Tag Archives: Between Two Cities: Capitals

23rd January 2018

Once the inevitable pizzas were dealt with, we settled down to the “Feature Game”.  This was Cities of Splendor, the expansion to Splendor, a splendid little game that we’ve played quite a lot since its release in 2014. The base game is really quite simple, but although a lot of groups apparently find it very dull, our group seem to find quite a lot of mileage in its subtlety and trying to get the better of Burgundy who mostly seems pretty unbeatable.  According to the rulebook, players are Renaissance merchants trying to buy gem mines, transportation methods and artisans in order to acquire the most prestige points. The most wealthy merchants might even receive a visit from a noble, which will further increase their prestige.  Despite all this, the game itself is, in truth, really quite abstract.  Players have essentially have three options on their turn: they can pick up gem tokens; buy a development card, or reserve a development card (and take a Gold token).

Splendor
– Image used with permission of boardgamephotos

When picking up tokens, the active player can either take three different gems, or, as long as there are four or more available, two the same, with a hand-limit of ten.  These are then used to buy development cards which provide the player with a permanent supply of gems of a given colour and sometimes, some prestige points. The development cards come in three decks, and the Level Three cards as significantly more difficult to obtain, often requiring many gems.  Sometimes it can be a good idea to reserve a particular card, preventing another player from taking it and getting a Gold token in return, which can be used in place of any gemstone when buying a development card.  At the start of the game there is a small number of noble tiles each with with a requirement (e.g. four opals and four rubies); the first player to fulfil this requirement gets the noble and the associated number of prestige points.  The first player to fifteen prestige points is the winner.

Cities of Splendor
– Image used with permission of BGG contributor punkin312

The expansion, Cities of Splendor, consists of four small modules:  Trading Posts; Strongholds; The Orient, and the eponymous Cities.  We were a little concerned that these expansions were going to take a game we enjoyed largely because it is so very simple, and make it unnecessarily complex (a phenomenon we had experienced previously with some parts of the Between Two Cities expansion, Capitals).  However, unusually, these modules must be used independently of each other, each providing a really very small tweak to the game, but potentially changing the dynamics quite dramatically.  For example, Strongholds provides three little plastic towers for each player, which can be moved by the active player whenever they take a development card.  The active player can either place or move one of their own strongholds, or remove someone else’s, thus providing another way to reserve a development card.  Alternatively, this effectively provides a way for everyone to “gang up” on one player, so this module has been renamed the “Get Burgundy” module…

Cities of Splendor
– Image used with permission of BGG contributor punkin312

We only had one copy of the expansion, but with several copies of the base game we decided to split into two groups, each playing different modules.  The groups were split along the lines of who wanted to get beaten by Burgundy and who didn’t.  The first group to get going contained Black and Blue, who were optimistic that the changes introduced by the expansion might upset Burgundy just enough to give someone else a chance to win.  As they don’t normally get the chance to play with them, they started with nobles drawn at random from the 2016 and 2017 Brettspiel Advent calendars and the promotional set and then had to decide which expansion module to use.   Rather than opting for the “Get Burgundy” module, they decided it would be fairer to choose something else and opted for the Trading Posts module.  This provides an additional small board with five “Posts” with specific requirements, which if fulfilled give players extra options.  For example, a player with one diamond and three ruby development cards is allowed to collect a single token every time they buy a development card.

Splendor
– Image used with permission of BGG contributor punkin312

Although Splendor is normally quite a thoughtful game, it usually moves along quite quickly. However, the addition of the expansion, slowed the normal fast pace quite noticeably as everyone spent more time working through the options for each turn, especially at the start.  It wasn’t unpleasantly slow though, particularly as everyone had plenty to think about during the down time. Burgundy grabbed lots of diamonds and quickly began to claim some of the special powers available from the Trading Posts, making particularly good use of the first one which allowed him to collect a token every time he picked up a development card.  Black tried to go for the last two Trading posts, one of which gave him two a point for each other Trading Post he had claimed and another which gave him a straight five points.  Blue had started well, but was finding that all the diamond cards had evaporated which brought her game to an abrupt halt.

Splendor
– Image used with permission of boardgamephotos

It wasn’t long before Burgundy was picking up his second noble, and with Black two turns away from finishing the game himself, the game came to an end as Burgundy claimed his fifteenth point, six more than anyone else.  Meanwhile, on the neighbouring table, they were playing with The Orient Module.  This provides ten extra development cards at each of the three levels, a total of six of which are placed face up (two from each level).  These red-backed, “Orient” cards have interesting and unusual powers.  For example, there is a level one card which acts as a single use, pair of gold tokens which can be used at any time during the game.  The other card available from the level one deck is an “Association” card which is immediately associated with one other card and increases the yield of that card by one.  There are also some double gem cards and one that enables players to reserve a noble.  Everyone made good use of the double gold cards and the “money bag” Association cards (aka “onion” cards) in the first row of Orient cards.

Splendor
– Image used with permission of BGG contributor punkin312

The second row expansion cards remained in place for quite some time. Purple took a lot of development cards using gold tokens, Green plodded away with opal and sapphire development cards, while Red was trying to hold on to her double gold cards to use on those difficult to get top row cards.  Eventually Green claimed a level two Orient card, a double red gem, which got him to within a whisker of getting the first noble, but Red had other plans.  An Orient card swiftly enabled her to reserve the noble, take from under Green’s nose and thus preventing him from taking a commanding lead.  Before long, Green was back, however, having built up his opals and diamonds which enabled him to claim Isabelle of Castile (with four opals and four diamonds). Then it was only a matter of time, Red claimed her noble, but couldn’t stop Green taking a top row card to finish the game with sixteen points leaving Purple, who had started, very frustrated—she was just one turn from claiming her reserved card which would have given her the last noble and fifteen points.

Splendor
– Image used with permission of boardgamephotos

Red had really enjoyed the extra challenge and had felt that the higher level expansion cards hadn’t really come into play and fancied giving it another go.  So, unusually for the group, rather than packing up, it got a second game.  There was a brief debate whether going first in Splendor is an advantage or not and the discussion spread to the next table.  It seems to be perceived wisdom, but there was a debate about whether the fact that players at the end of the round can get an extra turn (and so play for more points) might offset that.  Ultimately, no-one felt it made much of a difference and since Purple had started last time, it was between Green and Red, so they played Rock-Paper-Scissors to decide. With the excitement building, the count began, 1, 2, 3!  Round One was a draw: both had paper.  With the tension so tight you could cut it with blunt knife they started across the table at each other and prepared for the second round; a switch from paper was likely, but which way: Green went Scissors, but Red took the game with a well timed Rock and started the second game of Splendor.

Splendor
– Image used with permission of BGG contributor punkin312

Playing for a second time did not change the amount of thought that went into each turn; it always felt like a conundrum, one where several moves looked like good ones.  Perhaps the Orient cards hadn’t been shuffled very well, but all the level one “Onion” Association cards came out first and the double gold cards seemed to be stuck at the bottom of the pile. Red claimed to not know what she was doing, but made efficient use of her “Onions” nonetheless.  Purple continued her gold token strategy making sure she took whatever looked useful to Green while Green ironically, just couldn’t get any green emerald cards.  In fact the emerald development card handicap became quite a problem, especially since the other two were holding on to their green tokens and while an “Onion” card might have helped, he still needed one emerald card to start with! Eventually, Green was forced to change his strategy and picked up a level two expansion card to reserve the noble he was after before someone else had the chance to pinch it—all the more critical since it was the only one he could get under the circumstances.

Splendor
– Image used with permission of boardgamephotos

Red took the lead when she gained her first noble, but she said it wouldn’t last long, and she was right. Purple was next and was able to reserve a noble for herself, then Green claimed his reserved noble. The game continued to be quite tight and even though Green managed to claim a second noble, it wasn’t enough to end the game. That privilege fell to Red who finished with seventeen points. Purple was left with nothing she could do to increase her score, but that led to a debate as to what Green might be able to do. With twelve points, green needed five to draw level with Red and there was a five point card he could claim on the table. However, if Purple took that he would then only be able to claim a three point card, unless the card purple took was replaced with another five point development he could claim.  Purple decided to play king-maker and took the card leaving an unhelpful replacement card leaving him two points behind Red, the winner.

Splendor
– Image used with permission of BGG contributor punkin312

Since Red, Green and Purple had gone onto a second game, Blue and Black decided to do likewise and have another pop at Burgundy.  This time, Blue went on the offensive and decided that black opals were essential to her game plan and a couple of rounds in, suddenly realised that she had almost all the black tokens and there were no attainable opal development cards available.  With the others in dire straights, Blue was able to completely strangle the game.  The problem with this strategy is that holding all the tokens of one colour is a very powerful position to be in, but that power is useless unless those tokens are spent and then the power is gone.  Additionally, the other players will inevitably build up their cards in other colours and eventually this will lead to accessible cards for the rare gem turning up.  So, timing is critical and there is a lot of luck involved as well.  Perhaps the key part is to ensure that the amount of effort put in to controlling the game doesn’t exceed the value obtained.  Inevitably, Blue didn’t have the perfect timing required and eventually Burgundy broke free, finishing the game with a massive twenty points, leaving the others standing.

Splendor
– Image used with permission of BGG contributor dotkeller

The fact that both tables wanted to give their module another go says a lot about what we thought of them.  Clearly, the changes to the rules were not enormous but added a nice little bit of variation to a game we’ve played and enjoyed a lot.  Inevitably, we felt some of the Trading Posts some seemed much more powerful than others.  For example, the second Post enabled a player to take an extra gem of a different colour when taking two gems of the same colour.  The problem with this is that taking two tokens of the same colour is only possible if there are at least four tokens available in that colour.  In the two and three player games this is relatively unusual until later on when players have a lot of cards and no-longer need tokens, by which time it is too late.  In the four player game, we felt this would become much more valuable though.  On the other table, the players still felt they had been unable to use the high value Orient cards, even after a second attempt.  This led to a lot of discussion, in particular whether raising end-game trigger from fifteen to twenty, might encourage their use.  Certainly it could be an interesting variant to try on another occasion, either way, Cities of Splendor is certainly going see the table again for lots of reasons: it has breathed new life into the old game, we have two the other two modules to try, and Burgundy went straight out and bought a copy as well!

Kingdomino
– Image used with permission of boardgamephotos

While Burgundy was finishing beating Black and Blue black and blue, the other group were looking for something to play.  Red had started the evening relating her failed attempts to acquire Kingdomino for less than a fiver.  She had been keen to get hold of it even though she had not played it, so this seemed an opportune moment for Red to be properly introduced to the game.  It’s such a simple game that the rules explanation was quickly done:  Players take a domino which they add to their kingdom and then place their meeple on one of the dominoes on display for the next round.  There are a couple of really clever bits to this game though.  Firstly, since the dominos have a numerical value and are set out and taken, from low to high, players going for the more valuable tiles are trading this value against their position in the turn order.  Secondly, the two ends of the dominos depict terrain and when placed one end must connect to terrain of the same type already in the kingdom (or connect directly to the start tile).  Since all dominoes must fit in a five-by-five space (or be discarded) keeping options open is an essential part of the game.

Kingdomino
– Image used with permission of boardgamephotos

Finally, some tiles also depict one or more crowns, which are the key to scoring as each player multiplies the number of tiles in each contiguous region of terrain with the number of crowns on the tiles in that region.  This means that no matter how big an area is, it is worthless without any crowns.  Although it is a simple little game, it is easy to make a fatal mistake, and that’s exactly what happened this time.  Somehow, Purple messed up her grid patterns, but worse was to come.  She had been targetting mountains and pastures, while both Red and Green were looking to forests and lakes to fill their kingdoms. With only three playing a dozen dominoes were removed and it was not until the end of the game (face down).  It was only at the end of the game that it became apparent why Red and Green had found it so much easier to fulfil their plans—the high scoring mines and lots of pasture (including three of the crown tiles) had been removed. The odds had been heavily stacked against Purple this time.  With the others both getting a full set of bonus points, it was very close between first and second despite the fact that Green had played the game several times.  In the end there was only two points  in it, with Green the narrow victor.

Kingdomino
– Image used with permission of boardgamephotos

On the other table, Cities of Splendor had finished and the group were looking for something to play.  Inspired by the nearby game of Kingdomino, Black spotted Queendomino which he had not yet played.  Blue commented that she was happy to play it and be proven wrong, but that she felt it took all the good things in a great little game and broke it.  In her mind, the comparison was similar to that of Tsuro and Tsuro of the Seas.  The former is a short, light game that plays lots of people and despite player elimination is still great fun with minimal downtime.  On the other hand, playing Tsuro of the Seas at the Didcot Games Club had, on one notable occasion, ended up with Burgundy getting knocked out a couple of turns in and spending the next hour and a half as a spectator.   In Blue’s eyes, Queendomino’s first offence was the fact that instead of the tidy little box that Kingdomino came in, it had a huge, Ticket to Ride sized box, mostly because there was a tile-tower included.  This offended her sense of efficiency, but wouldn’t have been so bad, if it had worked properly.  Although the magnetic closing mechanism was cool, Blue in particular had repeated difficulties getting the tiles out of the bottom, a problem that was exacerbated as the stack got smaller and the reduced mass pressed less on the tile being drawn out, making it increasingly difficult.

Queendomino
– Image used with permission of BGG contributor Toynan

As for the game, the basic mechanism is the same as Kingdomino, however, there is an extra tile type: red building plots.  These act exactly the same as the other terrain types, except that there are a number of building tiles on display that payers can buy and add to their kingdom.  This building display is only refilled at the end of the round which can make being late in the turn order more of a problem.  This can be compounded if someone chooses to bribe the dragon to burn down one of the buildings.  Amongst other things, these buildings provide knights and turrets that players can use to collect taxes and score more points.  While this has the potential to make the game deeper, the downside is that it can make the already slightly mathsy scoring even worse.  Despite all this and Blue’s really rather appalling rules explanation, everyone was surprisingly keen to give it a go.  Burgundy inevitably, tried to profit from the new components and eagerly started collecting wooden turrets.  Blue and Black were a little more circumspect, though both of them picked up a few knights and used them to good effect to collect enough in taxes to ensure they were able to build a couple of nice buildings.

Queendomino
– Image used with permission of BGG contributor Toynan

In the end, it surprisingly close, and after several re-counts, Black was deemed the winner, six points ahead of Burgundy in second place.  Looking at the scores, it turned out that both Black and Blue had made most of their points on the original terrain, and it was arguable how much the new buildings had really helped.  Burgundy’s entire game plan had revolved around the new buildings, but somehow, although it looked like he was running away with it, the game hadn’t quite panned out like that.  Blue asked what the others thought of it and Burgundy commented that he’d be happy to give it another go, but that was in complete contrast to Black, who’s one word answer, summed up Blue’s feelings, “Terrible”.  At some point point during the game, Red had asked whether Blue would feel better about the game if it didn’t have the tower, to which Blue replied that it wasn’t the tower per se, it was more that the tower was a metaphor for all all the stuff they had added to the original Kingdomino game:  it was nice to look at, but fiddly, totally un-necessary and overall made the whole experience much less enjoyable.  With that, she had removed the tiles from the tower and immediately felt better about the whole thing, but not enough to save the game from being sold at the earliest opportunity.  So, Burgundy might not get his second chance to play it after all.

Queendomino
– Image used with permission of
boardgamephotos

Meanwhile on the next table, everyone was feeling a little tired, but as the hugely complex game of Queendomino, was still going on, Red and Green decided not to leave Purple relegated to observer, and chose to play one more short game.  The game in question was Battle Kittens, primarily because it’s got kittens in it, but also because it’s quite quick.  This was a game Blue picked up on a trip to Reading with Green, and, as he had enjoyed it more than she had, he’d received it as a little gift at the GOATS New Year Party.  At it’s core, it is a card drafting game where players draft their hand of kitten cards and then send them off to battle.  Each of the three arenas will contest three of the four kittenny attributes: agility, strength, wisdom and cuteness.  Players decide which kittens they want to put into each arena and then resolve any special cards with the highest total running out the winner.  At various times, both Purple and Red had a victory cruelly snatched away from them to the benefit of Green. The first time this happened was to Red who had a high score with three kittens and had it ended there she would have won that battle.  Unfortunately, she was forced to take a King card first, and lost all her other kittens and ended up losing the battle. Similarly, in the second round, Purple managed to get some really good Crown cards and won a couple of battles quite convincingly, but they either gave more fish for coming second or gave an equal number for first and second place and thus did nothing to dent Green’s growing pile of fish as his kittens gambolled their way to victory.

Battle Kittens
– Image by boardGOATS

Learning Outcome: Some expansions really add to the game, others can take a great game and make it “terrible”.

13th June 2017

Purple and Black were first to arrive and were finishing off their supper when Burgundy joined them.  While Burgundy waited for for his dinner to arrive, he joined Purple and Black in a quick game of Kingdomino.  This is a fairly light little game that has recently been nominated for this year’s Spiel des Jahres Award.  Kingdomino is a simple little tile laying game with elements borrowed from other games, in particular, Carcassonne and Dominoes.  These are combined to make a well presented family game that is in with a great chance of winning the award.  During the game, players taking it in turns to add to their kingdom by placing dominoes that depict different terrains types.

Kingdomino
– Image by boardGOATS

The dominoes comprise two squares each featuring one of six different terrain types: pasture, cornfield, woodland, sea, swamp and mountain.  Some tiles also depict one or more crowns.  When the dominoes are placed, one end must either connect to another domino matching at least one of its terrain types or connect to their starting tile (which can be considered to be “wild”).  All dominoes must fit in a five-by-five space and if one or more of dominoes cannot be placed according to these rules, then they are discarded.  At the end of the game, each player multiplies the number of tiles in each continuous region of terrain with the number of crowns on the tiles in that region and adds them up to give their score – the player with the highest score wins.

Kingdomino
– Image by boardGOATS

There are a couple of interesting little quirks.  Firstly, the dominoes are chosen by players in a very elegant way.  Each domino has a number on the reverse with the higher numbers roughly correlating to the more valuable ones.  At the start of the game four dominoes drawn at random are placed face up in ascending order and each player puts a coloured meeple on one of them.  These dominoes are played in ascending order, so the more valuable ones are played later.  At the beginning of round, another four dominoes are placed face up in number order creating a second row.  When a player carries out their turn, they take the domino under their meeple and add it to their kingdom and moving their meeple to the next row, choosing which domino to place it on.  In this way, players can choose a more valuable tile for the coming round but that is offset by having a later choice of tiles for the following round.

Kingdomino
– Image by boardGOATS

There is also matter of the distribution of the tiles.  Some terrains types, like cornfield, are quite common with few crowns available, however others (like mountain) are very scarce, but have most have more than one crown on them.  This is quite critical because a player could build up a very large area, which fails to score because it has no crowns.  Alternatively, a couple of squares of mountain (or marsh) can score relatively highly.  This effect was critical in this game as both Burgundy and Purple built up large areas of cornfield, but Burgundy managed to add four of the five crowns available to his which gave him substantial score. He had very little else though, and Black had built up areas of sea and woodland and Purple had added several small terrains to her large cornfield.  Largely thanks to his massive cornfield, Burgundy finished with a massive forty-two, almost twice that of Black in second place.  With Kingdomino over and Burgundy and Blue’s pizzas having arrived, the group split into three, with one group playing a new game, “London Meerkats”, one group playing the pizza making card game, Mamma Mia! and the last group eating pizzas (far too serious to be a game).

Kingdomino
– Image by boardGOATS

We first played Mamma Mia! about a month ago, and it went down so well, that Red fancied giving it another go this week prior to perhaps making a little purchase herself.  The idea is that players are trying to fulfill pizza orders by first putting topping cards in the “oven” and then sneaking their order cards in on top before another player does the same and claims the toppings for their order. So, each player has a deck of personal order cards and a random hand of toppings. On their turn, each player must place at least one topping card in the oven pile (all the same type) and may follow it with an order card if they choose.  The winner is the player who manages to complete the most orders.

Mamma Mia!
– Image by boardGOATS

Red and Pine had played Mamma Mia! last time (with the Double Ingredients mini expansion) and introduced Magenta and Turquoise to it.  Unfortunately, it is a slightly strange game and some of the rules didn’t quite make it somewhere along the line, not that it mattered though and Burgundy and Blue were thoroughly entertained by some of the snippets that drifted across the room. It seemed Pine in particular had strong opinions on what should go on a pizza, “How can you have four pineapples and one mushroom on a pizza?  That’s disgusting!”  On the other hand he was clearly less revolted by chili and  pineapple commenting, “That’s a nice combination!”  In the final round with Blue and Burgundy now spectating, Pine was clearly getting frustrated at being asked for the third time whether he had a card to add to his order, as he grunted, “No, I still don’t have one; why on earth would I want pepperoni – I’m a vegetarian!”

– Image by boardGOATS

With all the fun and a close game, the winner was almost a incidental, but once again, it was the Red, the “Pizzza Queen” who managed to complete all eight orders, one more than Magenta who finished with a highly creditable seven.  With pizzas cooked and eaten it was time for the “Feature Game”, Between Two Cities with the new Capitals expansion.  We’ve played Between Two Cities quite a bit, and when the expansion was available as a pre-release at the UK Games Expo at the start of the month, it was inevitable that we’d be keen to give it a go.  That said, Pine (clearly still suffering from a surfeit of pineapple and pepperoni), commented, “Here’s where an expansion takes a good game and makes it a worse.”  So it had a lot to live up to.

– Image by boardGOATS

Unfortunately, Turquoise had not played the base game before, however, of all games Between Two Cities is one game where a novice can get a lot of help due to its inherent nature.  The game is very simple as players draft buildings tiles, keeping two tiles each round and passing the rest on.  The novel part of the game is that instead of adding these tiles to one’s own city, the tiles are added to two cites, one on each side, each shared with a neighbour.  The winner is the player with the “best” second city (i.e. the player with whose lowest scoring city is the strongest). This peculiarity of the scoring means players are trying to balance their two cities and ensure the buildings they require a complementary.  The semi-cooperative nature meant that Red and Burgundy could help out Turquoise, and in fact, everyone could help eachother dealing with the complications of the expansion.

Between Two Cities
– Image by boardGOATS

There are three components to the Capitals expansion.  Firstly, each city now starts with a three-by-three starting tile with some pre-filled spaces and others that can  be filled by players.  This adds a tweak to the start of the round that we all agreed we liked, as well as making the game slightly longer as the cities occupied a slightly larger space.  The other two modules were slightly more controversial.  The new tile type, Civic buildings, might have been more popular if the icons hadn’t been so small that they were almost impossible to see in the slightly subdued lighting in the pub (which was worse than normal due to a blown bulb in exactly the wrong place).  Even those who could see them well though, were playing them in a very negative way.  These tiles give three points if placed near one specific type and six if next to two specific types, but one if not adjacent to either or if adjacent to a third specific type.  Unfortunately, the icons were too small to distinguish for anyone over about twenty.  Finally, there were district awards given to the largest districts i.e. contiguous areas of a pair of tile types.  Most people ignored these, largely due to the fact they were concentrating on trying to work out what to do with the Civic buildings.

Between Two Cities: Capitals
– Image by boardGOATS

One of the nicest parts of the Capitals expansion is that it includes a list of all the wooden monument meeples with their names, allowing players to identify better with their two structures.  Burgundy and Turquoise filled their shared city, the “Red Pagoda”, with lots of houses, parks and shops.  Since Burgundy was struggling to see the Civic buildings they completely eschewed them in favour of factories which they mostly managed to avoid placing next to any houses.  On Turquoise’s other side was the “World War Monument”, shared with Magenta.  This city scored less well, partly because it was competing with the “Red Pagoda” for park and factory tiles.  Magenta’s second city didn’t do much better, though at least it wasn’t in competition with her first city.  Sharing with Pine, the “Rialto Bridge” city combined offices with leisure and housing.

– Image by boardGOATS

Pine’s second city, the “Sydney Harbour Bridge” was shared with Red, and the profile almost exactly mirrored his first city.  It scored much better though partly thanks to the addition of a few Civic buildings and a couple of extra leisure facilities.  Red’s second city, “St. Basil’s Basilica” was shared with Blue and also featured several Civic buildings (as did Blue’s other city, well, someone was going to end up with them).  Despite completely missing out on shops which dented its housing score, “St. Basil’s” still scored quite well due to a lot of houses and parks.  The final city, the “Geekway to the West”, was shared by Blue and Burgundy and featured lots of shops, leisure buildings and houses as well as the Civic buildings, scoring well.

Between Two Cities: Capitals
– Image by boardGOATS

All the scores were a little moot, however, as the District Bonus scores were still to be allocated.  Only Blue had really paid attention to these at the start, and she had infected Burgundy and Red who she had been sharing cities with.  It was perhaps no surprise then that the “Red Pagoda”, the “Sydney Harbour Bridge”, the “Geekway to the West” and “St. Basil’s Basilica” all picked up bonus points which put them in first, second third and fourth place respectively.  That still left the winner to determine.  Blue, Burgundy and Red all had an interest in two of the top four cities.  Burgundy participated in the first and third placed cities giving him first place, and Red and Blue shared “St. Basil’s Basilica” in fourth so Red took second place on the tie-break.

Between Two Cities: Capitals
– Image by boardGOATS

Meanwhile, the next table had been playing London Markets (or “London Meerkats” as we  have taken to calling it).  This game was released at Essen last year following a KickStarter fund-raiser and is a re-themed revision of Dschunke, which was originally nominated for the Spiel des Jahres in 2002.  Green, Black and Purple had tried to play it at Didcot once before, but the set up and rules explanation had taken so long that they had only managed a few opening rounds before running out of time.  This meant they were all keen to try it properly, especially as it seemed to have an interesting and unusual mechanic.  In this, they were joined by Ivory who is always keen to try something new, especially the slightly more complex games.  Although “London Meerkats” is not actually that complicated, being a little different it takes a bit of time to understand how the components fit together.  At its heart, “London Meerkats” is an auction game, where players use goods to make a concealed bid for one of four options with the ultimate aim of having the most money at the end of the game.

London Markets
– Image by boardGOATS

In general, there are four items available in each auction, usually three giving a monetary reward and the fourth providing a special power card.  In a four player game, it is possible that each player bids for a different option and everyone moves onto the next round happy.  More often than not though, more than one person bids for one of the options, in which case at least one person is going to be disappointed and not just because they didn’t win, but also because all bids, even losing bids, go to the bank.  Worse, in the case of a tie, the winnings are split and rounded down, so when this is not possible, again, everyone involved comes out with nothing.  If there are items than nobody bid for, these are auctioned again, but it is even more risky this time as there are the same number of participants, but fewer targets.  They are also the items nobody bid for at the first attempt, so may be less desirable, leaving players with another difficult decision.  The interesting part of the game is how players acquire the goods to use in the bidding in the second part of the round.

London Markets
– Image by boardGOATS

The first part of each round is played on the board featuring London and five of her markets, Brixton, Borough, Portabello, Covent Garden and Petticoat Lane.  Each market exclusively provides textiles, soaps, coffee, porcelain apart from the last one which provides access to one of the others.  There are also three merchants who each start at one of the markets and two assistants who occupy locations on the banks of the river.  Players start by taking it in turns to select a merchant or one of the assistants and activating them, turning the token over so that only one person can carry out each action per round.  The merchants allow players to stack goods crates of their own colour in the market, collect goods cards (which are used for bidding) or collect money from the bank.  The latter number of cards or the amount of money depends on the number of crates visible when the action is used.  Since crates come in bars and are stacked, the number of crates visible changes throughout the game.

London Markets
– Image by boardGOATS

The merchants carry out the activity in the market they are in, whereas players who activate the the assistants can choose which of the two markets to carryout the action in with the action dictated by the assistant’s position on its riverside path.  Once everyone has carried out an action in the London Markets, players get two extra cards of their choice (or more if they have the right power cards) before the auction phase.  With almost everyone having recently played it (or at least a bit of it), the group relied largely on memory, which turned out to be a bit of a mistake, as part way through the game it became apparent that people had mis-remembered the rules in a number of small ways, which did distort the game in very unhelpful manner.

London Markets
– Image by boardGOATS

Black began by targeting the auctions for bonus cards, with Ivory going for the high value coffee, Green for low value cloth while Purple cornered the market in cheap lavender soap.  As the first few rounds went on, Ivory continued to pursue coffee and added a bonus card strategy too, claiming several extra pounds for having crates in a multiple markets. Green continued to do well in the auctions, Purple too, but with the lower value goods. Black seemed to miss out several times.  In round three, the first mistake reared its ugly head.  At several intervals during the game, there is an extra mini-action, the first of which is during round three.  We assumed the person who chose the first assistant would also get a bonus card on top of his action which Ivory used to great advantage. It was only after the half way mark that we realised the symbol on the board actually meant that everyone gets a bonus card that round.  Unable to fix this retrospectively with only one bonus card marker left we chose to continue as before. This would mean that Purple got the chance first and only Green didn’t get the bonus.

London Markets
– Image by boardGOATS

After round four, that we realised our second mistake. The two assistant actions are only supposed to be used in the two unoccupied markets, but we had played them as being available in all.  Since the first player marker had made one full rotation, we felt it had been fair and playing that rule properly hereafter would not penalise anyone unduly.  The game continued, Black managed to get the tie-breaker bonus card, meaning he would win any tied auctions and Ivory began to use his bonus cards to good effect.  Green was switching his auction goods quite well, winning several at high and low values, while Purple often found herself taking the short straw, losing a few.  By the half way money check mark, it was all very close with Green narrowly in the lead with £21 just £1 ahead of Ivory had £20 and Black and Purple just behind.

London Markets
– Image by boardGOATS

In the second half of the game, Black was finally able to start making good on his tie breaker, often to the demise of Green and Purple. Ivory was also able to really start building his position as he could now take four cards before each auction and exchange two more, meaning he could acquire a set of six of any type under almost any circumstances. It was about this that the third big mistake became apparent – some of the bonus cards could be held and cashed in later rather than having to be used as an immediate cash injection.  This meant players could work to get crates positioned in the appropriate market before cashing in a card, which would have helped those floundering quite a bit.

London Markets
– Image by boardGOATS

By about three quarters of the way through, it was obvious who the winner would be because he was raking in the cash and everyone else barely got a look-in.  Black had had a better second half, nearly doubling his score, while Green and Purple struggled, although Green fared worse of all as he barely managed a third of what he had taken in the first part of the game.  It was Ivory though that finished with £56, nearly £20 clear of Black in second, a huge margin of victory in what had seemed like a close game at half-time.  It was clear that the incorrect rules had a big impact on the outcome though, and as a result, and as we played it, it really meant that gaining an advantage would result in a increasing circle of benefit so maybe another try is in order, with all the correct rules.

London Markets
– Image by boardGOATS

Since “London Meerkats” finished before Between Two Cities, Purple and Black fancied another go at Kingdomino, this time with four players and Ivory and Green instead of Burgundy as the opposition.  There are also a couple of variants, in particular the option of adding a ten point bonus for finishing with the castle in the centre of the five-by-five grid as well as a five point bonus for players who successfully add all twelve dominos to their kingdom, so for a little variety, these were added to the final scoring.  This time Black’s Kingdom started out with a lot of woodland as he struggled to get anything very much, but kept his options open and managed to work in some other regions and get them scoring. He also managed to get his Castle in the middle and complete the whole set for a full fifteen point bonus.

Kingdomino
– Image by boardGOATS

Green started out with cornfields and meadows, soon adding woodland, swamp and water.  Although he kept it tidy with the castle in the middle, he was left with a terrible final double swamp tile that he just couldn’t place.  Purple was trying to play for the high value swamp and mountain tiles, but failed to maintain her five-by-five grid. She had misunderstood the rules and thought that she would score the bonus as long as the castle was surrounded by tiles. In the end her regions were generally small, but with lots of crowns.  Ivory, the “London Meerkats” Meister, went for a wet kingdom and produced a massive scoring lake and a couple of other regions, got his castle in the middle and completed the grid for a full set of bonuses and his second win of the evening.

Kingdomino
– Image by boardGOATS

With time getting on and people beginning to leave, there was just still time for another game and with Burgundy, Blue and Pine left, Splendor was always a likely target.  Burgundy had had an unbeaten Tuesday night run since January 2015 – well over two years and at least eight games, during which time both Pine and Blue had made several attempts to beat him.  The game is a simple one of chip  collecting and engine-building with a very loose gemstone theme.  Basically, on their turn, players can take gemstone poker chips, or use chips to buy a card.  Some cards have points on them and all can be used like the poker chips to buy cards (but without having to return them).  The cards also give players access to “Noble tiles” which also give points.  The winner is the player with the most points after someone reaches fifteen points.

Splendor
– Image used with permission of boardgamephotos

This time the nobles required three each of sapphire, opal and diamond; three each of sapphire, emerald and diamond; three each of sapphire, emerald and ruby; and four each of diamond and opal.  Pine started, but Burgundy was quick out of the traps, collecting diamond cards as there were a lot about at the start and they featured on three of the four Noble cards.  Blue followed quickly and went for sapphire cards as they were also strongly represented on the Noble tiles.  Pine was a little slower, but not far behind picking up opal cards.  Burgundy was first to take a Noble taking the sapphire, emerald and diamond Noble, just beating Blue to it.  He was working on the sapphire, emerald and ruby Noble, but Blue had her eye on that and it with both layers having three sapphire and three emerald cards, it was all down to who would be first to get three ruby cards.

Splendor
– Image used with permission of boardgamephotos

It was neck-a-neck, and it was Blue’s turn.  She only needed the one ruby card and there was one in the display,but unfortunately, although Burgundy could afford it, she couldn’t.  Grudgingly, she reserved the card for herself, hoping that she wouldn’t turn over another ruby card.  Sadly, she did reveal a ruby card, and since Burgundy loads of cards and lots of chips, he could afford it.  It was Pine’s turn first though and he could also afford the ruby card so he decided to add it to his tableau.  It was with bated breath that Pine reveled the replacement card.  Unfortunately for Burgundy it was not a ruby card which left the road open for Blue to take the Noble on her next turn.  It wasn’t all over though, there were two Nobles still available, and Burgundy went for the next one, however, Pine had other ideas and took both in quick succession.

Splendor
– Image used with permission of boardgamephotos

During the game, both Blue and Burgundy had been picking up a few point bearing cards, however, Blue also had two high scoring cards reserved and was looking to play one of these, a four point card requiring seven sapphires.  Knowing Blue’s habit of spotting what other players want and reserving it to obstruct them, Burgundy reserved a four point level three card that he could play next turn.  Unfortunately for him, this revealed a five point card that Blue could afford.  As the last player in the round, taking the card gave her fifteen points which immediately ended the game, and with it, Burgundy’s unbeaten run, finally.

Splendor
– Image used with permission of boardgamephotos

There was still time for a quick game of that “nasty card game”, 3 Sind Eine Zu Viel!.  This game is very simple:  there are three rows of cards (zero to thirty, thirty to sixty and sixty to ninety) and on their turn, the active player chooses a numbered card and adds it to the appropriate row.  If there are five cards in the row the active player must pick up cards: if the card added is the highest card in the row, the active player takes the card with the lowest number, otherwise they take all cards higher than the card added by the active player.  The cards all have a colour as well as a number, and the aim of the game is to get as close as possible to two of each colour, while three is one too many…

3 Sind Eine Zu Viel!
– Image by boardGOATS

About half way through the game, Pine asked whether the card marker was included in the five cards.  This prompted a quick rules check with the inevitable discovery that we had been playing it wrong.  We finished the game with our rules and although nobody managed a full set of seven cards, Blue and Pine both managed very creditable scores, with Blue five points clear.  Since the game is reasonably quick and we all wanted to know what difference the rules change made, we gave the game a second go.  We all felt it was different this time and maybe a little less prone to catastrophic card collections, not that that helped Burgundy.  For the second game on the trot he scored just seven, while Blue and Pine scored more but were even closer this time with Blue taking the second win, by just one point.

3 Sind Eine Zu Viel!
– Image by boardGOATS

Learning Outcome:  Games are generally better when everyone plays by the same rules, ideally the right ones…!

UK Games Expo 2017

Last weekend, 2nd-4th June, gamers once converged on Birmingham for three days of fun and games for UK Games Expo.  Whereas Essen, is primarily a trade fair so is all about the business surrounding games with lots of buying and selling, Expo focusses on gamers playing games and includes Euro Games as well as lost of role playing games, miniatures games, and war games.  In addition to tournaments there is lots of “open gaming” space and demonstration events for new designs.  There are lots of activities specially designed for kids in the “Family Zone” as well as a trade fair with all the latest games for their parents and seminars presented by industry experts, panels and celebrity guests.

Dice
– Image by boardGOATS

This is the eleventh year of Expo and the event gets ever larger.  Like last year, there were activities in both the NEC and the  NEC Hilton Metropole, though this year it spread into Hall Three at the NEC as well as taking over the whole of Hall One with the food fair outside.  The focus of Expo is on playing games rather than marketing, so there are generally fewer new releases available than at some of the other conventions.  The trade fair is growing though and as a result there were more new games available this year than previously, including The Cousins’ War (a two player game from Surprised Stare Games); Santo Domingo (a new light card game in the style of Port Royal) and Capitals, the new expansion to one of our favourite games, Between Two Cities.  There were also demonstrations and play-testing of of some exciting pre-release games including the new Splendor Expansion and the upcoming stand-alone Snowdonia variant, “A Nice Cup of Tea”.

UK Games Expo
– Image by boardGOATS

A number of GOATS went to play and make purchases with some taking time off work to go on the slightly quieter Friday, while others braved the hoards over the weekend.  A fun time was had by all and it will no-doubt be a topic of conversation next week. when we will surely play some of the new acquisitions.

UK Games Expo
– Image by boardGOATS