elements to the game: players are trying to connect their home card to the other three corners while trying to keep their sheep safe and trying to catch other players sheep with their fox, meanwhile, they are also attempting to navigate their black sheep to the bottom left right corner of their board.  With points for sheep captured, sheep retained, long rivers, connecting the home card to the other corners of the board as well as for moving their black sheep as far from home as possible, it is hard to see who has the most points and get an idea of who is in the lead.  Blue and Burgundy had both played the game before and both said it was very hard to do everything.

Sheep & Thief
– Image by boardGOATS

Blue didn’t have many sheep and most of them got stolen by Burgundy and particularly Red who really engaged with the thief aspect of the game.  Meanwhile, Magenta didn’t quite follow the rules surrounding the rivers so we had to re-write things a bit to work round it.  Although Blue had almost no sheep and her black sheep got itself sent back to the start right at the end so scored nothing, Blue did manage to pick up lots of points for a long river and and connecting her home to the other corners, giving her a quite respectable score of twenty-eight.  In contrast, Burgundy hadn’t managed to build a route to any of the corners and only had a short river.  With all the sheep he had stolen and his travelling black sheep (who nearly made it all the way to the far corner), he also scored twenty-eight.  It was quite a surprise when Magenta, who had lots of sheep, but was a little low in the other areas, also scored exactly twenty-eight points.  With a three-way tie, it was with bated breath that everyone waited while Blue added up the scores, but sadly, Red had only managed twenty-three.  This seemed a little low to Red, however, and on the recount, it turned out she had, not twenty-eight, but thirty-three, making her the winner and the best sheep thief!

Sheep & Thief
– Image by boardGOATS

With Red and Magenta heading off and the other game still going on, there was just time for Blue and Burgundy to play something short.  It was hard to decide what, as Splendor was the obvious choice, but last time Blue and Burgundy had played, Blue had finally won after two years of trying and was reluctant to start another losing streak.  The game is a simple one of chip collecting and engine-building with a very loose gemstone theme. Basically, on their turn, players can take gemstone poker chips, or use chips to buy a card. Some cards have points on them and all can be used like the poker chips to buy cards (but without having to return them). The cards also give players access to “Noble tiles” which also give points. The winner is the player with the most points after someone reaches fifteen points.  This time, although Blue started well, Burgundy soon wore her down eventually finishing with seventeen points to Blue’s eleven by take two points and a Noble to end the game.

Splendor
– Image used with permission of boardgamephotos

Meanwhile, on the next table a tight fought battle was underway in Roll for the Galaxy.  Black, Purple and Green had all played it before several times and relatively recently too, so it was only Pine who needed a detailed rules explanation.  In summary, players roll the dice in their cup in secret, behind their player screen. They then distribute the dice according to their symbols, matching them up to each of the five phases, Explore, Develop, Settle, Produce and Ship. Players then, still in secret, re-position one of their dice to use it to choose one action they would like to activate. Players can also put a die to one side for a turn to “Dictate” the symbol on another die, i.e. reassign it to a different phase. Once everyone has positioned all their dice, the player screens are removed and players simultaneously carry out the phases that have been chosen in order.  In general, if a phase is chosen by anyone, it will happen for everyone.  Thus, players can look at what others are doing and try to decide whether someone else will activate a particular phase and then they can activate another.

Roll for the Galaxy
– Image used with permission of BGG contributor punkin312

Each die is used to carry out an action once, so if a player has multiple dice assigned to the same phase, the action may be carried out several times. Any dice that were not used because the phase did not happen or because the player chose not to use them are returned to the players’ cups.  Dice that have been “spent” to carry out an action must be placed in the player’s “Citizenry” and must be transferred back into the player’s dice cup at a cost of $1, before they can be used again.  The aim of the game is to get points which come through Trading goods and Settling and Developing Worlds.  These actions have corresponding phases which players must choose during the game.  Worlds broadly come in two different types:  Production and Development.  Production Worlds come with extra dice in different colours and as the different colours have different distributions of symbols, they have different advantages and disadvantages.  The dice can be “spent” in exchange for victory points or money; all dice have the same value when used to get victory points, but different values when acquiring money.  Development Worlds do not provide dice, but instead give special powers and/or extra points at the end of the game.

Roll for the Galaxy
– Image used with permission of BGG contributor punkin312

Players draw World tiles from a bag during the Explore phase and one of the key parts of the game is controlling these piles and manipulating the worlds built in order to steer a particular strategy.  Another important part of the game is controlling which dice that go into the player’s cup.  In this sense, the game could be compared with deck building games like Dominion or bag-building games like Orléans, where players build the contents of their deck/bag in an effort to control luck.  Perhaps the most important part of the game is choosing which Worlds to build and trying to get a synergy between them.  This is quite hard to get to grips with on the first try as it’s not always easy to identify which Worlds are god ones to keep.  That said, players essentially draw one tile from the bag at a time, so the only decision to be made is which side to use.  On the other hand, one of the options is throwing tiles out, in which case, several tiles may be drawn from the bag simultaneously which is more powerful, but makes the decision much harder.  The game end is triggered when one player has built twelve worlds or the pile of victory point chips is consumed.  It is a game that takes a bit of getting used to and everyone usually struggles a bit at the start, which is what Black and Green were so keen to try it again quickly after they last played.  This time everyone seemed to build their strategies round slightly different approaches.

Roll for the Galaxy
– Image by BGG contributor haslo

Green started with a green “Genes” World which is valuable when Trading, however, he was able to he was able to pair it with a Development world that gave him a Production bonus making it very lucrative.  With this and a couple of other Production Worlds he was able to engage in a lot of Shipping.  Black began with a red, Military die which has a distribution that encourages Settling and Developing.  It wasn’t until right at the end of the game though that he was able to Develop some of his most valuable Worlds.  Pine began quite tentatively as it was his first time, but quickly got the hang of Producing and Settling and managed to Develop Worlds that gave him bonuses which eased things along.  Purple, on the other hand,  struggled to get to grips with the game, largely thanks to the worlds she picked up at the start.  In the end, she just built as much as she could and triggered the end of the game when she built her twelfth world.  The others weren’t far behind her though and their better combination of Worlds gave them more points.  It was the victory points from Shipping that really made the difference however, but it was very close at the top with just two points in it.  Had Green ended the game a round earlier (as he’d had the chance to do) he might just have kept his nose in front.  As it was, allowing Black to Develop in the final round was a crucial error and gave him the victory by just two points.

Roll for the Galaxy
– Image used with permission of BGG contributor punkin312

The evening was nearly over, but after a quick update on Richard Branson and Hurricane Irma, there was just time for a little bit more “Trash Talk” – quite literally as it happens, as the conversation moved onto the subject of “drive-through litter-bins” on motorways.  This is now apparently a thing, which led to a discussion with everyone expressing their disgust at the laziness of people who seem incapable of taking their littler home with them and recycling it.  It was in response to one such comment on this subject from Blue that Pine, much to everyone’s astonishment pronounced, “That is because you’re intelligent…”  And on that note, it was definitely time for home!

Roll for the Galaxy
– Image used with permission of BGG contributor punkin312

Learning Outcome:  Black wears blue underwear and Pine thinks Blue is “intelligent” (well, sometimes).

5th September 2017

As people arrived slowly, the evening started out with a few rounds of Love Letter.  The archetypal “micro game”, Love Letter is a simple filler game that we’ve played a lot in the past, but less so recently.  The idea is that players have a single card in hand and, on their turn, draw a second and choose which one to play.  There are only sixteen cards in the deck and each has a value and an action.  The action is carried out when the card is played and the player with the highest value card at the end of the game is the winner.  The game is not high on strategy, but is ideally suited to playing while doing other things (like eating pizza), so it is very light hearted and can often generate lots of silly moments with this time being no exception.  When Blue drew the second highest card, the Countess, she got carried away and chose to play the Prince she already held.

Love Letter
– Image by boardGOATS

Unfortunately, the special action for the Countess is that if a player has a Prince or the King as well as the Countess she must discard the Countess (thus revealing information).  Without thinking properly, she played used Prince’s action on Green who was forced to discard the Princess, putting him out of the game.  Too late Blue realised her error and she apologised profusely as Green grabbed his card back and she played her Countess instead.  When the next player, Burgundy, then draw a Guard card giving him the chance to assassinate any card he could name, everyone knew that Green’s days were numbered, though they were reckoning without Burgundy’s bad memory!  Completely unable unable to recall the card Green had been forced in error to reveal, he incorrectly named the King and Green lived on.  In the long run, nobody really benefited from the confusion though, with almost everyone taking one round, we played sudden death and it was Pine who ultimately emerged victorious.

Love Letter
– Image used with permission of BGG contributor thatmadgirl

With everyone present it was time for the “Feature Game”, Chariot Race, which is a fairly quick-playing Yahtzee style dice game with a horse racing theme, but actually has more of a feel of King of Tokyo (that we played last time) than anything else.  Players take on the role of charioteers participating in a great race in ancient Rome with the aim being to use dice to complete two laps of the dusty arena and be the first to steer their chariot over the finish line.  On their turn, the active player rolls a number of dice dependent on their speed on the previous turn, with faster chariots rolling fewer dice.  Each face of the six-sided dice allows a different action: Gain new Favors; increase or decrease speed; change lanes, or attack opponents (either directly by hurling javelins or indirectly by dropping caltrops in their path).  If the first roll is not satisfactory, the player can re-roll any or all of the dice.  They can re-roll a second time or turn one die to their chosen face, but to do that they must cash in some of the favour of the goddess Fortuna.  Favours of Fortuna are useful for repairing chariots too, and as there is a large kamikaze element to the game, Favours prove very useful indeed.  Once the dice roll is set, the active player moves their chariot forward according to the final speed they achieved, swerving to avoid rivals, caltrops and potentially devastating piles of rocks and the first player to drag their wreck of a chariot across the line for the second time is the winner.

Chariot Race
– Image modified from original by BGG contributor JackyTheRipper

The game is supposed to be a quick little fun racing game, but it turned out to be everything but quick. This was probably the fault of the players as much as anything else as everyone seemed to get bogged down in analysing all the options.  With seven people present and Chariot Race, playing a maximum of six, Ivory kindly offered to team up with Green who was feeling a little out of sorts, but they were in complete agreement that they should start at the front of the grid.  In contrast, Black decided to start at the back, hoping that others would see him as less of a threat and maybe take each other out leaving him an easy run in.  In practice, it turned out that the back was a particularly bad place to be as Black struggled to avoid everyone in front of him and consequently picked up a lot of damage, soon wrecking his chariot and joining the rows of spectators cheering on their heroes.  Burgundy was quick to follow when the wonky donkey pulling his chariot sped up suddenly and accidentally invented a new Roman form of skittles when he crashed into everyone else in turn.  The problem with that was that although everyone took damage, each collision caused damage to Burgundy’s chariot eventually turning it in to match-wood.

Chariot Race
– Image modified from original by BGG
contributor JackyTheRipper

Starting at the front, the Green/Ivory chariot made a very quick start and took an early lead.  Blue gave chase starting with a recklessly high speed and a “go down in a blaze of glory” attitude.  Pine was a little more circumspect, but made good ground early on.  Purple on the other hand, started towards the back of the grid, made a slow start and was obstructed by the wreckage of Black’s and Burgundy’s chariots at the start of her second lap.  Blue and Green/Ivory tried to impede each other with Blue chucking spears and Green/Ivory dropping caltrops.  As Green/Ivory approached the end of their second lap, Blue was just behind.  So as Green/Ivory crossed the line running on empty they were speared by Blue on the next turn and their wheels fell off their chariot.  Blue crossed the line with a bit to spare and was quickly followed by Pine who couldn’t quite pass Blue so chucked a spear at her to make up for it.

Chariot Race
– Image by boardGOATS

That just left Purple.  With a lot of ground to make up, the odds were always against her and everyone joined helping her to try to cross the line or take out Pine or Blue.  Sadly it was not to be and she decided that if she couldn’t influence the race, she would go out with a bang and smashed her chariot to smithereens on a rock.  So, a game that was listed as taking less than an hour had taken over two and only a third of the chariots playing had made it to the finish line.  It didn’t matter who won though, it had been a lot of fun.

Chariot Race
– Image modified from original by BGG contributor JackyTheRipper

With Chariot Race taking so much time though, we were limited by what else we could play.  Before long there was a debate about the options, including all out old favourites like Saboteur and 6 Nimmt!.  In the end Bohnanza won as a game we could all play without thinking, and Burgundy was reaching for the familiar yellow box from his bag.  The game is one of our old staples, is quick to learn and keeps everyone involved throughout.  Often the simplest of mechanisms are the most effective an that is the case of Bohnanza:  players cannot rearrange the cards in their hand and must play them in the order they arrive.  Thus, on their turn, the active player first plays the first card in their hand with the option of playing the second if they desire.  Once they’ve been planted, two cards are drawn which can be traded, but must be planted by someone.  This can lead to free gifts, but also players being nasty and refusing to take even the apparently most lucrative trades

Bohnanza
– Image used with permission of BGG contributor spearjr

This time, Burgundy started strongly, as did Pine and Ivory.  Black struggled consistently to get the cards he wanted, and with so many people playing, everyone had to be quick or they would miss out.  It was a very tight game with players mostly being nice to each other though everyone was typically reluctant to give Burgundy any easy trades, he got plenty anyhow.  As everyone totaled up the scores, it was clear there wasn’t much in it.  Five of the seven players ended the game with either nine or ten coins, but it was Purple who just sneaked in front finishing with eleven to win by a nose.  And with that, it was time to go home.

– Image by boardGOATS

Learning Outcome: Games sometimes take a lot longer than it says on the box.

8th August 2017

With Burgundy and Blue still finishing their supper, Black, Red Purple and Pine decided to play a quick game of Coloretto.  Pine and Red needed reminding of the rules, and by the time that was done Blue was ready to join them, but Burgundy was still wading through his pizza.  When he commented that he was struggling because it was “really very cheesy”, Pine responded that, “You can’t order a four cheese pizza and then complain that its too cheesy!”  Most people agreed it was a fair point, but it didn’t speed him up.  In the end Blue and Burgundy joined forces and played together, not because it is a complicated game, quite the opposite – the game is very simple.  On their turn the active player either draws a chameleon card and places it on a “truck” or takes a truck (which means they’re out for the rest of the round). The idea is that players are collecting sets of cards, but only three will yield positive points, with the rest scoring negatively. The really clever part of the game is the scoring which uses the triangular number sequence (one point for the first card, three points for two cards, six points for three cards etc.), which rewards one large set more than two or even three small ones.

Coloretto
– Image by BGG contributor SergioMR

Blue & Burgundy started out collecting blue, and Black orange.  Purple on the other hand ended up with nearly every possible colour, which really isn’t the point!  In contrast, Red managed to restrict herself to just three colours, but didn’t really manage to get enough cards in each to compete with the big hitters, Black and Pine.  Black collected a full set of orange cards, but Pine had four purple cards and a joker to score highly.  In the end, Black took the game, just three points ahead of Pine.  With the first game over and Burgundy finally having finished his very cheesy pizza, it was time for the “Feature Game”.  This necessitated splitting into two groups, and that couldn’t be done until a second game had been chosen.  There was much debate, but Pine and Burgundy were keen to play Kerala.  Purple was reluctant, she said because everyone had been nasty to her last time.  Eventually, she was persuaded to play when Pine promised to be nice, and for the most part, everyone was very nice.

Kerala
– Image by boardGOATS

Kerala is one of the games Blue and Pink picked up at Essen last year. It is a fairly simple tile-laying game where each player starts with a single tile in their own colour with two wooden elephants perched precariously on it.  On their turn, the active player draws the same number of tiles from the bag as there are players and then chooses one before everyone else takes it in turns pick one.  Players then simultaneously place their tiles next to a tile with an elephant on it and move the elephant onto the new tile.  The tile can be placed in an empty space, or on top of a tile previously laid.  Thus, over the course of the game the elephants ponderously move over their play-area while players messing with the opponent to their left by leaving them with tiles they don’t want.  There are three types of tiles, Elephant tiles, Edge tiles and Action tiles.  Elephant tiles score points at the end of the game with players receiving one point for each elephant visible.”Edge” tiles have one side with a different colour; if these are adjacent to the correct colour the player scores an additional five points otherwise they can be ignored.  There are also two sorts of action tiles, which score no points but allows the player to move either a tile or an Elephant.

Kerala
– Image by boardGOATS

Everyone was very nice and offered everyone else advice on where to place tiles.  It wasn’t always helpful advice, but no-one was obviously hostile.  It was only as the game came to a close that everyone realised that they had forgotten some of the most important aspects of the scoring.  At the end of the game players require precisely one contiguous region of each colour (with two allowed for their own colour).  Somehow in the rules recap the bit about losing five points for each missing a colour had been missed.  It didn’t matter though, because everyone had all the colours so nobody was in danger of losing points even though some players picked up their last colour in the final round.  In the end it was a close game, but it was burgundy’s very stripey layout that had the edge and he finished four points ahead of Purple who took second.

Kerala
– Image by boardGOATS

Meanwhile, Black, Purple and Blue played the “Feature Game”, Honshū.  This is a light trick-taking, map-building card game loosely set in feudal Japan – almost like an oriental mixture of Pi mal Pflaumen and something like Carcassonne or Kingdomino.  The idea is very simple:  from a hand of six numbered map cards, players take it in turns to choose one and play it.  The player who plays the highest numbered card then chooses one, then the next player and so on until every card has been taken.  The players then add the cards to their city.  Each card is divided into six districts, each of which scores in a different way at the end of the game.  For example, the for every district in their largest city, players score a point.  Similarly, any forest districts also score one point.  More interestingly, the water district is worth nothing, but water district connected to it after that is worth three points.  Perhaps the most interesting are the factories which only score if they are supplied with the appropriate resources, wooden cubes that are placed on resource producing districts.

Honshū
– Image used with permission of BGG contributor msaari

Resources can also be used increase the value of cards when they are played allowing players to manipulate their position in the turn order.  Like Pi mal Pflaumen, this is a key part of the game as it enables players to ensure they get the card they want.  One of the biggest challenges is choosing the cards though.  When the cards are placed, players must take care to make sure that they either partially cover (or are covered by) at least one other card.  This, together with the fact that players are trying to expand their largest city and any lakes makes choosing and placing a card really difficult as there are many options to explore.  Nobody really had much of a clue as to what strategy they were trying to employ, and for the first three rounds, everyone ended up picking up the cards they’d played as these were the ones they’d thought about.  After the first three rounds, players pass their remaining three cards left and add another three; his is repeated after nine rounds when the cards are passed right.  So when at the start, when Black commented that he had lots of good cards and Red and Blue answered that they had lots of poor ones, in actual fact nobody really had much idea what good and bad cards were.  That quickly changed when Blue passed her left over cards on and Black discovered what a bad hand really looked like.

Honshū
– Image used with permission of BGG contributor William Hunt

Everyone found the game very strange, and a real brain-burner, dressed up in such an innocent sounding game.  There were more spells of players choosing the cards they had just played, so Red was really mifffed when Blue broke the tradition and took the one she had played and wanted for herself.  Towards the end, Black pointed out that while he had built a very compact island Red and Blue both had long thin islands.  This was the first time either of them had looked at anyone else’s island – a demonstration of how absorbed they had been in choosing cards.  After lots of turning cards round trying to decide where best to place them, it was time to add up the scores.  It didn’t really matter who won as everyone felt they were fighting to get to grips with the game, though it was Blue who’s island scored the most points, and Black and Red tied for second place.  Both games finished simultaneously and the Honshū crowd were in need of some light relief so we resorted to 6 Nimmt!.  This is a game that we have played a lot on Tuesday evenings, but seems to have been neglected of late.

Honshū
– Image used with permission of BGG contributor msaari

We reminded ourselves of the rules:  players simultaneously choose a card, then simultaneously reveal them before playing them in ascending order placing each on on the highest card that is lower than the card being played.  When the sixth card is added to a row, the first five are taken and the number of heads contributes to the player’s score, lowest score wins.  We tend to play a variant over two rounds with half the deck in each round and not resetting the table in between which tends to result in a cascade of points in the second round, and this time was no exception.  Purple and Blue started out well, but quickly made up for that in the second round.  Red and Mike started badly in the first half and Mike got worse in the second – they tied for highest scorers. Black started out low and although Pine did better than him in the second round, Black’s aggregate score of nine was seven points lower.  Black was the only one to stay in single figures and was therefore a worthy winner.  6 Nimmt! finished quite quickly and we were all feeling quite sociable, so despite having played it last time, we gave in to Red, the “Bean Queen”, who fluttered her eye-lashes and we agreed to play Bohnanza.  While people sorted out refreshments, we compared Bean rhymes, Pine came out with the best, borrowed from Bart Simpson,  “Beans, beans, the unusual fruit, the more you eat, the more you toot!”

Bohnanza
– Image used with permission of BGG contributor spearjr

Bohnanza is a card game where the key element is the fact that players have a hand of cards that they must play in strict order.  On their turn, the active player must play (plant) the first bean card in their hand (the one that has been there the longest) and may plant the second if they wish.  Then they draw two cards and place them face up in the middle of the table so everyone can see, at which point the bidding starts with players offering trades for cards they like.  Once both cards have been planted (either in the active player’s fields or somewhere else), then the active player can trade cards from their hand too.  All traded cards must be planted before the active player finished their turn by drawing three cards and putting them into their hand in strict order.  And it is the strict order that is the key to the game, however difficult it is for players to refrain from rearranging their cards.

Bohnanza
– Image used with permission of BGG contributor spearjr

This time, the game proceeded with lots of trading and everyone warning everyone else who dangerous it was give Red any favourable trades.  Nevertheless, everyone seemed to be forced to give her free-bees as she was the only person who could take them. In the dying stages of the game Pine was desperate to get his paws on some of Blue’s Wax Beans and was offering all sorts of lucrative trades, but they all evolved round Blue’s now complete field of Green Beans.  When she pointed this out he grumped that it was her own fault for building up the field to capacity, ” adding “That’s hardly sustainable farming now, is it?!?!”  With the last trade done, everyone began counting their takings. During the game everyone had given Red loads and loads of cards, mostly because they were forced to.  When the Bean Queen was inevitably victorious, Black commented that it was fine as we had all contributed so much that everyone could rejoice and share in the joy of her win.

Bohnanza
– Image by boardGOATS

Learning Outcome:  Beanz meanz fun.

30th May 2017

While we were waiting for  food to arrive, we decided to play a quick game of the “nasty card game we finished with last time“, 3 Sind Eine Zu Viel!.  This is a nasty little variant on one of our old favourites, 6 Nimmt!.  It doesn’t have the simultaneous play and there is a little more strategy or at least, there is more of the same “illusion of control”.  The idea is that there are three rows of cards, zero to thirty, thirty to sixty and sixty to ninety.  On their turn, the active player chooses a card and adds it to the appropriate row.  If there are five cards in the row the active player must pick up cards: if the card added is the highest card in the row, the active player takes the card with the lowest number, otherwise they take all cards higher than the card added by the active player.  The cards all have a colour as well as a number, and the aim of the game is to get as close as possible to two of each colour, while three is one too many…

3 Sind Eine Zu Viel!
– Image by boardGOATS

The rules state that each player starts with eight cards and a face down deck of twelve cards.  After six turns, each player has two cards remaining and restores their hand to eight by taking six from the deck, which happens a total of three times.  The game plays a maximum of four, so there are a number of cards left unused.  We started with three players, Pink, Blue, Burgundy, but then Green & Violet turned up, so we fiddled the rules to make the game play five, by reducing the number of cards each player had in their deck, such that each player would draw six, five and four cards, rather than six each time.  This worked quite well, though Pink felt that it made the game much more difficult to play. The game was quite tight in the early stages, with different players trying different strategies, but in the final accounting it turned out that Pink had more pairs than anyone else as well as both ten point bonuses giving him a sizeable winning margin of twelve, pushing Green into second place.

3 Sind Eine Zu Viel!
– Image by boardGOATS

With the food and the “gaming starter” over, it was time for the main course, our “Feature Game”, Terraforming Mars.  Almost everyone was really keen to play, so, since we had two copies available, we decided to split into two groups and play two parallel games.  This began a big debate about who would play in each group. It made sense for Green and Violet to play in the same group, but Blue wanted to play with Pink as she doesn’t see much of him.  There were also gaming considerations as we wanted to make sure there were people who knew what they were doing on both tables but nobody wanted to move about too much. In the end Black swapped seats with Violet and we were ready to start, though since we were nearly all new to it, we had to go through the rules first.

Terraforming Mars
– Image used with permission of BGG contributor henk.rolleman

The idea is that players take the role of giant corporations, sponsored by the World Government on Earth, to initiate huge projects to raise the temperature, the oxygen level, and the ocean coverage until the environment on Mars is habitable. Players then buy project cards into their hand and later, when they have the resources needed, they can play the cards and ultimately place tiles on Mars itself.  There are three different types of cards:  Red cards provide actions that have an instant effect and are then discarded until the end of the game; Green cards have a one-off effect but their “tags” are retained, and Blue cards have an ongoing effect and/or an action that can be activated once per round.  It is building these card combinations that is the interesting part of the game, but also the part that some players struggle most with.

Terraforming Mars
– Image used with permission of BGG contributor punkin312

Each round (or Generation as they are called in the rules) begins with drawing four cards.  In order to keep these cards, players must pay three M€, the currency used in the game.  Next, players take it in turns to carry out one or two actions and continue to do so until every player has passed.  At the end of the round everyone gets resources according to their Terraform Rating and production ability.  Everyone starts with the same Terraform Rating which increase when players raise one of the three global parameters (temperature, oxygen level, and ocean coverage) – this forms the basis of players’ end game scores as well as their income at the end of each Generation.  Each player also has their own production track for the six key resources, M€, Steel, Titanium, Plants, Energy, and Heat.

Terraforming Mars
– Image used with permission of BGG contributor henk.rolleman

Each resource has a primary use in addition to any uses that project cards may make of them.  For example, M€ are generally used to buy cards into players’ hands and then to pay to activate them.  On the other hand, Steel and Titanium can be used to activate specific types of cards in place of M€; although they can be much more efficient than the currency, their use is much more restricted.  Plants can be used to provide greenery on the surface of Mars which in turn gives oxygen.  Energy can be used by in conjunction with projects and all residual energy is turned into heat at the end of the round which in turn can be used to warm the planet.  The guts of the game are the actions. Players take it in turns to carry out one or two actions and continue carrying out actions until every one has passed. In this way, players can ultimately have take as many actions as they like, though they will be limited by the resources they have.

Terraforming Mars
– Image used with permission of BGG contributor punkin312

The actions are:  play a card, paying any costs and carrying out any associated actions if appropriate;  use the action on a Blue card played previously, or carry out a standard action.  The standard actions mostly involve paying for things at a very high rate.  Typically it is much more efficient to do these actions by playing cards, however, sometimes it is worth paying the inflated price because of the way the actions combine.  In the introductory game, every player starts with the same amount of money and project cards, however, despite the lack of experience, both groups decided to play with the Corporation cards. These have delightfully imaginative names like, “Interplanetary Cinematics” (Green), “Inventrix” (Violet) and “Republika Tharsis” (Burgundy). These potentially give players a bit of a steer as to what project cards to buy and later, hopefully, play. With almost everyone new to the game (though several had struggled to read through the rules), it was a steep learning curve that started straight away when we had to choose which cards to pay to keep from our starting hand of ten. This is one of the big challenges of the game as keeping cards costs money and money is scarce.

Terraforming Mars
– Image used with permission of BGG contributor henk.rolleman

Ivory (who had played before, albeit solo) got his table going first, but fairly quickly, they discovered it was generally better to do one action at a time, unless a second relied on a first and there was a chance it might not be possible to play it if someone else got there first.  This was slightly counter to the other table where players started out trying to take both actions, though they also quickly decided that since the last player can keep going at the end, sometimes it is better not to force that second action.  One standard action is to claim a Milestone.  Claiming these costs M€, but can be a good way to add points.  Players can also pay to activate Awards which will give points to the most effective players in certain fields. On Ivory’s table, the Milestone and Award points were fairly evenly spread and it was the Terraform Rating that had the largest influence on the placings, with Ivory finishing three points ahead of Green.  On the other table, the opposite was true with players’ Terraform Ratings very even and Milestones as the key battle-ground.  Burgundy just pipped Blue to almost all of them so she countered funding a couple of awards and winning them.  It was the cards that made the difference though, and Blue picked up a massive fourteen points leaving her seven points clear.  The battle for second was more interesting though, with Burgundy and Pink finishing level.  On reflection both players felt they had missed scoring points on the table with Pink certain he had forgotten to add to his Puppy Farm on at least one occasion.  We let the points stand though and Money-Bags-Burgundy took second on the tie-break.

Terraforming Mars
– Image used with permission of BGG contributor bkunes

We all felt that the game has high potential for “Analysis Paralysis”, particularly at the beginning, in deciding which cards to keep (a problem made worse for on the first play which is why the Beginner Corporations give players ten cards drawn at random). The game could be won or lost on decisions about which cards to keep.  Miscalculations like paying for that extra card that then didn’t leave enough money to play that one really important card that had been saved for can also prove critical.  There were some nasty actions, too.  For example, Green got caught out in his penultimate turn when two of his plant cubes were snatched which left him short of plants to terraform a tile.  Thus he was unable to gain the additional Steel he needed to pay for the next card he was planning which would have given him more plants for another end of game terraforming tile, as well as extra points.  Since this happened to Green just before his turn, he then spent far too long trying to work out whether he could still do it a different way and if not, then what should he do instead!

Terraforming Mars
– Image used with permission of BGG contributor henk.rolleman

The game is full of such enjoyable but difficult decisions, which perhaps explains why it has been the subject of a lot of chatter online, culminating in its recent nomination for this year’s Kennerspiel des Jahres.  It also explains why everyone was concentrating so hard that nobody could really remember what they had been trying to do, what had worked and why.  All that said, the game is a long way from being perfect and bears a lot of the hallmarks of a crowdfunded game, with very difficult rules and variable production values (some over-produced pieces while others could be improved).  In actual fact, the game was originally produced by the Swedish company, FryxGames, a small family run company primarily consisting of four brothers with the rest of their substantial family helping in designing and testing, illustrating and translating.

Terraforming Mars
– Image used with permission of BGG contributor henk.rolleman

Although the rules are very difficult to get to grips with and arguably could be better written, the folks at FryxGames have made some exceptional online teaching material available.  One of the other not insignificant issues is the number of small cubes on the individual player boards.  These mean that it is pretty much guaranteed that at some point the table will take a bump and everyone will have to try to remember where everything was.  Unfortunately, these issues and the difficulty producing the game in sufficient quantities to supply the demand it would lead to, probably mean Terraforming Mars won’t actually win the Kennerspiel des Jahres.  We mostly really enjoyed it though, and almost everyone was keen to give it another go.  In fact only Purple wasn’t keen on playing it at the start with and playing it probably didn’t really change her mind, as it’s just not really her sort of thing.

Terraforming Mars
– Image used with permission of BGG contributor punkin312

Learning Outcome:  Difficult decisions almost inevitably lead to Analysis Paralysis, but sometimes it is worth it.

16th May 2017

Since Red had been hankering after playing the “Feature Game” for a year or so, the first thing we had to do was work out who was going to play it.  With Burgundy starting his pizza, and Red and Blue’s still to come, we decided to play something to keep Pine occupied while we waited to see who else was coming.  We were just setting out Bokken Schieten (aka Ziegen Kriegen) when Purple and Black arrived closely followed by Green.  Pine was sure Ivory wasn’t coming, so with two copies of the “Feature Game” to hand, we then began a debate about how to divide the group into two.  At this point, the matter was sort of settled by Ivory’s arrival, so the four player comfortably ensconced at “the wrong table” continued setting up their “goaty game” while the others migrated back to our usual, now vacated table.

Bokken Schieten
– Image by boardGOATS

Bokken Schieten (aka Ziegen Kriegen) is a simple little “push your luck” game, based on Blackjack (aka Pontoon or Vingt-et-Un), but with a moving target.  Thus the idea is to collect cards up to a limit, but exceeding that limit yields a score of zero and the player is “bust”.   So, players choose a card from their hand and play it face up in front of them – the person who plays the highest card takes the trick and with it all the cards played in the round a score equal to the total number of goats heads on the sides of the cards.  Unfortunately, they get to lead again and worse, the player in last place gets to add a card to “Goat Island” and choose whether to contribute the larger or smaller number to the limit.  Burgundy went bust first taking the first two hands, followed by Red.  When Blue dumped a nice large card onto a trick Pine was winning he went out too, leaving Blue to take all the final trick.  The only question was whether she had managed to stay within the limit, but finishing with twelve, and given a limit of twelve she just squeaked in to win.

Bokken Schieten
– Image by boardGOATS

With that done, and the pizzas also taken care of, it was time for Keyflower, the “Feature Game”.  This is one of the group’s favourite games, but has been someone neglected of late.  On checking back, we found it was two years since we last played it, though we had played Keyflower’s little brother, Key to the City – London (released at Essen last year), more recently.  Both games have the same general flow, using the same tile laying and auction mechanism, but with different tiles and resources used in different ways.  The basic mechanism is quite simple, though the resultant game is much deeper.  The game is played over four rounds or Seasons,  with players taking it in turns to bid on a tile, carry out an action or pass.  Once everyone has passed in succession, the round is over, and the tiles are are added to the winning players’ villages.  After four rounds, the player with the most points wins.

Key to the City - London
– Image by boardGOATS

The clever part of the game is that the bidding and actions are both carried out with Keyples (which is what meeples are called in these games).  So, on their turn, the active player can bid for one of the tiles.  If that tile already has a bid against it, then the active player must follow suit by bidding with the same colour and with at least one additional Keyple, thus increasing the bid.  Only winning bids are paid for at the end of the round, with loosing bids are returned to their owner, which is just as well because Keyples are scarce, very scarce.  In fact, losing bids belong to their owner during the round too as players can move losing bids and use them elsewhere adding more Keyples if necessary.  On their turn, players can also activate tiles by placing Keyples on the tile which gives a resource or an action.  These resources are then placed on the tile or, in the case of skill tiles, placed behind their player screen.  There are several different actions available, but one of the key things players will want to do during the game is upgrade tiles.

Keyflower
– Image by boardGOATS

Tiles are double-sided:  when a tile is first added to a village, it has a corresponding action, but upgrading and turning it over will make it more useful.  For example, the Workshop tile gives either one coal, one wood or one stone, but when upgraded gives one of each. Tiles can typically be activated three times each Season, but players must follow colour suit and the cost increases by one each time; tiles can hold a maximum of six Keyples.  One of the more unusual things about Keyflower is that players can activate the tiles in other peoples’ Villages.  This is interesting because the first player to activate a tile dictates the colour for the rest of the round, so if an opponent activates a tile with “the wrong colour” it can make life very difficult for the Village owner.  On the other hand, since all Keyples working in the Villages return home and go behind the owners’ screens at the end of the Season, activating a tile in someone else’s Village is effectively giving them valuable Keyples.  Perhaps one of the most interesting thing about the game is that strategies almost never turn out quite the way people plan.  Other players can innocently make a tile too expensive or even completely unattainable by starting bidding with “the wrong colour”.

– Image by boardGOATS

Also, although the tiles are well balanced, depending on player count, some tiles are not introduced into the game which can make it difficult to get that resource that was essential to a that particular strategy.  This means that players tend to do best by keeping their options open for as long as possible and then trying to bring it all together at the end.  At the start of the game, each player is given some tiles for the final round, Winter and each player can choose which of these they want to make available to the highest bidder.  They can choose as many as they like to introduce, though they must include at least one.  This decision doesn’t have to be made until the start of the final round, so although they don’t direct players’ strategy exactly, they can give people a bit of a general steer.  The first group of players were Green, Black, Purple and Ivory.  Green, Black, and Purple have played Keyflower quite a bit over the years, and although Ivory was new to the game, he had played Key to the City – London, which has a lot of similarities.  This made the group quite experienced, but that is certainly no guarantee of success in Keyflower.  And how many points make success, was something Ivory asked before they started and received the reply from the other side of the room, “Over a hundred!”, to which, everybody laughed.

Keyflower
– Image by boardGOATS

Spring is the Season for resources, and Purple led the way by picking up the Key Mine, Key Wood and Keystone Quarry tiles providing coal, wood and stone.  Although a strong start, sometimes it is easy to get carried away with bidding which can result in a shortage of Keyples for later rounds.  On the other hand, if the tiles are particularly useful, they can prove a valuable source of Keyples when other players are tempted to activate them.  Unfortunately for Purple, Ivory picked up the Workshop and quickly upgraded it making it a much more enticing tile.  Purple’s cause was not helped by Green who was being particularly parsimonious with his Keyples as he had the Craftsmans’ Guild as one of his Winter tiles and was hoping to make it pay at the end of the game.  Useful actions can be a double-edged sword however, as Black found out to his cost when everyone kept activating his tiles before he got the chance, and generally with colours that he did not have.

Keyflower
– Image by boardGOATS

Going into the final round, everyone’s plans were on a knife edge.  Black’s plans fell apart when, after picking up the Stone Yard (which rewards players for getting stone), in a fit of enthusiasm he upgraded his mason tile.  This meant that instead of turning skills tiles into stone, he could now turn them into gold, which is very nice, but was worth about half the number of points to him as well as being a lot more interesting to everyone else.  As Winter progressed, the bidding got more determined and everybody had to fight their corner, but especially Green and Ivory.  Ivory took the boat tile Green was after, but failed to stop Green winning the Craftsmans’ Guild.  Ivory had been quietly collecting skills tiles and squirrelling them away behind his screen, and it was clear why when the Scribes tile appeared at the start of Winter.  Green made his move early, putting in a large bid to try to stop him from getting it, but when Ivory countered, Green couldn’t afford to increase the bid further.  In fact, it wouldn’t have helped if he’d been able to continue, because Ivory had a number of Keyples in reserve, just in case.  And it was those reserve Keyples that clinched it, with Ivory winning with seventy-six points, twenty-one points ahead of Green in second.

– Image by boardGOATS

On the other table, things went a little differently.  While Blue and Burgundy had played Keyflower a lot and it was one of their favourite games, Pine had only played Key to the City – London, and Red was completely new to the game, though she had been hankering after giving it a go for a ages.  In this game, Pine started off very strongly and then proceeded to build a very nicely balanced little village coveted by both Blue and Burgundy.  With both the Miner and the Gold Mine tiles as well as as the Smelter, Pine had access to coal and lots valuable gold and the others felt he only needed a couple of nice Winter tiles to top it off for a really high score.  Burgundy picked up the Keystone Quarry giving him plenty of stone once he had upgraded it.  As it was, Burgundy’s Workshop was in high demand for those who needed timber for upgrading their home tiles, but the almost complete lack of wood in any Village, became apparent when the Timberyard and Sawmill tiles both appeared in autumn and nobody had any wood to do anything with them.  Burgundy’s problems were exacerbated by the shortage of tiles that would give points for stone.

Keyflower
– Image by boardGOATS

Having bid for a lot of tiles in the opening round, and won none Blue was left trying to make a silk purse out of a sow’s ear and cobble together a score from the Apprentice Hall and the flotilla of boats she ended up with at the end of Spring.  As she was completely new to the game, Red found herself a little overwhelmed by the amount the game gives players to think about.  While the mechanics are fairly straightforward, there are a lot of considerations to take into account when bidding and, unlike the arguably slightly simpler Key to the City – London, getting resources to the right location can be challenging.  Red started off with the Peddler tile in spring, which enabled her to swap yellow Keyples for special green Keyples.  This gave her an early start going for the Key Market Winter tile that she had in her hand (which rewards players for the number of green Keyples they have at the end of the game) with the added bonus that she would be in a strong position to bid with green Keyples if she needed to.

Keyflower
– Image by boardGOATS

Despite having a fair idea what people had, somehow the Winter tiles were still a bit of a surprise and the scrap began as players tried to make they didn’t lose out.  With the other game finishing first, the others came over to spectate and see how their game had compared. Burgundy got his Craftmans’ Guild tile and, tried to stop Blue picking up both the Key Guild and the Scholar, but with both in the game, it was odds on that Blue would get one.  In the end she managed to take both and having a huge pile of skill tiles to go with them gave her a healthy number of points.  Pine took the Keythedral and decided to fight for his choice of end game boat tile, taking the Keyflower tile giving him points for his transport abilities.  As everyone was a little short on Keyples except Blue (largely thanks to having not spent any on bidding during the game) was also able to pick up the Village Hall (and score points for the large number of Red Keyples she had amassed) as well as picking up sixteen points for her sizeable river.  These gave her a total just shy of that magic hundred, and thirty-seven points ahead of Pine who’s lovely little village gave him an excellent second place.

Keyflower
– Image by boardGOATS

With the other group not staying to watch the packing away, Pine, Burgundy, Blue and Red felt they needed something quite quick and fun to lighten the mood before bed, indeed a bit 6 Nimmt!-a-like.  With that in mind, we went for 3 Sind Eine Zu Viel!, which has a similar run building and picking up cards element as 6 Nimmt!, but a little more strategy, or at least, an illusion of more strategy.  The idea is that on their turn they play one card from their hand and add it to one of three rows, in its correct numerical order.  If it is the fifth card added to the row (in any position) they have to pick up cards and add them to their collection.  The cards they pick up depend on where the card was added however:  if the new card is the last in the row, the player picks up the first card in that sequence, otherwise they take all cards higher in number.  The cards come in seven different colours; at the end of the game one card of a colour will score one point while two cards will score five, but three will score minus three.  Thus, players are ideally trying to collect two of each colour, but three is one too many…

3 Sind Eine Zu Viel!
– Image by boardGOATS

The first player to have at least one of each colour face up collects an intermediate bonus, which diminishes for players who achieve this feat later in the game.  Players with six or seven different colours at the end of the game receive five or ten bonus points respectively.  Each player starts with a hand of eight cards and a face down deck of twelve cards.  When they have played their hand down to the last two cards, they can draw back up to eight.  This introduces just a little bit of stress during the game, and prepares players for the inevitable stress at the end.  And stress there was a plenty.  Blue had played the game a few times with Pink and found it interesting, however, with four it has added spice, especially towards the end.  Blue picked up the first intermediate swiftly followed by Pine and then Red.

3 Sind Eine Zu Viel!
– Image by boardGOATS

Burgundy is well known for his muttering, but this time he had Pine for company.  In fact, Pine soon surpassed Burgundy, muttering about how nasty the game was.  When it came to the end-game scoring it was clear that he had something to mutter about finishing with almost as many negative points as positive ones and he was only saved from the ignominy of a negative score by the intermediate bonus he had collected.  Perhaps she was too tired to moan or maybe she didn’t feel the need, but Red quietly just got on with the game and, with perfect timing, took the full ten point bonus at the end of the round.  With Burgundy doing the same, it was close at the tome, but Burgundy just sneaked in ahead of Red, finishing five points clear with forty-seven points.

3 Sind Eine Zu Viel!
– Image by boardGOATS

Learning Outcome:  It may be Nasty, but “The Nasty Game” is Good Fun!

7th March 2017

This week we had a very late start, largely thanks to Blue falling asleep, Green debating whether he was coming alone or not, and a wine tasting evening at The Jockey which resulted in an unexpectedly long queue for food.  Then there was the inevitably long discussion about what to play.  Eventually, we split into two with the first group playing the “Feature Game”, Citrus.  This is a fairly simple tile laying game with a surprising amount of depth.  The game is played on a  fifteen by ten board, sprinkled with a small number of rocks spaces, a similar number of special landscape tiles, four Fincas and ten Finca sites with three of them prepared for building.  On their turn, the active player has two options, build or harvest.  If they decide to build, they take tiles from the market, paying for them with Pesetas and adding them to the board either expanding an existing area occupied by one of the active player’s workers or beginning a new area. If a new area is established, the active player claims it for their own by placing a worker on it.  Instead of building, the active player may harvest one or more of their areas, which awards them with points and income.

Citrus
– Image used with permission of boardgamephotos

There are a number of clever features which make the game interesting.  Firstly, each player has a maximum of five workers who live in their hacienda until they have been placed.  Income received from harvesting depends how many workers are in their hacienda after they complete their harvest.  For example, if a player has no workers in their hacienda, and on their turn harvests one plantation, they receive two Pesetas. If they chose to harvest another plantation on their next turn, this would then give them a second worker in their hacienda giving them an extra four Pesetas – a total of six Pesetas over the two turn.  Alternatively, they could have harvested both plantations in the first turn, but this would only yield a total of four Pesetas.  Each player has a limited maximum amount of twelve Pesetas, followed using a money track on the bottom of their hacienda player board.

Citrus
– Image used with permission of BGG contributor Toynan

One of the most novel parts of the game is the market.  At the start of the game, twelve tiles are placed on an asymmetric grid consisting of rows of two, three and four tiles.  On their turn the active player chooses a row and and takes the tiles paying one Peseta for each one.  If, after take plantations from the market, there are three or fewer plantations remaining there, the active player must immediately build a new Finca before restocking the market.  They draw the top Finca tile from the stack, choose one of the three building site tiles on the game board, replacing the tile with the new Finca.  This building site tile is removed from the game and a new one drawn from the stack, and placed on the matching space on the game board ensuring that there are always three building sites.  Since the Finca tile is placed on a building site of the active payer’s choice before they place their plantation tiles, timing a purchase to take this opportunity is a key part of the strategy of the game.

Citrus
– Image used with permission of BGG contributor punkin312

There are also a small number of tile placement rules:  new plantations can be created by placing the tile orthogonal to a Finca, on a road, or tiles can be added to the active player’s preexisting plantations.  Each plantation started next to a Finca must be of a different colour.  Tiles cannot be placed over rock spaces, nor can they be placed so they force a merger with another players plantation of the same colour.  Merging with a vacant plantation is not allowed if it is larger than the one belonging to the active player.  When a Finca is completely surrounded (all 8 spaces around it are  occupied), it is scored and the Finca tile is flipped over.  Each Finca depicts two scores: the number of tiles from all plantations adjacent to the Finca are counted and the player who owns most gets the higher score with the second placed player getting the lower number.  Players can also place tiles on spaces occupied by landscape tiles taking the tile which can give special actions or extra points.

Citrus
– Image used with permission of BGG contributor William Hunt

Importantly, all players involved retain their plantations and their workers remain on the board.  This means that large plantations that spread to several Finca’s can be highly effective scoring multiple times and when their reach has been exhausted, the they can be harvested yielding large amounts of points.  Thus, one of the cleverest parts of the game is the aspect of timing: understanding when a plantation has exceeded its usefulness and is ready for harvest, making sure that all large plantations are harvested before the end of the game is key., and our game was no  exception.  It was very cagey at the start with everyone playing for position, but nobody keen to start finishing off Fincas as it was guaranteed to give someone else points.  Eventually, players were forced to complete Fincas as they needed to be able to get cash and to do that, they had to harvest.  Pine took a substantial lead and soon Blue and then Purple left Burgundy far behind with nothing.

Citrus
– Image used with permission of BGG contributor punkin312

Eventually Burgundy got off the mark, but it became something of a running joke how Burgundy was at the back and we were all waiting for some incredible move.  In the end it didn’t really happen like that, but he did gradually bring himself back into contention.  Blue was convinced Pine had it as he had a very large lime plantation that gave him a lot of points as covered a lot of ground connecting several Fincas together, and would give even more when he harvested it.  Everyone made lots of mistakes, taking workers off when they shouldn’t have etc., but some were more costly than others. The game ends when the last plantation tile is bought and placed, so the end of the game, like the beginning was quite cagey with everyone trying to maximise the number of points they could get, and make sure they could harvest as many of their remaining plantations as possible.  In the end it was a very close game, but Pine had not picked up any “Wild Horse” tokens, which proved costly with Blue pushing him into second place in the final scoring.  It was the tussle for third that was tightest though, with Purple just managing to fend off Burgundy.

Citrus
– Image used with permission of BGG contributor punkin312

Meanwhile, on the next table, Black had joined Green and Ivory in a game of Fresco.  This is a game where players are master painters working to restore a fresco in a Renaissance church.  Each round begins with players deciding what time they would like to wake up for the day. The earlier they wake up, the earlier they are in turn order, and the better options they get.  However, if they waking up early too often, the apprentices become unhappy and stop working as efficiently. Players then decide their actions for the turn, deploying their apprentice work force to the various tasks:  buying paint, mixing paint, working on the fresco, raising money to buy paint by painting portraits, and even going to to the opera to increase the apprentices’ happiness and inspire them. Points are scored mostly by painting the fresco, which requires specific combinations of paints.  For this reason, players must purchase and mix their paints carefully and beat the other players to the store to buy the pigments and fresco segments they would like to paint.

Fresco
– Image used with permission of BGG contributor jsper

Green was keen to play with the third and final expansion module (that comes with the base game), and Ivory and Black were happy to give it a go.  This expansion uses the additional paint splodges on the back of the completed paint tiles of the fresco.  If a player gets thee identical splodges (or any three random colours, or indeed even no colours), he can “exchange” them for a Bishops Favour bonus tile.  This reduced his income, but does give an additional paint cube as well as bonus points.  Although Green went first (after a random selection from the bag), he chose to get up later, with both Black and Ivory getting up earlier. Therefore Ivory got first pick in the first round. He hadn’t played it before, but quickly realised that a key aspect of the game is getting the good paint from the market before anyone else can take them.  He combined this strategy with regular trips to the theatre (to make up for his early rising) and portrait painting (to fund his market purchases).

Fresco
– Image used with permission of BGG contributor ckirkman

Unfortunately this strategy left Ivory with fewer apprentices to mix paints and paint the fresco, so he spent most of the game behind Black and Green on the score track. This meant he regularly had first dibs on the alarm clock and could have changed strategy whenever he chose.  He eschewed the Bishops favours for most of the game, favouring the income over the bonus points and “free” paint.  Green used his late rising to grab whatever he could from the market cheaply and paint whatever he could of the fresco, using his spare cash to move the bishop to more favourable locations.  The tiles he accumulated he was able to gain income from , meaning he was never short of cash to buy what he could. The regular painting in the church meant he gained tiles early on and was able to be the first to exchange them for the Bishops Favour, and he maintained a modest lead through most of the game.  Towards the end of the game, Green was able to grab that early morning slot, buy the expensive quality paints he really needed and paint three high value tiles in one turn. This brought about the last round, but he had few resources left to do much in it.

Fresco
– Image used with permission of BGG contributor Toynan

Black played a canny game of “piggy in the middle” most of the time, and was able to get a good turn over in paint, mixing and fresco painting.  He kept pace with Green on the Bishops Favours, gaining the valuable three purple one for ten points and free purple every round (purple being the hardest colour to get as normally it can only be mixed from red and blue).  In the final round, Ivory went first, choosing to mix for some final alter painting.  This left two tiles in the church (either side of the bishop), which left them available to Black along with a three big colour alter job which pushed him ahead of Green.  Green, going last, had little paint and only managed a big alter painting, but it wasn’t enough and he was still four points behind Black.  Converting the remaining money into points, Ivory added a massive ten points to his tally, but with twelve and thirteen coins respectively, Black and Green were equal, picking up an additional six points each giving Black a well deserved victory.  In the final game analysis we decided we enjoyed the Bishops Favour and Black felt it was better than the extra colours expansion.  Green still felt the portrait cards were best, but combining both could make for a very interesting game, one for next time perhaps.

Fresco
– Image used with permission of BGG contributor jsper

With both Fresco and Citrus finishing at much the same time, Ivory and Green went home leaving everyone else to shuffle chairs and decide what to play next.  There wasn’t a huge amount of time and nobody was terribly keen to play anything too “thinky”, so it wasn’t long before Las Vegas came out.  This is a strange game which has masses of downtime, yet seems to get played every time it is brought.  Part of this is probably because it falls into that category of being a game nobody minds playing although, few would say it was a game they actively want to play.  In truth, it is almost more of an activity than a game really, but we find it quite relaxing towards the end of the evening.  The game itself is a very simple betting game.  Players begin their turn by rolling their dice and then assign some of them to one of six casinos (one for each dice face) each of which has a jackpot drawn at random from a deck of money.  Players must place all the dice displaying one number to bet on the casino of that number, and when done, play passes to the next player.

Las Vegas
– Image used with permission of BGG contributor ckirkman

Once everyone has placed all their dice the player who placed the most dice on a casino takes the highest value currency card, with the person in second place taking the next and so on. The really clever bit is that before any money is handed out, any “draws” are removed.  This leads to a lot of barracking when dice are played as opponents try to encourage the active player to choose their favoured option.  As usual, we included the Big Dice from the Boulevard expansion and the Slot Machine mini-expansion from the 2015 Brettspiel Advent Calendar.  The large dice are double weight and count as two in the final  reckoning.  The Slot Machine acts like a seventh casino, except that it can hold dice of any number, but dice of each number can only be added once (though a player must add all the dice they have of that number).  Since we play the game unusually slowly, we generally stop after just three rounds rather than the four recommended in the rules.  This time, the game was tight between first and second, but Purple just pipped Pine to the post, winning by $10,000.

Las Vegas
– Image by boardGOATS

We were almost out of time, but there was perhaps time for something quick.  Since Pine had expressed dismay at missing the “Feature Gamelast time, we decided to give Bokken Schieten (aka Ziegen Kriegen or Cliff Hanger) a quick go, as “it really does only take ten minutes to play”.  It turned out that Black and Purple had also missed out last time, but that didn’t slow things down too much as it is not a complex game.  The idea is that players choose a card from their hand and play it face up in front of them – the person who plays the highest card takes the trick and with it all the cards played in the round.  The player who plays the lowest card plays draws a Goat Island card and places the goat-meeple on one end, choosing which end will become start Goat Island.  The game continues with players playing cards and winning tricks, and the player who plays the lowest numbered card adding to Goat Island, choosing whether to add a large or small amount to the total.  At the end of the game players count the number of goat heads on their cards and the winner is the player with the highest total that does not exceed the sum of the numbers on Goat Island.

Bokken Schieten
– Image by boardGOATS

There were lots of appreciative remarks about the fabulous “goaty” artwork, which features “zen-goat”; “artist-goat”, and even a “bored-goat” (or should it be a “boardGOAT”?).  We started out a little tentatively, but the game as taken by Black who managed to successfully exactly hit the Goat Island target.  Since it really had taken less than fifteen minutes (ten to play and five to explain), since everyone now understood how to play, we decided to give it another go.  As in the first round, Burgundy continued to apply his “winning” 6 Nimmt! strategy, picking up a massive forty-two goat heads.   With a limit of just eleven, however, it was Blue who took the game, with just one head more than Pine.  Much hilarity ensued when Pine, trying to work out how to pronounce Bokken Schieten idly mused wither “kk” in Dutch was actually pronounced like “tt” in English…  On a bit of a roll, with the cards out, we ended up playing a third round.  This one went to Purple, giving her a second victory which made her evening, especially given how thrilled she had been at beating Burgundy in Citrus.

Bokken Schieten
– Image by boardGOATS

Learning Outcome:  A game may take ten minutes, but only if it is played just once…