Tag Archives: Circle the Wagons

5th March 2024

The evening started with everyone unsure who was coming, so the nine players present split into three groups of three, with Blue, Pine and Lime starting with the “Feature Game“. This was the very short, light, Make the Difference, a game that is basically “spot-the-difference” in board game form.  The idea is that each player gets a pre-printed picture and simultaneously add five extra “features” to their pictures.  Once everyone has added their “extras”, players take it in turns to place their pictures in the centre of the table (covered with a sheet of acetate to make it a little more difficult to spot the difference between printing and drawing), together with an unadulterated copy.

Make the Difference
– Image by boardGOATS

Players have one minute (timed with a slightly grumpy egg-timer), during which a player spotting an addition gets a point, then a second minute, during which both the spotter and the modifier get a point.  After the two minutes, any un-spotted additions are assessed for size, and if they are large enough, the modifier gets two or three points.  The additions have to be a single line, may extend an existing feature, and can’t just increase the width of an existing line.  This time, Pine went first with his picture, and the slightly mardy timer gave Lime and Blue a few extra seconds to spot his additions as Pine encouraged it to behave.  Most of his additions were spotted, partly as a result.

Make the Difference
– Image by boardGOATS

Lime went next, and players were slower to spot his additions giving him extra points.  Blue was the last, but this time Pine and Lime really struggled.  For some reason, Blue seemed to be better hiding hiding her additions, taking six points for lines that weren’t spotted during the two minutes of play.  In contrast, her poor spotting let her down, giving her a total of eight points, and just enough for second place.  The winner was Lime, however, with ten points.  There was a little chatter while they packed away, but as there were no new arrivals, the trio moved on to play something else, and quickly chose to give the recent Northern Lights edition of Ticket to Ride another outing.

Ticket to Ride: Northern Lights
– Image by boardGOATS

Ticket to Ride: Northern Lights has had a couple of outings since it’s group debut last summer, and has been quite popular in the group.  The game is a fairly standard edition of Ticket to Ride (take cards from the market, or play cards to place trains), but the map is set around the Scandinavian countries of Denmark, Norway, Sweden and Finland.  Like all the variant games, this one has a couple of minor rules tweaks, principally, the addition of bonus cards which give points at the end of the game and bonuses for completing some of the longer Ferry routes.  Locomotives are also handled slightly differently as the market is not refreshed when saturated by them, and for Ferry routes only, they can be replaced by any two cards of the same colour.

Ticket to Ride: Northern Lights
– Image by boardGOATS

This time, the bonus cards drawn at random were the Locomotive Collector (A), International Tycoon (G), Polar Express (H) and the Ferry Master (J).  Pine went first and started placing trains much to Lime and Blue’s horror.  A few turns later, Lime headed up the Norwegian cost, while Blue started building an extended route from Bergen in the west through Stockholm to Tallin in the east.  It was then that Pine, with his north-south route got in her way and began costing her points thanks to the fact that with only three players the double routes weren’t in play.

Ticket to Ride: Northern Lights
– Image by boardGOATS

As he had done last time the group played, Lime churned through his trains remarkably quickly catching Pine and Blue on the hop slightly. After the last few turns had been played, the bonus points were allocated with each player winning one (Lime for the most Ferry routes; Pine for the most tickets ending in the Arctic Circle and Blue connecting the most countries while nobody had any Locomotive cards at the end of the game).  Pine claimed a completed Ticket for eighteen points which he had almost completed when he drew it (AGAIN!).  Also like time, Lime finished with a nice round hundred points, and once again was pipped pipped to victory by Pine, albeit by a larger margin (ten points rather than three).

Ticket to Ride: Northern Lights
– Image by boardGOATS

With that over, Lime headed home, leaving Blue and Pine to kill time while waiting for one of the other games to finish.  In this, they played a little “wallet game” called Circle the Wagons.  This is a simple, quick game where players take cards from a market and add them to their player area, building a map, scoring points according to the largest areas of each terrain type and three addition scoring criteria selected at random.  These scoring criteria are printed on the reverse of the cards and are drawn at random at the start of the game.  The first bonus card drawn was “Boom or Bust which gives points for two or fewer Mines/Pickaxes, none for three to six and four or five points for seven or eight (or more).

Circle the Wagons
– Image by boardGOATS

The other bonus cards were Claim Jumpers which gives the player with the most Mines/Pickaxes nine points (though they lose five if their opponent as more Guns), and Bootleggers which give two points for each Beer Bottles next to a Wagon (and minus one for any not next to a Wagon).  Once the bonus cards had been picked, the remaining fifteen cards were shuffled and arranged in a circle.  The first player, in this case Pine, could then choose to either take the first card, or take another, later card, leaving any that had been skipped for his opponent, Blue, who then had the same choice.  Play continues until all the cards had been taken.

Circle the Wagons
– Image by boardGOATS

This time, Pine started prioritising Pickaxes, given the fact that two of the bonus points scored for them.  Blue was slow to get started with these and ultimately scored nothing for Boom and Bust and for Claim Jumpers.  She collected Beer Bottles instead and prioritised scoring for her terrain.  Blue’s thirteen points for Beer Bottles exactly matched Pine’s for his Pickaxes, though he picked up half a dozen points for his Beer as well.  Blue took six points for her Forest and four for her Plains, while Pine got five points for each of his Desert and Water terrain.  It was closer than it seemed during the game, however, with Pine finishing with thirty-five points, just three more than Blue.

Circle the Wagons
– Image by boardGOATS

By this time, Pink, Teal and Ivory were bringing Viticulture to a close.  This is one of the group’s most popular worker-placement games and a particular favourite amongst Pink and Teal who have been promising each other a game for months.  The game is quite simple and doesn’t really do anything fancy, it just does what it does very well.  The idea is that players are making wine, which they do by placing their workers on spaces on the central board.  Each space has a limit to how many workers can occupy it, with each player having a “Grande” worker who can muscle in anywhere.  This time, the group played with the Tuscany expansion, which adds a few little extras.

Tuscany
– Image by boardGOATS

Firstly, whereas the base game has essentially two seasons spring and autumn (with visitors in summer and winter), the Tuscany expansion has actions for all four seasons.  Players can also build special buildings (which give additional powers and special options for those that make the effort to build them), and claim regions to gain influence (and bonuses) which scores points at the end of the game.  The player order works slightly differently to the base game and the end of the game is triggered when someone passes twenty-five points (rather than twenty in the original game).  This time, however, nobody took advantage of the opportunity that Tuscany provides to build buildings, instead focusing on the basics of planting grapes and harvesting them.

Viticulture
– Image by boardGOATS

There is a now a well-known and frequently used tactic of selling a field at the start of the game to provide equity in the early part of the game.  Teal and Ivory both went down this route while Pink decided to try something else, but that didn’t go well for him.  His problems were exacerbated by his inability to get access to fulfilling orders later in the game.  Ivory started acquiring points early taking an early lead.  Teal wasn’t far behind, but never quite managed to overhaul Ivory who triggered the end of the game and finished with thirty-one points, seven more than Teal in second place.

Tuscany
– Image by boardGOATS

When Viticulture finished, Ivory and Teal headed home, leaving Pink to join Blue and and Pine in a couple of quick games of Botswana.  This is a sort of simple stock-holding game where players are collecting animals.  The idea is that there are five suits of animal cards, each numbered from zero to five—these are shuffled and dealt out to the players with a small number left out for ambiguity.  Matching the suits, there are five sets of five plastic animals.  Players take it in turns to play a card (any card) and then take an animal (any animal) until someone plays the sixth card in any suit.

Botswana
– Image by boardGOATS

When the last card is played in any suit, the game ends immediately and players score points for their animals with each animal being worth the face value of the last card played in that suit.  Thus, Zebras might have been worth five points each, right up until the last card was played which could be a zero, rendering them totally, point-less.  Somehow, it is a hard game to understand—far from random, a bit like 6 Nimmt!, it is very hard to control and manipulate the scoring in a particular direction.  This was quite evident in the two rounds played this time.

Botswana
– Image by boardGOATS

In the first round, Blue held a few key Elephant cards and was able to manipulate the game end to ensure they scored well.  With a couple of high scoring Lions added to her menagerie, she ended the game, ensuring she finished with thirty-five points.  It was very tight between Pink and Pine, but Pink just edged second place with twenty-two.  The second round was also close with just two points between Pink and Pine, but this time they were vying for victory.  In the end it was Pink again, this time triggering the end of the game allowing him to ensure his Leopards scored well.

Botswana
– Image by boardGOATS

Botswana is a lot of fun and as they packed up, there was quite a bit of chatter.  Pine pointed out that the backs of the cards said “Wildlife Safari” and wondered why.  Blue commented that there were lots of different versions, but couldn’t remember the differences.  A little bit of research shows that the game was originally released as “Flinke Pinke” and then “Quandary” and eventually “Loco!”, all with simple colour suits.  Then, in 2010, the boring colour suits were changed for animals by Eagle-Gryphon Games, who initially republished the game as “Botswana”, before increasing the size of the box and calling it “Wildlife Safari”.  Presumably this particular copy was released when small boxes were still available, but the company had run out of matching cards…

Botswana
– Image by boardGOATS

Meanwhile, on the next table, Cobalt had persuaded Plum and Byzantium to join him playing the rather epic-looking Nightmare Cathedral. This is a card-driven action-selection area-control game set in the fantasy world of late Polish surrealist painter and sculptor Zdzisław Beksiński. The game is adorned with his artwork and beautifully sculpted miniatures. Players control Units, which act as a resource, whilst an imposing Cathedral is built in the centre of the board. Once the Cathedral is completed, two Nightmares (out of a selection of eight) appear next to the Cathedral and can be controlled by a player on their turn if a certain condition is met. Each Nightmare, represented by a unique sculpt, has varying abilities such as converting or devouring units as they move around the map.

Nightmare Cathedral
– Image by boardGOATS

The game ends when a certain number of Units have been devoured, or, less likely, after completing three rounds. The winner is determined by points, which can be obtained from climbing the Ritual track, building Forts, Devouring the most Units, or completing objectives on Dream cards (the latter being the largest source of points). On a their turn, the active player selects an action with their Dreamer from one of five on the day/night action track, although they cannot select an action adjacent to their dreamer’s current space. After performing the action, other players get to follow, either Conforming or Dissenting depending on whether their dreamer is adjacent to the current action space.

Nightmare Cathedral
– Image by boardGOATS

The active player then moves their Dreamer to the adjacent Night space, a section of the Cathedral is built, the turn marker moves to the subsequent space and the next player takes their turn.  Each player starts with a tableau of five cards, one for each action type, that details how each action can be performed, as well as the Conform/Dissent actions. The players also have a hand of cards, which come in two forms: action Upgrades or one-time Effects; each card also contains combat symbols.  The five basic actions are: Ritual (spending/removing followers to move up the Ritual track); Summon (producing Followers); Fortify (spending Followers to Build/Upgrade Forts); Manoeuvre (moving Units and/or Shaper, performing a conversion and then initial Conflicts); Develop (playing Development cards from hand, either to Upgrade actions or gain one-time benefits).

Nightmare Cathedral
– Image by boardGOATS

A player controls an area if they have a Fort present, or if there is no Fort and they have the most Units in the area. The board is also populated with a “neutral” player, called The Shadows, that can participate in conflicts and be Devoured for benefits. Each area is associated with one of four symbols, with the active symbol being determined by the turn marker (which changes every turn, cycling through each symbol). Certain actions refer to these symbols, for example when moving up the Ritual track, players must spend Units from areas matching the symbol on the next level of the track, or areas marked active by the turn marker produce if that action is selected. When producing Units by marked areas, the unit is produced by the player who controls the area, not by the active player.

Nightmare Cathedral
– Image by boardGOATS

A player may forgo the action on the card to draw two Development cards to hand. Each player may have up to two Dream (objective) cards at any time, and may complete them on their or another player’s turn provided they match the criteria at the appropriate time as specified on the objective card.  However, they may only draw new cards at a specific point in their turn from a display. Once the Cathedral is nearly complete, the Level II Development and Dream cards are mixed in with the initial Level I cards to provide enhanced benefits and more points. When a player initiates Conflicts, they get to choose which of the valid areas the Conflict(s) occur, and they do not need to participate in the conflict themselves.

Nightmare Cathedral
– Image by boardGOATS

To resolve a Conflict, the two players involved reveal a number of Development cards from hand—the number determined by the number of units present in the Conflict area (plus one if they also have a Fort). Each card depicts claws and shields: a Unit is removed for each claw that was not deflected by a shield. The winner of the Conflict is the player who has a Fort remaining, or, failing that, the most Units in the area; the looser must retreat all remaining Units to adjacent areas.  Each player starts with one action upgraded, drawn at random—each player drew an upgraded summons card.

Nightmare Cathedral
– Image by boardGOATS

Cobalt played first, and was able to complete one of his Dream cards immediately. In the first few turns, Byzantium managed to pin Cobalt in one corner of the board, which severely limited his ability to expand and produce Units, whereas Plum was able to grow relatively peacefully on the opposite side of the board. Byzantium, and to some extent Plum, were able to make use of their expansion to move up the Ritual track. Plum was also able to expand her Forts to several areas. Cobalt was able to upgrade his forts in the limited areas he controlled, as well as draw up to the hand limit of eight development cards over the first half of the game.

Nightmare Cathedral
– Image by boardGOATS

During the second half of the game, after the Cathedral was built and the Nightmares came out, Cobalt was able to make use of his Development cards (especially due to a very well timed fortunate draw) to control both Nightmares in a single turn to Convert and then Devour a sufficient number of his own Units to claim a high-scoring Dream card as well as ensure he had the most Devoured units for end-game scoring.  Unfortunately, this time, the group ran out of time so had to end the game early, stopping after everyone had completed an equal number of turns (time which Byzantium used to move up the Ritual track and Plum used to built a few more Forts).

Nightmare Cathedral
– Image by boardGOATS

Long before the game finished, it was clear that Cobalt was miles ahead and nobody was going to catch him.  Plum held on to he Dreams for too long, while Cobalt and Byzantium were better at completing theirs.  She did manage to get a Fort in the fourth corner of the map fairly early on which gave her somewhere to spawn her Units from, though.  Ending the game early meant players didn’t get to make as much of their Upgraded Action Cards as they might have done and there were cards left in hand which could have come into play with another few more rounds. As a taster game, it proved quite different, however, and deserving of another try sometime, as long as there is time to complete it.

Nightmare Cathedral
– Image by boardGOATS

Learning Outcome:  You are never too old to play “Spot-the-Difference”, but that doesn’t make you good at it.

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.