As it was our twelfth birthday party, lots of people arrived early for pizza (or an amazing Mixed Grill in the case of Lime and some lovely veggie curry and fiery chilli for Pine), followed by GOAT cupcakes. While everyone waited for food, arrivals from Essen were handed out, including Nucleum, Faraway and Flamme Rouge expansions; Let’s Go! To Japan and Cascadia mini expansions, and Die Wandelnden Türme (aka Wandering Towers), Keyflower and Dixit promotional items. There was a lot of chatter too, about flooding, pot holes, the 34 road closure, full car parks and water leaks, as well as Essen. Indigo and Navy weren’t eating, so had a play with Villagers while the others entertained themselves. This is a card game where players “Draft” Villager cards from a market (called the Road) and then add them to their Village.
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Some Villagers have prerequisites before they can be “Built”. These are cards that must exist in the player’s Village before the Villager can be added on top to make a chain, cards that must be unlocked by paying money to other Villagers in their own Village, someone else’s Village or the Bank. Some cards allow players to draft extra cards, while others enable players to Build extra Villagers and Special Villagers give powerful special actions. Twice during the game there “Market” Phases when players get income from their cards, and the player with the most money at the end of the game is the winner. Somewhere along the lines, Indigo and Navy had a bit of a rules malfunction, and as everyone else had already started the now traditional birthday “Feature Game“, Crappy Birthday, they abandoned Villagers.
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Crappy Birthday is a party game where players give each other comedy birthday presents and the recipient has to decide who gave the best and worst gifts. We play a slight variant of rules as written, where we play a single year of birthdays with each gamer getting one turn to receive gift cards from everyone else from their hand of five cards. With lots of players the pile of gifts can get quite substantial and this time everyone was getting thirteen gifts to decide which was the best and which was the worst. The players who gave these then received a point for knowing the recipient so well and the player with the most points at the end of the year is the winner.
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One of the reasons this game is so fun is that we learn a bit about each other. Pink went first as his real birthday was next. He liked the idea of an Easter Island Mo’ai for the garden (not that Blue was so impressed with the idea), but disliked the idea of cave scuba diving. Plum chose a haunted castle as her favourite (because she loves castles), but pulled a face at the idea of earlobe stretching rings. Purple had the matching neck rings, but these weren’t her least favourite gift, that was a giant swing ride, while she loved the idea of a penguin collection. Byzantium showed his environmental credentials by picking a Global Warming Study as his favourite, while eschewing Jade’s wing suit dive gift.
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Teal felt that trees were quite beautiful enough without being carved, but really liked the idea of a ride-on bike mower. Jade wasn’t a fan of Cobalt’s offering of Polka lessons, but loved the idea of trip to Mars from Sapphire, while Sapphire felt “perkiness training” wasn’t something he really needed, but the thrill-seeker loved the reciprocal gift from Jade, a roller-coaster ride. Lime fancied a three day festival trip, but wasn’t keen on a week eating nothing but Spam. Blue didn’t fancy the creepy baby sculpture to go with the Mo’ai, but fancied Pink’s gift of a Safari (provided she had time to train for the walking element). Ivory didn’t feel his life would be improved by a free satellite TV dish, but always one to send his meeples into space in Tapestry, grasped the opportunity to join them with a space walk.
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It turned out that Navy has a problem with bees, so Teal’s gift of a bee keeping which he personally would have loved, didn’t go down well, but much to Pink’s surprise, his gymnastics camp was received really well. Indigo was quite abrupt in her negative response to the idea of paparazzi following her about, but liked the idea of exploring a volcano while Cobalt didn’t feel he needed his soul to be searched, but fancied flying lessons. The final birthday of the year was Pine, who didn’t get his usual pile of horses and meat, instead getting the opportunity to run with the bulls, which having known someone who had done it and been gored, wasn’t something he fancied. Pine’s favourite was Larry the Lobster (not that he has space in his garden for him), one of the Big Things of Australia, that Pink and Blue happened to see on their visit there last year.
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Lime was the last to break his duck and was very pleased not to end the game without scoring any points, indeed, nobody finished with the dreaded bagel, which was nice. The runniest of run-away winners was Teal though, with five successful (or unsuccessful) gifts, with Pink and Cobalt joint runners up with three. It was interesting though, this time there were quite a lot of gifts that people gave “in error” where as Teal commented, he “Gave pressies he thought people would like, but they all hated them!” With the birthday formalities dealt with, there was time for something relatively short. First up was Jade who was very keen to give his new Faraway expansion, Le Peuple du Dessous (aka The People Below).
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Faraway is a fairly simple little game, but one that really messes with your head: players play cards from their hand of three, adding them to a row of cards, left to right, but at the end of they score the eight cards from right to left. The Peuple du Dessous expansion adds just seventeen cards, but these include the Guides and the Three-Eyed Ones, two new Peoples with more opportunities to score, as well as giving enough cards to play with seven people. This time there were only five though, with Sapphire, Byzantium, Indigo and Navy joining Jade. Navy and Indigo were new to the game and, as usual, it took a little bit of getting used to. That said, the both did really well with Indigo ending up with seventy-seven points, four more than Sapphire in second with Navy taking third, just one point behind.
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Navy and Indigo headed off and took an early night, but the other three had to wait for Plum who’s game on the other side of the room was ongoing. Faraway is a fun little game though and the expansion adds a little more, so the trio decided to give it another go. This time, Byzantium was the victor with seventy-three with Sapphire the runner up again. Meanwhile, Blue, Pink, Pine and Teal, got out Bohnanza. This is a game that is generally popular with the group, though Teal had somehow only managed to play it the once almost six months ago. This is a very simple card game, albeit slightly convoluted and very unpromising when explained, but the key is that players must not rearrange the cards in their hand.
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On their turn, players must plant the first card in their hand in one of their two been fields and may plant the second if they choose. They then turn over two cards from the deck, which must be planted before the player can move on. Fields can only contain one bean type, but beans can be traded, or even gifted, and it is the trading and negotiation that makes the game such fun. Once the two cards on the table have been planted, players can trade from their hand, but again all traded cards must be planted. Players can harvest Fields at any time with some of the bean cards dug up becoming money and larger Fields giving more money and at a better rate.
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Blue took some high valued Garden Beans and then sold them off to buy a third Bean Field, causing a lot of confusion for Pink who couldn’t believe it when they kept appearing even though there were only six in the deck. Teal scored well from his Chilli and Wax and Soy beans, while Pine and Blue ended up in competition for Green Beans. This time with just four, the scores were a little more varied, but Blue was the clear victor with twenty-five Bohn Thaler, five more than Pine who came second. The final game of the evening was Villagers, which was getting another outing on the other side of the room with Cobalt leading Ivory, Purple and Plum.
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After a reminder of the rules, Purple started and grabbed the Carpenter then Cobalt went next taking the Blacksmith. Both of these guaranteed their owners an income of coins (and hence points) at the expense of other players paying to use them. However, this did mean that they fell behind on building an engine to Draft and Build more cards (which Plum and Ivory focused on). From there, the first half of the game went quite quickly with everyone focusing on building their engine. Ivory managed to get a Wine Trader using a Monk as a Graper, as well as playing a Scavenger, enabling him to take slender lead after the first scoring, although the scores were all very close.
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In the second half of the game, Purple and Cobalt were beginning to have to make tough choices, being unable to play as many cards as they would like and not having the building cards they needed, which were also hard to come by. However, they continue gaining coins from all players. Purple had to discard quite a few cards to get starter cards which slowed her down a little, though Plum and Ivory were able to quickly get to the position to Draft and Build the max number of cards allowed; Plum in particular seemed to always have a fist full of cards. As the game progressed, more people began taking cards that others might want, with Cobalt taking Wool cards that might have been of use to Purple or Ivory. Ivory, however, was actually more focused on getting a second Vintner, already having a second Wine Trader in hand.
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Towards the end of the game, there was face down Grape card which Ivory debated taking a gamble with, but decided not to take the risk. Inevitably, when it was flipped over it turned out to be Vintner and Plum grabbed it. Ivory got very lucky during his next draft though, taking a face down Special card that was Monk, which he could then play as Vintner. Elsewhere, Purple played some Wool cards, getting two Weavers, Plum picked up some good end-game scoring cards in the Locksmith and Freemason. Cobalt focused on Solitary cards and Silver end game scoring, doing well from his Priests, Agent and Blacksmith combo. Ivory ended up focusing on the Hay cards, which scored well and that plus the two Wine Traders (and a second Scavenger), gave him a hundred and twenty-six and a two point victory over Cobalt.
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Learning Outcome: Getting old is not necessarily a bad thing.



































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