Tag Archives: Bohnanza

28th May 2019

While Pink, Blue and Khaki finished their pizzas, the other early arrivals played a quick game of Coloretto.  This is a relatively short game of set collecting which is very popular with the group; it was new to Lime though so needed a quick rules explanation.  The idea of the game is that on their turn, players can either pick up a chameleon card from the face down deck and add it to a “truck”, or take a truck (passing for the rest of the round).  The innovative part of the game is the scoring which uses the triangular number sequence (one point for the first card, three points for two cards, six points for three cards etc.), with positive points for three sets and negative for the rest.  Thus, players need large sets in three different colours and small sets in all the rest.

Coloretto
– Image used with permission of BGG contributor punkin312

With five players, it was relatively hard to make trucks particularly unappealing to everyone, so the negative scores were kept to a minimum.  It was quite close at the top as a result, with Black, Lime and Mulberry all in the running.  Lime finished with the highest score for his sets totalling thirty, with Mulberry a handful of points behind, but Black had four bonus points and no negatives.  In the end, Lime pipped Black by a single point with Mulberry just a couple of points behind that.

Coloretto
– Image by BGG contributor SergioMR

With Coloretto over, everyone finished with their supper and the stragglers all arrived, there was the usual discussion over who would play what.  The “Feature Game”, Viticulture with the Tuscany expansion, was always likely to take most of the night, so the question was really who was going to play that and what else was on offer.  One of the options suggested was Ticket to Ride with the India map, which was described by Pine as an game where you “just pile people on top of the trains and pack the inside with goats!”  Clearly none of our GOATS fancied the inside of a hot carriage and the discussion continued as Ivory, Pink and Blue started setting out Viticulture and Mulberry (having spent some time as a oenologist) dragged Khaki along for the ride.

Viticulture
– Image by boardGOATS

Viticulture is a worker placement game where players plant and harvest grapes then make and trade wine.  Although there is nothing especially innovative about the game itself, it is an exceptionally good example of its type and is considered bit of a modern classic as a result.  There are two editions, the original Viticulture, and the “Essential Edition“.  We usually play with Essential Edition which includes some of the smaller expansions from the original Tuscany (like the Mama and Papa set up cards), and, as the revised edition, is considered to be the definitive version.  In this base game, the actions are split into two seasons, Summer and Winter, with visitor cards arriving in the Autumn and extra cards arriving in the Spring.  Visitor cards come in two varieties, yellow Summer and blue Winter cards which are played in the different seasons as a special action.

Tuscany
– Image by boardGOATS

The Tuscany expansion messes about with this arrangement with actions in all four seasons, so players have to eke out their meagre supply of workers to last the whole year.  In addition to the larger, “expanded” and restructured board, the Tuscany expansion also adds an extra deck of building cards that players can use to create a personal action space or increase the effectiveness of other actions.  These can be very powerful if used effectively.  Additionally, there is a “influence” board that depicts the regions which players can place “Star-eeples” on to get an instant bonus.  If they have the majority in a given region at the end of the game, they also get a small number of bonus points. Finally, Tuscany also adds workers with a special ability, these cost a little more to train, but if used efficiently can more than pay for that over the course of the game.

Tuscany
– Image by boardGOATS

The other major difference between Viticulture and Tuscany is that the game tends to start slower, with players building their vineyard getting all the pieces of their engine together.  The game is not terribly complicated in terms of taking actions, but planning is tough and as people new to the game, Mulberry and Khaki struggled a bit to get going.  Blue, on the other hand, was out of the traps like a rabbit and got vines planted and harvested with remarkable speed, but then promptly stalled as she desperately needed money, more contracts, and more space in her wine cellar.  In contrast, Ivory and Pink were slower to get going because they were carefully planning their strategies.

Viticulture
– Image by boardGOATS

In the early part of the game, nothing much seemed to happen.  Blue’s simple, but fast start, got her well in front, while Khaki began by actually going backwards, sacrificing victory points to try to build up his team of workers.  Everything else was pretty quiet though, as Ivory was collecting cards and Mulberry concentrated on building.  Pink started with the intention of building an irrigation tower and no trellis (to save money), but that was quickly scuppered when every vine he draw after the first required a visit from “Mrs. Trellis of North Wales“.  There were plenty of sarcastic comments from the next table as they felt they were well on the way to finishing, while it looked like nobody had made any positive progress except Blue, despite playing for well over an hour.

Tuscany
– Image by boardGOATS

Then suddenly, things began to happen.  Pink had sorted out the vine situation, and had purchased a large cellar (to go with the medium cellar he’d started with) which meant he could fulfil some valuable contracts, increasing his residual payments at the end of the round giving him a substantial income in a game where money is always very tight.  Then Ivory began his charge for the finish, setting his Wine Press and Guest House to work.  He was particularly adept at leveraging his Guest House for points, finding ways to take Visitor cards from other players and turn them into points, and then playing other Visitor cards that enabled him to repeat the action.  Mulberry built an Academy that would give her money whenever another player trained a worker, but it was too late in the game as most people had finished training by that point.  Khaki’s Fountain was more effective though giving him money every time someone else gave a tour.

Tuscany
– Image by boardGOATS

As the game approached the end, the question was whether Blue was going to get over the line before Pink and Ivory, really started raking in the points.  With her trained Salesman who enabled her to full-fill two contracts as part of one action, but had proved fairly useless for most of the game, it looked like she might just make it.  Pink was coming up fast and screwed up Blue’s plans on the influence board just for good measure.  Khaki and Mulberry suddenly started to make real progress as well, with Khaki making a rapid shift from negative points to lots of points over just a couple of turns.  It was Ivory though, who stormed ahead, full-filling several orders in the final round as well picking up an extra five bonus points from the influence board.  He finished with a grand total of forty points, ten more than Blue in second place who, in turn, was a single point ahead of Pink.

Viticulture
– Image by boardGOATS

Meanwhile, the second group were playing Maya, an older game where players are taking part in the construction of pyramids in places like Chichen Itza and Palenque.  The game is a combination of semi-blind bidding mechanics, special actions, and building up “influence” by building pyramids in the ancient Mayan civilization.  The greater the influence, the more gold players get from the Mayan leaders and the aim of the game is to have the greatest pile of gold.  Each player starts with an identical hand of cards, ranging from three to eight, representing workers.  Players start by using their worker cards to bid for actions.  These actions come with a pile of stones, and this is one of the clever parts of the game – players must have enough workers left to move the stones they win or forfeit some of their prize.

Maya
– Image by boardGOATS

Players then take turns placing them on the different pyramid locations, placing one stone at a time and starting on the lowest levels.  In general, players can only place a single stone per turn, though they can place a second stone if they discard a third stone back into the supply (quarry).  When a player completes a level of a pyramid and has the majority of stones on that level, they get a free stone from their supply to place on the next level of that pyramid, thus, clever players can discard a stone to play two, and then receive that discarded stone back immediately to place it higher.

Maya
– Image by boardGOATS

Once all the stones have been placed, the pyramids are evaluated. Each level of a pyramid is scored separately, and only those in first and second place receive gold. Where there is a tie, all players get the gold as if they had placed first.  At the end of the round, the pyramids decay, and all players who scored gold on any level of has to return one block from that level back to the supply. If this leaves a player with no blocks on a level, all of that player’s stones on higher levels also go back to the supply. The game ends after three rounds.

Maya
– Image by boardGOATS

Everyone started off building in Tikal, while Pine and Lime developed Copan and Black and Purple struggled in Uxmal.  Palenque was all but ignored by everyone except Purple until the last round when everyone joined her because they were unable to build in the other areas.  It was a very tight game and the nature of it meant nobody knew who was wining until the totals had been calculated.  There was just six points between first and last, but it was Pine who came out on top this time, one point ahead of Lime who took second place.

Maya
– Image by boardGOATS

Viticulture was still going on, so after enjoying a bit of heckling about how the scoreboard hadn’t changed, the group decided to re-visit Bohnanza, this time with an English deck, to reduce Lime’s confusion.  This is one of our most played games, with almost everyone very familiar with it.  The key part of the game is that players must plant their bean cards in the order they receive them.  The only way this fundamental rule can be violated is by trading bean cards with other players.  As everyone knows the game so well, it is often very tight with frequent multi-player ties.  This time it was also very close, but there was more spread than there often is.  On this occasion, the tie was for first place, and it was Black and Pine who finished top with a total of twenty.

Bohnanza
– Image by boardGOATS

Learning Outcome:  Sometimes slow and steady wins the race.

14th May 2019

A lot of the usual suspects weren’t about, so it looked like it was going to be a really quiet  night.  This was due to be offset by Pink, who was putting in one of his rare appearances from the frozen north, but at 6pm he was stuck at Leicester Services with a “limping” car.  While Pink’s arrival looked in doubt, he also lost the unofficial title of “furthest traveled” with Mulberry bringing along her other-half, newly arrived from California.  He had been awake for some forty hours traveling, so was reluctant to actually play anything, but we really appreciated his company all the same.  We were just starting the “Feature Game” when Pink arrived (thanks to a couple of very nice AA men), so as he scoffed his pizza we went through the rules for Powerships.

Powerships
– Image by boardGOATS

Powerships is not a complex game:  Black described it as “roll and move”, which is a little harsh if arguably accurate.  The game is played on a hexagonal grid representing the solar system and featuring the planets.  On their turn, players may take or return a single die, and then re-roll as many of their dice as they choose.  They may then rotate their space ship sixty degrees left or right and then move it the total number of spaces shown on their dice.

Powerships
– Image by boardGOATS

The movement rules are slightly more complex.  A crash is hitting a planets, a dust cloud or the “Trumpian” wall surrounding the solar system (there is a problem with alien immigrants in 2345 apparently).  Players may only crash if they have no choice, and if they crash, the penalties are severe: they must go in the direction that means they travel the furthest (even if that is unfavourable), they lose all their dice, and they move their damage maker left by a space for every unused movement (leading to a reduction in the maximum number of dice they can have).

Powerships
– Image by boardGOATS

Although ships can pass others, spaces cannot be occupied by more than one ship—they don’t crash though (fortunately), they just pull-up short, just behind. There are a number of special spaces:  yellow chevrons apply drift to a ship as they pass; space currents cause ships to change direction and warp speed and hyperspace enable ships to briefly go twice as fast.  What really makes the game, however, is the course:  players have to travel round three planets in a specific order and in a particular direction as marked by three orange bollards, before arriving at the finishing planet.

Powerships
– Image by boardGOATS

This time, as it was Tuesday, Mercury was the  starting planet. Random chance selected Purple as start player, but as spaceship placement is in reverse player order, Mulberry chose pole position and Blue placed her ship next.  Perhaps it was because he was still focusing on his pizza or maybe he decided to be a gentleman, but Pink placed his ship on the opposite side of the starting planet and just for good measure pointed it away from the first corner on Venus so that he was not forced to crash into Mercury on his first turn.  Green, Lime, Black and Purple placed their ships in turn order, with their start positions increasingly obstructed until Purple was left with no choice but to start on the planet itself surrounded by everyone else, and hope to avoid rolling a one on her first turn.

Powerships
– Image by boardGOATS

Purple was lucky and managed to escape from the ring of ships, parking herself squarely in front of Mulberry.  As everyone else rolled their first die and moved towards the first corner, the unfortunate consequences of Pink’s initial position became apparent.  Rolling a three, forced him to move his ship away from the first bollard and directly towards the walled edge of the solar system, where he stayed for the next few turns, trapped between some space dust, Saturn and a hard place, shuffling about in a strange many-point turn.

Powerships
– Image by boardGOATS

The rest of the fleet made good progress towards the first check-point, Venus, and then Blue foolishly rolled an extra dice and was forced to head off-course.  Green and Mulberry were pulling away a little as the pack headed into the farthest reaches of the solar system and approached the second corner located on Uranus, and that was where the mayhem really began. Purple went the wrong way round the bollard, so had to go back for a second shot; Mulberry hit the planet head on at full speed and was forced to maneuver slowly, and carryout repairs before she could build up speed again; Lime overshot and had to pirouette to get back on course while Black carefully dodged the debris, but struggled to find a clear course.

Powerships
– Image by boardGOATS

Meanwhile, Green sailed on serenely, finding the unobstructed path to the third marker on Pluto, on his first attempt.  It was perhaps just as well, as he was so busy advising Lime and fiddling with his phone that he missed his turn.  He suddenly realised he had missed out, but as everyone else unanimously agreed that turn order had been scrupulously observed and it was all in his imagination, he had no choice to but to acquiesce.  When Pink was about to taking his next move there was much hilarity when Green suddenly noticed he had missed out again! It was much harder for everyone to deny him a second time, and Green paid more attention for the rest of the game.

Powerships
– Image by boardGOATS

Pink had finally escaped from the combined gravitational pull of the starting planet and the  wall and Blue was moving back up the field as everyone else struggled to avoid calamity.  As Green headed towards the finish at Neptune, Black and Blue engaged in fierce struggle for second place (which Blue ultimately won by one turn) and Lime led the rest of the pack round the final corner.  It was coming into the home straight that Lime snatched defeat from the jaws of victory when he failed to decelerate and careered off for what looked like a second lap.  Mulberry was the beneficiary closely followed by Purple, with Pink and Lime bringing up the rear in what had been a mad, chaotic race, but a lot of fun.

Powerships
– Image by boardGOATS

With Powerships taking more than an hour longer than the advertised half-hour, Mulberry signed Pine’s birthday card and then took her jet-lagged husband home leaving six.  Inevitably as Pink was around, someone raised the subject of Bohnanza.  Other games were discussed, including 6 Nimmt! and Saboteur, but someone pulled a face for all of them, and in the end as Lime hadn’t played it, “Beans” won the day. This is one of our all-time favourite games, and everyone else was very familiar with it, especially Pink who claims to dislike the game while owning several copies of it in multiple languages.

Bohnanza
– Image by boardGOATS

Black explained the rules to Lime as everyone else tried to work out the game set up for six.  The game itself is actually very simple: each player starts with two bean fields in front of them.  On their turn, the active player must plant the first card in their hand and may plant a second before turning over the top two cards from the draw deck.  These two bean cards must be planted before play can continue, but they can be planted in the active player’s field or in someone else’s if a trade can be agreed.  Once these cards have been dealt with, the active player can freely trade as many cards as they want from their hand (all of which must be planted) before drawing cards and ending their turn.

Bohnanza
– Image by boardGOATS

At any time, a player can harvest a field of beans, at which point some of the beans are retained with the cards turned face down, becoming “money”.  The player with the most money after three trips through the deck is the winner.  There are two key rules: firstly, players cannot rearrange their hand – it has a front and a back and cards are played from the front and arrive at the back.  Thus the game is all about manipulating the order of the cards in hand by trading the unwanted ones for something more helpful.  Secondly, although players can harvest a field whenever they want, they cannot harvest a field with only one bean card unless all that player’s fields are singletons.  While the rules of the game are not difficult, things were complicated considerably by the fact that the only version available was in Spanish – a special gift from Red to Pink.

Bohnanza
– Image by boardGOATS

Although Blue’s Spanish was up to the job, the fact that everyone else (familiar with the English version) used the English names for the beans instead of those on the cards, confused Lime utterly.  Despite that, Lime got stuck in to what turned out to be a very tight game.  Green, Pink and Purple bought a third bean field; Green was adamant that he gained no advantage from his though Purple and her “Judías Colora” may have done a little better and Pink thought he might have got an extra coin out of it.  In the end, Blue and her seemingly never-ending stream of “Pochas” had the edge and she finished in first place with a total of fifteen coins, some way ahead of a five-way, eleven-point tie for second place.

Bohnanza
– Image by boardGOATS

Learning Outcome:  Pay attention or you might miss a turn (or two).

19th March 2019

Yet again, the evening began with a discussion of everyone’s ailments: Pine had spent the last fortnight visiting Swindon for a daily dose of intravenous antibiotics; Green’s absence was explained by his contagious skin condition, and Blue was feeling particularly blue thanks to a nasty cold (a present from Pink).  The general itchiness of the group was increased by the addition of everyone’s favourite nit-nurse stories.  Perhaps it was the general malaise, but there seemed to be a lot of food eaten, including several helpings of ice-cream, but eventually we got down to playing games, beginning with the “Feature Game”, Botswana (aka Wildlife Safari).  Unusually, this was very, very popular, and Mulberry drew the short straw, so she was promised a chance to play it soon.

Botswana
– Image by boardGOATS

Botswana is deceptively simple:  Players have a hand of cards and take it in turns to play one card onto central set piles and then take any one of the plastic animals.  There are five “animal suits” and six cards in each, numbered zero to five.  At the end of the round, players multiply the number of plastic animals they have in each suit by the face value of the last card played in that suit.  Thus, a player with three plastic elephants where the last card played was a four would score twelve for that suit.  The game is played over as many rounds as there are players.

Botswana
– Image by boardGOATS

It took a round for people to get a feel for the game, but it quickly became clear how clever it is.  A bit like 6 Nimmt!, Botswana has a feeling of luck about it, but it is also very tactical.  Players want to make sure they play the high value cards that they have and get as many animals as possible in those suits, but play them early and someone else may subsequently play a zero making them worthless.  On the other hand, waiting to the end to play high cards risks someone else ending the game and failure to maximise the score.  So the game is all about timing and second guessing everyone else.

Botswana
– Image by boardGOATS

Blue and Pine took the first round, and while the second and third were more level, going into the final round, Black commented to Burgundy that it was clearly a two horse race.  Blue’s answer that it was surely a “two zebra race”, was met by Pine’s response that he’d rather ride an elephant as they are generally better tempered and can be trained to carry people.  After a  discussion about whether the plastic, model elephants were African or Asian, the appearance of the leopards and their spots, and the collective noun for rhinoceros, the game continued.  Like a crush of rhino, Pine could barely contain his pride as he trampled over the rest of the herd in his stubbornness.  In a bit of a dazzle, Blue came in second with a late leap.

Botswana
– Image by boardGOATS

Meanwhile, on the next table, Ivory, Mulberry and Purple were playing Splendor. Although we’ve played this very extensively, somehow Mulberry had missed out.  The game is very simple however:  on their turn, players either take three different coloured gem-chips or use gem chips to buy cards.  The cards are effectively permanent gems that can be reused without loss, but some of them give victory points as well.  The other source of points are Nobles: players who collect a given number of cards featuring certain gems get a visit from a noble and a bunch of points as a result.  Despite Burgundy being occupied with the safari on the next table, it was still a bit of a landslide.  Diamonds were scarce, and Purple had a bit of a melt-down.  With Mulberry new to the game, the way was clear for Ivory who took two of the Noble tiles and finished the game with an unassailable sixteen points.

Splendor
– Image by boardGOATS

Everyone was feeling a bit washed out, and nobody was particularly enthusiastic about suggesting games to play.  Ivory was the most proactive suggesting Altiplano, Dice Forge, Dinosaur Island and Bohnanza, but nobody looked terribly interested.  After a discussion about which throat sweets people preferred (where Fisherman’s Friends were equated to “Toilet Duck Pastels”, eventually the inevitable happened and the whole group settled down to a  game of Bohnanza.  This is one of our most popular games when everyone’s a bit tired and can’t be bothered with anything more complex, and often gets an outing when everyone wants to play together.

Bohnanza
– Image by boardGOATS

The game is quite simple and everyone in the group knows it well now, but the game always starts with everyone chorusing “Don’t rearrange your cards!” as the habit is so ingrained.  On their turn, the active player must play the first bean card into a field in front of them, playing a second if they wish.  Two cards are turned over from the central deck which can also be planted or traded, but must be planted by someone before the active player can trade cards from their hand with anyone else round the table and finally draw cards into the back of their hand.

Bohnanza
– Image by boardGOATS

As a group, we usually “play nice”, that is to say, players trade positively rather than negatively and gratefully accept freebies if offered (by players keen to get unwanted cards out of their hand).  With a full compliment of players, the game is always tight, often coming down to luck and this was no exception, and no less enjoyable as a result.  With only three points between first and sixth place it looked like it was going to be a three way tie between Pine, Purple and Ivory who all finished with eleven points.  Suffering with a think head though, Blue was slow counting and they were all disappointed when, after a couple of recounts (just to check) she pipped them to first place.

Bohnanza
– Image by boardGOATS

With Ivory and Mulberry wanting an early night, we were looking for something short before they went.  Not many games play seven well, but 6 Nimmt! is always popular and this was no exception.  People often claim 6 Nimmt! is a game of luck, but in reality it is one of walking a tightrope of perfect timing:  get it wrong and everything falls apart, but get it right and with Lady Luck in support a perfect round is possible.  Indeed, Ivory managed just such a perfect round, not once, but TWICE, last time we played, and everyone was determined he wasn’t going to manage the same this time.  Ivory’s “ivory tower” quickly fell, as he picked up nine points; Pine and Blue did well  taking a single point each, but Mulberry managed to keep a clean sheet.  We play over two rounds, so the question is usually not so much who manages to do well in the first round as who manages to sustain it over both rounds.

6 Nimmt!
– Image by boardGOATS

Ivory’s game went completely to pot in the second round when he top scored with twenty-five, leaving him to fight for the dubious honour of the Wooden Spoon.  That was close between Purple, Burgundy and Ivory, but this time, Burgundy won the race for the bottom with forty-three.  Black managed a clear round at the second attempt, but it couldn’t make up for his fourteen in the first round.  It was very tight at the front, with all three of the lowest scorers maintaining their timing for the second round; Mulberry followed her clean sheet with five, but Pine went one better finishing with a total of four.  Normally either of these scores might have been expected to be enough to secure a win, but Blue, despite her lurgy, added a second single point round to her first, ending with the lowest score, with just two.

6 Nimmt!
– Image by boardGOATS

Once Ivory and Mulberry had said their farewells, the rest of the group were looking for something light that would play five.  Coloretto was an option, but …Aber Bitte Mit Sahne (aka Piece o’ Cake) was on top and hadn’t had an outing for a while and with general laziness and lethargy the order of the day it was inevitable that Coloretto was going to lose out this time.  …Aber Bitte Mit Sahne is just about the simplest game to use the “I divide, you choose” mechanic, but simple is sometimes simultaneously very clever and in this case, it is also very well rendered.  The game consists of a pile of fifty-seven pieces of “cake”, each one an eleventh of a complete cake, randomly shuffled to form five stacks (with two left out).  As well as artwork showing the type of cake, each piece also has a number on it (the number in the deck), and some have a blob of cream as well.

…Aber Bitte Mit Sahne
– Image by boardGOATS

On their turn, the “Master Baker” take one of the piles of face down pieces and turns them over one at a time to make a complete cake.  They then divide this into “slices”.  The player to the Master Baker’s left chooses a slice, and for each individual piece they can either keep it, putting it face up in front of them, or eat it, turning it face down and putting it to one side.  At the end of the game, each player scores points if they have kept the most slices of a particular type, and scores points foe each blob of cream they have eaten.  It was quite a cagey game and was very close as a result.  Blue was the only one not to eat any of her cake, not due to any dairy or low fat diet, simply because her head was too fuzzy to deal with the extra option.  Somehow though, she got lucky and nearly everything she kept scored her points.

…Aber Bitte Mit Sahne
– Image by boardGOATS

Learning Outcome:  It’s possible to win, even with a bad cold.

19th February 2019

Blue, Black, Purple, Burgundy and Mulberry were just trying to squeeze in a quick game of No Thanks! before eating, when Green arrived with his parents.  They were quickly followed by the first round of food, so it wasn’t until they had finished that the carefully counted piles of chips finally got put to use.  The game is very simple:  players take it in turns to either take the card on the table or pay a chip to pass the problem on to the next player.  If they don’t have any chips left they must take the card when it is their turn (and any chips that are on it).  The game ends when the deck has been depleted and everyone scores the sum of the face value of the cards minus any remaining chips—the player with the lowest score is the winner.

No Thanks!
– Image by boardGOATS

Last time we played this, Pine dropped a chip, but a thanks to the kind generosity of the people at  Amigo Spiele, it had not only been very swiftly replaced, but they had kindly sent spares in case the something similar happened again.  And they were almost required straight away, when Black managed to send a couple of chips flying.  Having learnt our lessen from last time, we immediately took a quick intermission to play “Hunt the Game Piece”, finding one quickly, while the other perched precariously over the same large gap that the had been so disastrous last time.  The rogue chip was rescued without further calamity, but for the avoidance of other mishaps, we might have to put tissue paper down the hole for next time…

No Thanks!
– Image by boardGOATS

The game of No Thanks! was a bit incidental around all that excitement.  Burgundy took the first card in an effort to get ahead, but it wasn’t the best card to build from.  Purple and Blue were forced into trying to build runs from the ends, which is always risky, but can yield huge rewards.  This wasn’t going to be one of those times though and Purple’s problems were compounded by the fact that she only discovered the twenty-three in the middle of her long run was missing when it came to scoring.  Mulberry was very tempted by some if scoring cards, but despite the fact she was pushed to her last chip, she managed to avoid getting herself into a mess.  Black played a very canny game building a small medium value run, not tempted to take a chance on gaps.

No Thanks!
– Image by boardGOATS

With everyone finished eating, it was time to decide what to play.  Black had suggested that Dixit might be suitable for Green’s parents.  However, Green was keen to play the “Feature Game”, Celestia (a remake of the older game, Cloud 9), and as Black was the only one who knew the rules, that meant he was up for that too.  Burgundy was less keen, so in the end, as Celestia is better with more players, and to avoid too much shuffling of seats, Blue, Mulberry and Burgundy left everyone else to board the airship.  In this game there is no board, instead there are nine city tiles making a path.  Players then take on the roles of adventurers exploring the cities of Celestia by airship.  At the beginning of each journey a new captain is identified and they begin by rolling the dice to discover the challenges they will face.  Before the Captain faces these challenges, however, however, each player must decide whether to stay on board, or leave the airship.

Celestia
– Image by boardGOATS

At each city there is a pile of treasure cards (mostly just victory points) which get better as the journey progresses.  When a player leaves the ship, they take a treasure card at that city, forfeiting the potential riches to come.  Once everyone has made their decision, the Captain has to deal with the challenges by playing equipment cards.  If the Captain is successful, the airship moves on to the next city where a new captain is identified who rolls the dice and so on.  If the Captain is unable to deal with the challenges they face, the airship crashes, returning to the first city and none of the passengers on board get any treasure.  Those passengers who left the ship then get back on board for the start of the new journey.  When one  player has a total of fifty points the game ends.

Celestia
– Image by boardGOATS

This time, the group added the A Little Help expansion which adds cards that players can use to help out the Captain.  There are a few extra cards like The Bandit and The Mooring Line as well, which players who are not on the ship can use to make life harder for those trying to get to the next city.  The group also added the lifeboat from the A Little Initiative expansion, which enables players to continue on their journey alone.  One of the key parts of Celestia is hand management as cards are scarce.  Players start with a hand of cards, six cards in a four or more player game and only get to draw a card when the journey ends, either due to a crash or arriving at the ninth city.  With the inclusion of the expansion cards, there seemed to be quite a bit to remember when learning the rules, but as ever, once underway the game flowed and the rules became clearer. Even so there was still a lot of double checking of which cards could be used when. Black and Purple had both played the game before and knew how quickly things could get difficult.

Celestia
– Image by boardGOATS

So Black and Purple cashed in their travel tickets early in the first round and hopped off the airship quite early on, leaving everyone else wondering if they were missing something as they sailed onwards. In contrast, Green and his parents (who had not played before) stayed on board and as a result took a lot of points.  This all seemed a little too easy and on rechecking the rules it became apparent that something was wrong. Players had been drawing cards after arriving at each city as the Captain changed rather than after it crashed, which meant everyone was awash with cards.  From then on the group played correctly, but the damage had already been done.  The balance of cards had been destroyed, and Green and his mum had an unassailable lead.  Green came out he victor with some canny play that allowed him to hop on and off the airship, but it was a hollow victory as those first twenty-five points were not fairly won.  The game definitely deserves another try though as it is a clever and fun game when played correctly.

Celestia
– Image by boardGOATS

While the airship was being filled, Blue, Mulberry and Burgundy debated what they were going to play.  Orléans was very tempting, but as Celestia was supposed to be relatively quick, the trio decided to play the shorter Tokaido instead.  This is a simple, but very clever game where players are traveling the East Sea Road from Kyoto to Edo (Tokyo), meeting people, tasting fine food, collecting beautiful items, discovering great panoramas, and visiting temples and wild places.  The winner is the player who discovers the most interesting and varied things and is the most initiated traveler.  The really clever part of the game is the turn order, because the player at the back goes first.  Although this is an unusual mechanism, it is not unique and is also seen in Glen More, an out of print game that is getting a face-lift and reprint this year as Glen More II: Chronicles.

Tokaido
– Image by boardGOATS

The idea is that each location on the road can only be occupied by one player.  Players only ever move forward and the player at the back has a free choice of which empty location they move to.  They can choose to stop at the first empty location which means they will be able to maximise the number of locations they can visit, or they can choose to skip a few locations potentially gifting these to their opponents, but ensuring they stop at the locations they will profit most from.  Thus the game is all about optimising movement, compromising visiting the best locations, visiting the most locations and preventing opponents visiting the locations they want by getting there first.

Tokaido
– Image by boardGOATS

Each player starts with a character card which gives them a different start condition and a special power.  Burgundy was positioned at the front playing Yoshiyasu enabling him to draw a second card whenever he encounters someone, and choose which one to keep Encounter cards give a one-off bonus, so being able to choose instead of relying on random draw is a nice advantage.  Mulberry started in second position on the track and as Kinko, was able to pay one Yen less for her food at mealtime.  There are several stops for food along the way and money is always scarce so anything that saves money is always good.  Blue began at the back (and therefore started), playing Sasayakko who gets the cheapest souvenir for free whenever she buys two or more when visiting the Village.

Tokaido
– Image by boardGOATS

In this game, it is essential that players make the most of their special powers, so Blue visited as many Villages as she could, collecting as many sets of souvenirs as she could.  To do this though, she need lots of money and money is not easy to come by.  Similarly, Burgundy stopped to make as many encounters as he could and coupled this with visiting the Hot Springs.  Hot Springs simply give a two or three point card drawn at random from a deck, with the three point cards depicting monkeys playing in the spring.  Somehow, every time Burgundy drew a Hot Spring card, it featured monkeys, while Blue and Mulberry received no monkey-love; after his fifth card it was something they really began to resent.

Tokaido
– Image by boardGOATS

Mulberry was the first to score points and Burgundy wasn’t far behind.  Blue was slowest off the mark, but eventually caught up and overtook the others, romping into the lead, helped by Burgundy who persisted in moving Blue’s token when he scored points.  That wasn’t the full story, however.  At the end of the game points are awarded to the players with the most Hot Spring cards, the most Encounter cards, the most Souvenirs, for donating money at the Temples, and for the player who spent the most on food.  With Burgundy taking the vast majority of these points, he caught up and, after several recounts, both Blue and Burgundy finished on eighty-one points with Mulberry not far behind.  With more achievement cards, Burgundy was the clear winner, but he’d tried to be generous with his points throughout the game and insisted on sharing victory with Blue (to go with the lack of sleep they shared).

Tokaido
– Image by boardGOATS

Celestia was still going and wasn’t looking like it was going to be finished very soon, so Blue,  Burgundy and Mulberry decided to try something else.  After a bit of discussion, they opted for a new game by the producers of the Spiel des Jahres and Deutscher Spiele Preis winner, Azul, that had been brought back from Essen late last year.  Blue had played Reef with Pink, Black and Purple after The Gallerist during a recent “Monster Games” session, but otherwise it hadn’t made it to the table.  It isn’t a complex game though and is very quick to teach:  on their turn, players can either take a card from the pool of face up cards, or play a card, adding the pieces of coral depicted in the top half to their reef and then scoring the pattern shown in the bottom half of the card.

Reef
– Image by boardGOATS

The reefs are a three by four grid and the pieces of coral can be played anywhere and can stack up to a maximum height of four.  Scoring the patterns is as viewed from above, and each one can be scored several times with different patterns worth different numbers of points.  This means there are two approaches to the game, scoring low but frequently, or building to one large score.  Mulberry opted for the first approach and facilitated this with single colour piles of coral.  Blue tried the alternative strategy, building to a large twenty-plus point score, while Burgundy tried a mixture.  As a result, Mulberry quickly built up a healthy lead, and the question was whether the others would catch her or not.  It was close, very close, with just four points covering all three players.  This time though, little and often was the winner, and Mulberry finished with forty-two points, one more than Burgundy.

Reef
– Image by boardGOATS

Celestia was still going, so Mulberry stayed to play one last game, San Juan.  This is an old game from the Alea Small Box Series that is sometimes referred to as the card game of Puerto Rico.  The idea is that on their turn, the active player chooses a role, Builder, Producer, Trader, Prospector, Councillor and then everyone takes it in turn to carry out the associated action.  The person who chose the action gets to use the privilege of the role (pay one less for building, trade or produce one extra item etc.).  One of the clever things about the game is that cards have multiple purposes, similar to Bohnanza where cards can be money or beans.  In San Juan, each card can be played onto the table as a building, but when in hand they can be used as payment, and during the game they can be used as produce as well.  Each card has a value when built and there are a small number of special buildings whose score depends on the other buildings in play.  The game ends when a player builds their twelfth building.

San Juan
– Image by boardGOATS

Mulberry was tired and really struggled, so Blue and Burgundy tried to help explain what she could do, certain she’d get the hang of it.  They stressed the importance of not getting left behind on the building, a message Mulberry took to heart, building at every opportunity.  Blue made life difficult for everyone though, building a Guardhouse reducing everyone else’s hand limit to six.  Burgundy saw one of the valuable six point plus violet building cards early in the game, but that was it, so he ended up building lots of production facilities.  Blue on the other hand built lots of violet buildings and with it a City Hall giving her one point per violet building.  In the meantime, Mulberry kept building so when Blue failed to spot she had eleven buildings she accidentally triggered the final round.  It was very, very tight, but somehow, Blue just kept her nose in front finishing with twenty-three points, one more than Burgundy and two more than Mulberry.

San Juan
– Image by boardGOATS

In the meantime, Celestia had finally come to an end.  With Green and his parents wanting to leave and Pine finally putting in an appearance after a long day bird watching in the West Country, the group we went for a very short game, one about birds: Pick Picknic.  This game combines simultaneous card selection with bluffing and a slice of luck.  The idea is that there are six farm  yards of different colours, if someone plays the only chicken card of a given colour, they get all the grain at that coloured farm.  If multiple players go for the same coloured yard, then players can either agree to share the corn in any way that is mutually acceptable or roll the die for all of it.  Foxes don’t eat corn, however, they only eat chickens, so if someone plays a fox card, they will eat any chicken cards of that colour.  This time there seemed to be a lot of hungry foxes, and lots of fighting birds.

– Image used with permission of BGG reviewer EndersGame

These were accompanied by the usual exclamations as people realised that their attempt to grab a pile of corn was stymied by someone else’s decision.  It was a close game, with four players within four points of each other.  It was tight at the front too with just a handful of points between first and second place, but it was Purple who just edged Green’s father into second place.  With that over Family Green headed off and, as Burgundy was still occupied playing San Juan, everyone else felt it was a good opportunity to play Splendor as someone else would have a chance to win.  Splendor is a game we’ve played a lot and it is ideal for late in the evening when everyone is tired because it doesn’t need too much thought.

Splendor
– Image by boardGOATS

Splendor is very simple:  players take it in turns to take gems (chips) or use the gems to buy cards from the display.  Cards can be used to buy other cards, but some of the cards also give points, and collecting certain combinations of cards allows players to claim a Noble tile giving more points.  Essentially, it is a race to fifteen points, though as players finish the round (so everyone gets the same number of turns), it is the player with the most points who wins.  This time the game started with everyone evenly matched.  There was a lot of overlap in the colours required to claim Nobles tiles, so they were claimed at much the same time.  Then Black took the lead and although both Purple and Pine were close to adding to their respective totals, Black’s score of nineteen was unassailable.

Splendor
– Image by boardGOATS

Learning Outcome:  Close Games are Good Games.

22nd January 2019

Green was delayed, so once food had been dealt with, we started with the “Feature Game”, Auf Teufel komm raus.  This is a fun, push-your luck game with a betting element, in the vein of games like Incan Gold.  “Auf Teufel komm raus” literally translates as “On Devil come out“, but roughly means “by hook or by crook” or according to rule book, “The Devil with it” (as the title is officially translated).  None of these really give any information about the game though they inspire the lovely artwork.  The game itself is fairly straight-forward though:  everyone simultaneously places bets on the maximum value of coal that will be drawn out of the fire by one player in the round.  Players then take it in turns to draw coals, either stopping when they choose or going bust if they draw a piece.

Auf Teufel komm raus
– Image by boardGOATS

The player who draws the highest total value coals without going bust gets a fifty point bonus, as does the player who draws the most pieces of coal without drawing a Devil token.  Everyone whose bet was exceeded by the maximum value keeps their stake and wins the equivalent value from the bank.  If the player with the highest bid was successful, they win double their stake money.  This is key as it means the largest stakes are very lucrative making it in everyone else’s interest to stop once their stake has been met, unless they are in the running for the largest total or the most coals of course…  The game ends when one player passes one thousand six hundred at the end of the round and the winner is the player with the highest score.

Auf Teufel komm raus
– Image by boardGOATS

The game is beautifully produced with lovely poker chips, nice wooden coal tokens, a colourful board and chunky score tokens, but it is the little things in the game play that make it enjoyable.  Bizarrely though, it took the group several rounds to really get the hang of what decisions they were making.  Firstly, players had to work out what a reasonable level for bidding was.  There are approximately the same number of tens, twenties, twenty-fives, fifties and Devil coals with a smattering of seventy-fives and hundreds, but it took a round or so for people to get a feel for the statistics.  Then there was an understanding of the tactics when drawing coal—it took most of the game for players to realise that once the highest bid had been matched, players might as well keep drawing until they win something as there was no penalty as long as nobody had “made a pact with the Devil”.

Auf Teufel komm raus
– Image by boardGOATS

Making a pact with the Devil is not something one generally chooses to do; it is simply a catch-up mechanism, but significantly changes the dynamic of the game.  Basically, a player alone at at the back is given fifty points by any player who draws a Devil token.  This prevents the “devil may care” attitude once the maximum bid has been met.  It only happens rarely though (especially with six), as players don’t reveal their precise score, only the range of their score.  As Black put it, players only know the rough size of each other’s “wad”.  The aspect that makes the game fun though, is the encouraging, discouraging and general barracking as players try to manipulate others to their own ends.

Auf Teufel komm raus
– Image by boardGOATS

With the “wad” scoring and everyone feeling their way, it wasn’t entirely clear how people were doing to begin with, but Mulberry suffered from a huge unsuccessful overly optimistic bid in the first round.  Making a pact with the Devil helped Mulberry catch up, while Pine pulled away at the front.  Burgundy, Black and Blue weren’t going to let him get away with that and started pushing the boundaries with their bids and their draws.  As players began to get a feel for what was a safe bid and what was a risky bid, everyone joined in with lots of “Ooos” and “Aaahhs” as coal was drawn from the Devil’s cauldron.  Purple seemed to have an unerring knack of finding Devil tokens, but despite languishing at the back, the fact she had Mulberry for company meant neither of them could benefit from making a pact with Lucifer (maybe something that could be “House Ruled” in future).  In the final round everyone put in large bids, but Blue’s was the largest, a hundred and fifty.  Purple had gone bust while trying to meet Blue’s target, but the slightly more modest bids from Burgundy, Pine and Black had all been achieved, leaving all or nothing for Blue as the last player to draw.

Auf Teufel komm raus
– Image by boardGOATS

When the first token Blue turned over was one of the scarce hundreds, Black commented in jest that Blue had “marked it”.  The reason for Blue’s slightly indignant reply of “Hardly!” became clear in the post-game chit-chat.  There are several online reports of the coal tokens being identifiable.  Blue had therefore looked carefully at the tokens that had arrived covered in tiny specks of white paint which she had spent an hour scraping off.  This wasn’t entirely successful leaving some small scratch marks, so she had then carefully spent another hour inking the backs to try to homogenise them.  This had left the coals with a wide variety of glossy sheens, so she had carefully spent another hour rubbing them all with carnuba wax to try to make them all similarly shiny.  Unfortunately, the grain meant the pieces looked more even more varied with white wax deep inside the grain for some tokens and others smooth and glossy.

Auf Teufel komm raus
– Image by boardGOATS

Blue had then spent another hour rubbing all the tokens with oil which finally had the desired effect – there was still variety in the pattern of the grains, but there wasn’t an obvious trend.  Once Blue had explained that she’d spent most of Sunday evening on the exercise, trying hard not to identify any of the pieces while getting inky, waxy, oily, numb fingers, the Irony of Black’s comment was appreciated by everyone.  With Blue having drawn a hundred, everyone was on tenterhooks to see if she could draw the fifty she needed to make her bid successful.  Pine’s successful bid meant he had just exceeded the sixteen hundred needed to end the game; draw a Devil and Blue would lose a hundred and fifty and finish some way down the rankings.  It wasn’t to be though, with a flourish she produced a fifty, giving her three hundred points for the bet plus a fifty point bonus and with it, the game.

Auf Teufel komm raus
– Image by boardGOATS

Everyone had enjoyed the game though all were agreed that they’d start differently next time.  It had been a lot of fun once we’d got going though, so it will probably get another outing soon.  Poor Green had missed out, arriving about half-way through.  That left us with seven though, and a conundrum as to what to play next.  Time was getting on, but Green was keen to play something a little meatier.  Although Burgundy was happy to join him in Endeavor: Age of Sail with the new Exploits, nobody else was in the mood and it is a game that really needs at least three.  Blue was tempted, but with her fuzzy, “fluey” head wasn’t up to something new (she hadn’t played with the Exploits before) and Black was of a similar mind.  Inevitably Bohnanza got a mention, and as Mulberry hadn’t played it before, it was looking a likely candidate.  Pine wasn’t enthusiastic, but was even less keen on Endeavor.  In the end, the group split into two with Blue, Burgundy and Purple opting to teach Mulberry “The Bean Game”, while Pine and Black joined Green in a game of Marrakech.

Marrakech
– Image by boardGOATS

Strictly speaking, Marrakech is a game about selling Rugs, but the group just couldn’t stop themselves calling them Carpets.  The game itself is a very clever little abstract game made all the better by the addition of fabulous fabric “Carpets”, wooden coins, a large chunky bespoke die and a cool salesman who goes by the name of Assam.  The idea of the game is that players take it in turns to roll the wooden die and then turn Assam zero or ninety degrees and move him the given number of spaces.  If Assam finishes on an opponent’s coloured piece of Carpet (or Rug), the player must pay rent equal to the size of the contiguous area.  Finally, the active player places on piece of Carpet covering one square adjacent to Assam (and one other square as the Rugs are rectangular), before passing the problem on to the next player.  The player who ends with the most money and visible squares of Carpet combined, is the winner.

Marrakech
– Image by boardGOATS

After the first few placements it felt very obvious which direction the seller would have to be facing and then it was luck of the die.  Green quickly built a nice large area in one corner of the board, but thereafter game-play resolutely remained in the other areas of the board.  This was a bit of a mixed blessing as it meant Green kept his high Rug count, but did not receive any earnings from it.  This was compounded when he made a tactical error, turning the faceless Assam into the path of everyone else’s Rugs. From there on, Pine and Black made regular visits to each others Rug areas, although Pine seemed to be coming off slightly better from the exchange.

Marrakech
– Image by boardGOATS

Eventually, with the Green and Black down to their last three Rugs in hand, for some reason Pine had an extra and still had four left.  The group decided that he must have failed to place one at some point, so let him to place two on the next turn.  It wasn’t clear how much that affected the outcome, but on final count, Pine had just one more Rug visible than Green, but had a advantage in coins so was declared the winner.  With Bohnanza ongoing on the next table, the group looked for something short-ish and familiar and settled on Splendor, but decided to add The Orient module (from Cities of Splendor expansion), for no better reason than the fact that one of Pine’s favourite football teams is Leyton Orient.

Splendor
– Image by boardGOATS

Splendor is a very simple game: on their turn, players take gems (rubies, sapphires, opals, diamonds and emeralds, in the form of special poker-like chips), buy a gem-card, or reserve a gem-card taking a wild, gold chip as a bonus.  When taking chips, players must take three different chips, or, if there are enough chips in the stack, they can take two the same.  Each card features a gem which acts as a permanent chip (i.e. where chips are spent when buying cards, gem-cards remain in the player’s display).  Some cards also give points, and the first player that achieves a set combination of gem-cards also gets points for “attracting a Noble”.  The winner is the player with the most points at the end of the round where one player reaches fifteen.  The Orient expansion module adds an extra three decks of cards (one for each tier), which have special powers, like double bonus cards or joker cards which help players entice Nobles to their store.

    Cities of Splendor
– Image by boardGOATS

This time all the randomly drawn Noble tiles required ruby cards; three of them also needed opals and three needed diamonds as well.  When laying out the Level One cards, all four came out as white diamonds and a quick check on the rest of the deck showed this was no fluke, and the deck really did need shuffling further!  Once the cards had been randomised, the usual cat and mouse game ensued until Green took one of the Level Two Orient cards.  This meant he was able to reserve one of the Nobles, much to Black’s chagrin, as he then had to change tac.  The extra gold and additional gems that the Orient cards gave were used a few times to add a new twist to the classic game and Pine managed to use the ability to choose any Level One card he wanted to good effect as well.  When Green managed to reserve a second Noble, the writing was on the wall.

Splendor
– Image by boardGOATS

With only two Nobles remaining for Pine and Black to fight over, Pine decided that he would also go the reserve route and took the third, leaving Black floundering with just the high scoring cards as targets.  Green managed to get his first Noble to take a one point lead, and very soon after completed his second reserved Noble to jump to a very good score of nineteen. Neither Black nor Pine could reach the fifteen in their final turns, although Pine was only a turn or two away from completing his Noble.  Although we’ve played this expansion has been before, the question arose as to whether the ability to reserve a noble is to powerful.  The conclusion was “possibly”, and there was some discussion about a “House Rule” to limit players to holding one Noble in reserve at a time.

Splendor
– Image by boardGOATS

Meanwhile, on the neighbouring table, Mulberry was learning the delights of “Bean Farming” in Bohnanaza from Blue, Purple and Burgundy.  The game is really simple, but very engaging as players are involved even when it isn’t their turn.  The really key part of the game is that players cannot rearrange the cards in their hand, playing them in the order they draw them.  Thus, at the start of their turn, they must “plant” the first card in their hand into one of the two fields in front of them, and may plant the second if they choose.  Two cards are then turned over from the central draw deck, which these must be planted, but not necessarily by the active player.  These cards can be traded or even given away, but must be planted in one of the fields on the table.  Once these cards have been dealt with, the active player may trade some (or all) of their cards with others round the table, before they draw cards to refill their hand.

Bohnanza
– Image by boardGOATS

Fields can only hold one type of bean at a time, but can be harvested at any point.  Harvested beans give money according to the “Beanometer”, and the rarer the card, the more money it yields when harvested.  Thus for Garden beans (of which there are only six), three beans will earn three coins whereas it will require ten of the twenty-four available Coffee beans to give the same return.  The coins are taken from the harvested beans (the card is turned over to show the coin on the reverse), so the number of common cards reduces as the game progresses, but the rare cards become ever more scarce.  The winner is the player with the most points after three trips through the deck.

Bohnanza
– Image by boardGOATS

The game followed the usual flow with some players trying to persuade others to take unfavourable trades.  Blue spent much of the first part of the game alternately drawing Green bean and Wax bean cards; with two substantial fields and a hand full of them she then benefited from lots of donations and nobody else fancied grubbing their plantations when Blue already had the majority of the cards.  All in all, it was a very generous game with everyone giving away cards left, right and centre.  Everyone benefited; Purple did particularly well with her Garden beans, but Burgundy got a couple of cheap Soy beans and Mulberry did well too.  It was Blue who benefited the most though and it showed in the final scores…

Bohnanza
– Image by boardGOATS

Splendor was still on-going, so Blue persuaded Mulberry to stick about for one more short game, NMBR 9.  This was another one she’d not played before and Blue felt it would appeal to her natural spacial awareness.  The idea is that one player turns over cards in the 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 and it shares an edge with at least one other tile on that level.  The higher the tiles are placed the more they score (tile value multiplied by the “floor” number).

NMBR 9
– Image by boardGOATS

It was late, and Mulberry got into a bit of a tangle with the higher levels, but the generosity of spirit from Bohnanza lingered and everyone else let her rearrange her tiles so they conformed to the rules.  And quick as it is, it wasn’t long before everyone was adding up their scores…  With that over, Mulberry headed off while everyone else chewed the cud, discussed “Monster Games” at the Weekend (Food Chain Magnate or a repeat of The Gallerist) and whinged about Brexit.  When the Landlord suggested we moved away from controversial subjects and tried Religion and Politics instead, we knew it was home time.

NMBR 9
– Image by boardGOATS

Learning Outcome:  Some combinations of games and groups benefit from “House Rules“.

8th January 2019

The evening began with everyone comparing lurgies:  Blue and Burgundy were blaming Purple for theirs (contracted in Didcot last week), while Purple and Pine blamed Lilac (contracted at New Year).  With food delayed we decided to play a quick game of one of our old favourites while we waited, 6 Nimmt!.  Unbelievably, this fun little card game is celebrating its twenty-fifth birthday this year, yet its still just as popular as ever with our group.  That said it was a little while since we last played it, and with our guest, Maroon (Mulberry’s Daughter), new to the game we had a quick rules summary first.  It’s very simple, with players simultaneously choosing a card to play which are then simultaneously revealed.  Starting with the lowest number played, players add their cards to one of the four rows in the central display.

6 Nimmt!
– Image by boardGOATS

Each card is added to the row that ends with the highest number that is lower than the card they played.  If the card should be the sixth card, then instead of adding the card to the row, the active player takes the row into their scoring pile and their card replaces the row, becoming the first card.  The aim of the game is to end with the lowest score, but that is much easier said than done.  With so many people involved it was guaranteed to be mayhem and there were only enough cards in the deck for one round instead of the two that we usually play.  The game is all about timing.  Usually there is one player who gets their timing wrong, and once it starts to go wrong, it tends to go very, very wrong.  With so many people we were expecting absolute carnage, but perhaps because there were so many of us, the damage was spread out and the highest score was Red with a reasonably respectable twenty-nine.

6 Nimmt!
– Image by boardGOATS

It was close at the front though with five players within six points.  Unusually for 6 Nimmt!, Burgundy managed to avoid picking up piles of cards, and he finished in first place with eight nimmts, just two ahead of Black with ten.  Food hadn’t quite arrived, and largely out of inertia, we decided to give it another go.  Something went a bit wrong with the first deal as there weren’t enough for everyone to get the eleven cards they’d got the first time round.  To begin with, Pine got the blame for misdealing, but it quickly became clear it was not his fault and some cards were missing.  There was a lot of confusion for a moment, until Blue revealed that she had a stash of cards that she’d forgotten to return.

6 Nimmt!
– Image by boardGOATS

This time, the game followed the more usual pattern, with Purple managing to collect a massive pile of cards some with lots of high-scoring, pretty colours, totalling a massive forty-seven points.  Lots of players thought they were in with a chance of winning though, Blue and Mulberry both finished with eight, but they were beaten by Green with two.  It was then that Burgundy revealed that he’d managed to avoid picking up any cards at all this time, giving him victory in the second game too.  It was time to decide who would play what, in particular, who was going to play the “Feature Game”, Hare & Tortoise.  Although Blue had finished eating by this time, and Burgundy was coming to the end of his enormous pile of ham, egg and chips as well, they had played the game at the recent Didcot meeting so they left everyone else to play it.  After lots of discussion, they were eventually joined by Pine and had to decide what they were going to play.

Hare & Tortoise
– Image by boardGOATS

Hare & Tortoise was much quicker to get started though.  This is a relatively old game which won the inaugural Spiel des Jahres award in 1979 and was first released in 1973, making it over forty-five years old.  The game is a very clever racing game where players pay for their move with Carrots, but the further they move the more it costs.  Thus, to move one space it costs one Carrot, but to move five spaces it costs fifteen and to move ten it costs fifty-five.  On their turn the active player pays Carrots to move their token along the track; each space has a different effect, but will only hold one player’s token at a time.  It is this that makes the game something of a knife-fight in a phone box, as players obstruct each other (often unintentionally) causing other players to move more or less than they would wish.  The icing on the cake are the Lettuces though:  each player starts with a bunch of Carrots and three Lettuces—players cannot finish until they have got rid of all their Lettuces and nearly all of their Carrots.

Hare & Tortoise
– Image by boardGOATS

To get rid of a Lettuce, a player must land on one of the “Lettuce Spaces”,  and then spend the next turn eating the Lettuce before they can move on again.  With only four of these spaces available and players needing to land on three of them and spend two turns there on each visit, they are always in high demand, but especially with high player counts.  As well as enabling players to get rid of Lettuces, these spaces also help them replenish their Carrot supply.  And this is another clever trick this “simple little race game” uses that makes it special:  the number of Carrots a player gets is dependent on their position in the race.  This means a player who is in the lead benefits from having an unobstructed path in front of them, but they only get ten Carrots on leaving a Lettuce Space.  In contrast, the player in last place in a six-player game gets sixty Carrots, and Carrots are scarce so this difference is not to be snuffled at.

Hare & Tortoise
– Image by boardGOATS

Lettuce Spaces are not the only opportunity to get Carrots though.  A player on a “Carrot Space”, for example, will earn ten Carrots for every turn they wait on that space.  Another way of getting Carrots are though the number spaces—a player who is on one of these at the start of their turn will get Carrots if the number matches their position in the race.  Of course, the game would not be complete without “Hare Spaces” and “Tortoise Spaces”.  The latter are the only way a player can move back along the track, and this can be invaluable when trying to get rid of Lettuces.  Moving backwards also gives Carrots, with players getting  ten Carrots for every space regressed.  Hare Spaces are completely different, with players landing on these drawing a “Hare Card”.  These are “Chance Cards”, some good, some not-so-good and some really, really bad.  The aim of the game is to be the first to cross the finishing line, but even this is unconventional, with players having to have eaten all their Lettuces, consumed almost all their Carrots, and make the exact number of moves.

Hare & Tortoise
– Image by boardGOATS

For those who were new the game it only took a round or so to realise the subtle cleverness of it, the ability to choose one’s own position on the track is vastly tempered by the usefulness of the available squares with so many other players taking up the first few spaces.  Red started the game and immediately went for a Hare card. That didn’t do a lot except tell everyone exactly how many Carrots she had, which was not difficult to work out after just one turn.  Green also decided that the Hare cards were also worth a go, but his was a bad one, and he lost half his Carrots!  For his second turn he decided he had not taken enough punishment and went for the next Hare as well and also got the “Show your carrots” card.  As the first three had all been bad, the odds had to right themselves, so when Maroon went for the fourth Hare card it was much nicer to her.  Purple, who knew the game, understood the importance of having eaten all her Lettuces and started munching on the very first available Lettuce space.  Green and Red hadn’t fully understood the rules, so did not realise until they were a long way round the board; Red thought she only had to get rid of one Lettuce and Green had missed it completely.

Hare & Tortoise
– Image by boardGOATS

By that time Green only had three lettuce squares available and Red had only two, so was going to have to use the Tortoise spaces to move backwards.  Meanwhile, Purple’s early pit stop for Lettuce put her near the back at the start of the game, but slow and steady she moved through the pack and then began to charge ahead as everyone else had to manoeuvre for that penultimate Lettuce Space.  So in the early part of the game, Green and Purple were languishing at the back, but that meant they soon had Carrots a-plenty (from the multiplication factors) and were soon racing to join the pack.  Mulberry found herself in a pickle with a Hare card when she had to give ten Carrots to each other player.  Suddenly she had very few Carrots left and really needed to get something from the next Carrot space, but Green had his eye on it too.  Green was just about to make the leap, but, much to Mulberry’s relief, found something better to do.  Although she got her Carrots, they weren’t coming in very quickly at just ten a turn, until someone pointed out that she could go backwards to a Tortoise space and collect several more in one go.

Hare & Tortoise
– Image by boardGOATS

Eventually, luck changed for Green who had ended up with a fistful of Carrots and he joined Purple near the finishing line and the last Lettuce space.  But who was going to be able to rid of their excess Carrots first and get across the line?  Both Green and Purple had rather too many Carrots and were left pootling about at the front of the race, while Red and Black were languishing at the back still trying to get rid of their Lettuces.  Maroon was steadily moving along, but it was Mulberry, who charged back through the pack and, without any lettuces left, hared past the Purple and Green tortoises to snatch the victory.  Nobody could really be bothered playing for the minor places, but a quick check suggested that that Purple would have been next in what is still showing a worthy game, and might still be in the running for a Spiel des Jahres even now were it a new publication.

Luxor
– Image by boardGOATS

Meanwhile, Pine, Burgundy and Blue had eventually decided what to play, opting for one of the 2018 Spiel des Jahres nominees, Luxor.  This is a clever hand management and set collecting race game from Rüdiger Dorn, designer of a wide variety of games including The Traders of Genoa, Goa, Istanbul, Karuba and one of our all time favourites, Las Vegas.  These games have very little in common with each other and Luxor is different again. In this game, players exploring the temple of Luxor collecting treasure as they go.  Players start with two “Indiana-Jones-eeples” and move them round the board by playing cards from their hand.  The clever part of this is that players have a hand of five cards, but like Bohnanza, must not rearrange the order.

Luxor
– Image by boardGOATS

On their turn, the active player can play one of the cards at either end of their hand, i.e. the first or last card.  They use this to move one of their meeples, along the twisting corridor towards the tomb at the centre of the temple.  If they can, they carry out an action based on the space they land on, then replenish their hand from the draw deck, adding the card to the middle of their hand.  This hand-management mechanism is one of several clever little touches that elevate this game beyond the routine.  Another is the movement mechanism:  players move, not from space to space but from tile to tile.  Some of the tiles are in place throughout the game, but when a player claims a treasure tile, these are taken from the board into the player’s stash.  This therefore provides a catch-up mechanism as the path to the tomb effectively gets shorter as the game progresses.

Luxor
– Image by boardGOATS

Players can claim treasure tiles when they have enough of their “Indiana-Jones-eeples” on the tile.  Each tile gives points individually, but there are three different types of treasure and players score points for sets; the larger the set, the more points they score at the end of the game.  Treasures aren’t the only tiles players can land on though.  There are also “Horus” tiles (which allow players to add more interesting cards to their hands or take key tokens), Osiris tiles (which move players forward) and Temple tiles (which give players a special bonus).  These non-treasure tiles are never removed providing stepping stones as the treasure tiles disappear.

Luxor
– Image by boardGOATS

Players strive to be the first to enter the temple chamber which will win them one of the two sarcophagi.  When the second player enters the temple chamber, they win the second of the sarcophagi and trigger the end of the game with play continuing to the end of the round before scoring.  There is a smorgasbord of points available with players scoring for how far their meeples have made it towards the temple, for scarabs they may have collected en route, and any left over keys or sarcophagi they have, as well as for the sets of treasure they collected.  The balance of these points change dramatically with player count – with two, treasure is everything, but with more, there is increased competition.

Luxor
– Image by boardGOATS

Burgundy shot out of the blocks like a hare, with Blue and Pine doing their best to try and follow.  Burgundy had got a set of three necklaces before Pine had managed a single treasure and despite the fact that the game was hardly started, he was already hoping that “slow and steady” might win the race.  It wasn’t long before Blue collected a few jewelled statues and Pin had a couple of fine vases, and finally the treasure hunt was on its way.  Burgundy’s “Indiana-Jones-eeples” were stealing a march  and making rapid progress, while Blue had managed to get one left one behind.  Despite the built-in catch-up mechanisms, it seemed there was little Blue or Pine could do to arrest the inexorable march of Burgundy.

Luxor
– Image by boardGOATS

Eventually, Blue sent a scout in ahead, and she was the first to enter the temple chamber, picking up the first sarcophagus.  It wasn’t long before Burgundy followed though taking the second and triggering the end game.  Blue and Pine tried to make as much as they could out of their last turns, but it was too little too late.  Each treasure token comes with a small number of points which are supposed to be scored when the treasure is collected.  Previous experience suggests players are so excited at finding treasure that they forget to collect these points, so we added a house-rule, and saved collecting these until the end of the game.  Since the points are similar in value, they give a rough idea of how players stand.  It was only when these were counted that Blue and Pine realised just how far behind they really were, with Burgundy taking forty-one compared with Pine’s twenty-eight and Blue’s twenty-two.

Luxor
– Image by boardGOATS

From there matters only got worse.  Burgundy’s “Indiana-Jones-eeples had made it further into the temple than anyone else’s and he had larger treasure sets too.  His final score was a massive one hundred and eighty-three, nearly fifty more than Blue and seventy-five more than Pine.  It’s all about getting the right cards Burgundy explained as the group tidied up.  “Mmmm, I had the right cards, just not in the right order,” muttered Pine in response, a comment that pretty much summed up the entire game.  It was much, much later however, that we realised we’d got the scoring very wrong.  Players are supposed to score for the number of complete sets of three treasures, rather than for the the magnitude of each set.  While this would have made a huge difference to the game of course, it probably would not have changed the overall outcome as Burgundy was in total control throughout.  Nevertheless, we should give it another try soon, this time with the correct rules…

Luxor
– Image by boardGOATS

With both games finishing pretty much simultaneously,the question was what to play next.  Mulberry and Maroon went home to nurse their jet-lag taking Red with them, leaving six.  Pine said he would stay for something short (and short didn’t include Bohnanza), but would be happy to watch if others wanted to play something longer; Green said he could also do with an early night and didn’t mind watching either.  Inevitably, that created indecision and it was only when Green decided to go and Pine started a two minute countdown that Blue eventually made a decision and got out No Thanks!.

No Thanks!
– Image by boardGOATS

No Thanks! is one of our oldest, “most favourite-est” games that we’ve sort -of rediscovered, giving it a few outings recently; as Blue shuffled she considered how clear and simple the cards were, and how well they were holding up given their age.  The game is very simple too:  the first player turns over the top card and chooses to either take it or pay a red chip and pass the problem on to the next person.  The player with the lowest total face value of cards is the winner.  There are two catches, the first is that when there is a run, only the lowest card counts, and the second is that nine cards are removed from the deck of thirty-four before the game starts.

No Thanks!
– Image by boardGOATS

Burgundy, Purple, Pine and Blue were in the business of collecting cards hoping to build substantial runs.  It was just as the game was coming to a close that Pine collected a card and a handful of chips fumbling as he did so and thought he’d dropped one.  He was sat on a bench between Black and Burgundy, so rather than disturbing everyone immediately, there were only a couple of cards left so he decided to leave finding it until the end of the game.  Blue and Pine fared better in their card-collecting than Burgundy and Purple, but Black had kept his head down and finished with just one run and with it the lowest score,  We recounted all the chips a couple of times and there was definitely one missing, sop as Blue packed away everyone else started playing Hunt the Game Piece.  It’s not often that we play this, but, we have had a couple of epic games, including one where a token ended up some thirty feet from where we were playing and the other side of a pillar.  This edition, the “No Thanks! Red Chip Version”, was particularly special.

No Thanks!
– Image by boardGOATS

After about five minutes hunting, one of the bar-staff asked, “Oh, what are you looking for?” and then added, “I love it when you play this!” and joined in.  Fifteen minutes later, there was still no sign despite looking in lots of nooks and crannies, checking trouser turn-ups and shoes, and emptying all the bags in close proximity.  Then Purple said, “I can see something red down here…” as she shone the light from her mobile phone between the cracks in the floor-boards.  And there indeed, nestling about half an inch below the suspended floor, only visible when the light was exactly right, was the small red chip.  It was exactly where Pine had been sitting and must have dropped straight through the gap between the floorboards and fallen over so it was lying flat, nestling in the fluff and totally inaccessible.  So Purple won, but it was Game Over for the time being.

No Thanks!
– Image by boardGOATS

Learning Outcome:  Sometimes Bohnanza is quicker than that other “short” game…

27th December 2018 – boardGOATS do the Quiz

As we meet at The Jockey every week, for the last two years, we’ve decided to enter a team for their Quiz Night between Christmas and New Year.  Blue, Black, Purple and Pink rolled up at 7pm to give them time to play some games before food at the advertised 8pm.  They’d just started a game of くだものフレンズ aka Fruit Friends, a little card drafting and set collecting game when Pine joined them.  It’s a quick little game so, Pine perused the menu while the others finished playing.  Fruit Friends was an Essen Special, picked up by Black and Purple on the last day of the fair this year.  We played it a few weeks ago and it went down really well, so we were keen to give it another outing.  Pink and Blue had missed out on that occasion, but it’s not a complicated game as it is essentially it is Sushi Go! with a twist in the card drafting stage which is based on the “I divide, you choose” mechanism.

Fruit Friends
– Image by boardGOATS

It was a really tight game with a two-way tie for second place between Blue and Pink.  Maybe it was Black’s additional experience, or perhaps he played better or was simply luckier, but he took victory by just two points with his total of sixty.  With that game concluded, but people needing time to consider their food options, we opted for a quick five-player game that everyone knows, No Thanks!.  Despite having played it before, Purple wanted a reminder of the rules:  take the card, or pay a chip to pass the problem on—the person with lowest face-value total is the winner.  The catches (which are what make the game clever of course), are that for runs, only the lowest card counts, but nine out of the thirty-three cards are removed from the deck at random adding a sense of jeopardy.

No Thanks!
– Image by boardGOATS

Perhaps Purple didn’t get the rules, or maybe it was a combination of bad luck and perhaps over-reached herself, or even an extreme gamble that didn’t pay off, but holding both the thirty and the thirty-five was always going to be a difficult gap to bridge.  Adding cards in the twenties made it even worse and despite holding almost half the chips at the end of the game she managed what was possibly an epic top-score of eighty-six—quite some distance from Blue’s winning score of sixteen.  Black who finished second with twenty points commented, “Second place is a good place to be.”  By this time food had been ordered and the question was whether there would be time to play again.  Of course, as soon as we began, inevitably food arrived, so the rest of the game was played between bites of pizza, tagliatelle and avocado salad.

No Thanks!
– Image by boardGOATS

This second game was much, much closer.  Purple got it right this time with what might otherwise have been a winning score of seven and was just pipped by Blue with six.  It wasn’t to be for either of them though, as Black managed the extremely rare feat of finishing with a negative score.  It’s not the first time we’ve seen it, but last time was a while ago, nearly two years ago in fact, when Magenta also finished with minus one.  With the game over, people focused on finishing off their food and then there was just time for a trip to the bar before the Quiz started.  We managed a satisfactory eight in the first round and full-house in the second; the picture round started well too (“We all adora Kia Ora”), but petered out towards the end.  We got all three of the anagrams (including “Frosty the Snowman” and “Puppet on a String”) and got the Who-am-I? on the third try (William Webb-Ellis) which put us in a strong position, but sadly it was not strong enough to make up for the round where we failed to get more right than wrong, and we ended up with a creditable total of fifty-seven points.  That gave us second place (“a good place to be, but not as good as first”), six points behind the winners, the team At the Bar.

Quiz December 2018
– Image by boardGOATS

After a bit of chit chat about “Monster Games” and New Year, there was still time for one more game and, since Pink had dodged Bohnanaza at the Christmas party, it was only right that he should have the chance to play it once more in 2018.  We’ve played this game loads, but although he clearly enjoys himself at the time, Pink always claims to dislike it.  This is odd as he owns more copies than anyone else including English, Spanish, German, and Dutch language copies as well as a special limited edition with “fan” artwork.  With everyone so familiar with the rules, it should have been quick to start except that the version Pink had with him was the Spanish edition.  The basic rules weren’t a problem, but the set up varies with player count and Blue’s linguistic skills were sorely tested as a result.  The game was very close with a four way tie for second place (certainly not a bad place to be).  Ironically, first place, by just one point, went to Pink, so he won’t be able to argue that he’s rubbish at Bohnanza any more.

Bohnanza
– Image by boardGOATS

Learning Outcome:  Second is a good place to be, but first place is better.