Tag Archives: Bohnanza

21st March 2023

Blue and Pink were just setting up Circle the Wagons when Lemon walked in.  As Circle the Wagons is a two player filler game, they quickly packed it away and got out No Thanks! instead.  Lemon hadn’t played it before (or perhaps had forgotten), so Blue gave her a quick rules explanation.  It is a very simple (if clever) game, so it didn’t take long:  the first player reveals the top card of the deck, then makes the choice, either to take it or pay a chip to pass the problem on to the next player.  At the end of the game, the player adds up the face value of all their cards and the player with the lowest total is the winner.

No Thanks!
– Image by boardGOATS

There are two catches, however.  Firstly, if a player has a run of consecutive cards, only the lowest counts to a player’s final score, which encourages players to gamble a little.  However, the second catch is that nine cards are removed from the deck at random before each game, which means the card a player is gambling on getting may not even be present in the deck.  Blue and Pink were half way through their burgers and the trio were halfway through the game when Indigo and then Pine arrived.  Indigo was also new to the game so as they finished the first game Blue explained the rules to her too.

No Thanks!
– Image by boardGOATS

The first game was really close, but Lemon, got lucky and, although everyone scored relatively highly, she had three less than Pink to take victory.  The game plays five well though, so Pine and Indigo joined the other three for a second round.  This time, the top scorer was Indigo who finished just shy of fifty points.  Everyone else was closer, but this time Blue was the winner with seventeen points, some five less then Pine.  By this time, almost everyone else had arrived and the burgers had been dispatched, so it was time to decide who was going to play what.  The “Feature Game” was to be the Visit from the Rhine Valley expansion for one of the group’s most popular games, Viticulture, and the questions were, who wanted to play that, and what would the rest play?

Viticulture
– Image by boardGOATS

Viticulture is one of Pink’s favourite games and Teal was very keen to play it too.  Somewhat surprisingly, Ivory was open to other options, so eventually Indigo and and Green joined them to set that up.  With five people left, Lemon loving Ticket to Ride, and Pine having just acquired Burgundy‘s copy of the Europe edition, it wasn’t really a great surprise when the group decided to give that an outing in his memory.  The game is a very straight forward game of set collecting and network building with players either taking two cards on their turn, or paying sets of cards to place trains on the central map.  Players score points for placing trains on the map (with longer routes giving more points).

Ticket to Ride: Europe
– Image by boardGOATS

At the end of the game, players score extra points for any “completed tickets”, i.e. successfully connected the destinations on ticket cards dealt at the start of the game and perhaps collected during the game.  There is a risk associated with tickets, however, as any that are incomplete, score negatively.  Each version of Ticket to Ride has slightly different rules, so while everyone was very familiar with the basic game, the group had to remind themselves of the specifics of the Europe edition.  The main difference between this version and others is the inclusion of Stations—players can add one of these to a city to enable them to use one line connected to it that someone else has built to help them to complete tickets.

Ticket to Ride: Europe
– Image by boardGOATS

Ivory started and began the game and started on his first move by placing a single train from Bruxelles to Amsterdam.  That caused panic amongst everyone else, and turned out to be completely justified as everyone except Pine got involved in a scrap for the space in central Europe.  Largely as a result of that congestion Purple ended up forced to take tunnel routes.  These are routes where players don’t know the actual cost before they build them, since three cards are turned over from the draw deck and if any match the colour of the track being constructed, these must be matched by the player building the track (or they fail to build it).

Ticket to Ride: Europe
– Image by boardGOATS

This turned out to be costly for Purple who had a couple of attempts knocked back and some that costed considerably more than expected.  Lemon did what she often does and seemly prioritised building tracks she liked the look of, connecting them together later if possible.  Everyone else crossed their fingers and fought for the routes they wanted with most people interfering with somebody else’s plans somewhere along the way.  Ivory claimed the long tunnel route from Stockholm to Petrograd, and much to Purple’s disgust, managed it first time.  Lemon, who was after Pine in turn order kept trying to jump in front of him leading him to wonder whether he was invisible.

Ticket to Ride: Europe
– Image by boardGOATS

Blue seemed to have lots of tickets that didn’t go where her trains were and life got worse and worse as the space became increasingly crowded.  As the number of trains everyone had dwindled, everyone panicked about whether they were going to complete all their tickets.  Then, as everyone else was struggling to complete their tickets, Purple surprised everyone by taking more, and got lucky and finished it the very next turn—just as well, because Ivory had ended the game.  After the obligatory points recount (and a couple of very minor adjustments) the group started evaluating tickets.

Ticket to Ride: Europe
– Image by boardGOATS

Ivory, Pine and Blue had a lot, but Ivory had got lucky with his ticket draws which all fitted together quite nicely.  Blue had been less fortunate and only discovered that she was missing a connection for one of hers when it came to the final count.  Pine and Blue both succeeded in completing eight tickets, but Ivory had the longest continuous connected line, with all but two of his trains conga-ing neatly across the map.  Ivory, who had just been ahead throughout was the victor with a hundred and forty-seven points, twenty ahead of Blue in second and forty ahead of Pine in third.  It had been a good game though, with lots of cut and thrust and everyone (especially Blue) had engaged their inner Burgundy at some point.

Ticket to Ride: Europe
– Image by boardGOATS

Both Ivory and Pine wanted an early night, but there was still time for something else, so long as it wasn’t too long.  Pine rejected Blue’s optimistic suggestion of Bohnanza as always taking too long, so in the end, the group settled on Coloretto.  Lemon was new to this, but it’s a quick game to teach and an easy game to learn as you play too.  Another set collection game, the idea is that players score points for collecting large sets of coloured chameleons.  So, on their turn, players either turn over the top card of the deck and place the card in one of the trucks (each of which can contain a maximum of three cards), or take a truck.

Coloretto
– Image by boardGOATS

The reason this is clever is because while players score positively for the largest three colour groups, the others all give negative points.  The triangular series gives many more points for the later cards, thus, the trick is to have one large set of cards rather than two or three smaller ones.  The game plays well with five and there were lots of difficult tactical decisions with players trying to work out what everyone else would do and then force them to take cards they really didn’t want.  In the end, it was an easy victory for Ivory though, with thirty-four, four points ahead of Blue in second.  It was much tighter with a three way fight for bronze, that Purple just won.

Coloretto
– Image by boardGOATS

Meanwhile, on the next table, Teal, Pink, Ivory and Green were playing the “Feature Game“, the Visit from the Rhine Valley expansion for Viticulture.  Although Viticulture is much more complex than the other games being played in the room, it is a relatively straight forward worker placement game where players are developing their vineyards by building buildings, planting vines, harvesting grapes, making wine and getting help from visitors.  The game is typically a race with the winner being the player with the most points at the end of the round where a player exceeds a set number of points.  The Rhine Valley expansion is very small, just a replacement deck of Visitor cards, but it has a reputation for changing the game quite significantly, making it more about wine making than just getting points.

Viticulture
– Image by boardGOATS

Viticulture is one of Pink’s favourite games and was quite well known to Green and Teal too thanks to them playing regularly on Board Game Arena.  The Tuscany expansion was a new new variation to Green and Teal though and nobody had played with the new Rhine Valley Visitor cards.  Indigo had never Viticulture at all, but Pink and Teal explained the rules, during which Indigo received some well meant general advice on best plays from the others. When Green suggested that five workers was probably optimum, both Teal and Pink were quick to disagree suggesting that more (maximum of six) was always better.  Viticulture is always a slow burner for the first part of the game, and Pine kept looking across from the other table and remarking how the game had been going for ages, but there had only been a single point scored.

Tuscany
– Image by boardGOATS

As Pink, Teal and Indigo inched forward by a point or three, Green remained resolutely on zero for a long time, and then he sacrificed a point to go negative!  As the game progressed the points started to come eventually.  After drawing fulfillment card after fulfillment card, Pink realised he should have planted some higher value grapes rather than just the first ones that came along, which meant it took lots of turns to make them “ready for sale”.  He was the first to complete a wine order though, with Teal just behind.  Green eventually started to move forward and caught Indigo who was struggling a little to get her head around the game a little and with only three workers was really finding it difficult to get much done.

Viticulture: Visit from the Rhine Valley
– Image by boardGOATS

One of the interesting features of Tuscany is the additional buildings that can be constructed.  Green found a Statue which was very expensive, but not only gave him an immediate point, but also an extra point each round.  This, together with his other building, a Storehouse, he had an extra ageing step each round as well—his engine was beginning to build after a slow start.  Green then played a winter Visitor combo, which allowed him to make some wines and fulfill a big six point order with an additional two points.  With the end-game trigger at twenty-five, that was quite a haul in one go, indeed, Green, Teal and Pink were all quite close now.

Viticulture
– Image by boardGOATS

In spite of the sudden flood of points, with time running out, the group soon realised they would not be able to finish in time.  Pink’s more traditional approach of planting, harvesting, making wine and fulfilling orders had kept him at the front of the points track, and would likely have got him over the twenty-five point line in the next round.  However, the group decided that they really needed to finish, just when everyone’s engine was getting into their stride. Nobody will ever know whose would have been be the most successful and by the end of that round it was all very close on the score track.  Pink had his nose in front though, followed by Green and then Teal, but there were still the “Stars” regions to score.

Tuscany
– Image by boardGOATS

This was an area which Teal had really gone for early on in the game. Green had placed a few few early on and then mostly ignored it.  Pink came to the stars late in the game, but as was his usual strategy, made big plays when he did.  In the end Teal narrowly scored most just edging Pink although he still had enough to retain his lead with twenty-one, two ahead of Teal and four ahead of Green.  None of the group quite knew how the end of the evening had snuck up on them so suddenly, they had been so engrossed and it had seemed hardly any time at all—quite a recommendation for a game!

Tuscany
– Image by boardGOATS

Learning Outcome:  If you go into the Wine Business, make sure you know what people want to buy before planting any grapes.

7th March 2023

Plum and Blue were first to arrive and, by the time they had finished their enormous rack of ribs (or given up and had a doggy bag made up), almost everyone else had arrived.  There were a few people missing, but still enough for two games of four.  The first was the “Feature Game“, but nobody really wanted to commit to that until they knew what the other game was going to be.  As he had done the last couple of times, Green suggested Terraforming Mars.  Unlike previously, this time Ivory, Plum and Teal felt up to it, leaving Blue, Black, Purple and Lime to play their preferred choice of New York Zoo.

New York Zoo
– Image by boardGOATS

New York Zoo is a tile laying game by Uwe Rosenberg, designer of Agricola, Bohnanza, Patchwork and many other well-known games.  The idea is that players are building pens in their zoo, populating them with animals, and building attractions.  This is one of several polyomino, Tetris-like, tile-laying type games (including Cottage Garden, Spring Meadow, Indian Summer and Patchwork), but what makes this one unique and interesting is the Market.  Players move the Marker Elephant one to four spaces round the Market, landing either on an Enclosure tile space (taking the top one and adding it to their zoo) or on an animal space (taking one or both of the animals depicted).  Enclosure tiles can be placed anywhere in the player’s Zoo, then one or two identical Animals from elsewhere in their Zoo must be moved to occupy the Enclosure.

New York Zoo
– Image by boardGOATS

Each Enclosure can only hold one type of Animal, meercats, snow-foxes, kangaroos, penguins or flamingos, but when moving Animals, no pen can be left empty.  There is an advantage to pens having two or more Animals in them too—the Market also features breeding spaces, and when the Marker Elephant passes these, up to two pens containing two or more matching Animals get an extra one.  When a player moves the Elephant onto an Animal space, they take one of either or both the Animals depicted into Enclosures containing matching Animals (moving another from Storage if they can), or into the Storage space.  Moving animals is important, because when an Enclosure is completed the player removes all the animals putting one into Storage if they have space, and then takes an Attraction tile of their choice and adds it to their Zoo.

New York Zoo
– Image by boardGOATS

Attraction tiles are useful because they fill additional spaces, and at its heart, New York Zoo is a race game—the winner is the first to fill all the spaces in their Zoo.  Black and Purple had played this a few times, and once Black had explained the rules to Lime and Blue, Purple started.  Black and Purple prioritised completing Enclosures to get Attractions.  The Market is stacked so there are large tiles, heptominoes, on the top of each tile space, with hexominoes, then pentominoes and finally tetrominoes at the bottom of each pile.  Black and Purple prioritised getting breeding pairs of animals and as the Market dwindled, getting smaller enclosures because small Enclosures are easier to complete than large ones.

New York Zoo
– Image by boardGOATS

Blue, who had not played the game before, started off getting large Enclosures and fitting them tightly together.  As the game progressed, however, she realised her mistake as everyone else’s Animals were breeding and she didn’t have pairs because she was taking one out every time she added another Enclosure.  This had the additional consequence that she was starting to run out of Animals too, so she prioritised getting breeding pairs for a couple of rounds before continuing to take the biggest Enclosures she could get away with.  It was a tight game—Purple seemed to take an early lead, but it looked like Black and Lime over-took her towards the end and were in a tussle to finish the game first.

New York Zoo
– Image by boardGOATS

With everyone else concentrating on filling pens and taking Attractions, nobody was watching Blue.  So they were taken by surprise when her kangaroos bred filling their pen and she took her first Attraction.  That left one space which she promptly filled taking the only Enclosure that fitted, perfectly, and ended the game.  With everyone else so close to finishing, however, the rest of the group played on to see who would place where.  In the event, Black finished just ahead of Lime.  The group were just dissecting the different strategies when Pine arrived, fresh from his meeting teaching “cubbish-sized scouts” about waste.  Terraforming Mars was still going on, so the hunt was on for a five-player game, and the group settled on Kingdomino.

Kingdomino
– Image by boardGOATS

Native, Kingdomino is a four player game, however, with the Age of Giants expansion, it plays five.  The base game is simple enough, but it had been a while since most people last played it, so there was a quick run through of the rules.  On their turn, players add a terrain domino to their Kingdom; each domino comprises two squares of terrain and when placed at least one end must be adjacent to the same terrain type.  Like New York Zoo, the interesting and clever part of the game is the Market.  In Kingdomino, there are two parts, current and future—when a player takes their domino from the current market, they choose their next domino by placing their marker on it.

Kingdomino
– Image by boardGOATS

At the end of the game, players score each terrain region with points equal to the area of each region multiplied by the number of crowns on it.  The clever part is the timing of the Market.  The tiles are drawn at random from a set numbered from one to forty-eight.  The low numbers generally being the less desirable ones, those without crowns or those for terrain types where crowns are more scarce.  Since players take the tiles in numerical order (low to high), taking a low value tile in one round gives a better choice in the next.  Similarly, taking a high value tile means there will be less (or maybe no) choice in the following round.

Kingdomino: Age of Giants
– Image by boardGOATS

The Age of Giants expansion firstly adds twelve extra tiles (enough for a fifth player), six labeled with letters A to F and six numbered forty-nine to fifty-four.  These are ranked below one for the letters and after forty-eight for the high numbers, with the low ranking tiles featuring a Giant, and the high ranking ones featuring Footprints.  Players taking dominoes with a Giant on them, also take a Giant-eeple and place it over a crown in their Kingdom so that it doesn’t score.  Taking a Footprint domino allows the player to move a Giant from their Kingdom to a crown in someone else’s and this increase their score, making these tiles potentially very valuable.

Kingdomino: Age of Giants
– Image by boardGOATS

Unfortunately (especially for Lime and Blue who ended up with all the Giants), the Footprints seemed hard to come by in this game.  The other part of the Age of Giants expansion are the Quests.  The base game comes with two Quests, arrangement targets that give points.  These are “Middle Kingdom” and “Harmony” which respectively give ten points for a castle in the centre of a player’s Kingdom and five points for a complete five-by-five territory with no discarded tiles.  This time, the Quests drawn essentially at random were “Bleak King” and “Four Corners of the Kingdom”.  The first of these gave five points for each five square of terrain with no crowns while the second gave players five points for placing cornfields on all four corners of the five-by-five grid that defines their Kingdom.

Kingdomino: Age of Giants
– Image by boardGOATS

Although the Quests had been included in game play several times before, the Giants have only had an outing once and didn’t go down all that well.  Still, with five players all the extra tiles were needed and their values would have been unbalanced without including Giants, so the group thought they’d give it another try.  This time Blue and Purple had a really hard time getting crowns and things were so bad for Blue that she resorted to picking up twenty points, more than half her total, from the “Bleak King” Quest.  Black built a lot of sea and pasture, while Lime scored heavily for his mountains and Pine picked up lots of points for his large woodland.

Kingdomino: Age of Giants
– Image by boardGOATS

It was very close between the top three and both Lime and Pine scored forty-five points for their highest scoring terrain—Lime for nine crowns spread over five spaces, Pine for five crowns spread over nine spaces.  There were just two points between Lime and Pine in the end, but Pine’s sixty-eight points just edged Lime into second with Black four points behind that.  It had been a good game.  However, the group felt that the Giants took a positive constructive game and added a negative aspect.  Those that had been stuck with them hadn’t found that aspect particularly enjoyable, especially as it was easy to get lumbered largely through no fault of their own, so it is unlikely they’ll get another outing very soon.

Kingdomino: Age of Giants
– Image by boardGOATS

Meanwhile, on the next table, Green, Ivory, Plum and Teal were still playing Terraforming Mars.  To speed up the game they played with the Prelude start cards and also removed the Corporation cards—that turned out to be a good choice as the game only just finished before the pub closed.  In this game, players play corporations sponsored by the World Government working together in the terraforming process, but competing for victory points.  These are awarded not only for their contribution to the terraforming, but also for advancing human infrastructure throughout the solar system, and doing other generally commendable things.

Terraforming Mars
– Image by boardGOATS

The players acquire unique Project cards by buying them into their hand; these can represent anything from introducing plant life or animals, hurling asteroids at the surface, building cities, to mining the moons of Jupiter and establishing greenhouse gas industries to heat up the atmosphere. The Projects can give immediate bonuses, as well as increase production of different resources. Many cards also have requirements and become playable when the temperature, oxygen, or ocean coverage increases enough. Buying cards is costly, so there is a balance between buying cards (three MegaCredits per card) and actually playing them.

Terraforming Mars
– Image by boardGOATS

The game ends after the terraforming is complete when the three global parameters, temperature, oxygen, ocean have all reached their goal.  Players then score for their Terraform Rating with any other points they might have accrued.  This time, Green made his presence felt on the surface of Mars in the early stages with his initial starting forest, which grew a little, and seeded the oceans. He was the only one for a while.  Plum played a blue card which gave her a couple of extra Credits every time someone built a city.  This one really paid for itself in the four-player game as everyone wanted to build more than one city.  Green was first, but had mis-read the card and found himself colonizing Phobos instead.

Terraforming Mars: Prelude
– Image by boardGOATS

So, Teal was the first to actually build a city on the surface of Mars. He opted for the equator but on the other side from Green’s forests.  Later he played a blue city bonus card that gave him a Credit production bonus for each one. Although several cities had already been built by then, several more followed and he was able to enjoy the benefit of extra cash in later rounds.  Ivory meanwhile had made a different start to the game than his normal opening gambit (building a city), and completed the first Milestone: the Ecologist. However his cities did follow later as he extended down towards the south pole. Teal claimed the second milestone: the Specialist, helped on by his city Credit production bonus.

Terraforming Mars
– Image by boardGOATS

Plum was the last to claim a Milestone: the Generalist, as she was able to pay to increase her production one step each round.  She did not claim it straight away, but noticed it after Teal had claimed his, and thought she had better get in there quick.  Green was not able to claim any milestones, but instead was the first to fund an Award. A quick check around the player boards suggested he should fund Celebrity as he had three high value cards to Teal’s two, but neither Plum or Ivory had any cards over the value of twenty Credits. Later on Teal funded the second award and went for Estate Dealer as he clearly had more tiles next to oceans at this point (having planted his forests northwards around the oceans.

Terraforming Mars
– Image by boardGOATS

At the end of the game Green pulled out his wallet once more and funded Benefactor since he was ahead on the Terraform Rating track. Ivory was only one behind, but Green had a couple of options he could play on his last turn for a couple of extra Terraform Rating points. This prevented Ivory from funding the Dessert Settler award for which he had been building.  Green decided to go for outworld domination and also built Deimos city.  During the second half of the game Green realised he had forgotten his company bonus of a two MegaCredits reduction for each brown, Industrial tagged card.  He had built three, so put six Credits aside to be used in the event of a tie, (although had he remembered to claim them at the time, he may have been able to play more and better cards).

Terraforming Mars: Prelude
– Image by boardGOATS

In the final scoring it was very close indeed, although during the game Mars was regularly bombarded with meteors and nuclear bombs, so it was a wonder any one survived at all!  Ivory and Green tied for second with fifty-nine points. Even with his extra six Credits, Green still lost the tie to Ivory, who had more Credits left over from the final production.  At this point, Green realised he again had misread a card thinking he would get one point per ocean tile in the game for his capital city, but that would have given him a guaranteed nine points and would have been way too powerful. In the end, it was Teal who triumphed, but only just, with sixty-one points, in well deserved victory.

Terraforming Mars
– Image by boardGOATS

Learning Outcome:  Mama’s taking us to the zoo tomorrow, zoo tomorrow, zoo tomorrow… We can stay all day!

15th November 2022

With lots of absentees including Pink, Lemon, Orange and Plum, it was a relatively quiet night, but there were still nine and that left a difficult decision as to how to split up the group.  The “Feature Game” was Everdell, and although it only really plays four, Ivory had the new, Complete Collection which includes the Bellfaire expansion which adds two more players.  Three players seemed a little on the small side, so a four and a five it was, and the five were keen to give Everdell a go.

Everdell
– Image by boardGOATS

Although Ivory had played Everdell with Pink and Blue in the summer of 2020, nobody had seen the new, Complete Collection which was a recent acquisition for Ivory, and what a box it was—It was humongous!   Everyone wondered how Ivory stored it.  That developed into a conversation about where people store their games, and it seems pretty much everyone uses a “Kallax” (though some people didn’t know that’s what they are called). However, it turned out the Everdell box is so big, it doesn’t fit onto a Kallax and Ivory stored it under his bed!

Everdell
– Image by boardGOATS

Everdell is a very good looking game, a card-driven, tableau building and worker placement game set in a woodland glade.  Players take the role of leader of a group of critters constructing buildings, meeting characters and hosting events by placing workers to get resources and spending them to play cards.  Everyone enjoyed the opportunity to choose their own wooden meeple animals out of a selection of over twenty different types.  Ivory went for the purple Platypuss, Purple went for a light purple Owl, Lilac went for orange Foxes, Teal chose the grey Hedgehogs , and Green wanted the Brown Bats.  By random selection using a mobile app, Teal was to go first.

Everdell
– Image by boardGOATS

It took a few turns to get the hang of the game, although it is not overly complex on the face of things.  It is one of those games where there are apparently lots of choices, but in practice they are clear and relatively simple:  players either place a meeple to get a selection of resources, or play a card into their tableau.  And then, when all possible choices have been exhausted, players move onto the next “season”.  The trick is working out how to extend the possible number of turns taken each season. Ivory was the only one of the group who had played it before, so had got it worked out.  Everyone else had moved into spring while he merrily carried on taking his turns in his winter!

Everdell
– Image by boardGOATS

Teal was the first to move onto spring, and this order continued through the rest of the game. At one point it looked as though everyone else would have finished completely, while Ivory was still in summer!  It didn’t quite work out like that, but Ivory did have several more turns after everyone else had finished.  The other trick to Everdell is to pair up the Critters cards with the Construction cards. By building a Construction, a player could then build the corresponding critter for free afterwards, thus giving them extra turns and extra bonuses.  Ivory did well in this, and his starting and early meadow cards fell his way.

Everdell
– Image by boardGOATS

Green and Purple also did well getting pairs of cards and playing them during the game. Unfortunately Lilac and Teal just couldn’t seem to get the pairings they needed. So it seems there is still a certain amount of luck in this game.  The other thing which surprised everyone was how quickly the group got through a very big stack of cards from the meadow draw pile.  After last time where we nearly failed finish Endeavor before the pub closed, the group set an alarm to give them a thirty minute warning before closing time as we were worried we may have the same problem this time.

Everdell
– Image by boardGOATS

By the time the alarm went off nearly two hours later, the game was all but finished—not bad for a new five player game.  Playing it again, the same group could probably do it in ninety minutes or less.  Would it get another outing though?  It certainly has cuteness factor in spades; it is interesting, and the game-play is not overly complicated; it has challenge in random variations, and many good looking expansions to enhance and change the experience. So, it will almost certainly get another outing and Ivory had better not put the box too far under the bed, as we’ll be wanting him to bring it along again in the new year.

Everdell
– Image by boardGOATS

After too much “cards with text” with Villainous last month, it was clear that Everdell was not a game ideally suited to Lime and Pine.  Instead, Blue said she had just the game for them: Cascadia.  Cascadia won this year’s Spiel des Jahres award, and had not yet had an outing within the group.  The game is very simple though:  players have a starting three hex terrain tile, and on their turn, they take a terrain hex and a wooden wildlife token and add these to their tableau.  Each terrain tile has one, two or three types of wildlife depicted on it, and the wooden tokens have to be placed on a terrain tile with matching wildlife symbol and that is more or less all there is to it.

Cascadia
– Image by boardGOATS

The interesting part is the scoring.  Players score points for the largest area they have of each of the five different types of terrain with bonus points for the player with the largest area of each.  That is simple enough, but they also score points for each of the different types of wildlife, and their scoring is different for each game.  The scoring depends on the location of each type of wildlife, for example, this time players scored for each set of three (and only three) adjacent bears.  They also scored points for each different type of wildlife between pairs of hawks.  Ribbons of salmon and groups of elk also scored as did foxes for each different type of wildlife surrounding them.

Cascadia
– Image by boardGOATS

The game play behind Cascadia isn’t very new or terribly original, with the tile laying elements giving a feel similar to games like Kingdomino, or even Carcassonne.  The variation in the wildlife scoring (with more wildlife cards available to add more variety), however, and the fact that the wildlife tokens are finite in number and are drawn from a bag, adds just a hint of something reminiscent of bag-builder games like Orléans or Altiplano.  As the group played and Lime and Pine got into it, Blue and Black started to appreciate the subtlety a little more.  The addition of special Keystone tiles that give players nature tokens when wildlife tokens are placed on them, also help players to mitigate the luck elements.

Cascadia
– Image by boardGOATS

This time, foxes seemed to hide in the corner of the bag when players wanted them, then when they didn’t, they all came out of hiding.  Pine, inevitably put in a good showing and, despite everyone trying to persuade him, Lime succeeded in ignoring the advice to join his two groups of bears together (which would render them pointless).  The scores for the terrain were quite close with a spread of just a handful of points.  However, while Lime, Blue and Black had similar scores for their wildlife as well, Pine was eight points clear of his nearest rival giving him a final score of ninety-eight, ten points clear of Blue who was the best of the rest.  Pine and Lime had clearly enjoyed the game though and it will almost certainly get another outing soon.

Cascadia
– Image by boardGOATS

Lime excused himself, leaving Blue, Black and Pine to play something quick, taking less than an hour.  Although every time we play it, Pine points out that Bohnanza is not quick, this time he was persuaded because there were only three players and he wasn’t given time to think about it too carefully.  Bohnanza is one of the group’s most popular games, yet it hasn’t had an outing for ages.  The game play is very simple, but very interactive with a strong trading element. The active player first plays one or two bean cards from their hand into their fields taking care to keep them in the same order and only play the cards at the front.  They then turn over the top two cards from the deck and plant or trade them.  Finally when everything else has been dealt with, they can trade any cards in their hand with anybody else.

Bohnanza
– Image by boardGOATS

Cards are played into fields—with more players, each person has two fields in front of them and may buy a third, but with three, everyone starts with three fields.  This is important as each bean field can only hold one type of bean at any given time.  Beans can be harvested at any time to give coins and the game ends after three turns through the deck.  There are a few clever things about the game.  Firstly, players cannot harvest a field with a single bean in it unless all their fields have a single bean in them—this prevents players just cycling through beans they don’t want.  The really clever part of the game is that the fact that bean cards turn into coins when fields are harvested.  As the rarer beans are more valuable, this means they get increasingly rare as the game progresses.

Bohnanza
– Image by boardGOATS

This time, Blue planted two lots of Garden Beans early in the game which meant there were none available later.  Pine and Black shared the Black-eyed Beans, Stink Beans and Red Beans between them.  Blue planted lots of Green Beans and took it in turns with Pine to experiment with Soy Beans.  By the end, there were really only Wax Beans, Blue Beans, Coffee Beans and the occasional Green, Soy and Stink Beans.  With three experienced people playing, it was always going to be a tight game.  Pine finished with thirty “Bohnentaler”, a couple of more than Black, and was quite disgusted to find he was pipped by Blue by a single point.

Bohnanza
– Image by boardGOATS

Learning outcome:  Ikea need to sell a bigger Kallax.

6th September 2022

Plum and Pine were the first to arrive, shortly followed by Blue with Orange and Lemon.  With nobody eating, the group were in a position to start thinking about games straight away.  Plum had offered to lead Wingspan, with Lime in mind as he had recently acquired a copy of Wingspan and was keen to give it another go.  Pine commented that although he loves birds, he’d never really got on with the game-play of Wingspan so, sadly he’d prefer to play something else.  The “Feature Game” was to be Project L, a sort of Tetris-like, engine-building game and it sounded much more his thing.

Project L
– Image by boardGOATS

So, Plum took herself off to the other side of the pub to set up Wingspan with the European expansion.  The European expansion adds more cards including end of round cards, but doesn’t add any extra mechanisms (like the Oceania expansion), so it was felt that including it wouldn’t cause too much confusion.  As the others rolled up, there was much surprise as Teal and Ivory said they would rather give Project L a go.  Then Pine changed his mind and joined Wingspan (along with Purple and Lime), allowing Black to play the “Feature Game” as he had played Wingspan recently at Burgundy’s Birthday Event.  That left six to play Project L: Orange, Lemon, Blue, Ivory, Teal and Black.

Project L
– Image by boardGOATS

Project L is a very simple game:  players start with two small plastic pieces and use them to complete Puzzles winning more pieces enabling them to complete more complex Puzzles and thus build an engine.  On their turn the active player can do three actions from a list of five things:  upgrade a piece to a larger one, take a Puzzle from the display, recycle the Puzzle display, place a piece in a Puzzle they own, or place one piece in each of their Puzzles (or in as many different Puzzles as they can).  This last, “Master Action” can only be carried out once per turn, and is clearly very powerful once players can get it going, however, to make it work they need lots of Puzzles and lots of pieces.

Project L
– Image by boardGOATS

With six, to reduce the amount of down time there is the “Line Clear Variant” available.  In the normal game, there are two rows of four Puzzles, one of White backed Puzzles and one of slightly more advanced and therefore more rewarding, Black backed Puzzles.  In addition to winning pieces for completing Puzzles, players can also get  points—the player with the most points at the end of the game is the winner.  The game end is triggered when the draw deck of Black backed Puzzles is exhausted at which point the round is then finished and one more, final, round is played.  In the Ticket to Ride: Switzerland, there are two rows of each colour, each containing three Puzzles.  One pair of Black and White Puzzle rows are marked with a dark stone and the other pair with a colourless stone.

Project L
– Image by boardGOATS

The idea of the Line Clear Variant is that two players play simultaneously with the active players marked by a dark and a colourless stone that are passed round.  When it is their turn, players can only recycle or take Puzzles from the rows that match the colour of their their stone.  Ivory was picked as the start player (he drew the player aid marked with the start player symbol) and he began with the dark stone, so Orange, sitting opposite, started with the light stone.  Everyone began a little tentatively, but before long players were filling their Puzzles with gay abandon.  The game end is slightly less clear with the Line Clear Variant.  Still triggered by exhausting the Black Puzzle Deck, the game continues until the first player has been passed both of the markers again, in any order).

Project L
– Image by boardGOATS

The Black Puzzles ran out quite quickly—Project L really is just a “Filler Game“, but players still had to finish things off.  The start player was Ivory, which meant that Orange was a little caught out.  Once the game has finished, everyone can place any pieces they have left, but at the cost of a point for each one.  Orange was unlucky, and unable to complete any of his remaining Puzzles, neither could could Lemon.  Teal had managed to finish off all his Puzzles in his last turn, but everyone else placed three of their pieces to finish things off.  It was quite close for a first game:  Blue finished with eighteen points, but Ivory and Black tied with fifteen apiece with Ivory sneaking second place on the tie breaker (the player with the most completed Puzzles).

Project L
– Image by boardGOATS

A lot of the comment was about how nicely produced the game is and it had been enjoyable to play too although not very memorable.  It was time to move on to something else though and with six, the obvious and usual choice would be Bohnanza, but Ivory had other ideas and suggested New York Slice.  This is a reimplementation of …aber bitte mit Sahne which we played recently, but with a pizza theme instead of a cake theme.  In both games, the idea is that one player makes the cake (or pizza) and divides it up into segments equal to the number of players, then players take it in turns to choose one of the segments.

New York Slice
– Image by boardGOATS

When a player takes a segment, they can either eat slices or store them for later.  Those they will eat are worth points at the end of the game with the number dependent on the number of blobs of cream (or pepperoni slices) on top.  The pieces players keep are scored depending on who has the most of each type at the end of the game.  Each piece of cake (or pizza) has a number on it which tells players the number of that type in the game and also what the player with the most will score at the end of the game.  There are a few things that are different about New York Slice, however, which make it a little more competitive and slightly more of a “Gamers’ Game”.

New York Slice
– Image by boardGOATS

Firstly, in the case of a tie for who has the most pieces of a type of pizza, in …aber bitte mit Sahne all players score points whereas in New York Slice nobody gets anything.  Secondly, some of the pizza slices have anchovies on them and any of these that are visible at the end of the game are worth minus one (because everyone hates anchovies on pizzas right?  Well, everyone except Teal it seems…).  Probably the biggest change though, is that in New York Slice, each pizza is served with a Special—a bonus tile with rule-breaking powers.  In most cases, these are added to one of the segments for players to choose. They can be enticing and helpful, or they can be unhelpful and make players’ lives more difficult.

New York Slice
– Image by boardGOATS

Ivory cut the first pizza, leaving Blue to be the first to choose.  The first Special was “Cut in Line”, which Blue took straight away and then promptly forgot about it until the final round.  Ivory went into battle for mushroom pizza, but lost out to Teal.  The front-runner looked to be Black who stored the most BBQ and veggie pizza slices, largely thanks to his “Supersize Combos” Special which meant his two half slices became two whole slices of each type.  That only gave him joint second however, with Lemon who turned out to be quite the carnivore and finished with the most beef and meat feast pizzas.

New York Slice
– Image by boardGOATS

The winner, however, and by a single point, was Blue who picked up a lot of anchovies along with her “You Like Anchovies” Special and coupled that with winning the most lucrative pizza (pepperoni).  Full of pizza, Teal and Ivory decided it was time, leaving Black and Blue with Orange and Lime and a decision to make as to what to play next.  With Wingspan something over half-way through, they were looking for something substantial to play, but not too long.  Blue’s suggestion was Wsiąść do Pociągu: Polska, the Poland map for Ticket to Ride.  This was one that nobody around the table had played before though it had been played in the group two and a half years ago, shortly after it was released at Essen.

Wsiąść do Pociągu: Polska
– Image by boardGOATS

The Poland map works in much the same way as all the Ticket to Ride games; players collect coloured train cards and spend them to place plastic train pieces on the central map scoring points for placing trains, but also completing the route “Ticket” cards that they chose at the start of the game and maybe later too.  In addition to the usual rules, the base game maps all have a little something extra.  As well as the usual city locations, the Poland map also has countries, but unlike the Swiss map, these are not simply locations to connect to.  Instead when a player connects two countries, they collect one Country Card corresponding to each.  These are worth points at the end of the game.

Wsiąść do Pociągu: Polska
– Image by boardGOATS

When a third country is added to the “network”, the player again collects Country Cards, one for each country in the network. When Blue explained the rules, Black commented that that aspect was interesting and he was curious to see how it affected the game.  Blue started and was followed by Orange, Lemon and then Black.  Black started by collecting more Tickets—this was a tactic that was discussed briefly at Burgundy’s Birthday Memorial event.  Black had commented then that this was the way all the best players did it.  The idea is that by collecting Tickets early, players are best placed to make the most efficient use of their trains and know what coloured cards they might need.

Wsiąść do Pociągu: Polska
– Image by boardGOATS

However, it is a bit of a “Go Big or Go Home” strategy because if something critical goes wrong early, the player could get left with an armful of unfulfilled Tickets leaving them with lots of negative points.  And with the Poland map, this was far from impossible as it turned out to be quite a scrap for the centre of the board.  Lemon asked what she should do when someone had just taken a track she wanted, clearly meaning Orange who had just nabbed a critical route from Bydgoszcz to Płock.  “Kill them,” was the instant reply to much hilarity.  Lemon commented that she would get her revenge, though it was unclear whether that was planned for the game or sometime later…

Wsiąść do Pociągu: Polska
– Image by boardGOATS

Eventually, Blue claimed the first Country Cards, connecting Belarus to Germany.  When she added Russia and Lithuania, it was clear how these could add significant points to a player’s tally.  Further, the repeated nature of collecting Country Cards each time the network grew provided a good source of points of a similar magnitude to those gained from Tickets, but without the associated jeopardy.  The Country Cards are stacked in descending order of value so that the ones earnt early in the game are worth more, but although the value decreases, as more countries are added to  player’s network more tickets are picked up.  As a result, value of each additional card pick up (and therefore each country when added) remains fairly constant depending on how many players are fighting for Country Cards.

Wsiąść do Pociągu: Polska
– Image by boardGOATS

This time, Blue stole a bit of an early march on the Country Cards in the north, while Black acquired loads of Tickets and Orange got in everyone’s way.  While Blue’s primary route was in the north running east-west, Black and Orange focused on north-south and Lemon had two separate smaller networks which she unfortunately failed to connect together.  As everyone else saw how lucrative Country Cards could be, they joined in, connecting countries to the south.  Lemon pointed out the route they had taken from Ukraine through south Poland to Warsaw where they got a flight to the UK.  It was about then that the pub became an attraction in itself when one of the locals pointed out that the lease was for sale once more.

Wsiąść do Pociągu: Polska
– Image by boardGOATS

The game came to a slightly sudden end when Lemon ran out of trains—the Poland map is played with just thirty-five trains per player instead of the more usual forty-five.  Actual game play time isn’t much shorter than usual because, like the India map, there are fewer longer routes so players have to take more turns placing trains.  At the end of the game though, it was close with Lemon in the lead thanks largely to the fact she had concentrated on the lucrative long routes where possible.  Orange and Black had completed a lot of Tickets though, and when they were added on together with the Country Cards, they tied for second place with eighty-two points.  The winner was Blue, however, thanks to the huge pile of Country Cards.

Wsiąść do Pociągu: Polska
– Image by boardGOATS

Meanwhile, over the other side of the room, Plum, Pine, Lime and Purple were playing Wingspan with Blue’s pimped out set.  Wingspan is a beautiful bird-themed game where players are collecting birds in three different habitats.  On their turn, they can “plant” a bird card in one of these habitats, or activate one of the three habitats to collect food, lay eggs or collect more cards.  The clever part of the game is that when players activate a habitat, they also activate any birds within that habitat—in this way, the game is card driven. Played over four rounds, there are bonus points at the end of each round (dependent on tiles drawn at the start of the game).  Otherwise, players score for birds, eggs, tucked cards, and personal bonus cards at the end of the game.

Wingspan
– Image by boardGOATS

Players start with eight actions in the first round, but that decreases by one each round as the game progresses.  However, because players add birds to their habitats during the game, although they get fewer turns in later rounds, they are actually doing more things in each turn as they are activating more cards.  In Blue’s pimped out copy, she had replaced the wooden action cubes with little fluffy birds which are cute, but led to some initial confusion with the phrase “playing a bird” meaning variously take an action (playing a fluffy little bird) or play a bird card into a habitat.

Wingspan
– Image by boardGOATS

This time, everyone was slow to start—the start is almost always slow in Wingspan as players need cards to play and food so they can pay the cost, but this time it was especially true as players found their feet.  Lime began with a woodland bird that gave an extra food after re-setting the bird-feeder, which really helped him out throughout the game.  He also had a once-between-turns card which was triggered when another player tucked a card.   Since Purple had a bird with a tucking action, that looked like a good call.  Considerable merriment was derived from the tucking action:  who was tucking the most, watching out for people tucking etc..  Unfortunately however, Purple’s action required the tucked card to be taken from Purple’s hand so she often passed up the chance meaning she was not the most prolific tucker…

Wingspan
– Image by boardGOATS

Plum’s first two were wetland birds with one-off powers.  As her bonus card rewarded her for having cards left in hand at the end of the game, the fact these early birds increased her card drawing powers from the very start meant they could help towards that too.  Pine’s bonus card rewarded him for having birds with geographical names which he pretty much had in his starting hand. Lime’s bonus was for birds with tucked cards, but he only realised later that it meant multiple birds with tucked cards not the number of cards tucked.  He was able to pick up another bonus card later in the game, which worked slightly better for him though.

Wingspan
– Image by boardGOATS

Pine’s bird hunting for rodents largely went hungry in the early part of the game, though it did better in the later rounds.  Plum, instead of sharing her latest kitty pictures, mimicked her favourite kitty behaviour, and watched hawk-like for a successful hunt to trigger once-between-turns action.   She had a killer “three birds in one go move” set up ready to go—two birds both with a “play a second bird in the grasslands” action.  Although she was a little disappointed to have been unable to deploy it in time for the worms they ate to count towards the second round goal of most eaten worms.  This increased her egg laying power though and the final third bird allowed her to a sacrifice an egg for two new bird cards ensuring she achieved her bonus in the final round.

Wingspan
– Image by boardGOATS

With the game finally coming to an end, all that was left was the scores.  Plum and Lime took the most points for their birds while Purple and Pine had the most eggs.  While everything else was fairly close, Lime had his nose in front in most areas and this showed in the final scores which were moderately spread out.  Lime’s score of eighty-seven points was some ten points ahead of Plum in second, who was similarly ahead of Pine.  As always with Wingspan, it had been fun, though it had sadly confirmed to Pine that while he adores the theme, the game play just isn’t for him.  And on that sad note, with everyone else also finished, it was time for home.

Wingspan
– Image by boardGOATS

Learning Outcome:  Everyone loves Pizza.

Remembering Burgundy on his Birthday

Burgundy (also known as Mike Parker) was an Oxfordshire gamer who sadly passed away at the end of December 2021 and is much missed.  He would have been sixty-four on Saturday 27th August and a small group decided that we couldn’t let his birthday pass unmarked.  So, at the South Oxford Crematorium, in Garford (where his ashes had been scattered), six people met to remember him and set light to a 6 Nimmt! card in his honour. The idea was a nice one, however, it turned out that a lighter would have been better than matches in the slight breeze, and 6 Nimmt! cards are not as flammable as we thought:  Burgundy would have been highly amused watching or perhaps he was teasing us by blowing out the flames.

6 Nimmt!
– Image by boardGOATS

Eventually though, card number sixty-four was successfully burned, or rather charred (or at least most of it was), without doing too much damage to anybody’s fingers or setting fire to the tinder-dry countryside.  From there, the group went to The Fox in Steventon to honour Burgundy’s memory by playing some of his favourite games.  With six, the choices were limited without splitting into two groups, but one of Burgundy’s favourites was Ticket to Ride and the Team Asia expansion allowed everyone to play together.  It was a much tighter game than it had been earlier in the week and everyone played in the “Spirit of Burgundy” with lots of moaning when they picked up a card they didn’t want.  Team Purply-Black ran out the winners, just three points ahead of Team Pinky-Blue (who would have won had Pink let Blue take a chance and draw tickets on her last turn).

Ticket to Ride - Team Asia
– Image by Lilac

The group were going to squeeze in a quick game of 6 Nimmt! while waiting for food, but the cards (now one short of course) had barely been shuffled when food arrived.  Black, who missed out on on Ham, Egg & Chips at Burgundy’s wake, made up for it this time and then the group had to decide what to play next.  Bohnanza and 6 Nimmt! were options of course, but Green and Black were keen to play something heavier, though that would have meant splitting into two groups which somehow just didn’t seem right.  Concordia was another of Burgundy’s favourites and might have been an option with the Venus expansion, but that was moot as we didn’t have it.

Wingspan
– Image by boardGOATS

In the end, the group settled on Wingspan with the European expansion.  Although this only plays five, with two copies the group was able to make it work with an extra player.  This overpowers the “once per turn” (pink) cards, and leads to a lot of down time, but it felt the right thing to do for the occasion.  As a result of the slight unbalancing of the game, Blue got a lot of wheat, Green got an awful lot of worms, Pink and Purple Tucked a lot of cards, and Lilac was left at a bit of a disadvantage as she didn’t get a pink card at all.  Green was the eventual winner by some fifteen points, though it was very close for second with Blue just pipping Purple by a single point.  With the bar closing it was time to go home, but everyone felt that Burgundy would have approved, and would have enjoyed the evening too.

Mike Parker
– Image by Pushpendra Rishi

26th July 2022

Blue and Pink were first to arrive and were just finishing their supper when Ivory joined them soon followed by Pine.  Ivory and Pink were keen to play Ark Nova which is longer than our usual fare and therefore needed a quick and early start.  So, when Black and Purple arrived, they grabbed Black and headed over to the other side of the room.  Everyone else conformed to more typical hesitant behaviour and were a lot slower to get going.  This wasn’t helped by Blue who was explaining how Pink had managed to find the “Only Panda Themed Village in Cornwall” and when Lemon and Orange queried it, she felt the need to find the photos to prove it.

The Lanivet Inn
– Image by boardGOATS

Eventually, the group split into two with Purple, Blue, Pine and Teal playing the “Feature Game“, the Spiel des Jahres nominee, SCOUT.  Although this has a nominal and very tenuous “circus theme”, it really is well hidden and “pasted on” to what is otherwise a relatively traditional, though clever little Rummy-esque card game with a Bohnanza-type twist—players cannot change the order of the cards in their hand.  The idea is that players have a hand of cards and on their turn takes an action:  they play a run or a meld (set of cards of the same value à la Rummy), or take a card from the active set (the previously played set).  The first of these actions is called “Show” and players can only Show the set they want to play beats the previously played set (called the Active Set).  A set wins if it has more cards or the same number, but a higher value, and a meld always beats a run.

SCOUT
– Image by boardGOATS

When Showing, the cards played must be consecutive in the player’s hand, so a player can, for example, take a four, five and six from the beginning, middle or end of their hand.  It must beat the current Active Set, and it then becomes the new Active Set with the old one turned face down and added to its owner’s scoring pile.  In this way, the quality of the the Active Set is ever increasing—this mechanism makes SCOUT a ladder-climbing game, of which Tichu and Haggis are probably the best known.  The problem is that of course it will become progressively difficult to play cards (especially with the consecutive constraint), so players can also use the Scout action and take a card from the Active Set, for which it’s owner gets a Scout token as a reward.

SCOUT
– Image by boardGOATS

When Scouting, players can only take a card from the end of the Active Set, ensuring that runs retain their integrity and just become shorter and maybe of lower value.  A card that has been Scouted goes into the player’s hand, anywhere they like, so they can use this to connect two cards in a run, or enhance an already existing meld for example.  The really clever part of the game is that the cards have two values, and which value they take depends on which way up the cards are.  This is clever because it adds just enough flexibility to make the game work, while not making things trivial.

SCOUT
– Image by boardGOATS

At the start of the game, players are dealt a hand of cards and choose which way up the hand goes—not the individual cards, the whole hand.  From this point on, the hand stays the same way up, but when cards are added to a player’s hand (and only then), the added card can be rotated.  The game ends when either, one player runs out of cards, or when it gets to a player’s turn and they were the last person to Show.  In addition to Scout and Show, once during the game, players can also “Scout & Show” which is often used to bring about or prevent the game coming to an end.  Players then add up the number of scoring cards and tokens and subtract the number of cards in the their hand and the player with the most is the winner.

SCOUT
– Image by boardGOATS

The game is one of those games that is a bit odd to understand at first, so Purple (who started), began tentatively, but it wasn’t long before people were Scouting and Showing happily.  There was a bit of confusion when it came to Teal’s turn and he Scouted one of his own cards—a rules check didn’t answer the question of whether he should get a token (we called them Cadbury’s Chocolate Bars because of their colour) or not, so we decided not.  It was only later that we realised that of course players could not Scout from their own set, as a round of Scouting triggers the end of the game.  Pine was the clear winner with fourteen points, more than twice Blue in second, and in spite of forgetting he could Scout & Show which would have given him victory earlier.

SCOUT
– Image by boardGOATS

The game can be played in campaign mode where players get scoring tokens and add up the total after several rounds, however, we tend to prefer to play games like this as single, short, one-off games.  And this time, everyone wanted to “do a Lime” and give it a second go now they understood what they were doing.  It was about this time that Pine checked his phone for the first time and reported that the England versus Sweden semi-final in the Women’s European football championships was goalless, but that “Sweden were playing well”.  There was a general slightly pessimistic noise around the table and Teal began the second round.

SCOUT
– Image by boardGOATS

A cheer from the bar prompted Pine to check his phone again and everyone relaxed a little when he reported that England had scored their first goal.  This second game of SCOUT was much closer than the first with scores of eleven, twelve, thirteen and fourteen, with Blue the victor, just ahead of Teal.  It had been a lot of fun and everyone really appreciated the cleverness of such a simple little game and found it had really grown on them from the two rounds they’d played.  There were other games people fancied playing, however, so the group moved on to Trek 12: Himalaya, a Roll and Write game we first enjoyed playing a few months ago and was given a “Recommendation” by the Spiel des Jahres Award committee.

Trek 12: Himalaya
– Image by boardGOATS

Trek 12 is similar to On Tour which we played several times online, but is a little more complex.  In On Tour, two d10 dice are rolled and players combine them to make a two digit number, so a five and a four can be combined to make a forty-five and a fifty-four, one of which is then written in a location on the map.  Locations are connected by “roads” and players are aiming to make the longest continuous route of numbers that only increase.  Trek 12 does something similar in that two dice are rolled and the numbers combined to give one, but as the sum, difference, or product, alternatively players may choose one single die (either the larger or the smaller).

On Tour
– Image by boardGOATS

The catch is that each of these operations can only be used just four times each during the game.  The resultant number is then written on the map, but the theme is trekking so chains of ascending or descending numbers represent ropes while groups of the same number represent camps.  Another difference is that in On Tour player can write their numbers anywhere on their map, whereas in Trek 12 numbers have to be added next each other.  This means that it is advisable to start in the centre and work out, advice that Pink eschewed at his cost last time we played.  Scoring is more complex as well, since players score for the highest value in each rope/camp plus one for each other number in the rope/camp with bonuses for the longest rope/largest camp and negative points for any isolated numbers.

Trek 12: Himalaya
– Image by boardGOATS

This time the group  used the Kagkot map, rather than the Dunai map used last time.  Teal, Purple and Pine all started at much the same place putting a five in the middle, but from there things quickly diverged despite the plague of fives that were rolled.  Blue decided to do something different and started with a zero in the middle.  Everyone got themselves into a bit of a tangle, but Purple struggled the most.  Part of the reason might have been distraction caused by the updates on the football as, during the second half of the match, there was a second goal, then a third.  Everyone was still digesting the third which was described as “Outrageous” when a fourth went in just eight minutes later to leave the final score four-nil to England.

Trek 12: Himalaya
– Image by boardGOATS

Teal gambled on getting the high dice rolls he wanted, and jammily got them.  However, the game was won by Blue who put together lots and lots of very short ropes and small camps to give her high base scores, with one long rope to give a decent bonus and a final total just above the target set for the map in campaign mode.  While all this was going on, Lilac and Green were introducing Orange and Lemon to Carcassonne, an older, now classic Euro game that won the Spiel des Jahres award over twenty years ago.  The game is perhaps one of the best known tile-laying games and was the inspiration for the term “Meeple“.

Carcassonne
– Image by boardGOATS

On their turn, players draw a tile and add it to the central map.  The tiles feature some combination of Roads, Cloisters, City and Fields.  Once the tile has been placed, the player can then add a single Meeple from their supply to the tile placing it on one of the features so it becomes a Thief, Monk, Knight or Farmer (respectively).  Finally, any features that are completed are scored and the players gets their Meeples back.  In this context, completed means Roads that end with a junction at both ends, Cloisters that are completely surrounded by other tiles, and Cities without gaps where the wall is closed).  Fields or Farms are only scored at the end of the game.

Carcassonne
– Image by boardGOATS

In this way, players score one point for each tile in a completed Road, nine points for a completed Cloister and two points for each tile in a completed city (plus two for any Pennants).  Although players can’t add a Meeple to a feature that is already occupied, it is possible to end up with shared features.  This happens when two separately owned Roads (say) are joined together.  In this situation, the player with the most Meeples scores the points, or, if there is a tie, both players get the points.  And this is really the crux of the game—players can play nicely or nastily, working together to build big Cities, or muscling in and stealing them from other players just before they score, or even playing tiles to make Features difficult to complete.

Carcassonne
– Image by boardGOATS

At the end of the game, Farms and any still incomplete Features are scored (though they only give only one point for each tile and Pennant in a city and one point for each tile in a Cloister array).  A Farm is a continuous Field, i.e. a green space that a Meeple could “walk” around that might be bordered by Roads, City walls, River or the edge of the map.  Each Farm then scores three points for each City that it “feeds”, i.e. that borders the Farm.  Since Farms can be very high scoring, early Farmers in the right place can be very valuable as they mean other players have to work hard to join fields together if they want to share the points.  On the other hand, an early farmer can be cut off and left scoring very few points.

Carcassonne
– Image by boardGOATS

Additionally, since they are not recovered during the game, Farmers placed early are not scoring points during the game, so part of the skill of the game is timing when to place Farmers to maximise their value.  Scores are kept on a track, and the player with the most points at the end is the winner.  This time, although there were a number of expansions available, with Lemon and Orange were new to the game, the group only added the River expansion, which consists of a small number of tiles played at the start and helps to prevent the formation of one massive Field.  Lilac explained the rules: although it is mostly a simple game, the Farmers always cause a little confusion, in particular where the edges of the Fields were and how you might end up with more than one Farmer in a field.

Carcassonne
– Image by boardGOATS

Lilac placed the second river tile and with little other option available to her placed the first Farmer.  For the next few turns of placing River tiles, the question of when another player could place a farmer was often repeated, until Orange was able to get one with a road and bridge tile.  The River started running along the length of the table, expecting the board to develop more in the that direction than to the edges of the table. Unfortunately, fairly early on the river shifted sideways and the whole board developed across the table rather than along, so they had to shift the tiles a couple of times to make room (this was not meant to be the Discworld!).

Carcassonne
– Image by boardGOATS

Lilac took an early commanding lead on the score board, with Orange next to start scoring. It seemed to take ages before Lemon got her first points and even longer for Green to get going.  However, Lilac’s lead soon disappeared as Green, Lemon and Orange shared the points for one enormous city—they thought they would never complete it, but with three people after one particular tile, it was almost inevitable really.  Lilac meanwhile was after the single bend road tile to complete a roundabout with her Meeple on it.  Everyone else got that tile, everyone except Lilac of course.  It looked like it would never happen, but in the dying moments of the game, she finally got the tile she needed. It was only worth four points, but it gave her a spare Meeple.

Carcassonne
– Image by boardGOATS

With the Farmers now understood, with his last tile, Orange was able to complete a City and then place a Meeple on the field part of that tile to be sole farmer for one complete city. It was only three points, but more than the couple he could have scored by using the tile to complete a Road. Having spotted this useful use of a final Meeple, Lemon and then Lilac both did the same.  In the mêlée of farmers, Orange came out on top, managing to knock out Lilac’s and Green’s farmers, and Lemon scored a few too.  The end result was a victory for Orange, a close second for Lemon, with the veterans of Green and Lilac well behind.  Perhaps they did not play quite as aggressively as they could have done, but mostly they just didn’t get the right tiles and were simply out-played.

Carcassonne
– Image by boardGOATS

Meanwhile, on the other side of the room, Black, Pink and Ivory were playing Ark Nova, but as it was showing no sign of finishing soon, with both Carcassonne and Trek 12 finished, the two groups had a decision to make:  play two games (maybe with a quick game of Musical Chairs first) or play one large game.  Las Vegas was suggested as a possible large game (it plays eight with the Boulevard Expansion), and Living Forest (winner of the Kennerspiel des Jahres this year) was an option if breaking into two groups.  Time marched on, and nobody in the group is very good at decision making and before long it was too late to play Living Forest and Las Vegas can take a while to play.  So in the end, the group decided to introduce Orange and Lemon to an old favourite, 6 Nimmt!.

6 Nimmt!
– Image by boardGOATS

Although 6 Nimmt! didn’t win the Spiel des Jahres Award, we certainly think it should have done; it did get a recommendation from the Jury though and of course it won the Golden GOAT in 2020 (a very difficult year for everyone).  Teal had to play taxi for his family, so headed off leaving seven to play.  The game is very simple:  players simultaneously choose a card from their hand and play it face down in front of them.  Once everyone has chosen a card, the cards are revealed and played in order from lowest to highest.  The cards are added to one of the four rows on the table—they are added to the row that ends with the highest number that is lower than the card itself.

6 Nimmt!
– Image by boardGOATS

If the card added would have been the sixth card, instead the player takes the cards in the row and their card becomes the start of the new row.  If the card is lower than all the cards at the end of the rows, instead the player chooses a row and their card replaces that row.  At the end of the game, players sum the total of Bull’s heads or “Nimmts” shown on the cards in their scoring pile and the player with the least is the winner.  There are a hundred and four cards in the deck, and we play a variant where the game is played over two rounds, each with half the cards.

6 Nimmt!
– Image by boardGOATS

The delicious thing about 6 Nimmt! is that everyone feels that they are in control, until the moment when they aren’t.  Some people argue that it is a random game, but as the same players (like Burgundy) often seem to do well, it can’t be.  That said, and it is especially true for those that often do well (like Burgundy), when it goes wrong it can go catastrophically and spectacularly wrong.  As a result the suspense is murder and the game is loads of fun yet never seems to outstay its welcome.  Orange quickly got to grips with it and clearly quickly appreciated the jeopardy.

6 Nimmt!
– Image by boardGOATS

This time we played without the “Professional Variant” that had become so popular online, partly because it would not be fair on the people new to it, but mostly because everyone was tired and nobody was up to the mathematical gymnastics it required.  This time the first round was unusual, because everyone had similar scores.  Usually, at least one player manages to keep a clean or cleanish sheet and at least one player picks up lots of pretty coloured cards, but the range of scores at half way were between seven and thirteen.  That meant it was all to play for in the second half.

6 Nimmt!
– Image by boardGOATS

The second half was a little more varied with Green only collecting four Nimmts and Blue and Lilac collecting sixteen, but the net effect largely offset the differences in the first round.  Blue top-scored with twenty-seven, Pine was just behind with twenty-six and Lilac after him with twenty-three (she really is going to have to try harder if she is going to compete with the really high scorers).  The winner though was Purple with fifteen, one Nimmt less than the runner up, Green, in what had been a tight game, but a lot of fun, as always.

6 Nimmt!
– Image by boardGOATS

Ark Nova was still on-going, so Orange, Lemon and Lilac killed a few minutes with a quick round of Dobble.  This Snap-a-Like game is simple, but a lot of fun.  This time, players started with a single card and called a match with the central pile and grabbed a card.  Despite playing in English which is not his first language, Orange is remarkably good at this game, taking twenty-two cards, beating Lemon into second place.  From there, that side of the room just deteriorated into random chatter about random pub-type things (including the Voice of Jack and the demise of Frosts at Millets) as people ran out of steam and waited for Ark Nova to finish.

Dobble
– Image by boardGOATS

By this time, Black, Pink and Ivory were rapidly running out of time as last orders had been called some time ago.  Ark Nova is a much longer game than we usually play with an advertised playing time of upwards of two hours and reputedly considerably more with inexperienced players and setup time included.  It is all about planning and designing a modern, scientifically managed zoo—when this was first mentioned at the start of the evening, Pine looked all interested in the theme, but was quickly put off when Ivory added it was “a bit like Terraforming Mars with animals”.  That said, although it is quite complex, functionally it is not difficult to play on a turn by turn basis, though there is quite a lot to manage and keep a track of.

Ark Nova
– Image by boardGOATS

On their turn, players take one of six possible actions:  activating one of the five action cards (Cards, Build, Animals, Association and Sponsor) with a strength equal to the number above the card, or move a card back to the first space and take a cross token instead.  When activating a card players perform the action based on its power level.  The power level is dictated by its position in the row, with the level one power to the left and the level five to the right.  Once a card has been played, it is moved the first space in the player’s five card row (i.e.to the lowest power position on the left) moving the other cards to the right to replace the card removed, effectively incrementing their power by one.  During the game, players can upgrade and turn over the action cards to a more powerful second side using various bonuses.

Ark Nova
– Image by boardGOATS

The Cards action is the simplest action, which lets players draw cards from the deck (the number depending on strength) then advance the marker two spaces along the break track which defines when the round ends.  The Build action allows players to pay to construct one building on their zoo map.  Players can build basic enclosures with a size of one to five, but they can also build a petting zoo for animal storage or pavilions and kiosks (which give players appeal and money respectively based on adjacent filled enclosures).  With the upgraded build action, players can build multiple different buildings and have access to the large bird aviary and reptile house which allow the storage of multiple animals.

Ark Nova
– Image by boardGOATS

There’s no point of having enclosures without animals, and that’s where the animals action comes in:  it allows players to add animals into enclosures in their zoo. Some animals have a special requirement and need a symbol in their tableau and/or the upgraded animal card. Adding an animal to an enclosure has a cost, and then the player turns over the empty enclosure of at least the size needed or places the listed cubes into a special enclosure (an aviary or a reptile house).  The player then adds the animal card to their tableau and resolves the abilities on it and receives ticket sales along with possibly conservation points and reputation.

Ark Nova
– Image by boardGOATS

The association action allows players to take one task on the association board with different tasks available based on their power level.  This allows people to gain reputation points, acquire a partner zoo they don’t already own, gain a partner university, or support a conservation.  Finally the sponsor action allows players to play exactly one sponsor from their hand which offer ongoing abilities.  They can allow players to place unique tiles in their zoo and offer end game conservation point opportunities. Some Sponsor cards have conditions on their play similar to the animal cards.

Ark Nova
– Image by boardGOATS

Players take it in turns to take actions, resetting every time a break occurs, until the end game has been triggered.  There are two tracks, Appeal (Tickets) and Conservation that follow the same course, but in opposite directions.  The game end is triggered when one player’s pair of scoring markers cross, after which, everyone gets one more turn and then the end-game cards are scored.  The player with the largest overlap between their Conservation and Appeal values is the winner.  A player’s tokens can meet and pass at any point, but Conservation points are much harder to get than Appeal, so to compensate, each step on the early part of the Conservation track is equivalent to two Tickets on the Appeal track, while each Conservation step is worth three Tickets.

Ark Nova
– Image by boardGOATS

Pink started hard and fast with a simple animal strategy concentrating on upgrading his action cards to get the more powerful actions and getting extra workers.  In contrast, Ivory and Black started a little slower and focused on getting larger (Size five) pens, like the reptile house and the aviary.  These are more difficult to get, but are also more valuable.  Ivory then added a Stork and a Condor, while Black collected a Horse and engaged the services of a European Hobbit-like Expert.  The game was about half-way through when the other table heard a howl of delight from all three of them:  The Panda card had come out.  From this point forward, Pink’s primary aim was to get the Panda and find it a nice, cosy, bamboo-filled space in his zoo where he could love it and hug it at leisure.

Ark Nova
– Image by boardGOATS

Although Pink got a lot of Tickets early, his Conservation was very low which made him look like he wasn’t a threat.  Maybe Ivory and Black took their eye off him because of this, as they seemed surprised when Pink suddenly got ten Conservation points very quickly using the Association action which triggered the end of the game quite abruptly.  In a similar way to the recent game of Viticulture where Teal did the same thing, this meant everyone else had to make the best of things.  It was probably for the best, however, as by this time it was a real race against the clock.

Ark Nova
– Image by boardGOATS

In the end game scoring, Ivory also managed to get his Appeal and Conservation pieces to cross over, but Black was less fortunate finishing with a negative score.  It was close between Pink and Ivory, but Ivory scored more in the end-game scoring and took victory by a single point.  Even though it finished in a bit of a rush, they had all really enjoyed the game; Black commented that rather than being like Terraforming Mars, to him it felt more like Wingspan, which was probably just as well as he’s not very fond of Terraforming Mars.   As they rushed to pack the game away, Pink gave his Panda one last hug before putting him back in the box and going home.

Ark Nova
– Image by boardGOATS

Learning Outcome:  Pink Likes Pandas.

12th July 2022

Blue, Pink, Orange, Lemon and Plum all started with food, and Pink’s was accompanied with cocktails (again).  There was a lot of chatter about playing something, but when Pine arrived, that ruled out …aber bitte mit Sahne (which we played last time).  While the discussion about what to play and how to split the group was on-going Purple and Black arrived, so the discussion moved on to who would play what and who else was expected.  In the end, Pink and Plum took themselves off to the other side of the pub to start setting up Altiplano while everyone else admired the 1980s box for the “Feature Game“, the bike racing game, 6-Tage Rennen (aka 6 Day Race).

6-Tage Rennen
– Image by boardGOATS

When Lime, Ivory and then Teal rolled up a few minutes later, Ivory joined the Altiplano game, but Teal, after a tough day, eschewed its complexity and decided to go for a gentle cycle ride with the other group instead.  In contrast to Flamme Rouge which we all played last time and emulates road racing, 6-Tage Rennen is set in a velodrome and mimics a six day race meeting.  It is quite simple, much simpler than Flamme Rouge actually, but in spite of this the group still managed a “rules malfunction”.  Similar to Flamme Rouge, the game is card driven, but rather than choosing simultaneously and then playing in race order, in 6-Tage Rennen players choose their card and play in turn order.

6-Tage Rennen
– Image by boardGOATS

There are a couple of other key differences.  Firstly, slip-streaming works differently:  if a player lands on an occupied space, they move again. If that space is occupied by two riders, the active rider moves twice more and if it is occupied by three or more riders, then they can really make a killing.  Also, 6-Tage Rennen is a points race, which means it is the player with the most points at the end who wins, not necessarily the first player to cross the line.  Points are available for the first riders to finish with ten points for first place, but also at the intermediate sprints of which there are two, earning five points for the first riders to cross each line and in both cases there are points for the minor placings.

6-Tage Rennen
– Image by boardGOATS

Teal went first and moved a single space, followed by Blue who used Teal to bounce on an extra space.  Pine, Purple, Black and Orange, further demonstrated how to use the slip-stream mechanism, but it was Lemon, who like last time in Flamme Rouge, took an early lead, though this time without the penalty of Exhaustion cards.  Not only did Lemon take an early lead, but she held it to the first sprint line taking the maximum five points, leaving Teal, Blue and Pine to take the three, two and one respectively.  It was then that the rules malfunction really took effect.

6-Tage Rennen
– Image by boardGOATS

The game is over thirty-five years old and imported from Germany, so the rules were originally in German, but this copy had two English translations. Unfortunately, these were both a bit unclear and, as a result, both Blue and Pine misunderstood how many green cards players started with.  This meant everyone ran out of cards very quickly and Blue, on the fly decided players would refresh their hand from the grey cards.  As Pine pointed out, this was likely to leave a shortage, so the number of cards was reduced slightly.  This meant some players ran out more than once and replaced their cards several times as a result which changed the game massively.

6-Tage Rennen
– Image by boardGOATS

Still, as everyone was playing with the same rules and nobody wanted to just start again, the group played on.  Lemon led the pack over the second sprint line too, and then over the finish line to a landslide victory with the maximum twenty points, twice her nearest rival, Teal.  The game hadn’t taken very long, and Black had long said he thought 6-Tage Rennen was better than Flamme Rouge and he along with some others were keen to play again with correct rules.  So, Pine dealt out the correct number of green cards and Lemon, as the winner of the first race went first in the second.

6-Tage Rennen
– Image by boardGOATS

The first thing noticed was the lack of a six in the starting hand.  As Black pointed out, this was key to the strategy of the game—staying six spaces ahead of other riders helps stop players from “getting a bounce” and moving ahead, and that’s where the grey cards come in.  Half-way round the track, there is a “special space” and players who land on this space discard their cards and replace them with grey ones.  The starting green hand has a seven, two fives, several fours along with some lower value cards and should just last the duration of the race.  Landing on the special space gives cards taken from two piles drawn at random—six slow cards (value one to three) and four fast cards (value four to six).

6-Tage Rennen
– Image by boardGOATS

This time, Orange started fast taking the first sprint and continuing on to the special space where he traded in his cards for new grey ones.  Lemon wasn’t far behind though, followed by Lime and Teal.  Purple demonstrated how to play the game by getting a “double bounce” on her seven, moving twenty-one spaces from the back to near the front on a single turn.  That left Blue and Pine who, reminiscent of last time, were “gapped” and struggled to keep up with the pack.  Before long, Pine was dropped and resignedly, rolled slowly round the track; he would have stopped at the pub if he hadn’t been in a velodrome!

6-Tage Rennen
– Image by boardGOATS

As the game unfolded, Teal commented on how clever it was and added, “It’s almost like it’s been play-tested…”  Meanwhile, Black joined Blue and they worked together briefly until their teamwork broke down just before they were able to catch up with the lead riders.  Lemon stalled on the “miss a turn” special space, allowing Teal to sneak past and pip her to the line.  As everyone else made their final lunge for the finish tape, Lime and Purple positioned themselves for the minor places before Lemon accelerated past and crossed the line to take second.  It being a points race, it was the total, not the finishing positions that count.  It was much closer this time than in the first race, but the placings were still the same with Lemon just beating Teal, and Lime taking the bronze medal.

6-Tage Rennen
– Image by boardGOATS

All this time, on the other side of the room, Pink, Plum and Ivory were playing Altiplano (with the Sunny Days mini-expansion).  Altiplano is a worker-placement bag building game that is a re-implementation of the bag-building mechanic used in Orléans.  The idea is that players draw resources out of their bag and place them on their personal action boards.  Then, players take it in turns to move their “worker” round the rondel to different locations where they can carry out corresponding actions assuming they have the right resources in the right place.  In essence, the game can be boiled down to one of resource improvement, for example, players can use an Alpaca to get Wool which they can later turn into Cloth.

Altiplano
– Image by boardGOATS

Points are scored for the resources at the end of the game, with more valuable resources worth more points.  Picking up Hut cards also increases the value of resources.  When a player no-longer needs a resource, they can move it into their warehouse with completed “shelf-fulls” scoring points at the end of the game.  Players have to be careful with this however, as once a resource is in the warehouse it cannot be used anymore.  Additionally, players can also score points by completing contracts.  It is the player that best interweaves these different aspects of the game that wins.

Altiplano
– Image by boardGOATS

All three players felt they were making a poor fist of things and agreed they were “playing sub-optimally”.  Ivory concentrated on collecting and completing contracts.  In contrast, Pink completely eschewed contracts and instead focused on getting Glass tokens—the most valuable of the resources.  To do this, he had to get cocoa first, which he did by taking the Cocoa Canoe and with it one Cocoa resource.  He then increased the value of his Glass by taking the matching Hut.

Altiplano
– Image by boardGOATS

As a bit of a chocoholic, Plum also wanted Cocoa but as Pink had nabbed the Cocoa Canoe, the only way she could get it was to buy an Extension board.  Unfortunately, the first one was too early for her and she couldn’t afford it.  The next Extension had the “Navigation” anchor icon on it associating it with the Harbour Location, but players are only allowed one Extension board at each Location and, as Plum started with the Fisherman, she was not able to get that one either.  The next Cocoa opportunity didn’t come up until much later in the game, by which time it was too late really.  She did take an Extension eventually, one for the Mountains, which enabled her to exchange Food to give Ore which she was then able to convert into Silver.

Altiplano
– Image by boardGOATS

Last time the group played Altiplano, we discovered a “rules malfunction” associated with the purchase and use of carts.  Unfortunately, although many other aspects of the rules were checked, this was overlooked, so instead of always being able to move one space for one food token, or more with a cart, the group played that they could only move if they owned a cart and then only move one space.  That meant movement was much more difficult and made life more challenging.  Once again, everyone was playing by the same rules, so it wasn’t hugely important though it may have shifted the balance of the game a little.

Altiplano
– Image by boardGOATS

There was a nice atmosphere during the game though.  In a Star Wars reference, Pink advised Plum, “Not to go trading with The Huts” and politely waited until the ladies were no-longer present before indulging in comments about his Woodcutter “getting some wood”.  When he started getting wood, however, he couldn’t stop and finished with a particularly large pile.  Ivory started with the Farmer and used his Alpaca to produce wool and wove that into some very high quality scarves.  There was something remarkably “Fishy” about Plum’s strategy but especially when she carefully stashed too many of her fish in her warehouse and then ran out of resources.  She had far more money than anyone else, but ultimately though, there was nothing anyone could do about Pink, who’s Glass factory gave him clear victory.

Altiplano
– Image by boardGOATS

The cycle race finished long before the activities on the high plain.  Lime decided to head off to make sure he got home before the infamous Oxfordshire road closures cut him off, and Teal having enjoyed his evening on the bike also took an early night.  After some more chatter, the remaining six began “a quick game” of Bohnanza.  This is one of our all-time favourite games, and it was time to introduce it to Orange and Lemon.  Although it is not difficult, it is very different to the games we’ve played in the last few weeks, and is considerably more challenging if English is not your first language.

Bohnanza
– Image by boardGOATS

Bean farming might not seem an exciting theme, but the game is great fun and relies on the simple premise that players must not change the order of the cards in their hand.  On their turn, the active player must plant the first card, the card at the front of their hand, and may plant the second card if they choose.  Players have just two Bean Fields to work with, and each one can only hold one type of bean at any one time.  Once the active player has planted their bean or beans from their hand, they turn over the top two cards in the central deck—these must also be planted before the game can progress, though the active player can trade them with another player or even give them away.

Bohnanza
– Image by boardGOATS

Once the two cards on the table have been planted, the active player may trade cards from their hand before drawing replacement cards.  At any point a player may harvest beans, but the more cards they harvest, the more they are worth.  However, if a player has a field with only one bean in it, they must harvest their larger field first.  At the end of the game, the player with the most coins is the winner.  Normally, the game ends after the third turn through the deck, but this time, because time was running short, the group finished after the first pass.  This meant the group missed out on way the balance of the deck changes and the rare cards get rarer and the deck gets progressively shorter.

Bohnanza
– Image by boardGOATS

Purple started, and talked through her turn, followed by Blue.  Pine knew what he was going to do and got on with it as did Black, before it was Orange and then Lemon’s turn.  Purple started collecting Green and Soy Beans, with Pine planting Wax and Black-Eyed Beans.  Orange competed with Blue for Red and Coffee Beans and with Black for Chili Beans.  Lemon started with Blue Beans and later moved onto Green Beans.  There were lots of “generous trades” and gifts too—the group generally play together nicely, but tonight, the heat and the tiredness all round, meant everyone was especially kind to each other.

Bohnanza
– Image by boardGOATS

With time marching on, the group agreed to call a halt when the deck ran out the first time, even though that meant Pine missed out on two turns that he had set up beautifully.  It was a really close game, but it was Blue who just won the chocolates that Pink offered up for first prize.  As she was only one point clear, she shared her winnings with Lemon who generously passed her’s on to Purple.  It was hot and late, and as everyone left, the pub locked up behind them.

Chocolate Prizes
– Image by boardGOATS

Learning Outcome:  Games usually play better with the rules as written.

20th April 2022

Meeting for the first time on a Wednesday, Pink and then Blue were the first to arrive, and like last time, played a game of Abandon all Artichokes (with the Rhubarb mini-expansion) while they waited for food to arrive. This is a very quick and simple “deck shredding” game: on their turn the active player takes a card from the face up market, adds it to their hand and then plays as many cards as they can before they discard the rest and draw five new cards. If this new hand contains no Artichoke cards, the player wins.  Although it is very simple, it seems the function sequence is somehow challenging.  Pink struggled last time, but seemed to have got the better of it as he won.

Abandon All Artichokes
– Image by boardGOATS

As they were finishing, Pine turned up and, while Pink went to the bar, Blue explained the rules to him and then they played again.  Pine also struggled a bit with which pile was the discard pile and which the draw pile, and where to take cards from and where they were going to.  There is hope though as, despite the arrival of food in the middle, Pink won the second game too.  Pink and Blue were just finishing their supper when Purple and Black arrived, soon followed by Green, Lime and Ivory.

Abandon All Artichokes
– Image by boardGOATS

This week, the “Feature Game” was the new edition of Libertalia, Libertalia: Winds of Galecrest, a card driven game where players are admirals commanding a crew of sky pirates in search of adventure, treasure, and glory.  Pine had watched the advertised play-through video and professed it “looked” fun, so was keen to give it a go.  Ivory and Pink joined the party, while Green shouted across from the other end of the table that he would be happy either way as he knew nothing about it.  In the end, after considerable debate, Ivory, Pink and Pine were joined by Blue and Purple, leaving Green, Black and Lime to find something else to play.

Libertalia: Winds of Galecrest
– Image by boardGOATS

Although Blue had read the rules, she had very deliberately not looked at the character cards, so Pine arguably knew most about Winds of Galecrest.  It is a rejuvenated version of the older game, Libertalia, but with new, lighter artwork, additional characters and streamlining of some of the mechanisms.  Very simply, each player starts with a deck of forty cards, of which six are drawn into their hand.  The idea is that players have the same character cards to play, but can play them in different orders.  Thus, one player (in our case Pink) shuffles their forty numbered cards and then draws six, which the the others find in their numbered and sorted decks.

Libertalia: Winds of Galecrest
– Image by boardGOATS

The game is played over three voyages, the first of which takes four days, the second, five days, and the final voyage takes six days.  Each day, players simultaneously choose a card to play, which when revealed are laid out in numerical order on the island.  The are then played three times: first in ascending order (daytime), next in descending order (dusk) and finally simultaneous (night).  Some cards only have actions that activate in one or two of the time-frames, but any characters still on the island, move back to that player’s ship and stay there till the end of the voyage.  At the end of the voyage, players activate any loot and characters they have with end of voyage actions.  Despite that being pretty much all there is to the game (and it being written clearly on the board), the group still managed to make a bit of a meal of it.

Libertalia: Winds of Galecrest
– Image by boardGOATS

The first hand consisted of six relatively uninteresting cards (or so it seemed at the time), which all had daytime actions.  The first voyage, and to some extent the second too, players were feeling their way.  Because the group failed to remove the Character cards from their ships at the end of the first voyage, that skewed things somewhat, especially as some players had the First Mate in their ship which in some cases scored twice giving points for the number of characters in their ship which was also artificially inflated.  Ivory knew which cards he’d played and when, but others were unsure and some had built a strategy that relied on having certain Characters in their boat at the end of the second voyage.  So rather than trying to back-track, ships were emptied for the first time at the end of the second round.

Libertalia: Winds of Galecrest
– Image by boardGOATS

It took the group a bit of time to understand when the actions for the loot happened—most occur at the end of the voyage, but some occur on the day they are collected, during the dusk phase.  As a result, several players missed some of those dusk actions, the additional reputation gained from picking up a Barrel in particular.  At the beginning of the second round, Blue, Pine, Ivory and Pink agreed they were all playing the “obvious card”.  On revealing their cards they discovered they had differing ideas of what the obvious play was, which gave the first inkling that there was much more to the actions than had first appeared, but the players really got to grips with the planning aspects of the game in the final round.

Libertalia: Winds of Galecrest
– Image by boardGOATS

Ivory played his Carpenter, which reduced his funds by half, and immediately followed it with the Officer which increased his kitty to twelve doubloons.  Then, because he is always a threat, he was targeted by Pine and then Blue, losing first his Carpenter and then his Gambler from his ship (both give money at the end of the round).  Blue then assassinated Pink’s Carpenter and he took out her Gambler in revenge.  Pink discovered that the Saber type loot was much more dangerous than he gave it credit for as yet another of his Characters on the island bit the dust.  Meanwhile, Purple was building the contents of her treasure chest largely unmolested, mostly only suffering as collateral damage.  Pine also made killing by playing his Bodyguard with perfect timing, simultaneously taking lots of gold for discarding all the Sabers and Hooks from the loot pile, and starving everyone else of treasure.

Libertalia: Winds of Galecrest
– Image by boardGOATS

In the final accounting Blue was the most successful pirate, though she was one of the beneficiaries of the “rules malfunction” at the end of the second voyage.  Purple made an excellent second place though, picking up loads of gold from her loot while largely managing to avoid being caught in the cross-fire as the others attacked each other.  Libertalia is a much more vicious game than those we usually play, even though it was a “Calm” game and supposedly “easy and friendly”—Heaven only knows what Stormy will be like!  It was a lot of fun though, especially when the group started to get to grips with it properly during the final round.  It’s clear the game could cause a lot of relationship trouble, but that won’t stop it getting another outing soon.

Libertalia: Winds of Galecrest
– Image by boardGOATS

Meanwhile, on the next table things were much more peaceful with Green, Black and Lime laying carpets.  No-one felt up to anything too taxing or long tonight, so after reviewing the selection of games available Black suggested they play Marrakech, which certainly fitted the bill. Marrakech, is an unusual little game, with fantastic little rugs made of fabric and coins made out of wood, where players take the role of a rug salesman who tries to outwit the competition.  Each player starts with ten Dirhams and an equal number of carpets.  On their turn, players may rotate Assam ninety degrees, then roll the die and move him forward as many spaces as shown (up to four).

Marrakech
– Image by boardGOATS

If Assam lands on another player’s carpet, the active player must pay one Dirham per contiguous carpet square of that colour.  Finally, the active player then places one of their carpets orthogonally adjacent to Assam.  The winner is the player with the most money after the last carpet has been laid.  After a quick explanation to Lime (who hadn’t played it before), the group had to decide the Role of the Merchant.  On Board Game Arena, there are two options:  one where the player turns him himself before rolling the dice, and another where the player who just played gets to turn him at the end of their turn and before the next player.

Marrakech
– Image by boardGOATS

After a brief check of the rules, the group discovered that the first option was the original rule (move the merchant before rolling the dice) and so they went with that.  As a result it took several turns before anyone landed on anyone else’s carpet, then Black landed on a single square of Lime’s.   A couple more turns and landing on carpet became a regular activity.  When Green landed on a five square of Black’s, it became apparent that Lime had been labouring under a false understanding about what counted as a paying patch of carpet. He had thought that players have to pay for all the carpet squares connected, by any means including other people’s carpets, but of course only the patch that the Merchant is stood on counts.

Marrakech
– Image by boardGOATS

At various points in the game everyone had a large patch of carpet posing a hazard to the other players: Green had a large area in one corner, Black a large squarish patch in the middle, and Lime managed to get a zig-zag line from one corner all the way to the opposite one.  Mostly everyone managed to avoid landing on these until they were broken up, but that duck was broken when Green landed on a large Black area, shifting the coin balance heavily in Black’s favour.  At the end of the game carpet value was added to coins, and although Green had the most carpet showing, Black had significantly more coins than the others and finished as the winner by five points.

Marrakech
– Image by boardGOATS

Libertalia was still ongoing, and Marrakech had served as an excellent aperitif, but it was now it was time to move on to something more substantial, and the game of choice was Niagara. This is fantastic family game, that won the Spiel des Jahres Award in 2005, but is still a lot of fun seventeen years later.  The idea is that players have two canoes that they are using to navigate up and down the river while trying to collect gems and land them safely on shore.  Players simultaneously choose a paddle card from their hand, which dictates the distance their canoes travel.  Once everyone’s boat has travelled, the river moves and any canoes that are too close to the falls take the long drop and are turned to matchwood.

Niagara
– Image by boardGOATS

Players are trying to land five gems of the same type (or seven different colours) and the first to do so is the winner.  We last played this about nine months ago, online, through the medium of Board Game Arena.  On that occasion, Pink had betrayed everyone’s trust and stole several people’s precious loot.  The victims (in particular Burgundy), were vociferous in their grievance, and as a result, despite Pink being enthusiastic about playing again, nobody was keen to join him.  With Pink tied up in a quite different loot battle, this was a good opportunity to play again as it was still quite early and it was also an opportunity to introduce Lime to an old classic.

Niagara
– Image by boardGOATS

The first round played relatively gently and much the way it normally does with everyone holding their cloud paddle tile (which allows them to change the speed of the river) back for the last round.  Going into the second round however, Black and Green conspired to shake things up a notch. After putting a canoe onto the river, Black then moved the cloud from the plus one space it had been left on at the end of first round, to the plus two space. However, Green had also thought this was a bold move and had planned to do the same, but unfortunately, he had to move the cloud and as plus two is the maximum, the only direction to go from plus two was back to plus one.  The result was that everyone spent the rest of that round moving five steps forward and four back.

Niagara
– Image by boardGOATS

The highest cards were not enough to get players’ boats off the river and each time they just got dragged back again, with the landing stage forever out of reach.  Green tried to “go against the flow” using some lower cards earlier in the round and holding a bigger card for later, but apart from moving around on different river discs, the end result was still the same.  Everyone ended up on the same disc a couple of times too, and Lime was unfortunate when he lost one of his boats over the rapids.  At the beginning of the third round players got their boats off the river.  By this point, Black had managed to collect four different coloured gems and only needed that elusive pink. Green also had four gems, but that included two purple ones.  Lime had just two gems as he decided to trade one to get his second canoe back.

Niagara
– Image by boardGOATS

Black tried to inch down the river, sometimes choosing not to move a canoe in order to arrive at that last spot to collect his game winning pink gem. However Lime slowed the river down to minus one, and this left Black’s canoes in the wrong place.  In the meantime, Lime also collected another couple of gems and Green managed to pick up another two as well, one purple and one blue.  This left Green needing just one gem to win with seven (the fact that a pink would give him one of each did not matter—there is no double win in this game).  As the new round began, Green got on the river, collected the final purple gem and there was nothing the others could do to stop him landing it on his next turn.  And with that, the paddling was over with Green the victor.

Niagara
– Image by boardGOATS

Although it was not that late, Lime and Green left for their respective homes, leaving Black to watch the final few turns of Libertalia.  When that wound up, Ivory headed home and there was still time left for something short. While everyone else discussed the options, Pink went to the bar for a “tot” of Dead Man’s Fingers Rum.  In his absence, Bohnanza was eschewed as “not short” and 6 Nimmt! and Coloretto had both been played recently.  Saboteur doesn’t play so well with smaller numbers so in the end, the game chosen was Sushi Go!.  The first thing to do was to remove the promotional expansions for its big brother Sushi Go Party! (Sukeroku, Inari, Sake and Pickled Ginger; these can be played with the original version but other cards need to be removed), however the Soy Sauce promo cards included as usual.

Dear Man's Finger Rum
– Image by Pine

The game is really simple:  from their hand of cards, players simultaneously choose one to keep and pass the rest on before repeating until everyone has no cards.  At the end of the round the different cards are scored according to their individual characteristics.  After three rounds, puddings are evaluated and the winner is the player with the largest total number of points.  This time there was a serious shortage of puddings in the first round and Blue seemed to have more than her fair share.  It wasn’t clear whether it was because she was overly focused on deserts or whether it was just because she’s rubbish at the game, but her score was lower than everyone else except Pine.

Sushi Go!
– Image by boardGOATS

Pine made up for it in the second and third rounds.  In general, consistency is usually the winning factor in Sushi Go!, so Pink should have been in a good position, but both Black and Purple had a couple of really strong rounds, as indeed did Pine.  As a result, it was a really close game.  Pine was undone by the combination of his poor first round and the fact he was the only one with no puddings and lost six points as a result.  In contrast, Blue’s score was boosted by six points as she had a clear majority.  It was Purple and Black who were the ones to beat though, as they tied for the lead on thirty points and tied on the pudding tie break as well, so shared victory.

Sushi Go!
– Image by boardGOATS

Learning Outcome:  If you are looking for job security, don’t become a pirate.

10th February 2022

It was just Blue and Pink for food, so while they waited, they killed time with a very quick game of Ticket to Ride: London.  The little, city versions of Ticket to Ride make great appetisers, and this one is no exception.  The game play is essentially the same as in the full-sized versions (collect coloured cards and play them to buy routes), except they have fewer pieces, a much smaller map and take a lot less time to play.  In terms of strategy, there usually isn’t really time to do much, so it’s typically a case of doing one thing and doing it well.

Ticket to Ride: London
– Image by boardGOATS

This time, Blue decided to really challenge herself.  The London game gives bonus points for connect for players that collect certain locations together.  Blue worked out that if she managed to complete her longer ticket (Buckingham Palace to Brick Lane), going via the “ring road”, she could also complete her shorter ticket (Hyde Park to St Paul’s), and pick up lots of bonus points too, with just one bus left over.  Unfortunately for her, Pink managed to end the game just one turn too soon, leaving her with a gap between Regent’s Park and King’s Cross, no bonuses, no tickets and almost no points.  When it came to sparing her blushes, food couldn’t arrive too soon.

Ticket to Ride: London
– Image by boardGOATS

With Green bringing his parents (Saffron & Sapphire), the “Feature Game” was a light, hand-management, double-think fox and chickens game that we’ve played a few times before, called Pick Picknic.  It looked like three games were going to be needed, so Pink suggested Altiplano (in lieu of Orléans which didn’t quite make it last time), and took it to the other side of the room along with Ivory, Sage and Teal.  Pick Picknic plays six, but with eight foxes to fight over the chickens, two games of four seemed the best way to set things up.  Green suggested breaking up his family unit, so Blue instigated a trade and swapped Lilac and Sapphire for Lime and Purple.

Pick Picknic
– Image by boardGOATS

So, after a quick game of Musical Chairs, Green, Saffron, Lime and Purple settled down to play Pick Picknic.  At the start of each round, the six coloured farm yards are seeded with a random corn (worth one, two or three points).  Players then simultaneously choose a card from their hand and play it.  If their card is the only card of that colour and is a chicken, it gets all the corn.  If there is more than one chicken of that colour, they can either come to an agreement to share the corn, or fight for it.  If there is a fox amongst the chickens, the fox has a good feed and the corn remains till the next round.  If someone plays a fox card and there are no chickens, the fox goes hungry.

Pick Picknic
– Image by boardGOATS

The game started in an amicable manner sharing out the corn instead of fighting for it when the need arose, until half way through when Lime decided he no longer wanted to share. He won, but the scene was now set and squabbles broke out over corn more often.  In the meantime, Lime’s foxes were getting fat from eating everyone else’s birds and corn was building up, uneaten.  The others’ foxes were usually not so lucky, and Purple’s foxes were hungriest of all.  Towards the end of the game peace finally broke out once again and sharing was order of the day once more.  In the final tally, Lime proved the wiliest of us finishing first with fifty points and Saffron and Green close behind with forty-four and forty-five respectively.

Pick Picknic
– Image by boardGOATS

On the neighbouring table, Blue, Lilac, Black and Sapphire were a little slower to get going as they had to choose a game, but eventually decided on Coloretto.  While we’ve played it a lot, it was new to both Lilac and Sapphire so there was a recap of the rules first.  Blue explained that on their turn players have a simple decision:  turn over the top card in the deck and choose a “cart” to add it to, or take the cards from one of the carts.  Lilac commented that it was similar to Zooloretto, which of course it is, as Coloretto was it’s predecessor and they share the same basic mechanism.

Coloretto
– Image by boardGOATS

Players are trying to collect sets of the coloured chameleon cards, but there are two clever features.  Firstly, the largest three sets score positively and scores for the others are subtracted from a player’s total.  Secondly, for each set, the first card is worth a single point, but the second is worth two, the third is worth three and so on (up to a maximum of six cards).  Thus, it is better to get six cards of one colour, rather three in each of two suits.  Sapphire, took this to heart, focusing solely on red and green, and often taking nearly empty trucks as a result.

Coloretto
– Image by boardGOATS

Lilac was more adventurous and pushed her luck a bit, ending up with a bit of a rainbow, but with a couple of strong suits and a few bonus point cards.  Blue commented that, although players need to avoid negative points, players who don’t take cards generally don’t do well, and promptly took lots of cards and ended up with lots of negative points as a result.  Black, very experienced at this game, played smart and took an early lead which he held right until the last round when Blue got lucky and drew cards in her longest suit and with it, took victory, pushing Black into second.  Lilac and Sapphire were not far behind and separated by a single point.

Coloretto
– Image by boardGOATS

Pick Picknic and Coloretto finished at much the same time.  Purple then requested a game of Azul, so we preceded it with another quick game of Musical Chairs as Blue swapped places with Green.  Then, after a little discussion, Green, Lilac, Black and Sapphire chose to play Draftosaurus.  This is a fun little drafting game like Sushi Go!, but instead of drafting cards, players are drafting little wooden dinosaurs.  The dinomeeples are placed on the player’s board with different areas on the board scoring points in different ways.  For example, the “Meadow of Differences” can only hold one of each type of dinosaur, but will score twenty-one points if it contains all six (using the same scoring scheme as Coloretto).

Draftosaurus
– Image by boardGOATS

The game is played over two rounds (drafting clockwise and then anti-clocwise), before all the parks are scored.  Players also score an extra point for each Tyrannosaurus rex they have in their park, as well as extra points if they have if they have the most dinosaurs of the type they put in their “King of the Jungle” pen.  Everyone knows there is only one King of Jurassic Park and Black was looking like the winner with his T-rex strategy. He not only got several bonus points for pens with T-rex’s he also got seven points for having the most T-rexes too.  However it was Green’s more general approach to his dinosaur park that pipped Black to the post.

Draftosaurus
– Image by boardGOATS

All the scores were close though: Green finished with thirty-seven with Black in second with thirty four, and Lilac and Sapphire were just behind.  As everyone else was still playing, the group carried on together and moved on to the fun little push-your-luck game, Port Royal.  This (like its little cousin “Unterwegs“) is a very simple game: on their turn, the active player chooses to “twist” and turn over the top card of the deck, or “stick” and keep the current card set.  The deck of cards consist of coloured ship cards and character cards.  The first decision is to decide whether to risk a “twist” because if second ship card of a colour is drawn the player goes bust and their turn ends.

Port Royal
– Image by boardGOATS

If a player “sticks” they can take a ship and add its treasure to their stash, or they can use their gold to buy the support of characters.  These give players victory points and special powers, but also can be used to claim contracts and give more points.  The cards are double-sided like those in San Juan or Bohnanza, so in the same way, keeping an eye on the discard pile and the money in players’ hoard is key.  Once the active player has taken a card, players round the table can take a card too, but they must pay the active player for the privilege.  The game ends when one player has twelve points or more, that triggers the end of the game and the winner is the player with the most points.

Port Royal
– Image by boardGOATS

Black, once again, got off to a fighting start, collecting arms to help him ward off the pirates while Lilac had her eye on the contract symbols. Sapphire went for the Admiral, which gave him a bonus for drawing at least five cards and would give others an increased chance to buy and pay him even more.  Green started out with Green Trader bonus, but then got consistently hit by the black pirates before he could barely draw any cards, so his game was hampered from the very start.  With his fighting force at strength, Black was able to haul the cards out and start raking in the points.  Lilac managed to convert high value contracts before anyone else, gaining her more coins to buy more cards.

Port Royal Unterwegs
– Image by boardGOATS

Sapphire built up a “Jack of all Trades” hand, but it only steadily gained him points.  Green managed to finally rid himself of the scourge of the black pirates by stopping draws early, and started collecting symbols, but it was too late as Black reached the twelve points before anyone else. Everyone had one more turn, and Lilac was able to convert her final contract to also reach twelve. Both Lilac and Black managed one more purchase to finish on thirteen points each, but Lilac won took the tie break by virtue of having one more coin left than Black.  Sapphire and Green were also tied on points (on nine-points), but Sapphire completed the podium places with four coins more.

Port Royal
– Image by boardGOATS

Meanwhile, Blue, Saffron, Purple and Lime were playing Azul.  We’ve enjoyed the recent versions of these (Stained Glass of Sintra and Summer Pavillion), but this time the original was the game of choice.  All three use the same market mechanism where players either take tiles of one colour from one of the small markets and put the rest in the central pool, or take all the tiles of one colour from the central pool.  In this original version of Azul, players add these tiles to the channels on the left of player board, and at the end of the round if any of these are full, they move one tile to their mosaic and recycle the rest.

Azul
– Image by boardGOATS

Players score points for placing tiles such that they are part of a row and/or a column in the mosaic and at the end of the game, players score bonus points for completed rows and columns and also for placing all five tiles of any one colour.  There is a catch, however.  When a player takes tiles, all the tiles must go into a single tile channel, and must be of the same colour as any that are already there.  Any left overs score negative points and, as the more left over tiles a player has, the more negative points each one will score.  This has the potential to leave one player picking up lots of tiles and scoring lots of negative points.

Azul
– Image by boardGOATS

This time, that player was Lime.  Having scored a few points during the first round, he was unimpressed when all his negative points at the end of that round pushed him straight back to zero.  This wasn’t the only time that happened though, to the point that it became a bit of a running joke, especially as he made it a point every round to take the first player token (which counts as another negative tile).  One of the key tactics of the game is to try to complete tile channels at the end of the round because these are then emptied leaving the maximum amount of flexibility for the next round.

Azul
– Image by boardGOATS

And this is exactly what Saffron did.  Despite never having played the game before, by focusing on completing her tile channels she was always able to dig herself out of any difficulties.  Although the game was longer than Draftosaurus, it didn’t seem like very long before Purple triggered the end of the game by completing a row, the only one to do so.  It was quite close, but Blue just edged it from Saffron who took an excellent second.  With that, Lime headed off (before the drawbridge was raised) and Blue left Purple and Saffron chatting while she went to watch the last few rounds of Altiplano on the other side of the room.

Azul
– Image by boardGOATS

Altiplano is a much longer game and one that we are very fond of in the group.  Indeed, it was the first winner of the Golden GOAT award (in 2018), though we haven’t really been able to get it to the table since then.  For a while, it had been in the plan to play The Traveler expansion, however, we wanted to play the base game again first and with both Teal and Sage new to the game only the Sunny Days mini expansion was included.  The basic mechanism of the game is quite simple:  on their turn, players carry out the action based in the location their meeple is in, and optionally, moves their meeple either before or after, if they can.

Altiplano
– Image by boardGOATS

The game is a “bag building” game, so a bit like its predecessor, Orléans, or even deck builders like Dominion, players need the correct resources to be available when they carry out the actions.  So, at the start of each round, players draw resource disks out of their bag and place them on their player board to be used in the locations they plan to visit.  Mostly the game trots along quite merrily as this stage of the game is carried out simultaneously and everyone does their planning at the same time so the action phase is quite rapid.  Pink explained what all the different locations did and that there were two main sources of points:  Contracts and Resources.

Altiplano
– Image by boardGOATS

At the end of the game, the resources give points with the amount depending on what it is: primary resources score one point (wood, stone, fish etc.) while advanced processed materials (like cloth and glass) can score up to three or four points.  These will score even more points if they are stored in the Warehouse.  When a resource is used it is places into the players recycling box and goes back into their bag when their bag is empty.  In this way, instead of relying on probability/luck as in Orléans where used resources are returned straight to the bag, all resources are used before they are recycled.

Altiplano
– Image by boardGOATS

Players can leave unwanted resources on their player board, but this can obstruct their plans, so another option is to move them to the Warehouse.  Once in the Warehouse, they cannot be removed, but each full shelf (which can only store one type of resource), gives more points at the end of the game.  Only completely full shelves score in this way, which cost Pink some valuable points when he realised Ivory had pinched the last available fish just before he got there.

Altiplano
– Image by boardGOATS

The other main route to scoring points is through completing Contracts.  Players can only have one on the go at any one time, but when complete, they are worth points and also provide the player with a corn which goes straight in the warehouse and can act as a space-filler too.  As well as getting resources from the Wood, Mines, Seafront etc., players can also buy Contracts, build Carts (to provide them with additional travel options), build Boats or Huts (which provide resources and increase their resource scoring), or buy Board Extensions which give them enhanced abilities.  These Extensions also act as a timer triggering the game end.

Altiplano
– Image by boardGOATS

The game was really tight and despite the fact that all four protagonists employed different strategies, a postage stamp would have covered the final scores.  Pink, despite having carefully explained the importance of Contracts as a means to get points, decided to see how he could do by avoiding them completely—the only one to do so.  He concentrated instead on getting resources, especially high value ones, and storing them in his Warehouse.  Teal’s strategy was driven by the fact he started with the Woodcutter which allowed him to turn food into wood, so he concentrated on building Canoes, lots of Canoes.  This was not a strategy anyone had seen before, but it provided him with a lot of resources.

Altiplano
– Image by boardGOATS

Ivory went for Contracts in a big way, taking a massive fifty-five points for them alone.  Since resources on Contracts don’t score in and of themselves, however, this meant he scored fewer points elsewhere.  Sage went for a more “all round” strategy, picking up a lot of points for his contracts too, but also building a lot of Huts to enhance his resource score.  As the game came to a close there was the inevitable checking what the final Extension tiles and then everyone took their shoes and socks off for the complex final scoring.  The winner, on his first time out was Teal, his unconventional Canoe strategy netting him eighty-six points.  Pink finished second with eighty-three and Ivory was just one point behind that, in what had been a very tight game.

Altiplano
– Image by boardGOATS

Learning outcome: Teach a man to fish, and he’ll swap them for a pile of stones.

27th January 2022 – In Memory of Burgundy

Following the very sad passing of Mike Parker (known on this site as Burgundy), we decided to dedicate this meeting to his memory.  We decided to forgo the usual “Feature Game” and replace it with “Burgundy’s Favourites”, including games as diverse as Concordia, Orléans, Wingspan, Killer Bunnies and the Quest for the Magic Carrot and Dominion. Burgundy had supper at the pub before every games night. Because he always had the same thing, he was known as “Ham, Egg & Chips Man” by the staff at The Jockey.  So we decided to gathering early to reminisce and celebrate his gaming life, and share his favourite supper.

Ham, Egg & Chips
– Image by boardGOATS

Burgundy’s cousins joined us for dinner and we took it in turns to chat and learn things we didn’t know about him. We also had a couple of special guests from elsewhere in the county who fancied joining us to do a bit of gaming in Burgundy’s memory. Chatting to people who knew him in slightly different spheres, one of the first things we found out was that, a creature of habit, Burgundy was known known for having Lasagne when he went to Gweeples, setting up his game while he waited for his molten supper to cool to a point where he could eat it.  There was lots of chatter over dinner and Lime joined us online, but technology difficulties meant he hopped in and out and then, after several rounds of the Hokey-Cokey, eventually gave up.

Mike Parker
– Image by Daniel Monticelli

Black also briefly joined us from Malta—he’d been to a Greek restaurant for dinner, but we all agreed our Ham, Egg & Chips was better.  After a toast to Burgundy, who will never be forgotten, people eventually settled down to play games.  First up was Ivory, Pink, Lilac and Teal who chose Ticket to Ride with the UK map.  Ticket to Ride was one of Burgundy’s favourite games and is popular with the whole group so everyone knows the basics of how to play:  on their turn, the active player can choose two coloured cards from the market to add to their hand, place trains paying with cards, or draw tickets which give extra points at the end of the game if completed.

Ticket to Ride Demo
– Image by boardGOATS

Every expansion set comes with a slight rules twist.  In the case of the UK map, this is the addition of technologies and concessions.  At the start of the game, players can build only one and two train routes and only in England.  By spending wild cards, players can buy technologies which enable them to build routes consisting of three trains or more, build ferries, and build train routes in Scotland, Wales and Ireland. Players can also buy bonus cards that allow them to score extra points for taking certain actions during play.  As usual, the game ends when one player only has two of their plastic trains left and the winner is the player with the most points.

Ticket to Ride Map Collection: Volume 5 – United Kingdom & Pennsylvania
– Image by boardGOATS

Pink (playing with his special pink trains for the first time) started off with a “Home Nations” strategy, eschewing the chance to visit France.  Lilac, on the other hand, explored the Dawlish coast and the area around Dundalk.  Teal took the East Coast Mainline north, and explored Scotland as far north as Wick and Ivory took the West Coast  Mainline and continued up to Stornaway.  The game was really tight, with Lilac, Pink and Ivory all completing nine tickets, and that seemed to be the strategy with Pink the eventual winner thanks to being slightly luckier than the others, finishing just three points ahead of Lilac.

Ticket to Ride Map Collection: Volume 5 – United Kingdom & Pennsylvania
– Image by boardGOATS

Meanwhile, on the next table, Green, and Magenta were joined by visitors from Oxford and Gweeples, Sage and Jade in a game of Splendor.  Splendor is a simple game, but one at which  Burgundy was a true expert, and at one point went unbeaten for two years.  The idea is that players use poker chips to buy cards which can, in turn be used to buy more cards of a higher value which eventually give points.  When a player reaches fifteen points, that triggers the end of the game and the player with the most points wins.  Game-play is very simple: on their turn players can take three different coloured chips, take two chips of the same colour, buy a card from the display, or reserve a card taking a gold token (which is wild) at the same time.

Splendor
– Image by boardGOATS

As is usual, the game started slowly with Magenta eventually opening the scoring. The others followed with low scoring cards, but Magenta remained one step ahead until everyone else started claiming the higher scoring cards and eventually Nobles.  Green pulled ahead and looked like he might pull off a true Burgundy style victory, but Sage was closing in.  Sage obstructed Green with a tactical reservation, but that just put off the inevitable for another turn. When Green reached fifteen points, the game ended immediately as he was the last player in the round.

Splendor
– Image by boardGOATS

Sage was a close second with the early leader, Magenta, in third. There wasn’t a high score, a resounding win, as there no doubt would have been had Burgundy had been playing, so victory did not feel fully deserved in his absence.  Blue and Purple had been chatting to the family, who were enjoying talking and, after a long day, were reluctant to play anything.  So, when they left to get an early night, Blue and Purple played a quick filler game of NMBR 9 while they waited for something else to finish.  Burgundy played NMBR 9 a lot over the years and, like everything else he was always very good competition, winning more than he lost.

NMBR 9
– Image by boardGOATS

The game has almost zero set up time, and doesn’t take long to play or put away either.  There are twenty cards (zero to nine), which have matching tokens.  Each round, one card is revealed and players take a matching tile and add it to their tableau.  A player’s tableau consists of layers of tiles.  When placing tiles, they must be placed alongside other tiles, or on top.  If placing on top of other tiles, they must overlap more than one, be placed adjacent to others, and next to at least one other on the same layer.  Neither Blue or Purple were focused entirely on the game which Blue edged, as they were too busy gossiping and watching what was happening on the next table.

NMBR 9
– Image by boardGOATS

The game of Splendor and NMBR 9 finished pretty much at the same time, and the group joined up for a game of 6 Nimmt!.  6 Nimmt! is another game that Burgundy really enjoyed playing with the group and indeed, played a lot.  This was especially true online over the last couple of years, where he played forty-three times with us, winning over one in four of the games.  Jade had only played online, so the group introduced him, and indeed Sage as well, to the variant we usually play.  We play the game in two halves, dealing half the deck out for the first round and then the other half for the second round.

6 Nimmt!
– Image by boardGOATS

Everyone was familiar with the basic game play:  simultaneously choose a card which is added in turn, starting with the lowest, to one of the four rows in the play area.  Each card is added to the row that ends with the highest card that is lower than the card played.  If it is the sixth card, the player “wins” all five cards in the row, and their card becomes the new first card.  In contrast to the online version on Board Game Arena, where players start with sixty-six points and count-down to zero, players start at zero and the player who “wins” the most points is the loser.

6 Nimmt!
– Image by boardGOATS

This time, Green “won” the first round, top-scoring with twenty, while Sage managed to keep a clean sheet.  As Burgundy was always the exemplar though, performance in the first round is often no indication of how the second round will go, which is one of the reasons why we love this variant.  So it was all to play for, especially for everyone who’s first score was in single figures.  This time it was not to be, however, and although Sage picked up thirteen “nimmts” in the second round, everyone else’s total was more.  It was close at the other end and with lots of pretty coloured cards, Purple and Jade high-scored with twenty-nine.

6 Nimmt!
– Image by boardGOATS

Ticket to Ride was still going and with six players, and time marching on, there was only really one option, the option Burgundy would have chosen: Bohnanza.  Jade had never played it before, so, after a quick rules summary, as is often customary in this group, he went last so he could see how things work and get a feel for the game.  In this game, although we generally play “friendly”, it is particularly important as it is a trading game and it is important to be able to get a feel for the value of any advice offered.

Bohnanza
– Image by boardGOATS

As Purple pointed out, the most important thing about Bohnanza is not to sort your cards because players play cards from the front of their hand and add cards to the back forming a sort of conveyor-belt.  On their turn, the active player plants the first bean card in their hand into one of their two bean fields, and may plant the second if they choose.  Two cards are then revealed and these can be planted by the active player or traded.  This leads to another key rule: what is on the table must stay on the table so anything traded must be planted.

Bohnanza
– Image by boardGOATS

Fields can be harvested at any point, with some of the cards being turned over and stored as coins.  However, beans can only go in empty fields or share fields with beans of the same type.  Players only have two fields (or three if they buy a third), so if players are unable to trade a card away, they may have to harvest fields before they are ready.  In this sense, we generally play “friendly” and rather than forcing players to plant something they don’t want, we have a culture of giving cards away.  This extends to players taking cards in free trades from someone’s hand to further their game too.  As a result, the game sometimes the player who is best able to make the most of these freebies is the winner.

Bohnanza
– Image by boardGOATS

Unusually, and to the accompaniment of a lot of sucking of teeth from everyone else round the table, Sage ponied up his two coins for a third bean field—the only one to do so, and especially risky in the second round.  He wanted to plant a couple of Red Beans though, so at worst it was probably revenue neutral and certainly worth the risk.  Blue benefited from a lot of Coffee bean donations while Purple, Green, Jade and Magenta all planted the highly lucrative, but quite scarce, Black-eyed Beans.  The first round took an age, but in contrast, the last was really short, so short, Sage sadly commented that although he had the perfect hand, he wasn’t going to be able to play it. 

Bohnanza
– Image by boardGOATS

It was a close game though, and an extra turn or two could have made all the difference.  As it was, Blue was the eventual victor with sixteen “Bohnentaler”, three more than Jade.  Time was pressing and that was the last game for that group, but in the meantime, on the next table, Ticket to Ride had finished and the quartet had moved onto what was arguably the game of the night, Splendor.  This time, the game started with a shortage of blue, sapphires, then green emeralds became hard to get.  It was nice to note that everyone played according to Burgundy’s maxim, “Always take a free one.”

Splendor
– Image by boardGOATS

In the end, Pink ended the game, and although Ivory managed to score in his final turn, he wasn’t able to catch up.  As the games came to an end and everyone chatted, the mood was sombre, perhaps with half a mind to the following day.  In spite of that, it has been a good evening making new friends, and playing games.  All evening Burgundy was never far from our thoughts, but that was particularly true during the two games of Splendor.  And he always will be whenever we play Splendor from now on.

Mike Parker
– Image by Pushpendra Rishi

Learning outcome:  Mike, Burgundy, was THE GOAT, and we all miss him.