Tag Archives: Cottage Garden

Essen 2017

It is that time of year again when the gamers’ minds turn to Essen and – The Internationale Spieltage.  To Gamers worldwide, Essen is synonymous with the largest games fair in Europe and, arguably, the world.  The fair runs Thursday to Sunday in mid/late-October every year and is the one of the biggest and most significant of all the boardgame conventions with many new releases and timed to coincide with the end of October.  This year the first day will be this Thursday, 26th October and games, publishers and their wares are all making their way to Germany for four days of fun and games.

Essen
– Image from merz-verlag-en.com

Last year several of the group went, and they came back with a lot of expansions for well-loved games like Istanbul, Colt Express, and Orléans and picked up some new games like Key to the City – London, Ticket to Ride: Rails & Sails and Cottage Garden.  This year, new games include Queendomino, Indian Summer, Altiplano and Keyper, with expansions to old favourites like Isle of Skye, Imhotep, Ticket to Ride, Terraforming Mars and Splendor as well.  Once again, several locals are going and they are sure to bring back some interesting toys to play with over the coming months.

Keyper
– Image used with permission of designer Richard Breese

2nd May 2017

With the inevitable pizzas mostly dealt with, we started the evening with one of Red’s “silly little games from Germany”.  Tarantel Tango (aka Tarantula Tango) is a daft little “get rid of your cards” game with the addition of animal noises.  The idea is that each player starts with a deck of face down cards which will be placed face up in one of five piles located around a central pentagon.  On their turn, the active player first makes a noise in response to the animal and number of spiders on the previous player’s card before placing their own card in a location dictated by the number of animals on the previous player’s card. Thus if a player’s card depicts one donkey and a spider the next player says, “Eee-ore” and places their card on the top of the next pile.  If the card had two donkeys, the card would be placed on the next pile but one, on the other hand, if there were two spiders, the player would have to make a double animal noise, “Eee-ore, Eee-ore!”

Tarantel Tango
– Image by boardGOATS

Simple enough, but things were confused by the fact that the animal art was like something from a Tim Burton Film, so it was easy to confuse them.  Also, according to the rules, a cow says “Moo-moo” (not “Moo”), which means with two spiders the active player must say, “Moo-moo moo-moo” – something that it is easy to forget when a noise must be made and a card played in less than two seconds, under the pressure of everyone else’s gaze.  Worse, some cards have no spiders at all which means the player must remain mute.  The penalty for failing to make the correct noise or put the card in the right place is to pick up all the cards on the table.  A similar penalty awaits when a Tarantula Card is played – everyone must slap their hand on the table and woe-betide the player who is last…

Tarantel Tango
– Image by boardGOATS

Once Red had roped Pine and Ivory into her madness, they were joined by Pink and Blue who read the rules  out.  Black’s comment from the next table was that it would take ages, but neither he nor Purple could be persuaded to join in, so with Burgundy still finishing his pizza everyone else started, what they thought would be a quick bit of fun.  It seemed like ages before the first person had to pick up cards and before long it looked like Pink had it in the bag with just three cards left.  Unfortunately, the stress of being so close meant he inevitably tripped over his words and gathered a large pile of cards as a consequence.  Ivory was next and managed to reduce his hand to just one card before making his mistake.  From here everyone took it in turns to reduce their stack to small handful of cards, but fail to actually get rid of the final few, by which time Purple was in such fits of laughter she was practically soiling the furniture.  It had been a lot of fun, especially at the start, but we were all quite pleased when we could finally move on to something else, so there was relief all round when Pine finally managed to get rid of his last card successfully.

Tarantel Tango
– Image by boardGOATS

With the gratuitous silliness over, we split into two groups, the first of which consisted entirely of people who hadn’t eaten any pizza and fancied making up for it with the pizza based “Feature GameMamma Mia!.  This is an unusual little card game designed by Uwe Rosenberg of Bohnanza fame (as well as designer of games like Agricola, Le Havre and the more recent Cottage Garden).  Everyone in the group likes Bohnanza, but Red is especially fond of it and was particularly keen to give this one a go.  Uwe Rosenberg has a liking for unusual mechanisms in his card games and Mamma Mia! is no exception.  The idea is that players are trying to fulfill pizza orders by first putting toppings in the oven and then sneaking their order cards in on top before another player does the same and claims the toppings for their order.  So, each player has a deck of personal order cards and a random hand of toppings.  On their turn, each player must place at least one topping card in the oven pile (all the same type) and may follow it with an order card if they choose.

Mamma Mia!
– Image by boardGOATS

All cards are placed face down so players have to try to remember what cards have been played.  Once a player has placed cards in the oven, they draw back up to the hand limit of seven, but the catch is that cards can only be drawn from either the ingredients pile or their own personal order pile.  This is very clever because players have a hand limit of seven and this is something that needs to be handled with care: order cards are needed to give a target to aim for, but too many and there isn’t enough space to hold enough ingredients to build sets.  Just to add to the challenge, we included the Double Ingredients mini expansion which adds a small number of cards which contribute to toppings instead of one.  Black and Purple had played the game before, but it was completely new to Pine and Red and it took a little while for them to get their heads round it.

Mamma Mia!
– Image by boardGOATS

Pine (who’s special ingredient was chili) cleared himself out in the first round taking an order for “Pizza Bombastica” (with at least fifteen toppings) and struggled to get back into the game.  Black (special ingredient pepperoni) on the other hand failed to place orders for any pizza in the first two rounds, instead, as Pine pointed out, “Saved himself to make ‘Quality’ pizza!”  Meanwhile, Red (with mushroom as her special ingredient) was very confused and was struggling to understand what was going on.  This was a feeling that wasn’t helped when Pine requested a “Pineapply-looking-olive” in the final round.  Despite her evident confusion, Red was definitely proving to be the “Queen of Pizza”, a title that also earned her accusations of “card counting” (something she might have tried had she understood what was going on).  In the final accounting, Red finished with seven orders, three more than Purple who had played a quiet, but very effective game making good use of her special ingredient (olives).

Mamma Mia!
– Image by boardGOATS

While the pizzaioli were busy making pizza, the other group (consisting predominantly of pizza eaters) were settling into a game of Last Will.  This is a game we’ve played before, but that was nearly two years ago, so it required a recap of the rules.  Last Will is basically the boardgame equivalent of the 1985 film “Brewster’s Millions”.  The story goes that in his last will, a rich gentleman stated that all of his millions would go to the nephew who could enjoy money the most.  In order to find out who that would be, each player starts with a large amount of money, in this case £70, and whoever spends it first and declares bankruptcy is the rightful heir, and therefore the winner.  The game is played over a maximum of seven rounds each comprising three phases. First, starting with the start player, everyone chooses the characteristics of their turn for the coming round from a fixed list by taking it in turns to place their planner on the planning board. This dictates the number of cards they will get at the start of the round, the number of “Errand Boys” they will be able to place, the number of Actions they will get and where they will go in the turn order.

Last Will
– Image used with permission of BGG contributor PaulGrogan

Inevitably, this is a compromise, so choosing to go first when placing Errand Boys, might guarantee the action of choice, but will only give one card at the start of the round and crucially, only one Action.  On the other hand, choosing to sacrifice position in the turn order could give three or four Actions.  Since all but two cards are discarded at the end of the round and Actions must be used or lost, this decision is critical.  Actions are important, but so are Errand Boys as they allow players to control the cards they are drawing as well as manipulate the housing market and increase the space on their player board.  The heart of the game is the cards, however, which are played in three different ways:  as a one off (white bordered cards); on a player’s board where they can be used multiple times (black bordered cards) or as a modifier (slate bordered cards) which enable players to spend more when black or white bordered cards.  Thus, White bordered “Event Cards” cost a combination of money and Actions to play, but once played, are discarded. In contrast, Black bordered cards cost at least one Action to play, and occupy space on the player’s board, but are kept and can be activated once in each round.

Last Will
– Image used with permission of BGG reviewer EndersGame

Black bordered cards come in three different types: “Expenses” which allow players to spend money; “Helpers” which additionally allow give players some sort of permanent bonus, and “Properties” which are by far the most complex cards in the game.  Properties are an excellent way of spending money as they are bought for a given amount and will either depreciate every round, or will require maintenance which can be expensive. Unfortunately, players cannot declare bankruptcy if they have property and must sell them.  This is where the property market comes in:  one of the possible errands is to adjust the property market, so if a property is bought when the market is high and sold when it is low, this is another possible avenue for losing money.  At the end of the round, everyone reduces their hand to just two cards and loses any left-over actions, which puts players under a lot of pressure as it makes it very hard to plan.  So the game is an unusual mixture of timing, building card combinations, strategy and tactics.

Last Will
– Image used with permission of BGG contributor bswihart

Burgundy went first as he was the last person to pay for something – he paid for his pizza while everyone else had put their purchases on a tab.  The random draw meant everyone started with £120 (in poker chips), making for a slightly  longer game. Only Ivory hadn’t played it before, but it was such a long time since Blue, Pink and Burgundy it was only a vague memory, and none of them felt they had ever really fully understood the game.  Inevitably therefore, there was plenty of moaning and groaning from Burgundy and a lot of puzzled expressions from Pink.  Accusations of “winning moves” were aimed at Blue (accompanied by appropriate denials) when she was the first to take her dog and a chef on a Boat Trip and then bought herself a small mansion.  Property is the key, as it is expensive to buy and either costs to maintain or depreciates, however, it must be sold before a player can go bankrupt.

Last Will
– Image used with permission of BGG contributor Toynan

Maintenance costs or depreciation alone are not sufficient to ensure a player spends enough to win, so players need to find a away to make their properties cost more.  Blue first added a Steward (who enabled her to carryout maintenance on a property without needing an action) and then an Estate Agent to her portfolio.  This latter was particularly useful as it enabled her to over pay for property by £2 when buying and sell for £2 below market value.  Meanwhile, Ivory had bought a couple of valuable farms to which he added animals, then he maximised his outgoings by adding a Training Ground.  Not though want of trying, but Pink was the only one who failed to get a helper who would provide an extra action.  Instead, he had to make do with a two Hectic Days (which gave him extra actions) which he coupled with visits to the Ball.  The first of these was very effective, the second less so.  By this time he was beginning to run out of space on his player board, so Pink then decided to get an extension to his player board, but Ivory had other ideas and kept taking it first, much to Pink’s disgust.

Last Will
– Image used with permission of BGG reviewer EndersGame

While all this was going on, Burgundy was muttering away and shaking his head ominously, quietly buying properties, and making reservations at restaurants with occasional trips to the theatre or trips on the river.  As the game entered its final stages it was becoming clear that it was Ivory who had really got to grips with the game though.  The extra messenger card came up and, as everyone had other things they wanted to do, he took it cheaply which gave him a little extra flexibility in his options.  Blue and Burgundy had began selling properties first, leaving them with a lot of cash to get rid of.  In contrast, although he had no money left, Ivory still had to sell his farms and dispose of the income before he could actually go bankrupt.  Despite Burgundy and Pink’s best efforts to get in his way though, Ivory just made it, finishing £1 in debt.  Nobody else could match that, with the Blue the closest with £16 credit.

Last Will
– Image used with permission of BGG contributor CellarDoor

Mamma Mia! finished long before Last Will, and the group were looking for something else to play.  Blue (from the next table) suggested they might like to try Indigo, which she described as “a bit like Tsuro but backwards”.  Tsuro is a simple “last man standing” game where players take it in turns to place a tile in front of their stone and move it along the path.  Indigo is also a game of moving stones, however, instead of trying to keep one stone on the board, players are trying to move different coloured stones off the board through their own “gates”.  There are other differences too, for example, the tiles are hexagonal rather than square and instead of choosing which tile to lay from a hand of three, tiles are drawn at random.  To make up for the random draw, players can place tiles anywhere they like, which enables players to try to build routes from their gates to stones, rather than the other way round.

Indigo
– Image by boardGOATS

One of the cleverest parts of the game is its semi-cooperative nature – with four, players share their each of the gates with one of the other players.  This introduces an interesting tension between working with other players while simultaneously competing with them.  So, as Purple commented, players that don’t work together get nothing.  Black, on the other hand, was quite taken with the pretty patterns the tiles made on the board.  It was quite a tight game throughout – since stones are stored secretly and have different values, it wasn’t easy to be certain who was in the lead.  In the event, the lead probably swapped several times, and the game finally finished in a tie between Black and Pine, both with ten points, with Red following on in third, three points behind.

Indigo
– Image by boardGOATS

Last Will was still underway, so the hunt resumed for another game, and Blue suggested Pueblo.  Although a slightly older game, this was a recent acquisition and Pink had met pine when he collected it from the village Post Office.  Although he hadn’t known precisely what it was at the time, the rattle had given away the contents as a boardgame.  Pueblo has a very robust rattle as it consists of lots of very solid plastic pieces.  It is one of those games that is quite different to anything else; Blue and Pink had played it quite a bit out in the garden over the weekend and thought the others might like to give it a go, especially as it was simple enough to play from the rules.

Pueblo
– Image by boardGOATS

Each player has a set of coloured pieces and a matching number of neutral pieces.  These are paired up to make a cube consisting of one coloured and one neutral piece.  On their turn, the active player places any unpaired pieces they may have on the grid shown on the board.  If they don’t have any unpaired pieces, then they break up a cube and choose which half to play.  Once they have placed a piece, the active player moves the Chieftain along the track around the edge of the board.  They can choose whether to move him one, two or three spaces, after which, he looks at the building along the grid lines and scores any coloured bricks he can see.  At the end of the game, the Chieftain makes one last trip round the board and the player with the lowest score at the end wins.

Pueblo
– Image by boardGOATS

The game was quite close, and everyone felt that the idea was great but that the game play was not as exciting as it sounded.  Unfortunately, everyone also suffered a bit from “Analysis Paralysis”, and as a result, the game felt like it dragged, a problem that was undoubtedly made worse playing with four than with two.  This is because with two there is just one opponent and the game becomes one of cat and mouse; with more players this tension is diluted.  As the game progressed, it seemed to drag more and more, so the final trip round the track was dispensed with leaving Pine the winner, just two points ahead of Purple.  With that over, and Last Will coming to an end, Pine, Purple and Black headed off for an early night leaving Red to watch over the final moves before it was time to for everyone else to head home too.

Pueblo
– Image by boardGOATS

Learning Outcome:  Games that are a hit for some players are not guaranteed to work for others.

21st March 2017

As usual, we started with a debate about who would play what.  Green picked out a load of games he fancied, including The Voyages of Marco Polo which he had only played the once before and fancied playing again.  Blue commented that it was the sort of game that Ivory would probably enjoy and with Black having spent quite a bit of time playing it online, he joined the others to make a trio.  The Voyages of Marco Polo, won the Deutscher Spiele Preis in 2015 and was designed by the same pairing that put together Tzolk’in: The Mayan Calendar, another game we have enjoyed recently and is a game we should play more often.  The game is played over five rounds with players recreating Marco Polo’s journey to China via Jerusalem and Mesopotamia and over the “Silk Road”.  Each player has a different character and special power in the game.  Each round, the players roll their five personal dice and can perform use them to perform one action each per turn.  The actions include:  gathering resources, gathering camels, earning money, buying purchase orders and travelling.  The game ends with players receiving victory points for arriving in Beijing, fulfilling the most purchase orders, and having visited the cities on secret city cards that each player gets at the start of the game.

The Voyages of Marco Polo
– Image used with permission of BGG contributor henk.rolleman

Last time he played, Green had been very successful with Kubilai Khan.  This time, after dice rolling to see who started, Green got to go first, but although he had the opportunity to take Kubilai Khan again, he decided to go for a different challenge.  So this time Green went for Matteo Polo giving him the white dice and the extra contract every round.  Ivory was next and went for Mercator ex Tabriz, a potentially powerful character which would give him an extra resource every time anyone else got one from the favour track or resource selection track. Black, having played often online, opted for Kubilai Khan and starting from Beijing with the immediate ten point bonus, but no other advantage. The fourth character that was rejected by all, was Wilhelm von Rubruk who allowed the player to place houses on cities they passed through without the need to stop (Black commented afterwards that this was a a very difficult character to be successful with).  Next, each player received four destination cards from which to choose two.  With many groans of dismay everyone quickly discarded one card they felt was all but impossible to complete and then had to choose the worst of the remaining cards for the second discard. No one felt very happy with their selections, but the cards dictated the strategies.

The Voyages of Marco Polo
– Image used with permission of BGG contributor jsper

For Green the strategy was simple, get as many contracts completed as possible and not worry too much about travelling.  However, some of the contracts provided extra free movement on completion, so with minimal travelling some of the cities could be completed.  For much of the game Green and Ivory laboured under the false understanding that only one contract could be completed per round. This meant that after he had secured the resources he needed for his one contract, Green was left with some “spare” actions, which he decided to use for travelling and money collection. It was only at the end of the penultimate round that Black corrected their misunderstanding and that although only one contract could be completed per turn, several could be done per round!  It was all a little too late for Green though. The extra free contract he got in the last round was a doozy, giving him another new contract when completed, but only yielding three points. Unfortunately the new contract released was also low value at only two points (although it was then easy to complete).

The Voyages of Marco Polo
– Image used with permission of BGG contributor henk.rolleman

Meanwhile, Black quietly got on with his game, regularly choosing the six camel resource and buying black dice to travel slowly from Beijing, down the board, and releasing the three action city. He used this to good effect gaining lots of purple resource bundles for contracts. It was while activating one of these city actions he revealed that the number on the die used indicated the number of times it could used. Cries of foul play came from Green and Ivory. Green had used a four spot on the “coins for houses” action before and Ivory would have used his six die on it this round instead of the five coin action space. Black scurried to the rules and discovered that for this “coins for houses” action, it was the number of houses which could be claimed for by the die. In other words, he could use a die of two to claim only two houses even if he had three.  A player would need a three spot die to claim for all.  So in the end, nothing changed for Ivory and Green, though it was something to try to remember for next time.

The Voyages of Marco Polo
– Image used with permission of BGG contributor henk.rolleman

Ivory decided that money was important and regularly placed his die in the purse and the “five coin” action. He was able to do because he was gaining so many resources from Black and Green’s actions, thanks to his special character.  This kept his contracts ticking over and he managed to travel around the board and complete all but one of his cities and get to Beijing. This left him with with a dilemma in the final round:  he needed a high value die and used his spare camels to provide a black, but only rolled a one.  Green gave him another camel (thanks to his resource collection).  So Ivory placed in the favour track for two more and bought another black die, this time rolled a three…  In the end he decided to just take coins to try to get an extra point.

The Voyages of Marco Polo
– Image used with permission of BGG contributor punkin312

It was moot in the end.  Green managed seven contracts in all, one more than Ivory and two more than Black, so Green got the seven point bonus after all. With twenty-nine coins at the end he was one short of an extra bonus point, though it wouldn’t have been enough.  Black had made a mistake in his travelling and not got the cities he meant to – he failed to get one of his cards and only built two houses.  Despite this, his ten point bonus for Beijing and several high value contracts gave him second place.  Ivory had had a great game though, picking up six contracts, taking second place in Beijing, completing one city card and taking a full 10 points from four cities in total.  It was more than enough to give him a three point lead and win the game. Ivory decided that Blue was right, he had really enjoyed The Voyages of Marco Polo.

The Voyages of Marco Polo
– Image used with permission of
BGG contributor bovbossi

On the neighbouring table, Blue, Burgundy, Purple and Pine had started off with the “Feature Game”, Habitats,  This is a very light tile laying game, which comes with small ceramic animals instead of the more usual wooden player pieces.  There are a lot of tile laying games available, but there are a couple of things that make this one a little different.  Firstly, tiles selection:  there is an array of tiles and on their turn, players move their ceramic animal one step forward, left or right and take the tile it would have landed on and add it to their park.  Players can add their tile almost anywhere they want, so long as it borders at least one other tile.  The second unusual aspect of the game is the scoring:  tiles feature an animal and a terrain, but to score they most be surrounded by a set number of other given terrain tiles.  The game is played over four rounds with bonuses after the first three and final scoring at the end of the game.  Pine, with his orange Camel started out very strongly making him a bit of a target, however, although there is plenty of interaction, it is quite difficult to interfere with their plans a lot.  Burgundy started a little slower, but soon got his “extremely correct little Zebra” picking up tiles he wanted (as Pine said, “All zebras have a Hitler moustache and pink ears, don’t they?”).

Habitats
– Image used with permission of BGG contributor punkin312

Purple and her Penguin got a little trapped in the early stages, but got herself out of the mess quite quickly.  The bonuses were for the most different landscape tiles in the first round, different numbers of areas in the second and for a small compact park in the third.  They didn’t really seem to add much to the scores though, and with hindsight, some players might have done better ignore them completely as it is possible they were more of hindrance than a help since the most anyone got was five points (Pine and his orange Camel).  That said, the final scores were quite tight, with Blue and her yellow Leopard finishing just five points ahead of Pine who took a solid second.  On reflection, the difference was Blue’s effective use of Diagonal Tower tiles which allowed her to double score a lot of her animals.  Interestingly, the most recent edition of Spielbox had had a review of Habitats and they had been decidedly unimpressed.  While we agreed that it was quite a light game and certainly wasn’t long, the over-riding view was positive and Burgundy, summed it up when he commented, “Quite liked that”.

Habitats
– Image by BGG contributor styren

The Voyages of Marco Polo was still underway on the next table, so the group decided there was time for something else.  Pink had wanted to play Cottage Garden at the last Didcot Games Club meeting, but the number of players had been all wrong, so he had played it with Blue over the weekend.  Since it was fresh in her memory, there was a good chance of getting the rules right.  In any case, like Habitats, it is a fairly light tile-laying game, basically the boardgame equivalent of Tetris.  Cottage Garden is similar to the earlier, two-player game, Patchwork, but with a slightly different front-end and scoring mechanism.  The idea is that at on their turn, the active player chooses a tile from the appropriate row of the square “market garden”, and add it to one of their two flower beds.  If they have completed one or both of their flower beds by the end of their turn, then they are scored.

Cottage Garden
– Image used with permission of boardgamephotos

Scoring is a little unusual:  each flower bed (and some flower tiles) feature plant pots and cloches these are scored separately using players personal score tracks.  Each track ends at twenty and each player has three cubes they can use for scoring.  Placing tiles is facilitated by pussy-cats;  each player starts with two sleeping moggy tiles which they can place at any point on their turn to fill up odd spaces and keep the game moving.  The “market garden” is really quite interesting, though with four it can feel a little random.  The gardener moves round the board so that players choose tiles from successive rows, the idea being that players try to take a tile and plan what they might get next time.  This planning is quite difficult with four though as there is a high chance that a player’s next tile will have to be taken from a row diagonal or orthogonal to their previous one which means it is highly likely that someone will have taken what they want.  So, for the most part, the game is quite simple, with a lot of depth.  However, the final round is a little more tricky and jars a bit.

Cottage Garden
– Image used with permission of boardgamephotos

To ensure that anyone who has just started new flower beds doesn’t have a large advantage (due to the number of extra moves they would otherwise get), any beds with two flower tiles or fewer is discarded, and from the start of the final round players painfully lose two points per turn until they finish their final bed.  Again, Pine made the early running picking up two bonus beehive points for being the first player to get one of his markers to twenty points.  Blue wasn’t far behind though and just pipped Purple and Burgundy to the other beehive bonus.  One of the really nice things about this game is its rendition and we all had a good time playing with the little wheelbarrow.  Although Purple had played Patchwork quite a bit, spacial awareness is not really her thing and she and Burgundy struggled a little.  Blue on the other hand, works a lot with symmetry and with the extra experience she soon began to catch Pine and by the end of the game had pushed him into second place.

Cottage Garden
– Image used with permission of boardgamephotos

The most recent edition of Spielbox had also included a review Cottage Garden which had received similar treatment to Habitats.  Although we enjoyed the latter more, weconcluded that Cottage Garden wasn’t a bad game, but the penultimate round dragged a little and the final round felt a bit odd.  There’s also no development of the game over it’s duration, i.e. each player is just trying to fill as many beds as possible doing the same thing over and over again, which can make it feel a little repetitive.  That said, Blue felt she had enjoyed it more as a two-player game over the weekend as there is more scope for planning, so it is possible that four is too many players.  Indeed, nearly 70% of voters on Boardgamegeek are of the opinion that the game is best with three, and that could be a fair conclusion.

Cottage Garden
– Image used with permission of boardgamephotos

With The Voyages of Marco Polo coming to an end as well and lots of people quite tired, there was just time for Blue to have another go at beating Burgundy at Splendor.  This has become and almost fortnightly grudge match, with Burgundy proving to be almost impregnable.  This simple set collecting, engine builder is often derided as boring and trivial, yet it is the simplicity coupled with the subtitles that seem to make it so compelling.  As is so often the way, Blue started off OK, but this time very quickly fell behind.  Burgundy quickly picked up a noble, and although Blue took one as well, and had plans for picking up points, the writing was on the wall long before Burgundy took the third noble and announced he had fifteen points.  Blue will have to bring her A-game if she is ever to beat her “Splendid Nemesis”.

Splendor
– Image used with permission of boardgamephotos

Learning outcome:  Spielbox isn’t always right.

Essen 2016

It is that time of year when, the leaves fall from the trees and gamers visit Germany.  No, Oktoberfest isn’t the draw (that happens in September anyhow), this is an altogether different annual German “festival” – The Internationale Spieltage, which is held in Essen.  To Gamers worldwide, Essen is synonymous with the largest games fair in Europe and, arguably, the world.  The fair runs Thursday to Sunday in mid-October every year and is the one of the largest and most significant of all the boardgame conventions.   As such, many of the manufacturers plan their biggest releases for October with their debut at the Fair.

Essen
– Image from merz-verlag.com

Last year there was a bit of a paucity of new games and it seemed to be all about expansions.  This year, while there are still plenty of expansions for well-loved games like Istanbul, Colt Express, Orléans and Ca$h ‘n Guns etc., there are also a lot of new games based on old favourites.  For example, there is Key to the City – London (which has a lot of elements of one of our favourite games, Keyflower), Jórvík (an update and re-theme of Die Speicherstadt), X Nimmt! (a variant on the popular but chaotic 6 Nimmt!), and the latest incarnation of the Ticket to Ride series, Ticket to Ride: Rails & Sails.  There will be plenty of other interesting original games too though, including The Oracle of DelphiA Feast for Odin, Cottage Garden and The Colonists.  Several members of the group are going this year, and they’ll no doubt bring back lots of exciting new toys to share with everyone.

Essen
– Image used with permission of BGG contributor Gonzaga