Like the last few games nights, this one started with Pink and Blue playing the deck-shedding game, Abandon All Artichokes. This is a very simple game where players start with a deck of ten artichoke cards from which they draw a hand of five, then, on their turn, they take one card from the face up market, play as many cards as they can, before discarding their hand to their personal discard pile. If, on drawing their new hand of five cards they have no artichokes, the game ends and they win. In the first couple of games a few weeks back, Pink struggled somehow, and Blue won.
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– Image by boardGOATS |
Then Pink got the hang of it, and won several games on the trot, but this time it was Blue’s turn to finally get back on terms, just before supper arrived. They were just finishing when Black and Purple, and then Teal arrived. Although it was still very early, it was a perfect opportunity to play the “Feature Game” as it was Moneybags, a quick little social deduction, filler game. The premise is similar to that of Ca$h ‘n Guns, where players are thieves dividing up the spoils from a robbery, stealing from each other and generally trying to deceive everyone so that they come out on top.
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– Image by boardGOATS |
In Moneybags, one player takes the role of the Godfather, divides the loot “evenly” amongst the players’ small hessian sacks. Holding only the top of their sack, each player takes it in turns to Pass, Stick, or Rob another player. Pass and Stick are simple actions (pass and remain in the game, pass and stick with the total in their sack so they can neither Rob nor be Robbed), but Rob is the interesting one. The active player can Rob any other player that is still “in”, taking some or none of the loot from their sack. The thief mustn’t be too greedy, however, as the victim can challenge—the protagonists compare their loot and the one with the largest stack loses, the winner takes all the loot and the loser is eliminated.
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– Image by boardGOATS |
After two turns round the table, the game ends with the Godfather (or arguably Godmother), taking their second turn. The winner is the player with the most loot. Moneybags can be played over three rounds, though like Saboteur it is probably best when one round is considered “the game” rather than playing in campaign mode. Pink started as the Godfather and divvied up the money. In addition to coins, there is also a Diamond in the loot; this is worth roughly ten coins. When comparing spoils, the coins are stacked with the Diamond placed on top so that the tallest stack loses when Robbed or wins at the end of the game. The Diamond is comparatively light, so it adds a little bit of additional ambiguity to the proceedings.
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– Image by boardGOATS |
Pink, made a point of taking note of where the Diamond went and then stole it back later in the game giving him the first round, slightly ahead of Teal in second. Lime arrived during towards the end of the game, so the rules were explained to him. Then Ivory joined the party so Blue swapped out and gave him a quick summary as well, while Purple, as Godmother, divided up the spoils. With a slightly better idea of how the game played, the second round went even better with more players Robbing and challenging each other. As a result, the Diamond went round the table several times. There was much hilarity as players tried to guess how much cash people had, and Pink showed his age when he commented that someone’s stash “chinked like a bus conductor’s money bag”.
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– Image by boardGOATS |
Once again, the Godparent finished with the Diamond, but Purple had very little cash to go with it and therefore only made third place. This time the winner was Ivory, in a very, very tight finish, just ahead of Black. It had been a lot of fun and although we could easily have played another round or two, we also wanted to play some longer games. Moneybags fills a similar role to 6 Nimmt! though, so it will get another outing soon. In the meantime, Viticulture (Essential Edition), Roll for the Galaxy, and Brass: Birmingham were all suggested for the next game, but Pink always loves playing Viticulture and Teal has been keen for a while, so Ivory took them off to play that while the others decided what to play.
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– Image by boardGOATS |
Viticulture is a worker placement game where players plant and harvest grapes, make them into wine and fulfill contracts to get points. The first player to reach twenty points triggers the end of the game, and at the winner is the player with the most points at the end of that round. Although Viticulture is not particularly novel or innovative, it is widely respected as one of the best worker placement games around, succeeding in being both smooth to play and relatively easy to learn, though it takes real skill to be good at it. This time, everyone sold land to fund worker training; although we haven’t done this when we played previously, it would seem to be an accepted tactic in most games now.
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– Image by boardGOATS |
At the start of the game, players get choice of a couple of “Mama” and “Papa” cards (taking one of each)—these give people starting resources, workers, money, Visitor cards or a starting building. Pink took a Trellis from his Mama card which meant he could just plant grapes that needed a Trellis and not worry about building any cultivation infrastructure. The others prioritised money. Playing two worker cards at the same time (using the on-board bonus) was a popular. Though it required care not to overrate the feature and wind up playing some slightly naff workers, when perhaps it might have been better to wait until the next round.
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– Image by boardGOATS |
The grey, extra-worker meeple was also popular, with players seemingly happy to be last in the turn order if that meant they got an extra “turn”. Although everyone had played the game before (though Teal only online), there were some rules that needed “ironing out” as years of playing with the Tuscany expansion meant that Pink had forgotten many of the differences between that and the base game (Tuscany will get an outing as the “Feature Game” in a few weeks). The game was brought to an unexpected (and obviously skillful) conclusion by Teal, who finished the game just before Ivory and Pink had the chance to deploy their big scores.
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– Image by boardGOATS |
On the next table, Libertalia: Winds of Galecrest got a second outing, largely as Black and Lime had missed out last time, but also as Purple and Blue had enjoyed it. This is also a fairly simple game to play, with a lot of depth. Players start with the same hand of Character cards chosen from a larger deck. This provides a lot of variability, while also ensuring that nobody has an advantage caused by random card draw. The cards are numbered from one to forty, each with different actions—some daytime, some dusk, and some nighttime. The idea is that everyone simultaneously chooses a card to play, then the cards are activated in ascending order during the day, descending order at dusk and simultaneously at night.
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Some of the cards can have a huge impact on other players’ games. For example, the Brute causes the highest value card in play to be discarded, which means the player that played that card doesn’t get actions on that round. In addition to night time actions, any players whose characters survive the day, also get to take some loot, if there is enough available of course. Some of the loot is extremely valuable, some of it can be used to assassinate other Characters and and some can be more of a curse than an advantage. As a result, rounds can go well or badly.
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The game is played over three voyages, lasting four, five and six days respectively. At the end of each voyage, players bank their takings and are paid a small amount based on their reputation at the start of the next round, which then acts as their kitty. This time, Blue had an appalling first round. This meant she was some twenty to thirty doubloons behind the others from the start, but also meant that when when others threatened, she was able to point to her lack of funds and how she was “not the threat”. In contrast, Lime took an early lead and therefore attracted a lot of hostility, missing a lot of turns as a result.
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– Image by boardGOATS |
By the start of the final voyage, Blue was still some way behind, but hadn’t given up, Purple was fighting to get to the front, Lime was getting a bit fed up of being picked on and Black knew he was likely to be next in line. It was all to play for, especially as the final voyage is the longest so players have time to plan and work card combinations. Blue managed an amazing final round and nearly made it in what was a very tight finish—she ended just two doubloons behind Lime and Black who tied with eighty-six. Lime could have won outright if he had played his Captain in the final round, but as it was, Black’s Aristocrat left him third on the Reputation track, one place ahead of Lime, giving him victory on the tie-breaker.
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– Image by boardGOATS |
Remarkably, Viticulture had finished first, so after discussing and admiring Roll for the Galaxy and comparing it with Race for the Galaxy (which Teal was more familiar with), the trio squeezed in a quick game of Love Letter. This is a super-quick micro card game played with just sixteen cards that celebrates its tenth anniversary this year. When it was first released it was very innovative, but since has inspired a lot of similar games, it is still great in its own right, as a simple, quick filler though. The idea is players are trying to finish with the highest ranking card, so on their turn, they take a card from the deck adding it to their hand, then play one of their two cards.
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Each card has a rank, but also an action that takes effect when played. For example, these allow players to look at others’ cards, force others to discard their card, or make them compare cards with the lowest being eliminated. The last player standing wins the round, the first to three is the winner of the game. This time, Pink and Ivory got their revenge on Teal for ending Viticulture too soon. Between them, they shared the five rounds, with Pink just taking the balance and with it, victory as Libertalia and the evening as a whole, came to an end.
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– Image by boardGOATS |
Learning Outcome: There’s no such thing as honour amongst thieving gamers.