Tag Archives: ClipCut Parks

1st September 2020 (Online)

This week, the evening started with Purple and the “Silent Black” sharing their ice creams, and, as people started joining the meeting, they began preparing for the evening’s “Feature Game“.  This was to be ClipCut Parks.  This is a variant on the the recent “Roll and Write” style games that have been so successful when played remotely.  Like Second Chance and Cartographers, this is a Tetris-style game, but this time, instead of pens, players use scissors.  The idea of the game is that players have a sheet of paper which they cut pieces off, matching the shape, colour and any special features on their park cards.

ClipCut Parks
– Image by boardGOATS

The game comes with a pad of printed paper sheets, a deck of cards, one special red die, and four pairs of scissors.  Players start with two cards each, one paper sheet and a pair of scissors.  On their turn they roll the special die which tells everyone how many cuts they must make and and of what length.  Any pieces that are separated from their main sheet must be placed on one of that player’s pair of park cards, taking care to match any colours and symbols on the card.  When a player completes a park card, they get any bonuses associated with it and draw a new card from the deck.  Any pieces that cannot be placed, are screwed up and set aside to be used as a tie-breaker.  The first player to finish five parks is the winner

ClipCut Parks
– Image by boardGOATS

Clearly deck of Park cards was going to be a problem when playing remotely, so a few minor modifications were made to make the game work in our current circumstances.  Each player had a print-out including a numbered array of cards and one of each of the four different sheets (also numbered).  They then used a six-sided die to choose which sheet they were going to use and which Park cards they were going to start with.  So, as people arrived, this was explained and players began rolling dice and cutting out their chosen sheet.

ClipCut Parks
– Image by boardGOATS

Mulberry complained that the die that Blue had dropped round that morning appeared to be loaded as it kept giving her sixes, but otherwise, everyone had their starting pieces ready shortly after 8pm and were ready to start.  Once the rules had been explained, Pink began rolling the special red die and everyone else started scratching their heads.  Those with good spacial awareness are inevitably at an advantage in this game, and not cutting any fingers off helps too of course.

ClipCut Parks
– Image by boardGOATS

Amidst the quiet concentration, there were a lot of distressed comments at unhelpful die rolls together with plenty of moaning and general complaining as people struggled to make optimum cuts to give pieces of a useable size and shape.  Everyone seemed to struggle to get recycling and wildlife symbols where they needed them.  It wasn’t long before people were calling out as they completed their first parks though, and then, people were finishing their second and third, while some others were still struggling to complete their first Parks.

ClipCut Parks
– Image by Mulberry

Mulberry was quick to get her nose out in front, although others’ careful planning did help to reduce the deficit.  Pink, Green, Ivory and the Silent One were all close to finishing with some just one snip away when Mulberry called her fifth completed Park all too soon, and to the complete disbelief of some who were still a long way behind.  All in all, ClipCut Parks had a very different feel to the other games we’ve played, though it worked just as well.  Some people clearly felt they were just getting the hang of it when it ended, and in general, although everyone seemed happy to give it another go, the consensus was “some other time”.

ClipCut Parks
– Image by boardGOATS

Lime had had a really rough day, so took his leave and Mulberry headed off too.  Everyone else was keen to play something else though, so since Second Chance had just missed out last time, we decided rectify that.  This is another Tetrissy game, but this time with colouring in.  It is very simple:  players start with a nine-by-nine grid and a starting shape which they draw on their grid.  Then, two cards from a deck are turned over and everyone draws one of the two shapes anywhere on their grid.  If they can’t use either shape, then another card is turned over, just for them, and if they can’t use that either, they are eliminated.

Second Chance
– Image by boardGOATS

This time, a lot of the small pieces came out early.  This made things difficult for everyone because these pieces are best used for filling in the gaps left by the larger pieces.  As a result, there was a lot of moaning and then Ivory was the first to need a second chance.  Sadly, it was unhelpful and after the bonus for finishing first, he was knocked out leaving him unable to improve on his nineteen points.  Burgundy and Pine soon followed and eventually the game boiled down to a battle between Purple and Blue.

Second Chance
– Image by boardGOATS

Avoiding elimination is obviously helpful, but it isn’t everything:  the winner is the the player with the fewest empty spaces.  Purple and Pine finished with what might normally be a winning score of ten, however, somehow, the pieces had aligned for Blue and she finished with the remarkably low score of three to take victory.

Second Chance
– Image by boardGOATS

Pink was keen to play Crafty Badger, a recent arrival delivered from the US by Mulberry.  It has a very cute badger, but was ruled out for several reasons.  Firstly, the game is a memory game suitable for anyone above the age of three, but it wouldn’t play terribly well over Microsoft Teams.  Secondly, even with Ivory taking his leave, there were six players and the game only played four.  So, instead, we decided to play For Sale.

Crafty Badger
– Image by boardGOATS

For Sale is a fairly simple game that we’ve played a lot this year, initially in real life, but more recently, online through Board Game Arena.  The idea is that players first buy property cards through auction, then sell them trying to make as much profit as possible.  The cards are numbered one to thirty, with the higher the number the more desirable the property.  Once the properties have all been auctioned, fixed value cheques are revealed and players choose which property they are going to sell—the cheques are handed out with the largest going to the most desirable, and everyone trying to avoid the worthless void.

For Sale
– Image by boardGOATS

Players who pass during the auction stage, take the lowest available card and get half their bid returned, while the player who wins the auction pays their full bid.  Until last time, we have played by the more recent, Überplay rules where the returned money is rounded down.  Last time, however, we played using the original Ravensburger/Schmid, rules where the money returned was rounded up.  This gave everyone a little bit more money to spend and made passing early a little bit more lucrative.

For Sale
– Image by boardGOATS

Burgundy usually does really well in For Sale, but last time we played it, he had a really bad time which we partly blamed on this change to the rules. So this time, to give everyone else a chance again, we decided to stick with the new rules.  Despite this, normal service was resumed and although he ran out of money during the buying phase, Burgundy managed to pick up some very desirable properties including the most valuable, the space station.

For Sale
– Image by boardGOATS

The game isn’t only about buying; timing when selling is very important too.  So, the fact that Burgundy managed to take the largest cheque in three of the five rounds was partly the result of having good properties but also the result of playing them at the right time.  Either way, winning more than half the selling rounds was the main reason he ultimately finished with fifty-four points, four more than Black who took second place ahead of Pink in third.

For Sale on Board Game Arena
– Image by boardGOATS from boardgamearena.com

The night was still young and there was time for our now almost inevitable couple of rounds of 6 Nimmt!.  We now almost exclusively play with the crazy “Professional Variant”, which adds a whole new level of madness:  players simultaneously chose a card to play, then starting with the card with the lowest face value they add them to one of the four rows.  What makes this variant special is that the card is added to either end of the rows, whichever gives the smallest difference.

6 Nimmt!
– Image by boardGOATS

This adds a new layer of complexity, and, importantly, means that cards with low numbers are much more useful and can even be used to stymie others.  It also means that rows with the highest value cards are no-longer “dead” and can eventually get picked up when someone’s plans go awry.  Some say the game is pure luck, but there is definitely more to it than that, and with the “Professional Variant”, even more so.  The fact that some players generally do well and others generally do not so well, is proof of this.

6 Nimmt!
– Image by boardGOATS

Although he always claims it’s not the case, Pine is one who usually does well at 6 Nimmt!; while wins are definitely hard to come by, it is rare that he isn’t in the top three.  Purple, on the other hand, is often a bit of a card magnet.  This time she was first to pick up, and second.  In fact she was only saved from three in a row by Blue who had a bit of a nightmare too this time.  Inevitably perhaps, Purple triggered the end of a tough game in which Black ran out the winner with just seventeen.

6 Nimmt! on Board Game Arena
– Image by boardGOATS
from boardgamearena.com

Once is rarely enough with 6 Nimmt!, and a rematch is so east to set up on Board Game Arena.  This time, Black went from hero to zero, easily winning the race to the bottom and finishing with a spectacular minus fourteen.  Blue and Pink went the other way, with Pink remaining almost unscathed, finishing with sixty-one and Blue taking second place.  There was a little bit of chatter, but everyone was tired, so it was a (relatively) early finish.

6 Nimmt! on Board Game Arena
– Image by boardGOATS
from boardgamearena.com

Learning Outcome:  All public parks should have wildlife and recycling facilities.

Boardgames in the News: What are “Roll and Write” Games?

In the last few years, “Roll and Write” games have been everywhere, but what defines them and what let to the rise in their popularity?  Well, their roots lie in simple dice games, which are as old as the hills, but arguably the first “Roll and Write” game is Yahtzee, a game that is now a childhood classic.  Although the commercial game dates from the 1950s, the game is based on the older family of traditional games, including Yacht, Generala, Poker Dice etc..

Noch Mal!
– Image by boardGOATS

The idea is that players roll five dice to try to get specific combinations, re-rolling some, all or none up to three times.  These fall into different categories each of which can only be scored once and are crossed off on a scoring sheet.  This roll and re-roll mechanism has been used as the basis of many more modern games like Pickomino (aka Heck Meck), To Court the King and even Roll for the Galaxy, but these are not “Roll and Write” games, they are dice games.  More dice games with a “Writing” element, followed as well though.  These include Reiner Knizia’s Decathalon, the Catan Dice Game, and Roll Through the Ages: The Bronze Age with its subsequent series of games.

Roll for the Galaxy
– Image by boardGOATS

Perhaps the most influential game of this type, however, is Qwixx.  In this game, each player has their own score-sheet with four rows, numbered two to twelve, each in a different colour.  On their turn, the active player rolls six dice: two white and one of each of the four colours. The active player can mark off the sum of one white die and one coloured die in the row of the same colour, while everyone else can mark off the sum of the two white dice on any one of their four rows.  The catch is that the numbers must be crossed out in order: descending for the blue and green rows, ascending for the red and yellow rows.

Qwixx
– Image by boardGOATS

And that is the core that really makes a “Roll and Write” game:  the decision making.  While there is no industry recognised definition, it is widely understood that games that fall into the “Roll and Write” category have the following key characteristics:

  • A randomiser: traditionally dice, but some games use cards etc.;
  • A key element of decision making;
  • Individual work sheets, which are more than just a score pad.

Qwixx was published seven years ago, and was popular in its own right receiving a nomination for the Spiel des Jahres award in 2013.  Its legacy, however, is the way it helped to open the door for other games in the genre.  Noch Mal! (aka Encore!) followed in 2016 and in 2018, “Roll and Write” games really took off.  Yahtzee, Quixx and Roll Through the Ages have now been followed many other very popular and successful games including, Welcome to…, Ganz Schön Clever! (aka That’s Very Clever!), Railroad Ink, and Cartographers: A Roll Player Tale.  Between them, these games have received two Kennerspiel and two Spiel des Jahres nominations.

Ganz Schön Clever
– Image by boardGOATS

There are now, hundreds of “Roll and Write” games available and new games continue to arrive, each with their own twist: some based round rolling dice, some involving a deck of cards, and there are even games now that involve cutting out!  But what is the appeal, and why the sudden growth in this genre?  For the publisher they are obviously cheap and relatively easy to produce, often needing little in the way of complex or bespoke components.  In a squeezed market this is very important.  For designers they are easy to prototype and many of these games are relatively easy to play-test too.  This is because they can often be played solo, and the mathematics of probability are well understood (by mathematicians at least).

Cartographers: A Roll Player Tale
– Image by boardGOATS

For gamers, the low price of these games means financial investment is typically small.  They are usually quick to learn and don’t over-stay their welcome either, which means they are low risk and if they “click” they also can see a lot of table time.  They are easy to play remotely too, because players just need pens and a work-sheet each, and access to a web camera.  And thus, the timing of the rise has been serendipitous: with so many people stuck at home this year, “Roll and Write” games are really coming into their own now.  It remains to be seen whether their popularity will continue into 2021 and beyond.

Noch Mal!
– Image by boardGOATS