Tag Archives: 7 Wonders

Golden GOAT Award Winners – 2023

The boardGOATS love a good party, so once again, they met just before Christmas for their annual Un-Christmas Dinner and to decide the winners of the GOAT Awards.  After food, crackers and writing GOAT Christmas Cards, the group voted for two awards:  the Golden GOAT for our favourite game played during the year and the “GOAT Poo” award for our least favourite.  Everyone had the usual three points to hand out for the Golden GOAT Award (plus a bonus if wearing Festive Attire), though a maximum of two points could be given to any individual game.  Everyone could also nominate up to two individual games for the GOAT Poo Prize.

7 Wonders
– Image by boardGOATS

This year, there were a handful of games that received the unofficial “Marmite Award”, that is to say they received nominations for both the Golden GOAT and the GOAT Poo prizes.  These included Challengers!, Kites and SCOUT.  For the GOAT Poo Prize itself, this year there were no outstanding candidates, with a tie between 2019 winner 7 Wonders and Dice Hospital, with two votes each.  Nominations for “Moment of the Year included the game of Challengers!, which was likened to “Speed Dating”, and the massacre in Survive: Escape from Atlantis!, but the winner was the three way tie in the epic game of Tapestry with the Fantasies & Futures expansion.

Survive: Escape from Atlantis!
– Image by boardGOATS

And finally, there was the Golden GOAT Award for the best game played in the year.  Previous winners including Wingspan and 6 Nimmt! were ruled out, but there were plenty of options remaining. Earth, Fantastic Factories, SCOUT and Zoo Break all received three votes, but the clear winner was Tapestry.  Over the years, we’ve played this quite a bit, but it is a game that doesn’t suit a significant number of the group.  This year, however, with a slight shift in those eligible to vote, heavier games were in with a better chance and Tapestry was the beneficiary.  We will have to make sure it gets another outing in the new year.

Golden GOAT - 2023
– Image by boardGOATS

19th December 2023

It was party time so everyone was arrived early for the Un-Christmas Dinner—everyone that is, but Blue and Pink who eventually arrived armed with piles of Christmas crackers, party poppers, tree decorations, Christmas cards, raffle prizes, GOAT Award ballot papers, mince pies and festive cake.  Opening the crackers was a necessity before food arrived to avoid the bits landing in people’s supper, so when food arrived, it nestled amongst all sorts of gaming detritus.  As the staff at The Jockey served pizzas, pies, baguettes, cheese with crudités, burgers and chips, gamers called out the awful GOATy jokes from the crackers.

"Un-Christmas Party" 2023
– Image by boardGOATS

During the interval between main courses and dessert, GOAT Award voting forms and Christmas cards were handed out and people began thinking about the games we’ve played over the year.  Ivory collected Christmas Cards and Green collated the ballots before he announced the winners.  The GOAT Poo prize, for the worst game of the year went Dice Hospital when 7 Wonders was relegated as a previous winner.  The Golden GOAT went to Tapestry, while the epic three-way tie in Tapestry won “Moment of the Year”.  With the formalities and food finally complete, there was just the raffle, a copy of Carcassonne: Winter Edition and the Ukraine Map, which were won by Sapphire, then everyone abandoned the carnage (and Purple who helped clean up), to play something festive.

"Un-Christmas Party" 2023
– Image by boardGOATS

There was a bit of the usual indecisiveness, but eventually Blue, Ivory, Pink, Green and Pine settled down to play the “Feature Game” which was Jokkmokk: The Winter Market while Black, Cobalt, Jade, Sapphire and Lime set up Snow Tails.  Jokkmokk is a very simple game that makes use of the time-track mechanism seen in Tokaido and Namiji (played last time)—that is to say, it is an extended game of leap-frog where the player at the back jumps into an empty space of their choice and then carries out the action associated with it.  Like those games, the compromise is between moving to a preferred space which may be further forward and will ultimately will give fewer turns.  It is much simpler than both Tokaido and Namiji, however.

Jokkmokk: The Winter Market
– Image by boardGOATS

Jokkmokk is a card-driven set collecting game and is made more interesting by a large number of mini-decks, five or six of which are combined for each game.  For the first game, the group chose to use the “First Game” selection of decks (Dalecarlian Horse, Antique, Hot Dog, Patchwork, Present).  Blue went for the Patchwork cards while everyone else fought over kettles (Antiques) and Hot Dogs).  Blue’s strategy nearly paid off giving her ninety-nine points and second place, but Ivory was more efficient than everyone else with his mixture of Horses, Hot Dogs and Kettles, which gave him a hundred and one points and victory.  The game was bright and breezy and, although simple, really didn’t outstay its welcome, so the group decided to “do a Lime” and play it again.

Jokkmokk: The Winter Market
– Image by boardGOATS

This time, this time the group played with the “Gift of Giving” selection of decks (Donation, Bell, Sparkler, Snowflake, Mystery Box, Presents).  Pink went for Sparklers, knowing he would lose half his points if he had the most, but hoping to have so many that it wouldn’t matter.  Green started collecting Bells, as did Blue and Ivory, going for different colours.  Lots of Gifts were given and a good time was had visiting the fair.  Pink’s ninety points were just three more than Ivory’s total, but Blue’s hundred and seven points gave her victory at the second attempt.  Meanwhile, on the next table, the others had finally started playing Snow Tails, spectated by Purple, who had finished helping clear the table after dinner.

Snow Tails
– Image by boardGOATS

Snow Tails is a very popular game in the group, but somehow, one that is a little tricky to get to grips with.  The games is a card-driven sled-race with the winner the first to navigate the course.  Unfortunately, the course they chose was the one depicted in the main rules, which isn’t really intended to be a course design as it is quite long and features a Chasm right at the start, a couple of hairpins and some Saplings as well.  Each player starts with their own personal deck of cards, with five in hand.  On their turn, players can play up to three cards as they can so long as they are all the same value:  one for each sled dog, and one on the break.

Snow Tails
– Image by boardGOATS

The speed, the number of spaces the sled moves forward, is the total for the dogs minus the value for the Break.  Sleds will additionally drift sideways the difference between the dog speeds, and if the sled is balanced (i.e. the dogs are pulling equally), the player gets a bonus speed equal to the players position in the race.  Each time a sled exceeds the Speed Limit on a corner, hits the side of the track or a Sapling, the player takes a Dent card—a useless card that just blocks the player’s hand making things difficult.  The more Dent cards a player has, the more difficult the game gets, as Black soon demonstrated.  The first game of Jokkmokk had already finished and the sleds were only just off the Start line and through the first Chasm.

Snow Tails
– Image by boardGOATS

Lime claimed the “Big Paws” token for the player with the most “Analysis Paralysis”, though to be fair, everyone suffered a bit.  Jade commented that he’d been planning to play it with his nieces, but was now rethinking the idea.  As a result, the group shortened the track (to give them a chance to finish before midnight), and from there, the game went a bit more smoothly.  Jade was first to cross the Finish line, chased by Cobalt and then Sapphire in what had been a quite epic game.  And with that, the party was over for another year, though people lingered and chatted for quite a while before everyone left the pub staff to lock up.

"Un-Christmas Party" 2023
– Image by boardGOATS

Learning Outcome:  Always plan your Christmas shopping early.

14th Movember 2023

With Black, Teal, Pink, Green and Lime all away, it was looking like it was going to be a very quiet night.  In the event, however, the numbers remained good with the slightly unexpected arrival of Plum, Byzantium, Jade and Sapphire.  When Green dropped off Purple and stayed for a while, it became clear that we’d need something short to play alongside Kites, the “Feature Game“.  Kites is a real-time, cooperative game where players are playing cards and flipping egg-timers to keep the air display going.  A single play-through doesn’t take very long, but it is the sort of game that tends to get played through a couple of times in succession.

Kites
– Image by boardGOATS

The idea is that that the Team have to launch six Kites, each represented by sand timers, and keep them flying by preventing the timers from running out.  Game play is very simple:  Players start with a hand of cards and must play one on their turn before replenishing their hand from the draw deck.  The cards all show either one or two coloured symbols on the corner, which correspond to the six coloured egg-timers in red, orange, yellow, blue, purple and white/rainbow colours that represent the different Kites.  When a card with two symbols on it is played, both egg-timers in those colours must be turned, however, a card with one just one symbol allows the active player to choose whether to turn the timer in that colour or to flip the white/rainbow coloured timer instead.

Kites
– Image by boardGOATS

The game ends when either all the cards are played out (the Team win), or when one of the timers runs out of sand (the Team loses).  There are a couple of additional “features”.  Firstly, the different coloured timers each have different amounts of sand in them—the purple lasts the longest at ninety seconds with red running fastest lasting just thirty seconds.  This catches out the unwary, and indeed it caught out the group composed of Jade, Plum, Blue, Purple, Pine and Byzantium on their first try when they succeeded in playing just four out of the fifty-three cards in the deck.  The second attempt wasn’t much better, ending with just six cards played.

Kites
– Image by boardGOATS

The game has an “easy start” mode where players start with just three coloured Kites (plus the white/rainbow one), but nobody was keen to take cards out of the deck.  So, to make things a little easier, instead of starting with three cards in hand as per the rules, the group started with a hand of four cards, giving them a little more in the way of choice on their turn.  With this “House Rule” they were a little more successful, but it was at the fourth attempt, that things clicked, and the group finished with only twelve unplayed cards.  And it was then that the second “feature” caught out the group—when the draw deck has been exhausted, players can no-longer turn the white/rainbow timer.

Kites
– Image by boardGOATS

Having done well with four cards in hand, it was then that the group decided to revert to the rules “as written” and play with three cards in hand.  This made things more difficult during the early part of the game, but had the advantage of leaving players with fewer cards to play once the draw deck had been exhausted.  At that fifth attempt, the players were left with just six cards unplayed, and on the sixth try, they had eight left.  They were so close, they could feel it, and everyone in the group was determined not to stop before they’d won, which turned out to be on the seventh play.

Kites
– Image by boardGOATS

Kites is not the usual sort of fare for many in the group, being both cooperative and featureing real-time play.  It had been interesting and fun, however, with players learning how to work together and what information they needed to share.  Two people took responsibility for turning the timers and everyone else made sure they let people know when they spotted a timer running low.  Perhaps the biggest impact was the realisation that waiting was sometimes more powerful than playing quickly, and certainly more haste often brought less speed.  With the successful game, everyone felt they’d had enough, and while the other table finished their game, the group moved on to another party-style game, the simple little memory game, That’s Not a Hat.

That's Not a Hat
– Image by boardGOATS

Each player starts with a single card and shows it to all the other players before turning it face down.  One player then draws an extra card shows it to all the other players and passes their original card to the left or right (as per the arrow on the back of the card), announcing what they think it is.  The receiving player can either accept the card as it is, or challenge the declaration.  If a challenge is incorrect, the recipient keeps the card as a penalty point, whereas a correct challenge leaves the card/penalty point with the gifter.  It seems very simple, and doesn’t sound promising when described, however, after a couple of turns, when someone realises they can’t remember the card they’ve got in front of them and is forced to guess, the tension mounts and everyone suddenly appreciates the game.

That's Not a Hat
– Image by boardGOATS

Byzantium, Plum and Jade had played the game before and knew what to expect, but it was new to everyone else.  Most people thought they knew what card everyone had, only to discover that wasn’t the case after a couple of swaps.  Blue and Purple picked up just the one penalty, while Plum and Jade picked up a couple each.  After the game, there was some discussion about challenges needed to be accompanied with the correct card identity (which is how Plum had played it it HandyCon).  With this, it actually paid to try to bluff/confuse people who couldn’t identify the correct gift.  Inspired by this, there was some discussion about a possible “House Rule” to introduce a bit more jeopardy:  the challenger could optionally attempt to name the gift with the carrot of forcing another point on their gifter, and an incorrect guess reversing the effect of the challenge.

That's Not a Hat
– Image by boardGOATS

That was for another day.  This time, the winners, were Pine and Byzantium who avoided any penalties, though whether that was by luck or judgement wasn’t entirely clear and indeed, was unimportant.  That was especially true as the game was brought to an abrupt end by the game ending on the next table.  That was 7 Wonders—Green only wanted to play something short that he was familiar with and this fitted the bill.  7 Wonders is a card-drafting game, but has a bit of a “Marmite Factor” and is very unpopular with a significant number in the group, so rarely gets played.  This time though, Cobalt, Ivory and Sapphire were all happy to join Green and give 7 Wonders an outing.

7 Wonders
– Image by boardGOATS

In 7 Wonders, players take the role of leader of one of the seven great cities of the Ancient World (Alexandria, Babylon, Ephesus, Giza, Halicarnassus, Olympia and Rhodes), gathering Resources, developing commercial routes, and developing their Military, build their City and erecting an architectural Wonder.  In each round or age, players receive seven cards and draft them, that is choose one card, then pass the remainder to their neighbour (much like Sushi Go! or Draftosaurus).  Players then reveal their cards simultaneously, paying Resources if required, collecting Resources or interacting with other players according to the cards played ant their player board (which gives special powers).

7 Wonders
– Image by boardGOATS

7 Wonders is essentially a card development game:  Some cards have immediate effects, while others provide bonuses or upgrades later in the game.  Some cards provide discounts on future purchases while others provide Military strength to overpower neighbors and some cards give nothing but victory points. Each card is played immediately after being drafted, so everyone knows which cards their neighbor is receiving and how their choices might affect what they’ve already built.  Players continue to draft cards until everyone has six cards (discarding the seventh).  The game ends after three rounds or ages.

7 Wonders
– Image by boardGOATS

7 Wonders is quite a famous game that Cobalt had heard about it and wanted to try, though he was the only one from the group who was unfamiliar with it.  It is one of those games where it seems like there is a lot to take in, but actually it is really quite simple and easy to pick up (though players do tend to require a round to see how it all plays, and there are only three in the whole game).  Everyone chose their respective Sides of Wonder.  Ivory who had Giza, elected to go for Side B, which has a four-piece Wonder and would give lots of points if he could complete it; Cobalt (Halicarnassus) chose to go for the simpler Side A, which would give him points and a chance to rifle through the discard deck for a card if he managed the second stage.

7 Wonders
– Image by boardGOATS

Sapphire (Ephesus) felt both sides were the same, money & points, just in different ways, while Green (Olympia) went for his Side B where he could have the option of copying a neighbour’s end game purple scoring card and the ability to buy Resources for only one coin each instead of two.  As expected the first round was a little slow as Cobalt felt his way around the cards and options, with help from the rest of the group, particularly from Ivory who was sat next to him and was initially passing his cards to Sapphire (so he could show Ivory the deck for some explanations without giving anything away).

7 Wonders
– Image by boardGOATS

The first round was gentle. Ivory and Sapphire lost out in the fight to Cobalt and Green.  In the second round Cobalt had to use his “Muppet Allowance” and swap a card he had kept when others pointed out he should have taken the other one.  Green was building up his army and building his Wonder with a lot of his own Resource (even though he had the Wonder benefit). Cobalt and Sapphire were beginning to specialise in the green Science cards.  Ivory was not really sure where he was going as he was beginning to lose out by not having access to the vast amount of Resources he needed to build his epic Wonder.

7 Wonders
– Image by boardGOATS

By the third and final round we everyone had the problems associated with trying to choose the best of a good bunch of cards.  Green and Cobalt ended up in an army fight, with six points at stake and already a reasonable army, it wasn’t a battle either of them wanted to give up on. The result was that they both let other good cards pass by.  By the end there were not many purple cards left, as it seemed a few had been used to build the Wonders, so Green’s “Copy” did not score heavily, although he did win the battle with Ivory (and subsequently with Sapphire too). Sapphire managed to get a full set of Science and a couple of single type multipliers, thus learning the power of Science in 7 Wonders (which is often hard to achieve).

7 Wonders
– Image by boardGOATS

By the end scoring, it seemed that Ivory, unusually for him, had indeed been boxed into a corner and ended up some way adrift of the rest of the group.  That aside, it was a very close contest between Cobalt, Green and Sapphire, with only a couple of points between each of them, but it was new player Cobalt who took the Laurels of victory.  Everyone enjoyed the game, so it might get another outing soon for which Green would be particularly grateful as it had always been a firm favourite of his.  With all the early games over at the same time, it was possible to swap the groups about as Green took an early night.  Jade was keen to introduce people to After Us, a game he had picked up at the UK Games Expo and hadn’t yet had the opportunity to introduce the group.

After Us
– Image by boardGOATS

After Us is a deck-building, Resource management, engine building game featuring an original card-combo mechanism.  The story is set in 2083 and mankind has died out leaving only apes which have kept evolving. As the leader of a tribe, players try to guide it towards collective intelligence, by adding new Primate Cards to their starting deck of tamarins. Primate Cards have three rows of “Effects”—the top row will award resources, the middle row will give points (often at the cost of resources) and the the bottom row will have abilities related to the primate type. At the start of a round, players draw four Primate Cards from their deck to be laid out in a row making “Connections”.

After Us
– Image by BGG contributor The Innocent

The aim is to get the most out of the Connections by closing the open ended “Frames” along the sides of the cards by butting them up against adjacent cards that also have open ended Frames. Players then resolve the now closed Frames following the order of top left to bottom right, trying to gain as many bonuses as they can.  Once everyone has simultaneously collected their Resources they can then use them to buy Primate Cards which are added to the top of the draw deck (and thus they come into use on the very next turn). In this way, they are improving the quality of their deck.  The Frames have been resolved, the players simultaneously chose one of their Action Discs denoting which primate type they want to recruit.

After Us
– Image by boardGOATS

The Action Disc chosen will also gives the player a bonus. When recruiting, players have an option to pay three or six Resource (fruit, flowers or grain) to gain a Card. Players can additionally spend two Resource during this phase to copy one of their neighbours’ Action Disc bonus.  Once everyone has resolved their Action Disks and bonuses, players discard their cards and draw four new ones and start again.  The game starts slowly with players building their tribe, but it can end in a sudden rush when one player breaks into a gallop and charges past eighty points triggering the end of the round.  In the shuffle, Cobalt joined Byzantium, Jade, Blue and Purple playing After Us.  Jade and Byzantium led the way (both being familiar with the game), while the others felt their way.

After Us
– Image by boardGOATS

Arranging the cards to make the Connections proved the biggest challenge initially, especially when frustratingly, it wasn’t possible to make use of a really good half Frame.  Blue, Purple and Cobalt just started collecting cards as well as they could, but Jade showed everyone an alternative, shedding all his starting cards until he had no tamarins at all.  It was then that  Byzantium suddenly started surging forward on the points track—having picked up a small number of good quality primate cards and shed a few tamarins he just turned the handle on his engine and it was too late for anyone else to do anything about it.  And he was the first to cross the eighty point finish line, with Blue (who had put on a bit of a spurt) in second.

After Us
– Image by boardGOATS

Meanwhile, Ivory, Plum, Pine and Sapphire settled down to to play the new Scandinavian edition of Ticket to Ride, Northern Lights.  Like all the other editions, players take it in turns to either take two coloured cards from the market, pay cards to place trains or take more ticket cards.  Like all the different versions, Norther Lights has a small number of special rules, but unfortunately, the rules in the box are in Danish, Swedish, Finish and Norwegian, and nobody in the group is a speaker, worse, although we played it about three months ago, nobody could remember the rules, so it was out with the phones to get translations.  The biggest difference boiled down to the addition of bonus cards, four of which are drawn at random at the start of the game and give extra points at the end.

Ticket to Ride: Northern Lights
– Image by boardGOATS

Additionally, there are some triple routes (which only take effect with five players) and some routes have a “+X” next to them which give players who build them X train cards from the face down pile.  Finally, for all routes Locomotive cards can replace any other card and for ferry routes Locomotive cards can be replaced with a pair of the same colour (and as a result, unlike most of the other versions, if there are three or more face-up Locomotive cards in the market, the market is not refreshed).  This time, the bonus cards drawn at random gave points for the most stations in Norway, the most stations in the arctic circle, the most successfully completed small Tickets, and the longest continuous connected train route.

Ticket to Ride: Northern Lights
– Image by boardGOATS

While everyone else seemed to be taking more and more tickets, Plum focused on completing her three starting Tickets, two fairly long ones running north-south, and a short one across the top.  It was a tight game for the podium places, though with Ivory, Pine and Plum vying for the lead.  Ticket to ride is often a high-risk, big-reward game though and if Plum had taken Tickets on her final turn instead of placing a single train for one point, she would have gained two more tickets and an additional twenty point which would likely have given her victory.  As it was, she finished in third, behind Ivory in second and Pine the worthy winner with a hundred and twenty-five points.

Ticket to Ride: Northern Lights
– Image by boardGOATS

Learning Outcome: Keeping kites flying takes teamwork.

16th May 2023

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

Coloretto
– Image by boardGOATS

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

Coloretto
– Image by boardGOATS

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

Draftosaurus
– Image by boardGOATS

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

Draftosaurus
– Image by boardGOATS

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

Draftosaurus
– Image by boardGOATS

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

Draftosaurus: Marina
– Image by boardGOATS

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

Zoo Break
– Image by boardGOATS

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

Zoo Break
– Image by boardGOATS

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

Zoo Break
– Image by boardGOATS

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

Zoo Break
– Image by boardGOATS

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

Zoo Break
– Image by boardGOATS

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

Zoo Break
– Image by boardGOATS

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

Zoo Break
– Image by boardGOATS

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

Splendor
– Image by boardGOATS

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

Draftosaurus
– Image by boardGOATS

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

Draftosaurus: Marina
– Image by boardGOATS

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

22nd December 2020 (Online)

For our last meeting before Christmas, we usually meet for food and have special Christmas Crackers. This year, this wasn’t possible of course, so instead of crackers everyone had a Box of Delights to be opened simultaneously at 8pm (similar to the Birthday Boxes we’d had in October).  The boxes included a range of chocolates and sweets, home-made gingerbread meeples, a miniature cracker, a meeple magnet, and a selection of dice and other goodies.

2020 Christmas Gingerbread Meeples
– Image by boardGOATS

With several little people attending, we decided to play something straight-forward first, so we began the evening with Second Chance.  This is a very simple Tetris-style game game that we’ve played a few times this year.  Players choose one of two cards depicting shapes and draw them in their grid.  If a player cannot draw either shape, another card is revealed and if they are unable to draw that one as well, they are eliminated.

Second Chance
– Image by boardGOATS

Once the rules had been explained and everyone had been given their unique starting shape, the group settled down with their colouring pens and pencils and concentrated on trying to fill their grid.  Pink was the first one to take a second chance card, and when he couldn’t place that shape either he was the first to be eliminated and took his bonus space.  The winner is the player with the fewest empty spaces, so while being first out is not a guarantee of anything, obviously players who stay in the longest are likely to do better.  And it was a long time before anyone else was eliminated.

Second Chance
– Image by boardGOATS

As people gradually found their space was increasingly limited, there were the usual pleas for something nice, which became more desperate as people needed second chances.  Then there was jealousy as players like Pine were eliminated with outrageously large shapes while others, like Little Lime, stayed in when they got the much coveted small pieces.  Meanwhile, everyone else concentrated on beautifying their art with Christmas colours and embellishments.

Second Chance
– Image by boardGOATS

Eventually, Purple, Pine, Burgundy, Blue and lastly Green were also eliminated leaving just five when the game came to an end because the deck ran out.  Then it was just the scores.  Most people did really well, though some, not quite so much.  More than half finished with single digits though, including excellent performances from Little Lime and Little Green.  There was some beautiful artwork from Lilac (as usual), but festive offerings from Green, Purple and Black too.  There was a three-way tie for second place between Black, Blue and Green.  On his own with only one single empty space though, was Ivory.

Second Chance
– Image by boardGOATS

With the first game over, we moved on to discussing the important matter of the GOAT Awards.  Every year, we give the Golden GOAT to our favourite game played during the year and the GOAT Poo award to our least favourite game.  Last year, Wingspan won the Golden GOAT Award and 7 Wonders took the GOAT Poo Prize.  This year, the unanimous winner of the GOAT Poo was Covid and its effect on 2020—nobody could deny that Covid was definitely the worst thing to happen to games night this year.  As Covid wasn’t a game, Camel Up took the award on a tie break from Terraforming Mars and Welcome To….

Camel Up
– Image by boardGOATS

Terraforming Mars just missed out on the GOAT Poo prize, but in coming fourth in the Golden GOAT competition, won the unofficial “Marmite award”, for the most divisive game.  Kingdomino and and last year’s winner Wingspan both made the podium for the Golden GOAT, but controversially, the winner was 6 Nimmt!.  The controversy wasn’t caused by the worthiness of the game, just that Blue ensured it’s emphatic win by placing all four of her votes in its favour.

Golden GOAT - 2020
– Image by boardGOATS

Although 6 Nimmt! is an old game, we’ve played it at the end of almost every meeting on Board Game Arena since March.  In a year with little smile about, it has given us more fun and entertainment than almost all of the other games put together and was responsible for moment of the year.  That was back in May, when Lime joined a game of 6 Nimmt! with a bunch of Frenchmen by mistake.  That is just one of many memorable moments we’ve had with 6 Nimmt! this year though.  Furthermore, since we discovered the new professional variant the game has gained a new lease of life, so it seemed an entirely appropriate, if strange win for a strange gaming year.

6 Nimmt! on Board Game Arena
– Image by boardGOATS

While Pink did the count for the GOAT Awards, Blue reminded everyone of the rules for the “Feature Game” which was to be the Winter Wonderland edition of Welcome To….  The fact that Welcome To… had nearly won the GOAT Poo award was an inauspicious start, especially since the main protagonist was Pine who had struggled last time.  A lot of the ill feeling was due to the dark colour of the board for the Halloween edition which we played last time it got an outing, so the pale blue colour of the Winter Wonderland version was always going to be an improvement.

Welcome To... Halloweeen
– Image by boardGOATS

Welcome To… is one of the more complex games we’ve been playing online.  The idea is that players are developers building part of a town in 1950s USA.  Mechanistically, it is simple enough—the top card on each of three number decks is revealed and players choose one of the three numbers to play.  They mark this on one of the three streets on their player board.  The house numbers must increase from left to right and each number can only appear once in each street.

Welcome To...
– Image by boardGOATS

Each card is paired with the reverse of the previous card drawn from that deck, which gives a special power.  The special power can be rule breaking, enabling players to write a number a second time in a street, or give some flexibility in the number they must write.  Alternatively, the special power can directly provide players with extra points through the building of parks or swimming pools.  Finally, the special power can facilitate the achievement of extra points by enabling players to build fences separating their street into “Estates”, or increasing the number of points each “Estate” provides at the end of the game.

Welcome To... Winter Wonderland
– Image by boardGOATS

Aside from the colour scheme and artwork, the main difference between the base game and the Winter Wonderland Version was the addition of fairy lights as a means to get bonus points.  These are added to to a player’s board joining any houses where the numbers are consecutive.  At the end of the game, players get one point for each house in their longest string of lights.  Additionally, the third planning card selected gave a lot of points for anyone brave enough (or perhaps daft enough) to successfully connect an entire street with lights.

Welcome To... Winter Wonderland
– Image by boardGOATS

Little Lime and Lime took their leave, and Lilac and Little Green also decided to give it a miss, but that still left eight players, albeit one who was very sceptical.  Pine had nominated Welcome To… for the GOAT Poo Prize, and felt that didn’t bode well, but was prepared to give it a go.  The Plan Cards, give players points during the game as well as being a trigger for the end of the game.  As well as the street full of lights from the Winter edition, there was also one that gave points for a pair of estates (comprising three and six houses) and for players completing all six end houses.

Welcome To... Winter Wonderland
– Image by boardGOATS

The game started with a lot of “Bis” cards and quite a few high and low numbers.  It wasn’t a huge surprise then, when several people completed the end of street plan.  Ivory was first to complete the estate plan and eventually, Blue who felt that the Christmas element should be accentuated, completed the fairy lights plan.  The question was, who would be first to finish all three and when, as that was the most-likely end-game trigger.

Welcome To... Winter Wonderland
– Image by boardGOATS

It was towards the end that Purple commented that Black had been eliminated.  It wasn’t immediately clear what she was on about, but eventually it was apparent that one of his furry friends had decided that they wanted to be the subject of his attention and had firmly sat on his player board, very effectively obstructing play.  That cat-astrophe put paid to any successful involvement in the game by both Purple and Black, but it wasn’t long before Green announced that he’d finished all three of the Plans and was ending the game.

Welcome To... Winter Wonderland
– Image by boardGOATS

With that, everyone totalled up their scores.  Pine said that despite his scepticism, he had actually really enjoyed the game and felt he had done reasonably well and indeed was a long way from coming last.  It was very close for second place with Green just beating Burgundy into third by two points.  The clear winner, for the second time of the night, was Ivory who finished with an exceptional ninety-five points. And with that, he decided to quit while he was ahead and everyone else decided it was only appropriate that they should play the newly-crowned Golden GOAT6 Nimmt!.

6 Nimmt!
– Image by boardGOATS

6 Nimmt! is so very simple, yet so much fun.  Players simultaneously choose a card from their hand and these are then revealed and, starting with the lowest card, added to one of the four rows.  Cards are added to the row with the highest number that is lower than the card played, i.e. the nearest lower number.  When a sixth card is added to a row, the owner takes the first five cards into their score pile, leaving the card they played as the new starting card.  The player with the fewest Bulls’ Heads at the end is the winner.

6 Nimmt!
– Image by boardGOATS

Board Game Arena implements the game with everyone starting with sixty-six points and the game ending when someone reaches zero.  It also adds a couple of other variants, the most exciting of which is the “Professional Variant”, where players can add cards to either end of the row.  Because Board Game Arena deals with all the up-keep, it makes this variant much easier to manage, and the results often come as a complete surprise.

6 Nimmt! on Board Game Arena
– Image by boardGOATS from boardgamearena.com

The reason 6 Nimmt! won the Golden GOAT, is that in a year where there has been so much to be miserable about, this game has provided more fun than anything else.  This time, poor Burgundy went from jointly holding the lead to sixth place in just a couple of turns and threatened to beat Purple to the bottom and trigger the end of the game.  As it was, he didn’t quite make it, and left Green who had only picked up seven “nimmts” in the whole game, to win.

6 Nimmt! on Board Game Arena
– Image by boardGOATS from boardgamearena.com

With seven players, the number of options were limited to more 6 Nimmt!, Saboteur, or something we hadn’t played before.  In the end, we went for a sort of compromise in Incan Gold which most of us knew, though we’d not played it on Board Game Arena.   This is a fairly simple “Push your Luck” game where players are exploring a temple.  Simultaneously, players decide whether they are going to stay or leave the temple.  Players who are in the temple will get shares in any treasure cards that are drawn that round.  These are divided evenly between the players and any remainders are left on the card.

Incan Gold
– Image by boardGOATS

As well as fifteen treasure cards, there are also Hazard cards in the deck:  three each of five different types.  When a second Hazard card of any given type is drawn, the temple collapses and buries everyone in it and they lose any treasure they have collected.  Additionally, there are five Artefact cards in the deck—these can only be claimed by players leaving the temple.  Any players that leave before it collapses, keep the treasure they have collected hitherto, and take a share in any remainders left on cards. If they leave alone, they also take any artefacts, but only if they leave alone.  Having left the temple, however, they will get no more treasure in that round.

Incan Gold
– Image by boardGOATS

The game is played over five rounds and the winner is the player with the most treasure at the end of the game.  The game is extremely random, but can be a lot of fun with the right people.  This time it was particularly random though.  The first two cards drawn were both Hazards and the first round ending after just five cards with only Green getting out in time.  The second round was even worse with three Hazards in a row terminating the round before it had begun.  On the plus-side, having had two rounds ended by Mummies, two of the three Mummy cards were removed from the deck, making it impossible for the mummies to end another round.  There were plenty of other Hazards though…

Incan Gold on Board Game Arena
– Image by boardGOATS from boardgamearena.com

The third round wasn’t much better, lasting only three cards with a second snake ending another round and only Pink taking any treasure.  The fourth round started with an Artefact, but when Burgundy, left, he was joined by Pink and Purple, so none of them were able to take it home.  Just three cards later, a second Giant Spider card brought down the temple and everyone finished with nothing (again).  The final round lasted a little longer, but two players still managed to finish the game without any treasure.

Incan Gold on Board Game Arena
– Image by boardGOATS from boardgamearena.com

Purple made an early escape and grabbed a couple of gems from the floor.  Burgundy and Pink escaped shortly after and Black managed to sneak out as the Giant Spiders closed the temple for good.  As a result of the unusually large number of Hazard cards, the game was especially low scoring.  It ended in a tie between Pink and Green on ten, with Black two points behind in third.

Incan Gold on Board Game Arena
– Image by boardGOATS from boardgamearena.com

With Incan Gold done, there was still time for one more game and it was only fitting to close with another game of 6 Nimmt!.  Having done so well in the last two games made Green the target this time, not that anyone really had enough control to manipulate their own position, much less target anybody else.  Pink, who had also done well in recent games, made a bit of a beeline for the bottom, and it was not much of a surprise when he triggered the end of the game.  This time, Green could only manage third, and it was a two-way tie for first place between Black and Pine (who always does well in 6 Nimmt!, and always denies it).  And with that, we brought our first online Christmas Party to a close and wished everyone a Very Merry Christmas.

6 Nimmt!
– Image by boardGOATS

Learning Outcome:  A box of sugar and exciting trinkets is ideal improving your concentration.

Boardgames in the News: A Case Study of a Counterfeit Game

With Christmas just round the corner, there is a rush to buy gifts while wallets are squeezed and time is short—exactly the circumstances where counterfeiters flourish.  Previously, we commented on how reports of counterfeit games had been increasing and highlighted some of the key features to look out for.  Counterfeiting is a problem that affects a wide range of games including family friendlies like Ticket to Ride: Europe, Azul and 7 Wonders, but also more specialist fare like Terraforming Mars and Deep Sea Adventure.  Since then, a member of the boardGOATS group accidentally acquired a counterfeit copy of The Game of Life, which we thought would make a useful case study of some of the things to look out for and provide a timely reminder of the problem.

The Game of Life
– Image by boardGOATS

The Game of Life is of particular interest because there are have been many different versions and editions over the years.  This means it can be hard to spot whether a copy is a fake even if there is a genuine copy to hand.  In this particular case, the first and most obvious problem is the complete lack of a brand name or logo anywhere on the box or the components.  The English edition is published by Milton Bradley (now Hasbro), or Winning Moves in the USA, but none of this appears anywhere on the box.  Presumably this is to avoid falling foul of “Brand Piracy” laws, but if the counterfeiters think that makes their products legal, they are very wrong.

The Game of Life
– Image by boardGOATS

This is not the only indicator with this copy.  In this example, the font on the cards use western characters from a Chinese font set—these almost look like old fashioned type-writer script without serifs.  This is very unlikely to be a design choice for a genuine western board game and also don’t match the fonts elsewhere.  Additionally, the cards have squared off corners, which is now relatively unusual for modern cards in western games.  In contrast, the rules card has cut corners (and a western font), but has “nibs” where it has been punched from a larger piece of card.  The corners and “nibs” are not confirmation of a counterfeit in themselves, but would not be expected in quality product.

The Game of Life
– Image by boardGOATS

Other aspects that make this copy of The Game of Life look suspicious are associated with component quality.  For example, the game board is very thin card stock, poorly folded and the edges are not wrapped with tape or similar.  Again, these do not necessarily mean that this is a counterfeit copy: component quality does sometimes change between print-runs and it is very possible that the publisher has decided to make changes for this edition.  It is often indicative though and shows how counterfeit copies, which this certainly is, can be of inferior quality.

The Game of Life
– Image by boardGOATS

This copy of The Game of Life was bought in good faith, but came from an online auction seller.  Some of these sellers have been trading for many years and provide great deals and an excellent service, others not so much and it is not always easy to tell the difference.  The bottom line though, is the only way to guarantee that a product is genuine, is to buy from a reputable seller.

Boardgames in the News: The Great Escape?

Over the last decade, Asmodee has swallowed most of the big names in modern family board games, including the likes of Ticket to Ride, Settlers of Catan, Star Wars: X-Wing Miniatures, 7 Wonders, Dominion, Agricola, and Pandemic amongst others.  This has been through the relentless acquisition of the companies that produce these titles, in particular, Days of Wonder, Fantasy Flight Games, Z-man Games, Mayfair, Lookout Spiele, and Repos Production.  This monopolising of the market cannot be a good thing for gamers, indeed the effects are already being felt with the introduction of Minimum Advertised Pricing (MAP) and now the loss of customer servicing for all Asmodee products.

HeidelBÄR Games Logo
– Image from twitter.com

There is perhaps a glimmer of hope, however.  Three years ago, the German publisher and distributor Heidelberger Spieleverlag was acquired by Asmodee, with the publishing part splitting off to form the Asmodee Studio, HeidelBÄR Games.  Last year, however, ownership and with it the nucleus of the HeidelBÄR team, was transferred back to the previous manager, Heiko Eller-Bilz.  The resulting enterprise is much smaller than it was, but the most important asset, the people, are in a position to develop new titles.

Plaid Hat Games Logo
– Image from plaidhatgames.com

More recently, Plaid Hat Games have made a similar, slightly slower, journey.  Around five years ago, Plaid Hat Games was bought out by Canadian company F2Z Entertainment, then the parent company of Z-Man Games, Filosofia Éditions and Pretzel Games (now known as Asmodée Canada).  However, earlier this year it was announced that Plaid Hat Games had been reacquired by Colby Dauch, the original founder, albeit without the rights to some of their biggest products, including Dead of Winter, Aftermath, and Mice and Mystics, which remain with the Asmodee Group.  Plaid Hat Games retained the rights to Summoner Wars though, and are currently developing a new product, Forgotten Waters, which will be the first game released by Plaid Hat after their Great Escape.

Forgotten Waters
– Image from plaidhatgames.com

Boardgames in the News: Asmodee Acquiring Again

The development of Asmodee from a small French games company primarily known for clever little kids game like Dobble and Jungle Speed, into an industrial conglomerate has been covered extensively here.  Over the last decade or so, they have acquired Days of Wonder, Fantasy Flight Games, Z-man Games, Mayfair and Lookout Spiele amongst others.  They have also leveraged control of the distribution network through the purchase of Esdevium (UK), Heidelberger Spieleverlag (Germany), Hodin (Belgium), Asterion Press (Italy), Millennium (Spain), FRED Distribution (USA) and agreements with Rebel (Poland), and Alliance Game Distributors (USA).  These acquisitions tend to come in flurries presumably as funds are made available and it seems they are in the middle of another one now.

Asmodee Logo
– Image from
escapistmagazine.com

In March last year, Asmodee signed a deal with CMON Ltd., to exclusively distribute the publisher’s board and tabletop games in North America.  Distribution agreements happen all the time because they help distribute costs between companies as well as distribute games to gamers all over the world.  What makes this agreement slightly more unusual is that CMON are a US company that have been successfully distributing their product across the USA.  Where Asmodee are concerned, a distribution agreement announcement is usually followed by more announcements, and this was no exception.  Over the Summer, Asmodee announced a similar distribution agreement with the Swiss publishing house, Helvetiq, and acquired the French-language boardgame site, Tric Trac.

CMON Logo
– Image from cmon.com

For eighteen years from 2000, Tric Trac was an independent enterprise with some 40,000 members directed by Monsieur Phal (aka Philippe Maurin).  In 2018, Flat Prod SARL (the parent company), sold Tric Trac to Plan B Games, a new company that grew out of the fallout of Asmodee’s acquisition of F2Z/Filosofia/Z-Man Games etc., in 2016, and won the Spiel de Jahres Award with Azul.  Tric Trac has been more commercial than the popular US-based, English-language website BoardGameGeek, which has been running for a similar length of time.  However, there have long been suspicions of that Asmodee have received special treatment from Tric Trac, suspicions fueled by the fact that the parent company Flat Prod SARL was formed by Philippe Maurin and the company Plume Finance, which is wholly owned by Marc Nunès, original CEO of Asmodee.  However, with Asmodee being such an important part of the French boardgame industry, it is perhaps unsurprising that their games take a lot of space on French website dedicated to boardgames. 

Tric Trac Logo
– Image from trictrac.net

With France’s foremost website in the hands of such a dominant force, there are concerns about a lack of critical objectivity and that Tric Trac could ultimately become a promotion channel for Asmodee.  It may be that with the retirement of it’s founder, Asmodee bought Tric Trac to ensure its survival and make sure the source of French-language boardgame media remains available and there is no sinister motive.  They have promised the team editorial freedom, but it is highly likely that Asmodee are the ones benefiting the most from the site anyhow, simply because they’re the biggest player in the market, especially given their history as a French company.  Since then, however, Asmodee have signed another distribution agreement, this time with Funforge, to distribute the French publisher’s titles in the U.S., and today they announced the acquisition of the Belgian publisher, Repos Production.  Repos are best known for games like 7 Wonders, Ghost Stories, Concept, Ca$h ‘n Guns and this year’s Spiel des Jahres winner, Just One.  Sometimes it seems like every successful company is a target and soon Asmodee will have a strangle-hold on the modern boardgame market.  Some people say they already have.

Repos Production
– Image from google.com

10th December 2019

The evening started with people arriving in festive attire and snow, glitter and other detritus all over the table, as people pulled crackers and party poppers.  While we waited for food everyone amused themselves writing “Secret GOAT Christmas Cards” and contemplating the voting possibilities for the Golden GOAT Awards (by far the most enjoyable poll of the week).  In the interlude between courses, people completed and submitted their voting papers and Blue and Mulberry conducted the count.  As the results came in, it was clear that there was only going to be one winner.

"Un-Christmas Party" 2019
– Image by boardGOATS

Although Key Flow put in a very strong showing to come second, Wingspan, already winner of the Kennerspiel des Jahres and Deutscher Spiele Preis, took the most coveted award of the year, the coveted Golden GOAT.  The GOAT Poo Prize was less clear cut – almost everyone said that for them there wasn’t a stand-out game deserving of the award.  In the end it went to 7 Wonders, which is a bit of a Marmite game among the GOATS – some people are very fond of it, but nearly a third of the group nominated as the least enjoyable game of the year.  Eventually, everyone finished dessert, but everyone was in festive mood and nobody seemed desperate keen on playing anything.

Golden GOAT - 2019
– Image by boardGOATS

Lime threatened to head off without playing anything as he had a long drive in the morning, but after some discussion about perhaps playing the Winter Edition of Carcassonne or repeating the snowy Nordic version of Ticket to Ride that we played last year,  eventually, he joined Mulberry, Blue, Pink and Ivory to play the “Feature Game”, Christmas Penguins.  This is a cute little game, with some interesting ideas, but proved to need more development and more complete, precise rules.  The premise is that players are naughty penguins trying to steal gifts from under the Christmas Tree, while trying to avoid being captured by Santa.

Christmas Penguins
– Image by boardGOATS

The rules for the second edition were only available in German and had been translated by Blue, so some aspects might have been missed, but the idea is that the round is started by Santa who rolls his die and moves accordingly, trying to catch one of the naughty Penguins. Then each Penguin takes their turn trying to get to the Christmas Tree to steal one of the presents under it.  If they manage to steal a pressie, Santa moves the tree to another location.  Penguins cannot pass through a space occupied by another Penguin, instead, playing a sort bumper-car game, they push the occupant onto an adjacent unoccupied space.

Christmas Penguins
– Image by boardGOATS

If a Penguin lands on a space with an Event Stone, by design or because they were pushed onto it, they take the stone and keep it until they need it.  Event Stones come in different colours which have different effects, but these primarily involve swapping places with other characters. To use an Event Stone, the player can call “Stop!” at any time and then carries out the action by spending the stone.  Rolling a one, has the additional effect of invoking the Polar Bear, who moves one space at a time, but if he ends on a space with a Penguin it drops a parcel and runs away to an unoccupied adjacent space.

Christmas Penguins
– Image by boardGOATS

One of the clever ideas is that when Santa captures a Penguin, the owner of the Penguin takes over the role of Santa and the player who had been Santa places their Penguin in Santa’s workshop.  The turn order was a bit of a problem, however, and may have been one of the things that didn’t make it from the German translation, certainly it was one of the things that mean the game didn’t really gel for us.  Another thing that our group found lacking was the fact that there was no mechanism for the Event Stones to return to play, which was a shame; perhaps we would house rule it that every time the Christmas tree was moved a stone would be left in its place.

Christmas Penguins
– Image by boardGOATS

Ivory started out at Santa and we went at it with a will.  Ivory quickly caught Lime, who looked most unimpressed.  Unfortunately, thereafter, every time Santa caught a Penguin, the upset it caused to the turn order confused everyone.  There was one other aspect of the game that we completely failed to use, which was the rivers—each player can place or remove one river piece per turn.  These cannot be crossed by Penguins, Polar Bears, or even Santa himself and are clearly designed to add an element of strategy to the game.  In practice though we just forgot they existed, only using them very occasionally.

Christmas Penguins
– Image by boardGOATS

The game ends when the final parcel is taken from under the tree, in our case, by Blue, which just left the scoring.  Even this was a little more complex than it needed to be: players get one point for each present they’ve stolen and bonus points are awarded in a Point Salad way to the player with the most parcels of each colour and the player with the most different colours.  It is almost as if this game doesn’t know what it is meant to be, silly fun or strategic, which is a great shame because it feels like it should be a good seasonal game. So, over the Christmas period, we’ll have a go at house-ruling it to try to improve it for our group.  This time, in the end, Blue and Ivory got a bit of a lead and Blue eventually put everyone out of their misery.

Christmas Penguins
– Image by boardGOATS

It wasn’t clear how bonus points should be awarded in the event of a tie.  In our first attempt, we decided that bonus points would only go to the person with more than anyone else, but this led to a three-way tie which was about as unsatisfying as the game.  So we decided to try friendly ties, which did at least give us a winner, with Lime just sneaking into the lead.  With that, Lime and Mulberry took themselves off leaving Ivory, Pink and Blue to play Christmas Lights, the game that was going to be the “Feature Game” until Pink had commented that he didn’t like it.

Christmas Lights: A Card Game
– Image by boardGOATS

Christmas Lights is a set collecting card game with a memory element.  The idea is that players have a hand of cards that are “reversed” so players can see everyone else’s hand, but not their own, like Hanabi.  Players are tying to make a string of lights by playing coloured light bulb cards in the correct order to match their cards.  On their turn, the active player first trades a card of their choice with one from any other player.  They then play one card, adding it to their string of lights.  This can be the card they’ve just swapped, or one they’ve had in hand, but if it does not match their pattern card, they must discard it.

Christmas Lights: A Card Game
– Image by boardGOATS

Once they have played a card, the active player then turns over the top two cards and then either adds one to their string, or can trade one of the cards for the one-word answer to a question of their choosing.   With just two players, it feels like the game plays itself, but with three or four players, its sweetspot, there is a more interesting interplay between planning, memory and navigating the event cards which can help or hinder.  This time, Pink was first to complete his first target string, but found it difficult to play the plug card that he needed to connect his first string with his second.  This was made worse by Blue, who stole his once he’d found one, and the fact that he had played a lot of broken bulb cards that needed replacing before he could continue.

Christmas Lights: A Card Game
– Image by boardGOATS

While Pink was struggling to sort out his plug, Ivory and Blue had both caught up and started work on their second string of lights.  With two cards played per turn, it wasn’t long before all three were threatening the end of the game, but Blue got there first, just.  Pink couldn’t quite finish his string and as Ivory had started first, he didn’t get another turn, leaving Blue to take victory without another tie-break.  Meanwhile, on the next table, Green, Black, Purple and Pine were playing a slightly more conventional, tie-break free game in one of our old favourites, Snow Tails.

Snow Tails
– Image by boardGOATS

Snow Tails is a husky sled-racing game where players have a deck of cards from which they draw a hand of five, playing one to three of these each turn so long as the cards played all have the same value.  Each player also has a dog sled with two dogs and a brake.  Forward movement is the sum of the dogs minus the value of the break, with a drift sideways of the difference between the two dog speeds (in the direction of the faster, stronger dog).  Using this, players have to navigate the course avoiding colliding with obstacles including other sleds, saplings and, of course, the wall of the track.

Snow Tails
– Image by boardGOATS

Corners are also a hazard, and players traveling too fast into them or hitting things they shouldn’t, pick up dent cards.  These are added to the players’ hand and stay there for the rest of the game obstructing their planning and management reducing the number of cards they can draw.  The track is modular and there is a “menu” players can choose from.  This time, Lime, on the next table chose the board layout, and picked one of the two double hairpin tracks, albeit one without the sledge destroying saplings.  It took us a couple of attempts to get the track right though, having to make sure there weren’t two red speed limit lines next to each other and adding a couple of saplings either side of the gorge to make it just a little more interesting.

Snow Tails
– Image by boardGOATS

Using a random selection, Pine was in pole position, followed by Black, then Purple with Green starting last.  There was a nice easy run to the first half bend, but those starting last had to make sure they did not crash into the back of the sledges in front.  Within a couple of turns Green had nudged from last to be alongside Black and on the inside of the track so theoretically in the lead.  Over the next few turns Green and Black vied for the lead while Pine and Purple were scrapping for third.

Snow Tails
– Image by boardGOATS

Eventually, Green got a good position for the first hairpin and pulled into the lead.  Although could have let the brake off at this point hurtle forward, he decided that the inevitable dents for breaking the speed limit would not be worth it, so instead slammed on the brake. This allowed Black to catch up, but his track position was not so good and soon found himself boxed in on the outside unable to get across the track fast enough, as a result picking up his first dent.  At about the same time, Pine also found himself sliding too wide at the hairpin also taking a dent, while Purple was taking it slow and steady, avoiding damage.

Snow Tails
– Image by boardGOATS

At the front Green used his inside track position to start to pull ahead of Black, and continue round the second hairpin, cutting in tight to the opposite half bend, for an easy dodge through the canyon and round the tree towards the finish line.  Black in second place had to manage his damaged sledge through the last corners, but had a good lead on Pine and Purple and was able to easily slide home in second, taking one of the trees with him to the line.

Snow Tails
– Image by boardGOATS

In the meantime, Pine found himself going too fast into the second hairpin and not only crossed the speed limit line too fast, he also crashed in the same accident black spot that had caused Black problems earlier.  Pine’s sledge was so badly damaged that everyone else took pity on him and allowed him to only take a single dent card, although he insisted he should take the lot.  At this point it looked like an easy third place for Purple, but she suddenly began to struggle as she didn’t have the right cards to do what she needed to do.  As a result she was crawling along so slowly that Pine caught her up. It was looking like it might be rather tight for that third place, until Pine’s impossibly damaged sledge finally got the better of him and Purple crossed the line for third.

Snow Tails
– Image by boardGOATS

Learning Outcome:  GOATS love a good party!

Golden GOAT Award Winners – 2019

The second Golden GOAT Award was announced at the boardGOATS 2019 “Un-Christmas Dinner” on Tuesday.  As last year, we also gave an award acknowledging our least favourite game of the year, known as the “GOAT Poo” prize.  Only games played at a GOATS games night since the 2018 Un-Christmas Dinner could be nominated, and, in a slight change to the rules from last year, everyone had three points to hand out for the Golden GOAT Award (plus a bonus if wearing Festive Attire), and everyone could nominate up to two individual games for the GOAT Poo Prize.

Boom Boom Balloon
– Image by boardGOATS

This year there were a number of popular nominees, including Gingerbread House, Lords of Vegas, Villagers and Tokaido, with Boom Boom Balloon getting several honourable mentions for being very silly, but a lot of fun.  There was some surprise that Terraforming Mars, Keyflower and last year’s Golden GOAT winner, Altiplano, had all not been played (we must make sure we rectify  that next year).  This was perhaps a measure of how strong the field was, and many people commented that there wasn’t a stand-out “bad game” for them.  Tapestry was a strong candidate for the unofficial “GOAT Marmite-factor” Award receiving nominations for both prizes and added controversy, with a suspicion that its nomination for the GOAT Poo Prize was based purely on the appearance of complexity rather than any actual experience.

Tapestry
– Image by boardGOATS

The winner of the “GOAT Poo” award was 7 Wonders, with nearly a third of the group nominating it; it is clearly another Marmite game though as there were plenty of people keen to jump to its defense.  The clear winner of the Golden GOAT 2019, however, was Wingspan, with Key Flow an equally clear second (the Silver GOAT perhaps?).  Both are excellent games and very deserving choices; we look forward to playing them more next year.

Golden GOAT - 2019
– Image by boardGOATS