The evening started with a bit of chit-chat about happenings in the village and the big hole in the A417 which had a large number of Thames Water employees staring into it and had closed the road to Wantage. Since nobody is travelling very far to games night these days, nobody was inconvenienced. Every cloud… Although nobody was inconvenienced by the road closure, that didn’t mean nobody had been travelling: Green and his family all called in from Aviemore and shared their picture of “little Nessy” and their plans to visit her big sister the following day.
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– Image by Green |
While Mulberry (now recovered from her jet-lag) encouraged her computer to play ball, Green “shared” a glass of whisky with everyone and people reminisced about a certain New Year Party and a particular bottle of the “finest” Bavarian whisky. Eventually, we finally started the “Feature Game“, Railroad Ink: Deep Blue Edition. We’ve found “Roll and Write” style games work really well under the current constraints, so we thought we’d try another one. Rather than a communal colouring fest like Second Chance or Cartographers, in this game players are planning a road and rail network where players score points for connecting, generating a long road and a long track, and using the middle of their board, but lose points for “hanging ends”.
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– Image by boardGOATS |
The idea is very simple: each round, all the dice are rolled and everyone adds all of the features to their map. Three of the dice feature roads and rails (straight sections, bends and T-junctions) while one features interchange stations (straight and on a bend) and an flyover. There are seven rounds and everyone scores their map once at the end. The game comes with a couple of expansions, but as this was the first try for most people, this time we stuck to the base game with just the four white dice.
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– Image by boardGOATS |
When players add features they must “grow” their network from one (or more) of the entrances to the map and they make notes of the round in the corner of each square to try to avoid confusion. A continuous road, railway line or network is not interrupted by stations, but a rail and a road that cross at a flyover are not connected. In addition to the seven rolls of four dice that everyone must add to their board, players may, optionally, also add special cross-roads to their map, given in white on the print-outs above the play areas. A maximum of one per round can be added, up to a total of three during the game.
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– Image by boardGOATS |
At the end of the round players score points for several things. Firstly, they score points for each separate network they have built, with networks scoring points for the more exits they are connected to according to a table. Points are then scored for each players’ longest stretch of road and longest section of rail, taking one point per segment. Next, players get bonus points for each square they’ve filled in the centre of their board. Finally, players lose points for each “hanging end” i.e. ends that do not connect correctly.
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– Image by boardGOATS |
Pink rolled and then the questions and clarifications started. Eventually though, everyone was happy, or at least happy enough and had scribbled things on their board. Pink and Blue showed their boards to help explain and then Pink rolled for the next round. This inevitably led to more clarifications, before Pink could roll again. And so it continued. Everyone seemed to have got the hang of what they were doing, and by this time everyone was lamenting the lack of junctions and blaming Pink for his poor rolling, while Pine and Green were complaining about their “Hanging Ends”.
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– Image by boardGOATS |
Just before the fifth round, Pink reminded everyone about their special spaces, saying that if they wanted to use all three and hadn’t used any yet, they would need to use one per round from this point forward. This distressed Mulberry as she couldn’t find a way to use any of them without messing things up. It took a while for everyone else to realise her plight and point out that it was a good idea to use them if you could, but they were optional.
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– Image by boardGOATS |
Before long, everyone was adding up their scores and checking what was and wasn’t valid. It was only then that Green realised that he’d connected roads to some of his rail entrances and rails to some of his road entrances. He tried to say that it hadn’t been clear at the start, but as everyone else had managed to get it right, nobody was feeling very charitable (it was Green, after-all). So his score of forty-six was duly reduced to twenty-one.
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– Image by boardGOATS |
It was quite close at the front with Blue, Ivory and Black (now known as “The Silent One”) all vying for second place, but Burgundy just took the runner-up position. Pink, however, was a few points in front and finished with a fine fifty-three. Although Pine had really enjoyed it and some of the others were happy to play again, there were some who had found it very challenging and wanted a change. Lime took his leave as he’d had a rough week. Mulberry didn’t have any other print-outs, so being the brave millennial that she is, she said she would edit the pdf on her tablet using a stylus.
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– Image by Mulberry |
Although opinions had hitherto been divided about what to play, Noch Mal! (aka Encore!) would likely be easier for her than Second Chance, so that decided it. Noch Mal! has become known as “Board Gamers’ Bingo” by some members of the group, and certainly it has a bit of a feel of that about it. Three colour and three number dice are rolled and the active player chooses one of each and crosses off the number of squares in that colour. Everyone else chooses from the colours and numbers left. The catch is that players must cross off exactly that right number of that colour, they must be in a continuous block and adjacent to something already crossed off in the starting column.
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– Image by boardGOATS |
Points are scored during the game for completed columns and crossing off all of one colour with the game ending when one player crosses off all of their second colour. The first thing we noticed was that red and orange looked the same and yellow was nearly invisible on screen. So, after Pink threatened to rearrange the furniture and crawl under the sofa to get to the plug so he could move the light, Blue took the easy option and wrote the colours on a bit of paper to act as labels and the game began.
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– Image by boardGOATS |
For those that hadn’t played before, and even those that had, Ivory was startlingly quick to be the first to complete a column, even more so given that it was almost as far to the right as he could go. After that it was a gentle trickle as players called out that they’d finished columns. Before long, Green called that he’d finished the first colour, appropriately enough, green.
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– Image by boardGOATS |
All the columns were completed and others started to finish colours and everyone knew the end was nigh when Green took his second colour and with it ended the game. As players began to call out their totals, Mulberry was completely aghast that people had actually managed to score points since she’d finished with minus two. She wasn’t alone with a low score and everyone else tried to reassure her that they’d all been there – the first time the group played, three players finished with negative points and the average score was one!
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– Image by boardGOATS |
This time Green’s father who had joined in from Scotland, top scored with nineteen, but Green felt he hadn’t quite been playing right. It was close at the top with Ivory finishing with ten, Pine with twelve and Blue with thirteen. The winners were Green and The Silent One, tied on fourteen points. With that, the Scottish Connection went to bed as they had an early start in the morning for their Nessy hunt. Ivory and Mulberry also took their leave, leaving six to play on. Playing games on Board Game Arena is just that bit easier and enables a wider variety of games so everyone moved there.
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– Image by boardGOATS |
Pink is very fond of For Sale, so he suggested that, and, as it is a very quick and relatively easy game, everyone else quickly concurred. This game is played in two halves, buying and then selling. In the first half, in each round enough cards are revealed for one per player. Players then bid to stay in, taking the lowest value card when they pass. Once all thirty property cards have been auctioned off, players sell them. In this phase, in each round, cheques are revealed and players choose one of their properties to sell. The cheques are then shared out with the highest value cheque going to the player who sold the most desirable (highest numbered) property. The wealthiest player at the end is the winner.
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– Image by boardGOATS |
One of the key rules that makes the auctions interesting is that players who pass, get half their bid returned, while the player who wins the auction pays their full bid. In the original Ravensburger/Schmid editions, where a bid was an odd value, the money returned was rounded up. However, in real life, we play with the more recent, Überplay version where the returned money is rounded down, so this is the way we play online too. For a bit of variety, this time we decided to play with the original rule, which would give everyone a little bit more money to spend and make passing early a little more lucrative.
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– Image by boardGOATS |
Burgundy normally does really well at this game setting standards others seek to achieve. The change to the rules seemed to really cramp his style though, and he just couldn’t find his rhythm. Pine and Purple were similarly afflicted, where, in contrast, Blue, Pink and Black seemed to flourish where they usually struggled a bit. Most of the high cards came out towards the end of the first half, so the players who hadn’t spent too much in the early rounds were able to capitalise, often getting high value cards without having to pay their full bid.
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– Image by boardGOATS from boardgamearena.com |
In the end Purple had managed to spend only $3,000, but that meant her properties didn’t give her a great return. In contrast, everyone else had spent most of the their starting pot, and Burgundy had no spare change at all. Pink felt sure he had the game in the bag, but it was much tighter at the top than he thought with Black snapping at his heels, and Blue beating him by a single point with fifty-three. It was clear that the change in the rules had unbalanced some people’s game so we decided to give it another go and give Pink another chance.
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– Image by boardGOATS |
The artwork on the property cards is one of the things that makes the game special and fortunately it has been ported to the online version of the game too. The most valuable property, number thirty, is a space station while the least valuable, number one, is a cardboard box. There are some lovely intermediates though and offering them to people always adds to the atmosphere. This time, Purple commented that “Burgundy’s on the Bothy,” only for Pine to respond, “Burgundy’s on the toilet, you’re on the bothy and Black’s on the banjo-shack!”
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– Image by boardGOATS from boardgamearena.com |
This time, Burgundy and Purple still struggled, though Pine did much better. It was still tight, and remarkably the end result was almost exactly the same as before with Blue winning again. This time she had a margin of two points and a total of fifty-two, but the placings were a bit different. Black moved one place up on the podium and took second, with Pine taking third place, leaving Pink a little crest-fallen. There is one thing guaranteed to cheer up any disappointed gamer, however, and that is to play 6 Nimmt!.
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– Image by boardGOATS |
Since we discovered the “Professional” variant a few weeks back, it has given 6 Nimmt! a new lease of life for the group. The game is so simple and yet so much fun with the illusion of control until everything goes wrong. In the basic game game players simultaneously choose cards and then, starting with the lowest, add them to the end of one of four rows, picking up cards if the card they chose was the sixth card added to a row. In the “Professional variant, cards can be added to either end of the rows making the decision space that bit more complex, dramatically increasing the madness.
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– Image by boardGOATS from boardgamearena.com |
As people moved to the table, someone commented that it was now playable in 3D, though why anyone would want to play a card game in 3D was anybody’s guess. Inevitably, there was a pause while everyone tried the 3D option. Unfortunately, most people found it was difficult to operate and, everyone seemed to have issues with either cards not showing or not sitting where they should. Still, it’s only in “beta” testing, and we love 6 Nimmt! just as it is. So everyone returned to the 2D mode and got on with playing.
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– Image by boardGOATS from boardgamearena.com |
This time, Black, who had done so well in all the other games, seemed determined to lose and to do so spectacularly. The only thing that seemed likely to prevent it was Purple who has a remarkable knack of picking up cards a skill that is only increased by the new variant. While she didn’t do quite as well as last time, she did manage to pick up fourteen. She wasn’t the only one to pick up lots of “Nimmts” in one turn, Pine managed thirteen in one turn and Burgundy twelve.
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– Image by boardGOATS from boardgamearena.com |
Winning in 6 Nimmt! always requires a combination of good play with a healthy slice of good fortune. For this reason, we usually celebrate the looser, the person who has been most generous in picking up cards for others, as much as the winner. This time, Black’s generosity of spirit was very much in evidence, but Purple was the most altruistic. At the other end, Burgundy had put an end to his poor run in For Sale, coming second, but it was Pink who book-ended the evening with his second win.
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– Image by boardGOATS
from boardgamearena.com |
Learning Outcome: An integrated transport policy is a Good Thing.