Tag Archives: Best Treehouse Ever

29th May 2018

Two of our more sporadic members arrived early and were keen to get as many games played as possible, so the first game was squeezed in between ordering food and its arrival.  As something quick was required and Turquoise hadn’t played it before, NMBR 9 was the perfect choice.  A quick rules explanation was necessary, but there isn’t much to explain so it didn’t take long:  one player turns over the card deck, one at a time and everyone takes the indicated card and adds it to their tableau, ensuring that the edge touches one of the other tiles.  Once a few tiles have been placed to form a base layer, then tiles can be placed on top of other tiles as long as there are no overhanging parts, and the tile sits squarely on more than one other tile; the higher the tiles are placed the more they score.  It was a  tight game, well, tight between three players, but Pink romped away with it, twenty points clear, thanks to building one more level than everyone else.

NMBR 9
– Image used with permission of BGG contributor punkin312

Food was a little delayed, so there was time for another short game, this time an old favourite, 6 Nimmt!.   This is a game that gives players the illusion of control while everything is going well, and then shatters that illusion when it all goes wrong.  It is one of those games that is more difficult to explain than to play, but essentially players simultaneously choose a card from their hand, then simultaneously, everyone reveals their card.  Beginning with the lowest, each card is added in turn to the end of one of the four rows of cards on the table.  If a card is the sixth to be placed in a row, the first five are “won” and the card becomes a new starting card.  The player with the fewest “nimmts” is the winner, though almost as much kudos goes to the person for whom the game goes most wrong  and ends up with the most “nimmts”.  As usual, we played two rounds, and Magenta won the first with a duck, while Purple top-scored with twenty-six.  Purple picked up more “nimmts” than anyone else in the second round too and bravely took the wooden spoon, but the winner is the lowest over two rounds, and when Magenta picked up thirteen in the second round, she left the door open for Turquoise who finished with a very creditable total of six.

– Image by boardGOATS

While Pink, Blue, Magenta and Turquoise munched their pizzas, and Burgundy was attacked his ham, egg and chips, there was just time for those not eating to play a quick game of Love Letter. This game is very, very simple and can be as long or as short as necessary, in fact we hardly ever actually play it to the bitter end (three wins for one person).  Players start with a one card in hand and, on their turn draw a second, then choose which to play.  Each card has a special action and the aim of the game is to be the last player remaining or, in the case of more than one player left standing, to finish with the highest value card.  The first round went to Ivory came out on top, but in the second, Green made a lucky guess and knocked out Ivory in the first turn.  Then Green lost on a comparison, leaving Black and Purple to battle it out to the last card, with Purple the victor.  The third (and as it turned out, final) round ended up in a very unusual situation of being a tie between Green and Purple who both had the same high card.  While checking the rules, Blue shouted across that the winner was the one who had the highest total in front of them, which gave victory to Green.  With one-a-piece (except for Black) it was declared a three-way tie, though Purple was able to claim a moral victory with one win and a lost tie-break.

Love Letter
– Image by boardGOATS

Burgundy was still wading through his ham, egg and chips, but everyone else was finished, so it was time to negotiate who was going to play the “Feature Game”.  This was to be Taluva, a game we’ve played before, but this time it was to include the Extension.  The base game is a fairly simple tile laying game with a surprising amount of depth.  The idea is that on their turn, players place their tile, then place a building then replenish their hand.  This procedure is to that of Carcassonne, but that is where the comparison ends.  The tiles are a strange dodecagon made of three hexagonal regions or fields, one of which is always a volcano.  When placing tiles, they can be adjacent or on top of other tiles so long as the volcano sits on top of another volcano (the tile must also cover more than one tile and there cannot be an overhang).  Buildings can be placed anywhere, provided that they obeys certain rules. Unfortunately, although the game is beautiful, the theme is a bit sparse making these rules appear very arbitrary which has the consequence that they are quite difficult to remember.

Taluva
– Image by boardGOATS

A hut can be built on any unoccupied level one terrain that isn’t a volcano. On the other hand, an existing settlement can be expanded by placing huts on all adjacent terrains of one type, with more huts placed on the higher levels (two on the level two etc.). There are also three temples and two towers to place which can only be added to existing settlements: temples must be added to settlements covering at least three fields, while towers must be placed on a level three field adjacent to a settlement of any size.  The game ends when there are no tiles left and the winner is the player to have placed the most temples at the end of the game. In case of a tie, the number of towers built counts and then the number of huts. However, if a player succeeds in building all buildings from two out of the three different types before the game end, then he immediately wins the game. On the other hand, any player who squanders his building pieces and is unable to build any more is immediately eliminated.

Taluva with Extension
– Image by boardGOATS

Adding the Extension adds four optional modules:  pieces for a fifth player; two ships per player; a small number of double-hex tiles (rather than triple-hex tiles), and a board that provides a boundary for the building area.  We added all four modules, though we used the largest boundary area so it had only a small impact on the game.  The double-hex tiles are laid out face up and each player can only use one during the game, but as all tiles must be used unless a player checks-out early, the decision when to take play one can be quite important as nobody wants to be left with a tile they can’t use effectively.  Perhaps the most interesting module, though, is the ships.  These are played on “lagoons”, but critically, there is  a limit of one ship per lagoon, and the ships do not connect other areas.

Taluva with Extension
– Image by boardGOATS

From the very start, everyone seemed to get carried away with the idea of trying to build lagoons and place their ships.  Everyone that is except Burgundy, who got his first settlement illegally removed by Blue and spent most of the rest of the game trying to catch up.  Meanwhile, Pink stalled as his computer overheated, trying to come up with a strategy to compete with Ivory’s ever-growing empire.  It quickly became apparent that it would require everyone else cooperating to bring it down.  Burgundy and Blue tried to hatch a plan, but Black couldn’t see a way to prevent Ivory placing his last ship, and wasn’t prepared to spend as long thinking about things as Pink.  And with that, Ivory brought the game to an end; definitely far more “thinky” than such a simple little game really had a right to be.

Taluva with Extension
– Image by boardGOATS

Meanwhile, those who did not want to play long or heavy games chose a light game of Best Tree House, an easy game to learn (or so we thought).  This is a fairly simple little card drafting game, but with the rules in German, it was down to Purple to try and remember how to play it and Magenta to attempt some translation.  Players start with a hand of six room cards, and simultaneously choose one to add to their tree, passing the rest of their hand on to their neighbour.  There are some rules about building: firstly, treehouses must be built in such a way that each new level has one more card than the last (giving the tree its shape).  Each card represents a type of room and these are colour-coded to one of six colours. When a player is adding a card of a colour they don’t have in their treehouse yet, it can go anywhere, but if a player is placing a colour that already exists in their treehouse, it must connect to at least one card of matching colour. In this way players have to consider their card placements over the course of the game and try to avoid locking themselves out of options as play develops.  The clever part is the Balance Marker which limits the placement options.  It has three positions and when it is not central, the player cannot build on that side of their treehouse, indeed, they have to build to the other side of center in order to move their Balance Marker back to open up their placement options again.

Best Treehouse Ever
– Image used with permission of
nonsensicalgamers.com

At the end of each round, players score their treehouse based on the trophies on display.  We stumbled through the first game not entirely sure who should chose the scoring alteration cards after each round.  It wasn’t till the end of the game, when Black had found a copy of the English rules online for us that we realised we had made a few mistakes in the way we played. Some of us had also re-used a colour that should not have been used as it had already been blocked by other rooms.  Although the game was a tie between Purple and Turquoise on thirty-four each, we felt we had made such a mess of it that we needed to try again, but properly this time—it was only a short game after all.  The second time round, the game made more sense and everyone made better choices. The choosing of the score alteration cards was certainly trickier this time, but that felt more like a game challenge.  This time the victory went to Magenta, but everyone felt better after the second try and the game seemed a lot fairer too.

Best Treehouse Ever
– Image used with permission of nonsensicalgamers.com

Although time was getting on, it still wasn’t that late, and the “Feature Game” looked like it might be drawing to a close soon, therefore we picked another short one, Dodekka.  This is a simple little push-your-luck card game, with five different suits, Fire, Earth, Air, Water or Ether each with cards numbered 0-4. The game starts with three random cards placed in a line from the draw deck.  On a player’s turn they can either take a card from the deck and add it to the end of the row of cards, or take the card nearest the deck.  If the total of the face values of the cards in the row exceeds twelve, then the player has to take the whole row.  At the end of the game, players choose a scoring suit and add up the face value for that colour, then they subtract the penalty points – one for every card not in their scoring suit.  Purple and Green are old hands at this one, but Turquoise and Magenta had not played it before. Green made a good show of demonstrating how not to play this game as he managed to collect a vast array of cards of all colours.  His positive score was not bad, but he had a shockingly high negative score giving an overall minus one.

Dodekka
– Image by boardGOATS

It was much closer between the other three.  Turquoise got to grips with the idea quite quickly and managed to amass a high positive score of 16, but ended up with a few too many other colours.  In a game that is often won with a score of two or three, her score of nine was excellent and remarkably tied with Purple who scored.  Eclipsing them both, however, was Magenta, who scored positive thirteen like Purple, but amazingly had avoided the traps and ended up with only two other cards to give an unheard-of total score of eleven.  By this time, Taluva had finished, and that group had moved onto another quick game that we’ve not played for a while, The Game.  This was played with the blue cards from The Game: Extreme, but we just ignored the additional extra icons.  In this game, players must try to cooperatively play every card from the deck (numbered two to ninety-nine) onto four piles.  On their turn, the active player must play two cards from their hand on any of the four piles:  for two of the card must be of higher value than the current top card, while for the other two it must must be of lower value.

The Game: Extreme
– Image by boardGOATS

Players can discuss anything they like so long as nobody discloses any specific number information and they can play as many cards as they like on their turn so long as they play at least two (until the deck has been depleted, after which they must play one).  To help eveyone out, there is also the so called “Backwards Rule” which allows players to push a pile back so long as the difference between the card they are playing and the card they are covering is exactly ten.  Once the active player has played their cards, they replenish the missing cards.  The game ends when all cards have been played or the active player is unable to play a card.  This time, a lot of players started with mid-range cards, but once those had been cleared, things progressed quite satisfactorily.  Inevitably, when Burgundy was forced to trash a pile, things began to go wrong, but once he’d played all his cards, with a bit of careful organisation all of a sudden it looked possible, and indeed, as Ivory played his last cards, a four and a three, we beat The Game for the first time in a very long while.

The Game: Extreme
– Image by boardGOATS

While all this excitement was going on, Green had left for an early night and the last three decided to give NMBR 9 another go.  This time, all three players only managed two scoring layers, and, as a result, there was just one point between second and third.  It was Turquoise, however, who had really got a handle on the game this time though, and finished more than ten points ahead of the others with a creditable score of sixty-four.  There was still time left for something shortish, and with six people there wasn’t an awful lot to choose from, so in the end, we went for an old favourite, Bohnanza, also known as “The Bean Game”.  Because most people have played this a lot, in general, it was only a few minor points that really needed clarifying though reminders are always helpful:  hands must NOT be rearranged; active players MUST play the first card from hand and may play the second; the two cards turned over from the deck must be planted before any other trading can be done; fields with only one bean in them cannot be harvested unless all fields only have one bean in them; draw FOUR cards at the end of players turns, and third bean fields cost only TWO coins…

Bohnanza
– Image by boardGOATS

The game was very close.  Purple was clearly doing well with lots of lucrative Soy beans, while Black-eye beans were unusually popular.  Black was stuck with a precession of coffee and wax beans, while Blue kept digging up stuff just before she acquired more of them. Burgundy kept complaining that he had a very small pile, but by the end it looked just as healthy as anyone else’s.  Blue bought herself a third bean field at her first opportunity, and, controversially, Ivory followed about two thirds of the way through the second round.  This drew lots of surprised gasps and sucking of teeth, as the received wisdom is that with large numbers of players, the extra field is rarely worth it.  It was impossible to tell whether Ivory would have done better without it, but it was a game of small margins.  In the end, it was a tie, with Blue and Purple both finishing with thirteen points, largely thanks to a very dodgy trade on the final turn.

Bohnanza
– Image used with permission of BGG contributor spearjr

Learning Outcome:  Great games can come from a simple rule set.

18th October 2016

Magenta arrived first, and after a short delay while she fiddled with her phone she was joined by Blue (armed with lots of “Mammy Sheep” for Red and a pile of other bits from Essen for everyone else). Burgundy, Pine, Red and Cerise followed together with food.  We were nearly done when Black and purple turned up and ordered their food, so while we were waiting we started a pair of parallel games of the “Feature Game”, The Game: Extreme.  We’ve played the original version, The Game, quite a lot, so were keen to see what this added.  The Game is very simple:  as a group, players must try to to play every card from the deck (numbered two to ninety-nine) onto four piles.  On their turn, the active player must play two cards from their hand on any of the four piles:  for two of the card must be of higher value than the current top card, while for the other two it must must be of lower value.

The Game
– Image by boardGOATS

Players can discuss anything they like so long as nobody discloses any specific number information and they can play as many cards as they like on their turn so long as they play at least two (until the deck has been depleted, after which they must play one).  To help eveyone out, there is also the so called “Backwards Rule” which allows players to push a pile back so long as the difference between the card they are playing and the card they are covering is exactly ten.  Once the active player has played their cards, they replenish the missing cards.  The game ends when all cards have been played or the active player is unable to play a card.  The game is often compared with Hanabi, as it is a cooperative card game, but for Hanabi to work really well it needs to be played in total silence and with poker faces – anything less and clues are given away unintentionally and the level of “cheating” becomes arguable, but playing like this is very stressful.  In contrast, we find that The Game is much more relaxed and “fun”, which is why we like it.

The Game: Extreme
– Image by boardGOATS

The Game: Extreme differs from the original in that the cards have a different colour scheme and twenty-eight of them are marked with special “command”.  There are seven different commands, three that take effect immediately and only directly affect the active player, and four that continue to affect every player on their turn until they are covered by another card.  These commands are all nasty and vary from “play three cards” to “pick up only one card”, or “no talking”.  It was very quickly apparent that the commands make The Game: Extreme much more difficult than The Game.  What was less obvious was that it becomes much more stressful and, as a result, less fun.  After both groups had endured two terrible rounds getting barely half way through the deck, Magenta, Blue and Burgundy came to the conclusion that a large part of the problem was that it felt like the game was playing the players rather than the players playing the game.  Blue commented that it hadn’t felt like that with two players when , so maybe an extra card each would help?  So Magenta, Blue and Burgundy gave it another try with seven cards apiece.

The Game: Extreme
– Image by boardGOATS

This time, it was much better – everyone felt like they had meaningful choices instead of no choice, but it was still difficult.  Clearly with the extra cards The Game was much easier, but still not trivial and the group finished with a creditable three cards remaining.  Meanwhile, Pine, Red and Cerise had got bored with dispiriting losses and had moved onto Port Royal Unterwegs.  This is supposed to be the travel edition of Port Royal, though how it is the travel edition, Heaven only knows as the box is the same size as the full version, which itself is big enough to include the expansion as well!  Perhaps it is in reference to the number of cards, which is considerably less than half the number in the full game and, as a result it plays a maximum of four rather than the five in the original.  The cards are different and the rules slightly more succinct too, which make the game play a little more streamlined.

Port Royal Unterwegs
– Image by boardGOATS

Port Royal is a very simple game:  on their turn the active player turns over the top card of the deck and either takes the card if it is a Ship that they want; repels the Ship if they don’t want it and have sufficient cutlass cards to do so; buys the card if it is a Character card that they want and can afford, or places it face up in the display in front of the draw-deck and draws another card.  They continue to do this until they have bought/taken a card, or a Ship is drawn that is the same colour as a ship already in the display and cannot be repelled, in which case, they go bust.  The game uses the same dual use cards trick as Bohnanza where the cards have one meaning when face up and are coins when face down.  In general, each Character card has a special power, but is also worth victory points at the end of the game.  Port Royal Unterwegs is very similar except the characters are generally less complex and the game ends when someone gets to eight points instead of the usual twelve.

Port Royal Unterwegs
– Image by boardGOATS

These changes make Port Royal Unterwegs quite a bit quicker than its parent, but it helps a lot if players have an idea of what they are trying to do and what chances they need to take as there isn’t time for them to come round again.  It turned out that of the group of players only Pine had actually played it before and he had scant recollection of it.  Blue did her best to remind him from the next table, but as there were slight changes to the rules and she didn’t want to let the side down in The Game: Extreme, she couldn’t give them the help they really needed.  After the event, Blue asked Pine what happened and he replied, “Just record it as three people who didn’t know what they were doing…”  Red was similarly vague and aside from the fact that Cerise won and Pine came second, everyone seemed very keen to forget the whole experience.  Maybe one to try again sometime.

Best Treehouse Ever
– Image used with permission of
nonsensicalgamers.com

While all this was going on, Black and Purple on the next table were struggling with one of their Essen acquisitions, Best Treehouse Ever.  This is a card drafting game where players spend three weeks (rounds) building themselves a tree-house.  Similar to games like Between Two Cities, 7 Wonders and Sushi Go!, players start with a hand of cards (in this case six) and then everyone simultaneously chooses one room card and places it face down in front of them before passing the rest of the cards on to their neighbour.  Once everyone has passed their cards on, everyone simultaneously adds their room to their tree-house.  There are very few building restrictions, but it is these that make the game interesting.  For example, tree-houses must be no more than six levels high and each room must be supported by two branches from the room below (except on the outside).  The first room of any colour may be placed anywhere, but those that follow must touch a room of the same colour.  If at any point a room card cannot be placed, it must be discarded, reducing the final magnitude of the tree-house and ultimately the number of points it can score.

Best Treehouse Ever
– Image used with permission of nonsensicalgamers.com

The really clever bit is the “Balance Marker” – a wooden cube at the bottom of the tree.  Everyone knows that when building a tree-house it must be balanced if it is not to collapse.  So, rooms cannot be built on the same side of the tree as the balance marker, which shifts throughout the game based on the players room placement.  Thus, the building restrictions require constant awareness of the position of rooms in a players tree as well as those in the trees of the opposition.  While the ability to start a new set of coloured rooms gives flexibility, players must be cautious not to cut off existing colours too early.  Once all cards have been played or discarded, the round is concluded by a scoring session where players choose one of the four game changer cards, which either multiply the score of one room colour or completely prevent a room colour from scoring.  After three complete rounds there is a final scoring round where players with the majority of one or more room colours at the end of the game will score an additional point per room of that colour.

Best Treehouse Ever
– Image used with permission of nonsensicalgamers.com

With just two players, the scoring s simplified – the multipliers are removed and players have one “this room doesn’t score” card each instead.  As ties don’t score at all in the final round, these become quite critical in a head-to-head game.  This time, both players had level five treehouses, though this was probably largely because it was the first time Black and Purple had played the game and they played too many rounds.  In the final scoring, Purple dominated the red and brown rooms while Black had the majority in yellow and purple rooms.  It was very tight, but Purple took the game by a single point.  Best Treehouse Ever was a game that Black and Blue had discussed getting.  Sadly, it was clear that Black was disappointed that it wasn’t at its best played with two, however, it will doubtless get another outing in the near future with more of us involved.

Best Treehouse Ever
– Image used with permission of nonsensicalgamers.com

With Black and Blue suffering from “German lurgy” and Burgundy still recovering from his last bout, everyone was keen for an early night.  Once Red, Cerise & Magenta had headed off, everyone else settled down to go through the rules of Kerala, a simple little tile laying game with beautiful presentation, while Purple multi-tasked and wrote an essay about her favourite tree-house. In Kerala, 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 choosing 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 players’ elephants ponderously move over their play-area with players messing with the player to their left by leaving them with tiles they don’t want.

Kerala
– Image by boardGOATS

Tiles come in the five different player colours:  red, green, blue, black and purple.  At the end of the game players require precisely one contiguous region of each colour (with two allowed for their own colour); if they are missing a colour they lose five points and if any regions appear more than once, tiles must be removed with a penalty of two points per tile.  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

After a few slight rules queries, everyone got on with the gentle action of choosing tiles and moving elephants, but gradually everyone became aware of the game’s “Tusks” as Blue left Pine with something he really didn’t want for the second time and what had initially seemed like multiplayer solitaire suddenly wasn’t.  As their areas expanded, players gradually got themselves into difficulties and then struggled to get themselves out of them again.  Although nobody pulled their punches when choosing tiles to leave, everyone offered genuine assistance and friendly opinions, especially to those unfortunate players left with rubbish at the end of the round.  Predictably, having played it before, Blue finished some way ahead of the pack, though Black, with a veritable troop of Elephants in a very tidy array joint top-scored with forty-five, eight ahead of Pine in third.

Kerala
– Image by boardGOATS

Learning Outcome:  Essen is Awsome, and Blue needs cloning.