Tag Archives: Dobble

26th July 2022

Blue and Pink were first to arrive and were just finishing their supper when Ivory joined them soon followed by Pine.  Ivory and Pink were keen to play Ark Nova which is longer than our usual fare and therefore needed a quick and early start.  So, when Black and Purple arrived, they grabbed Black and headed over to the other side of the room.  Everyone else conformed to more typical hesitant behaviour and were a lot slower to get going.  This wasn’t helped by Blue who was explaining how Pink had managed to find the “Only Panda Themed Village in Cornwall” and when Lemon and Orange queried it, she felt the need to find the photos to prove it.

The Lanivet Inn
– Image by boardGOATS

Eventually, the group split into two with Purple, Blue, Pine and Teal playing the “Feature Game“, the Spiel des Jahres nominee, SCOUT.  Although this has a nominal and very tenuous “circus theme”, it really is well hidden and “pasted on” to what is otherwise a relatively traditional, though clever little Rummy-esque card game with a Bohnanza-type twist—players cannot change the order of the cards in their hand.  The idea is that players have a hand of cards and on their turn takes an action:  they play a run or a meld (set of cards of the same value à la Rummy), or take a card from the active set (the previously played set).  The first of these actions is called “Show” and players can only Show the set they want to play beats the previously played set (called the Active Set).  A set wins if it has more cards or the same number, but a higher value, and a meld always beats a run.

SCOUT
– Image by boardGOATS

When Showing, the cards played must be consecutive in the player’s hand, so a player can, for example, take a four, five and six from the beginning, middle or end of their hand.  It must beat the current Active Set, and it then becomes the new Active Set with the old one turned face down and added to its owner’s scoring pile.  In this way, the quality of the the Active Set is ever increasing—this mechanism makes SCOUT a ladder-climbing game, of which Tichu and Haggis are probably the best known.  The problem is that of course it will become progressively difficult to play cards (especially with the consecutive constraint), so players can also use the Scout action and take a card from the Active Set, for which it’s owner gets a Scout token as a reward.

SCOUT
– Image by boardGOATS

When Scouting, players can only take a card from the end of the Active Set, ensuring that runs retain their integrity and just become shorter and maybe of lower value.  A card that has been Scouted goes into the player’s hand, anywhere they like, so they can use this to connect two cards in a run, or enhance an already existing meld for example.  The really clever part of the game is that the cards have two values, and which value they take depends on which way up the cards are.  This is clever because it adds just enough flexibility to make the game work, while not making things trivial.

SCOUT
– Image by boardGOATS

At the start of the game, players are dealt a hand of cards and choose which way up the hand goes—not the individual cards, the whole hand.  From this point on, the hand stays the same way up, but when cards are added to a player’s hand (and only then), the added card can be rotated.  The game ends when either, one player runs out of cards, or when it gets to a player’s turn and they were the last person to Show.  In addition to Scout and Show, once during the game, players can also “Scout & Show” which is often used to bring about or prevent the game coming to an end.  Players then add up the number of scoring cards and tokens and subtract the number of cards in the their hand and the player with the most is the winner.

SCOUT
– Image by boardGOATS

The game is one of those games that is a bit odd to understand at first, so Purple (who started), began tentatively, but it wasn’t long before people were Scouting and Showing happily.  There was a bit of confusion when it came to Teal’s turn and he Scouted one of his own cards—a rules check didn’t answer the question of whether he should get a token (we called them Cadbury’s Chocolate Bars because of their colour) or not, so we decided not.  It was only later that we realised that of course players could not Scout from their own set, as a round of Scouting triggers the end of the game.  Pine was the clear winner with fourteen points, more than twice Blue in second, and in spite of forgetting he could Scout & Show which would have given him victory earlier.

SCOUT
– Image by boardGOATS

The game can be played in campaign mode where players get scoring tokens and add up the total after several rounds, however, we tend to prefer to play games like this as single, short, one-off games.  And this time, everyone wanted to “do a Lime” and give it a second go now they understood what they were doing.  It was about this time that Pine checked his phone for the first time and reported that the England versus Sweden semi-final in the Women’s European football championships was goalless, but that “Sweden were playing well”.  There was a general slightly pessimistic noise around the table and Teal began the second round.

SCOUT
– Image by boardGOATS

A cheer from the bar prompted Pine to check his phone again and everyone relaxed a little when he reported that England had scored their first goal.  This second game of SCOUT was much closer than the first with scores of eleven, twelve, thirteen and fourteen, with Blue the victor, just ahead of Teal.  It had been a lot of fun and everyone really appreciated the cleverness of such a simple little game and found it had really grown on them from the two rounds they’d played.  There were other games people fancied playing, however, so the group moved on to Trek 12: Himalaya, a Roll and Write game we first enjoyed playing a few months ago and was given a “Recommendation” by the Spiel des Jahres Award committee.

Trek 12: Himalaya
– Image by boardGOATS

Trek 12 is similar to On Tour which we played several times online, but is a little more complex.  In On Tour, two d10 dice are rolled and players combine them to make a two digit number, so a five and a four can be combined to make a forty-five and a fifty-four, one of which is then written in a location on the map.  Locations are connected by “roads” and players are aiming to make the longest continuous route of numbers that only increase.  Trek 12 does something similar in that two dice are rolled and the numbers combined to give one, but as the sum, difference, or product, alternatively players may choose one single die (either the larger or the smaller).

On Tour
– Image by boardGOATS

The catch is that each of these operations can only be used just four times each during the game.  The resultant number is then written on the map, but the theme is trekking so chains of ascending or descending numbers represent ropes while groups of the same number represent camps.  Another difference is that in On Tour player can write their numbers anywhere on their map, whereas in Trek 12 numbers have to be added next each other.  This means that it is advisable to start in the centre and work out, advice that Pink eschewed at his cost last time we played.  Scoring is more complex as well, since players score for the highest value in each rope/camp plus one for each other number in the rope/camp with bonuses for the longest rope/largest camp and negative points for any isolated numbers.

Trek 12: Himalaya
– Image by boardGOATS

This time the group  used the Kagkot map, rather than the Dunai map used last time.  Teal, Purple and Pine all started at much the same place putting a five in the middle, but from there things quickly diverged despite the plague of fives that were rolled.  Blue decided to do something different and started with a zero in the middle.  Everyone got themselves into a bit of a tangle, but Purple struggled the most.  Part of the reason might have been distraction caused by the updates on the football as, during the second half of the match, there was a second goal, then a third.  Everyone was still digesting the third which was described as “Outrageous” when a fourth went in just eight minutes later to leave the final score four-nil to England.

Trek 12: Himalaya
– Image by boardGOATS

Teal gambled on getting the high dice rolls he wanted, and jammily got them.  However, the game was won by Blue who put together lots and lots of very short ropes and small camps to give her high base scores, with one long rope to give a decent bonus and a final total just above the target set for the map in campaign mode.  While all this was going on, Lilac and Green were introducing Orange and Lemon to Carcassonne, an older, now classic Euro game that won the Spiel des Jahres award over twenty years ago.  The game is perhaps one of the best known tile-laying games and was the inspiration for the term “Meeple“.

Carcassonne
– Image by boardGOATS

On their turn, players draw a tile and add it to the central map.  The tiles feature some combination of Roads, Cloisters, City and Fields.  Once the tile has been placed, the player can then add a single Meeple from their supply to the tile placing it on one of the features so it becomes a Thief, Monk, Knight or Farmer (respectively).  Finally, any features that are completed are scored and the players gets their Meeples back.  In this context, completed means Roads that end with a junction at both ends, Cloisters that are completely surrounded by other tiles, and Cities without gaps where the wall is closed).  Fields or Farms are only scored at the end of the game.

Carcassonne
– Image by boardGOATS

In this way, players score one point for each tile in a completed Road, nine points for a completed Cloister and two points for each tile in a completed city (plus two for any Pennants).  Although players can’t add a Meeple to a feature that is already occupied, it is possible to end up with shared features.  This happens when two separately owned Roads (say) are joined together.  In this situation, the player with the most Meeples scores the points, or, if there is a tie, both players get the points.  And this is really the crux of the game—players can play nicely or nastily, working together to build big Cities, or muscling in and stealing them from other players just before they score, or even playing tiles to make Features difficult to complete.

Carcassonne
– Image by boardGOATS

At the end of the game, Farms and any still incomplete Features are scored (though they only give only one point for each tile and Pennant in a city and one point for each tile in a Cloister array).  A Farm is a continuous Field, i.e. a green space that a Meeple could “walk” around that might be bordered by Roads, City walls, River or the edge of the map.  Each Farm then scores three points for each City that it “feeds”, i.e. that borders the Farm.  Since Farms can be very high scoring, early Farmers in the right place can be very valuable as they mean other players have to work hard to join fields together if they want to share the points.  On the other hand, an early farmer can be cut off and left scoring very few points.

Carcassonne
– Image by boardGOATS

Additionally, since they are not recovered during the game, Farmers placed early are not scoring points during the game, so part of the skill of the game is timing when to place Farmers to maximise their value.  Scores are kept on a track, and the player with the most points at the end is the winner.  This time, although there were a number of expansions available, with Lemon and Orange were new to the game, the group only added the River expansion, which consists of a small number of tiles played at the start and helps to prevent the formation of one massive Field.  Lilac explained the rules: although it is mostly a simple game, the Farmers always cause a little confusion, in particular where the edges of the Fields were and how you might end up with more than one Farmer in a field.

Carcassonne
– Image by boardGOATS

Lilac placed the second river tile and with little other option available to her placed the first Farmer.  For the next few turns of placing River tiles, the question of when another player could place a farmer was often repeated, until Orange was able to get one with a road and bridge tile.  The River started running along the length of the table, expecting the board to develop more in the that direction than to the edges of the table. Unfortunately, fairly early on the river shifted sideways and the whole board developed across the table rather than along, so they had to shift the tiles a couple of times to make room (this was not meant to be the Discworld!).

Carcassonne
– Image by boardGOATS

Lilac took an early commanding lead on the score board, with Orange next to start scoring. It seemed to take ages before Lemon got her first points and even longer for Green to get going.  However, Lilac’s lead soon disappeared as Green, Lemon and Orange shared the points for one enormous city—they thought they would never complete it, but with three people after one particular tile, it was almost inevitable really.  Lilac meanwhile was after the single bend road tile to complete a roundabout with her Meeple on it.  Everyone else got that tile, everyone except Lilac of course.  It looked like it would never happen, but in the dying moments of the game, she finally got the tile she needed. It was only worth four points, but it gave her a spare Meeple.

Carcassonne
– Image by boardGOATS

With the Farmers now understood, with his last tile, Orange was able to complete a City and then place a Meeple on the field part of that tile to be sole farmer for one complete city. It was only three points, but more than the couple he could have scored by using the tile to complete a Road. Having spotted this useful use of a final Meeple, Lemon and then Lilac both did the same.  In the mêlée of farmers, Orange came out on top, managing to knock out Lilac’s and Green’s farmers, and Lemon scored a few too.  The end result was a victory for Orange, a close second for Lemon, with the veterans of Green and Lilac well behind.  Perhaps they did not play quite as aggressively as they could have done, but mostly they just didn’t get the right tiles and were simply out-played.

Carcassonne
– Image by boardGOATS

Meanwhile, on the other side of the room, Black, Pink and Ivory were playing Ark Nova, but as it was showing no sign of finishing soon, with both Carcassonne and Trek 12 finished, the two groups had a decision to make:  play two games (maybe with a quick game of Musical Chairs first) or play one large game.  Las Vegas was suggested as a possible large game (it plays eight with the Boulevard Expansion), and Living Forest (winner of the Kennerspiel des Jahres this year) was an option if breaking into two groups.  Time marched on, and nobody in the group is very good at decision making and before long it was too late to play Living Forest and Las Vegas can take a while to play.  So in the end, the group decided to introduce Orange and Lemon to an old favourite, 6 Nimmt!.

6 Nimmt!
– Image by boardGOATS

Although 6 Nimmt! didn’t win the Spiel des Jahres Award, we certainly think it should have done; it did get a recommendation from the Jury though and of course it won the Golden GOAT in 2020 (a very difficult year for everyone).  Teal had to play taxi for his family, so headed off leaving seven to play.  The game is very simple:  players simultaneously choose a card from their hand and play it face down in front of them.  Once everyone has chosen a card, the cards are revealed and played in order from lowest to highest.  The cards are added to one of the four rows on the table—they are added to the row that ends with the highest number that is lower than the card itself.

6 Nimmt!
– Image by boardGOATS

If the card added would have been the sixth card, instead the player takes the cards in the row and their card becomes the start of the new row.  If the card is lower than all the cards at the end of the rows, instead the player chooses a row and their card replaces that row.  At the end of the game, players sum the total of Bull’s heads or “Nimmts” shown on the cards in their scoring pile and the player with the least is the winner.  There are a hundred and four cards in the deck, and we play a variant where the game is played over two rounds, each with half the cards.

6 Nimmt!
– Image by boardGOATS

The delicious thing about 6 Nimmt! is that everyone feels that they are in control, until the moment when they aren’t.  Some people argue that it is a random game, but as the same players (like Burgundy) often seem to do well, it can’t be.  That said, and it is especially true for those that often do well (like Burgundy), when it goes wrong it can go catastrophically and spectacularly wrong.  As a result the suspense is murder and the game is loads of fun yet never seems to outstay its welcome.  Orange quickly got to grips with it and clearly quickly appreciated the jeopardy.

6 Nimmt!
– Image by boardGOATS

This time we played without the “Professional Variant” that had become so popular online, partly because it would not be fair on the people new to it, but mostly because everyone was tired and nobody was up to the mathematical gymnastics it required.  This time the first round was unusual, because everyone had similar scores.  Usually, at least one player manages to keep a clean or cleanish sheet and at least one player picks up lots of pretty coloured cards, but the range of scores at half way were between seven and thirteen.  That meant it was all to play for in the second half.

6 Nimmt!
– Image by boardGOATS

The second half was a little more varied with Green only collecting four Nimmts and Blue and Lilac collecting sixteen, but the net effect largely offset the differences in the first round.  Blue top-scored with twenty-seven, Pine was just behind with twenty-six and Lilac after him with twenty-three (she really is going to have to try harder if she is going to compete with the really high scorers).  The winner though was Purple with fifteen, one Nimmt less than the runner up, Green, in what had been a tight game, but a lot of fun, as always.

6 Nimmt!
– Image by boardGOATS

Ark Nova was still on-going, so Orange, Lemon and Lilac killed a few minutes with a quick round of Dobble.  This Snap-a-Like game is simple, but a lot of fun.  This time, players started with a single card and called a match with the central pile and grabbed a card.  Despite playing in English which is not his first language, Orange is remarkably good at this game, taking twenty-two cards, beating Lemon into second place.  From there, that side of the room just deteriorated into random chatter about random pub-type things (including the Voice of Jack and the demise of Frosts at Millets) as people ran out of steam and waited for Ark Nova to finish.

Dobble
– Image by boardGOATS

By this time, Black, Pink and Ivory were rapidly running out of time as last orders had been called some time ago.  Ark Nova is a much longer game than we usually play with an advertised playing time of upwards of two hours and reputedly considerably more with inexperienced players and setup time included.  It is all about planning and designing a modern, scientifically managed zoo—when this was first mentioned at the start of the evening, Pine looked all interested in the theme, but was quickly put off when Ivory added it was “a bit like Terraforming Mars with animals”.  That said, although it is quite complex, functionally it is not difficult to play on a turn by turn basis, though there is quite a lot to manage and keep a track of.

Ark Nova
– Image by boardGOATS

On their turn, players take one of six possible actions:  activating one of the five action cards (Cards, Build, Animals, Association and Sponsor) with a strength equal to the number above the card, or move a card back to the first space and take a cross token instead.  When activating a card players perform the action based on its power level.  The power level is dictated by its position in the row, with the level one power to the left and the level five to the right.  Once a card has been played, it is moved the first space in the player’s five card row (i.e.to the lowest power position on the left) moving the other cards to the right to replace the card removed, effectively incrementing their power by one.  During the game, players can upgrade and turn over the action cards to a more powerful second side using various bonuses.

Ark Nova
– Image by boardGOATS

The Cards action is the simplest action, which lets players draw cards from the deck (the number depending on strength) then advance the marker two spaces along the break track which defines when the round ends.  The Build action allows players to pay to construct one building on their zoo map.  Players can build basic enclosures with a size of one to five, but they can also build a petting zoo for animal storage or pavilions and kiosks (which give players appeal and money respectively based on adjacent filled enclosures).  With the upgraded build action, players can build multiple different buildings and have access to the large bird aviary and reptile house which allow the storage of multiple animals.

Ark Nova
– Image by boardGOATS

There’s no point of having enclosures without animals, and that’s where the animals action comes in:  it allows players to add animals into enclosures in their zoo. Some animals have a special requirement and need a symbol in their tableau and/or the upgraded animal card. Adding an animal to an enclosure has a cost, and then the player turns over the empty enclosure of at least the size needed or places the listed cubes into a special enclosure (an aviary or a reptile house).  The player then adds the animal card to their tableau and resolves the abilities on it and receives ticket sales along with possibly conservation points and reputation.

Ark Nova
– Image by boardGOATS

The association action allows players to take one task on the association board with different tasks available based on their power level.  This allows people to gain reputation points, acquire a partner zoo they don’t already own, gain a partner university, or support a conservation.  Finally the sponsor action allows players to play exactly one sponsor from their hand which offer ongoing abilities.  They can allow players to place unique tiles in their zoo and offer end game conservation point opportunities. Some Sponsor cards have conditions on their play similar to the animal cards.

Ark Nova
– Image by boardGOATS

Players take it in turns to take actions, resetting every time a break occurs, until the end game has been triggered.  There are two tracks, Appeal (Tickets) and Conservation that follow the same course, but in opposite directions.  The game end is triggered when one player’s pair of scoring markers cross, after which, everyone gets one more turn and then the end-game cards are scored.  The player with the largest overlap between their Conservation and Appeal values is the winner.  A player’s tokens can meet and pass at any point, but Conservation points are much harder to get than Appeal, so to compensate, each step on the early part of the Conservation track is equivalent to two Tickets on the Appeal track, while each Conservation step is worth three Tickets.

Ark Nova
– Image by boardGOATS

Pink started hard and fast with a simple animal strategy concentrating on upgrading his action cards to get the more powerful actions and getting extra workers.  In contrast, Ivory and Black started a little slower and focused on getting larger (Size five) pens, like the reptile house and the aviary.  These are more difficult to get, but are also more valuable.  Ivory then added a Stork and a Condor, while Black collected a Horse and engaged the services of a European Hobbit-like Expert.  The game was about half-way through when the other table heard a howl of delight from all three of them:  The Panda card had come out.  From this point forward, Pink’s primary aim was to get the Panda and find it a nice, cosy, bamboo-filled space in his zoo where he could love it and hug it at leisure.

Ark Nova
– Image by boardGOATS

Although Pink got a lot of Tickets early, his Conservation was very low which made him look like he wasn’t a threat.  Maybe Ivory and Black took their eye off him because of this, as they seemed surprised when Pink suddenly got ten Conservation points very quickly using the Association action which triggered the end of the game quite abruptly.  In a similar way to the recent game of Viticulture where Teal did the same thing, this meant everyone else had to make the best of things.  It was probably for the best, however, as by this time it was a real race against the clock.

Ark Nova
– Image by boardGOATS

In the end game scoring, Ivory also managed to get his Appeal and Conservation pieces to cross over, but Black was less fortunate finishing with a negative score.  It was close between Pink and Ivory, but Ivory scored more in the end-game scoring and took victory by a single point.  Even though it finished in a bit of a rush, they had all really enjoyed the game; Black commented that rather than being like Terraforming Mars, to him it felt more like Wingspan, which was probably just as well as he’s not very fond of Terraforming Mars.   As they rushed to pack the game away, Pink gave his Panda one last hug before putting him back in the box and going home.

Ark Nova
– Image by boardGOATS

Learning Outcome:  Pink Likes Pandas.

28th June 2022

When Blue, Pink, Orange and Lemon rolled in (late thanks to the delights of the Oxford traffic and garden watering), Plum was already there.  A gamer with Gweeples in Didcot, Plum was a friend of Burgundy’s that members of the group first met at his funeral about six months ago.  While she finished her tagliatelle, Blue and Pink waited for their supper to arrive, and everyone admired Pink’s Pornstar Martini, the group revisited Tsuro, which Orange and Lemon had enjoyed so much on their first visit, last time.

Tsuro
– Image by boardGOATS

While setting up, Pine arrived and needed a quick reminder of the rules, but that only took a moment:  players have a hand of three tiles and, on their turn place one of them in front of their stone and extend it’s path, moving their stone (and any others) to the end of its path.  Players are eliminated when their stone goes off the board or collides with another stone—the last player on the board is the winner.  First blood went to Blue, who took out Lemon and Pine, but that was collateral damage as she had no choice and went off the board herself at the same time.

Tsuro
– Image by boardGOATS

Pink was next, being trapped and left with no option, and then just Plum and Orange remained to duel it out.  There was very little space left on the board and the writing was already on the wall when Plum went off.  That left Orange a worthy winner, especially as he had a tile to spare too.  Teal arrived and while Blue and Pink fed, he led everyone else in a game of No Thanks!.  This is a game we’ve played a lot in the group and is a very clever design but like all the cleverest games, has very simple rules.  Played with a numbered deck of thirty-two cards, the idea is that on their turn, the active player can take the card in the middle or pay a chip to pass the problem on to the next person.

No Thanks!
– Image by boardGOATS

The next person has the same decision:  they can take the card and the chip, or pay a chip, and so on.  At the end of the game, a player’s total score is the sum of the face value of the cards they took and the player with the lowest number wins.  There are two key points that make the game, however.  Firstly, if a player has consecutively numbered cards, only the lowest card in the run contributes to their total, which means cards have different values to different players.  Secondly, nine cards are removed from the deck, which adds jeopardy on top.  The game can play out in several different ways.

No Thanks!
– Image by boardGOATS

The player or players with the most chips are always in control, until one player is left with so few chips or runs out completely, that they are forced to take cards even when they don’t want them.  This can prevent players, even those with lots of chips, from getting the cards they need to close runs causing the strategy to back-fire, and leaving those with the most chips with the most points as well.  This time, Orange and Teal amassed a huge pile of chips each, but both managed to avoid ending up with multiple high scoring runs.  Then someone dropped a chip on the floor giving Pine the opportunity to recount the tale of how he dropped a chip between the floor boards and how it is still there despite everyone’s best efforts.

No Thanks!
– Image by boardGOATS

This time, the dropped chip was recovered successfully and the game ended without further mishap.  Orange and Teal took first and second respectively, giving Orange two in two games to match Lemon’s achievement at the start of last time.  By this time, the feeders had finished feeding and everyone else had arrived, so it was time for the “Feature Game“.  To mark the start of the Tour de France later in the week, this was to be the Peloton expansion for the cycling game, Flamme Rouge.  Flamme Rouge is a fast-paced, tactical bike-racing game where each player controls a team of two riders: a Rouleur and a Sprinteur.  The aim is to manage the first rider to cross the finish line.

Flamme Rouge
– Image by boardGOATS

Each rider has a deck of cards, and Players move their riders one at a time, by drawing four cards from the rider’s deck, choosing one to play, and recycling the rest.  Once every player has picked cards for both their riders, players simultaneously reveal their cards and, starting with the cyclist at the front, each rider is moved in turn.  After all the riders have moved, slip-streaming takes effect, with groups that have exactly one space between them and the group in front moving forward to remove the gap.  Finally, every rider that still has an empty space in front of them is deemed to be riding into the wind and takes an exhaustion card which goes into their deck—these are bad because they are slow cards and block up plays’ hands.

Flamme Rouge
– Image by boardGOATS

At the start of the race, everyone’s Rouleurs have the same cards, and everyone’s Sprinteurs have the same cards.  The Rouleurs have lots of cards with a similar face value, where the Sprinteurs have some cards that are faster and have a higher value, which are offset by others that are slower and have a lower value.  Players have to balance how they manage their riders and make the most of the slip-streaming opportunities.  The game is modular with the option to add hills to the base game.  The Peloton expansion adds extra riders (so that the game plays up to six players), cobbled sections (aka “Pavé”), Feed Zones, and rules to set up a break-away.

Flamme Rouge
– Image by boardGOATS

Unusually with so many people, rather than splitting in to three groups playing three different games, we split into just two with both playing the same game.  Since the Grand Départ was due to take place in the essentially flat Denmark this year, both groups largely played without hills, but included cobbled sections (à la Stage 5, from Lille to Arenberg, a week later).  Cobbled sections change width frequently and are generally narrower than normal road, but perhaps more importantly, riders can no-longer benefit from slipstreaming but still get exhaustion cards.  The slightly larger group, led by Ivory and Teal also decided to start with a break-away.

Flamme Rouge
– Image by boardGOATS

Their chosen route was Stage 11 of the stage race and took in three sections of Pavé.  The first of these was shortly after the start, the second after the first hairpin and a short slight up-hill ramp, and the third was after a second hairpin and a little chicane.  Teal and Lime made it into the breakaway and they stayed away for most of the game.  Being at the front “pushing air out of the way” all the time is tiring though, and inevitably, they picked up a lot of exhaustion cards.  That meant that as the Peloton was bearing down on them, just as the finish line was in sight, they didn’t have the energy fend them off.

Flamme Rouge
– Image by boardGOATS

As a result, Black and Pink, who had been sheltering in the middle of the group slid across the line just ahead of the gallant breakaway, who were definitely candidates for the day’s combativity award.  Black took first place, having spent most of the race doing as little as possible and saving it all for the final sprint.  While saving energy is a good tactic, Purple took it to a different level picking up no exhaustion cards at all, though she wasn’t able to turn on the burners in time to take advantage of it.

Flamme Rouge
– Image by boardGOATS

The smaller group, led by Blue and Plum rode a simpler route based on the Avenue Corso Paseo ride, with a cobbled section in the middle between the two hairpin bends.  With most people in this group new to the game, they decided to keep things simple and eschewed the complexities of hills completely, sticking to a pan-flat course, and kept to the standard roll-out used in the base game.  First Orange and then Lemon rode off the front while Pine and especially Blue were repeatedly under threat of being spat out of the back of the peloton.  Most rounds seemed to end with Blue breathing a sigh of relief as she managed to hang on and Lemon laughing as she picked up yet another exhaustion card.

Flamme Rouge
– Image by boardGOATS

Once the riders had passed the Pavé the speed picked up and Blue and Pine started to try to move forward in the field.  Lemon who had led most of the way “bonked” and “hit the wall”, and as a result, was unceremoniously dropped.  It was tight, but Pine’s Rouleur was first over the line just holding off Plum’s first rider who took second followed by Pine’s Sprinteur who took third.  It had been a close and quite attritional race, but despite the fact there were fewer riders with a shorter parkour, the race finished at much the same time as the other one.  So races were compared and there was a bit of chatter about other options as people packed away.

Flamme Rouge
– Image by boardGOATS

Ivory took himself off for an early night, as did Teal, but those that were left were keen to play on, albeit not for long in some cases.  Inevitably there was a lot of discussion about what to play, but when Ticket to Ride got a mention, Pine and Lime were keen to give the London version a run out, and were quickly joined by Pink and Purple.  Ticket to Ride is one of our favourite games and we play a lot of different versions, short and long.  They all have the same basic structure, but different layouts on different maps, and often with a little rules change.  In summary, in the original game, players are connecting cities across the USA.

Ticket to Ride (USA)
– Image by boardGOATS

They do this by collecting coloured cards and then spending those cards to place trains.  Players score points for placing trains and also for completing “Tickets” by connecting two cities together by any chosen route—the further apart the cities, the more points they are worth.  The game end is triggered when one player has only two train pieces left and at the end of the game, the player with the most points is the winner.  The original game takes around an hour to play with the full compliment, but more recently, there have been a number of smaller, lighter versions available.  They have the same rules, but players have fewer pieces and the maps are more congested, based on cities like New York, Amsterdam and later this year, San Francisco.

Ticket to Ride: London
– Image by boardGOATS

This time, however, the version chosen was London.  In this edition, players are placing buses to mark routes, and in addition to scoring points for claiming routes and Tickets, players also score points for connecting all the places in the same district. Pine won the “name the people on the front of the box” competition and went first.  Lime crossed the city travelling from Baker Street to The Tower of London while both Purple and Pink did the same but from Buckingham Palace to Brick Lane, and via different routes. Pine had a northern route and a south route that looked like they would join up in the middle, but didn’t quite make it.  He did manage to claim a district though, the only player to do so for a district of any significant size.

Ticket to Ride: London
– Image by boardGOATS

It was very close between first and second, though there was a bit more distance to Pink in third.  In the end, Lime just pipped Pine to victory by two points.  Meanwhile, there had been some debate between the other five as to what they would play.  Blue suggested introducing Orange and Lemon to one of our old stalwarts, 6 Nimmt!, but it wasn’t one of Plum’s favourite games.  So instead, Blue and Black introduced everyone else to …Aber Bitte mit Sahne, a clever but simple little “I divide, you choose” game.  The idea is that one player is The Baker who divides the cake into pieces and then everyone else takes it in turns to take a one of them.

…Aber Bitte Mit Sahne
– Image by boardGOATS

Each slice of cake has a type, a number on it and a some cream.  When a player takes cake, they can choose to eat it or store it.  For all eaten cake, players a point for each blob of cream.  For stored cake, however, the player with the most of each type will score the number of points associated with that type.  The clever part is that the number of points is equivalent to the number of slices of that type in the game, so the more common types which are harder to get a majority in are worth more, but they also have the most cream, tempting players to eat them straight away.

…Aber Bitte Mit Sahne
– Image by boardGOATS

It is always difficult for the first couple of players to take the role of Baker, but this is exacerbated with five players.  Blue went first, then Black.  It was only a couple of rounds in, that the twinkle appeared in Plum’s eye as she realised how clever the game was and expressed her approval.  It was quite tight in the early stages with players staking their claims to different sorts of cake.  There was competition for kiwi and redcurrent, but others went largely un-stored (and therefore eaten).  After everyone had been the Baker it was time to see who had the most of each and add up the scores.  Black got lucky with the chocolate as everyone else was greedy and ate theirs.

…Aber Bitte Mit Sahne
– Image by boardGOATS

Unfortunately, there was a rules misunderstanding and Orange thought he would get points for every slice he kept if he had the most of that type, so we’ll have to play it again soon so he can try again.  This time though, Black who had been very abstemious and eaten none of his cake, ran out the clear winner with thirty-five points to Blue’s twenty-nine and Plum’s twenty-seven for second and third place respectively.  Ticket to Ride: London was still underway on the next table, so as Orange and Lemon had not played it before, Blue got out Dobble.  We’ve not played this in the group for years, but it is a fantastic little Snap-based filler.

Dobble
– Image by boardGOATS

The idea is that every card has several pictures and each card shares exactly one match with every other card in the deck and using this principle, there are five possible Snap-based games.  Black decided discretion was the better part of valor and opted to spectate while Plum had a significant drive so headed off, leaving just Blue, Orange and Lemon.  They started with a pile of cards each and the winner the first to shed their pile onto the central one.  The game was all very well, but there was a vocabulary check as, although Blue said they could play in Ukrainian, Orange and Lemon were game to give English a go.  Once the items had been identified, the mania started.

Dobble
– Image by boardGOATS

As it was a trial game, the piles weren’t carefully measured, but Orange quickly got the hang of it and in spite of the language differences, managed to shed his pile first for yet another victory.  From there, the group did the reverse and started with one card and grabbed progressively matching cards from the middle.  This can be quite savage, which is why Blue opted for the gentler game first.  Still, everyone was well-behaved and nobody got scratched.  The tension and concentration was palpable though and Ticket to Ride finished and Lime and Pine left with only a a cursory grunt from those playing Dobble, before Blue just edged it to win the final game of the night.

Dobble
– Image by boardGOATS

Learning Outcome:  Tour de France coverage is available on ITV4.

Boardgames in the News: Asmodee Changes Hands Again and Lots of Money is Made

Asmodee started life as a small French company best known for clever little Snap-variant card game, Dobble.  However, a series of mergers, buyouts and distribution agreements has left the company with a stake in some of the best known modern games including Ticket to Ride, Settlers of Catan, Pandemic and Carcassone.  As a result, the company is arguably the most dominant force in the world of modern board games.

Dobble
– Image adapted by boardGOATS

Paris-based private equity house Eurazeo had owned Asmodee for four years, when three and a half years ago, they sold it to another private equity firm, PAI Partners.  At the time, Asmodee, had an enterprise value of €1.2 billion, making €565 million for Eurazeo and its investors and giving a return of about 35%.  Over the last year, Asmodee acquired Plan B Games, the US retailer Minature Market and, following its success during the global pandemic, the games online platform Board Game Arena.  This activity was building towards another potential sale and last autumn, with PAI Partners making preparations to sell Asmodee for a reported €2 billion.

PAI Partners
– Image from paipartners.com

Then, just before Christmas a deal was announced with Sweden’s Embracer Group AB for €2.75 billion.  Embracer Group AB were formerly Nordic Games Licensing AB and THQ Nordic AB and are a Swedish video game company based in Karlstad.  Under this deal, Asmodee would continue to operate much as before, as an operating group within the Embracer Group.  No reorganization is expected and Asmodee’s CEO Stéphane Carville together with his management team would continue in their current roles.

Embracer Group AB
– Image from embracer.com

Boardgames in the News: The Effects of Covid-19 Continue into 2022

The global pandemic has had a huge impact on every area of life, including gaming.  Although a lot game groups have been forced to move their activities online or even close and manufacturers have struggled, there was also a reported increase in games sales (including games as diverse as Monopoly, Dobble and Warhammer) as families searched for activities to keep them amused while stuck at home.  Many games conventions were cancelled or moved online in 2020 and were reduced in size with restrictions put in place for 2021.

Essen 2019
– Image by boardGOATS

It was hoped that 2022 would bring the end of such things, however, it has recently been announced that both the New York Toy Fair and Spielwarenmesse (aka the Neuremburg Toy Fair) have been cancelled.  The company that runs Spielwarenmesse also now also run the International Spieltage, SPIEL (at Essen), but it is not yet clear what effect this will have on that if any.

Boardgames in the News: Gaming at a Distance

With so many people tucked up at home there has been some debate as to whether this will encourage people to play games more.  Among gamers, there has been a lot of discussion about solo games where players compete against the game, but this loses the social aspect.  Online gaming is also an option; this can enable playing with real people, but loses the tactile element of gaming that so many people love.  In most cases though, people are not “home alone”, they are with family, so perhaps this is an opportunity to play games with them?

Cities of Splendor
– Image by boardGOATS

The occasional board game column in The Guardian has published a list of twenty family games including some modern family classics like, Ticket to Ride: London, Splendor, Kingdomino, Dobble and (inevitably) Pandemic.  It also includes a few, more recent games, like Wingspan, and Just One, as well as some less well known games like Patchwork Express, Legacy of Dragonholt and Blue Lagoon.

Wingspan
– Image by boardGOATS

There has some suggestion that there has been a flurry of buying games to play with their families, but is there any real evidence of this?  Anecdotally, there have been comments that prices of games have increased on Amazon.co.uk which could indicate an increase in sales.  The website camelcamelcamel.co.uk tracks prices on Amazon, and it seems to indicate that prices for many popular light games have increased in the last week.

Ticket to Ride: Europe on camelcamelcamel.co.uk (23/03/20)
– Image by boardGOATS from camelcamelcamel.co.uk

There is another possible reason though: Amazon has suspended warehouse services (storage and shipping) of non-medical supplies and “high-demand” products for third party sellers.  This would have the effect of pushing prices up.  A lot of Friendly Local Games Shops sell online though, and many of these have sales on at the moment, so why not support one of the small businesses that are struggling at the moment, and leave Amazon to deal with toilet rolls and hand sanitiser?

Boardgames in the News: Is Rapid Market Growth a Good Thing?

The way boardgames are published and sold has changed massively over the last few years.  The development of Asmodee is one of the main stories of the last decade:  it has grown from a small company (primarily known for clever little kids games like Dobble), into an industrial conglomerate swallowing up the likes of Days of Wonder, Fantasy Flight Games, Z-man Games, Mayfair, Lookout Spiele and most recently, Repos Production.  There have been other significant shifts too however. Changes in the way “hobby gamers” learn about and acquire games has been hugely influenced by the internet and with it, the rise of crowdfunding, in particular, KickStarter.

KickStarter Logo
– Image from
kickstarter.com

To give an idea of the impact KickStarter has had:  last Easter, they announced that more than one billion US dollars had been pledged by over three million backers, funding nearly seventeen thousand games projects since the platform started a decade earlier.  This growth occurred in tandem with a huge expansion in the hobby which has seen modern boardgaming move from the shadows of a dingy corner of geekdom towards the sunny uplands of the mainstream.  For the last five years, there have been more games released than any year previously.  Despite this growth, the dominance of Asmodee and KickStarter, have increased the squeeze on the smaller players in a relatively niche market.

Alderac Entertainment Group (AEG) Logo
– Image from alderac.com

These smaller players also flourished as the market grew, but maybe a corner is now being turned.  Last year, Alderac Entertainment Group (AEG), producers of games including Smash Up, Love Letter, Cat Lady, Dice City, Thunderstone, and more recently, Ecos: First Continent, announced that after twenty-seven years in the industry, they will be making fewer games.  From their press release:

“There is a reason why there are so many games coming. It is a great time to be making games, maybe the best ever. That does not mean it is easy. In fact, it is also the most challenging time to be making games that I can remember. The bar to get noticed and have any kind of staying power is higher than it has ever been.”

AEG are not the only company affected.  US Publishers, Winsome Games (producers of train games like TransAmerica, Chicago Express, Age of Steam, Railways of the World and the 18xx family of games) have announced they will no longer be presenting new games at Essen.  Part of this is due to owner and developer John Bohrer “aging (dis)gracefully”, but changes in the market have also no doubt taken their toll.

Steve Jackson Games Logo
– Image from sjgames.com

Other companies also seem to be feeling the pinch; last year, Steve Jackson Games (perhaps best known for games like Munchkin, Ogre and Cthulhu Dice) reported that gross income for 2018 was slightly down, the fourth year in a row.  In their 2017 report, they stated that “the current market is more a periodicals business than one that encourages growing and nurturing single games”.  In the 2018 report they observe that “things only got worse … as fewer and fewer copies of new titles were sold into distribution” and as a result, they “were forced to let some talented and hardworking staff go”.  As a company, they have expanded their use of KickStarter, observing that “over the last few years, our core hobby market has changed dramatically”.

Fantasy Flight Games Logo
– Image from
fantasyflightgames.com

Even the massive behemoth that is Asmodee is not unaffected.  About eighteen months ago, Asmodee was bought from Eurazeo by PAI Partners, a European private equity company, and  it seems they are now consolidating and streamlining their assets.  Earlier this month, Timothy Gerritsen, Head of Studio announced the closure of Fantasy Flight Interactive (FFI).  FFI was an independent subsidiary within Asmodee Digital with the remit of adapting tabletop games and creating new digital experiences based on Fantasy Flight Games’s best loved brands.  One of the highest profile of these was the Lord of the Rings: Adventure Card Game, but unfortunately it was not as successful as the Lord of the Rings Living Card Game it was based on.

Asmodee USA Logo
– Image from asmodeena.com

The cuts at Asmodee were wider reaching though, with the initial closure of the Fantasy Flight Customer Service department followed by reports of redundancies elsewhere in the company.  This has been more recently followed by a withdrawal of Customer Services for products all products from Asmodee, Fantasy Flight Games, Days of Wonder, Catan, Plaid Hat Games and Z-Man.  This change in policy is apparently due to “the number of quality titles in Asmodee USA’s growing library” which is making “maintaining an independent stock of elements of each game … more difficult”.  This may, or may not be true, but it is clear that as the market is growing, things are changing for everyone:  gamers and publishers, both big and small.

Boardgames in the News: Asmodee Acquiring Again

The development of Asmodee from a small French games company primarily known for clever little kids game like Dobble and Jungle Speed, into an industrial conglomerate has been covered extensively here.  Over the last decade or so, they have acquired Days of Wonder, Fantasy Flight Games, Z-man Games, Mayfair and Lookout Spiele amongst others.  They have also leveraged control of the distribution network through the purchase of Esdevium (UK), Heidelberger Spieleverlag (Germany), Hodin (Belgium), Asterion Press (Italy), Millennium (Spain), FRED Distribution (USA) and agreements with Rebel (Poland), and Alliance Game Distributors (USA).  These acquisitions tend to come in flurries presumably as funds are made available and it seems they are in the middle of another one now.

Asmodee Logo
– Image from
escapistmagazine.com

In March last year, Asmodee signed a deal with CMON Ltd., to exclusively distribute the publisher’s board and tabletop games in North America.  Distribution agreements happen all the time because they help distribute costs between companies as well as distribute games to gamers all over the world.  What makes this agreement slightly more unusual is that CMON are a US company that have been successfully distributing their product across the USA.  Where Asmodee are concerned, a distribution agreement announcement is usually followed by more announcements, and this was no exception.  Over the Summer, Asmodee announced a similar distribution agreement with the Swiss publishing house, Helvetiq, and acquired the French-language boardgame site, Tric Trac.

CMON Logo
– Image from cmon.com

For eighteen years from 2000, Tric Trac was an independent enterprise with some 40,000 members directed by Monsieur Phal (aka Philippe Maurin).  In 2018, Flat Prod SARL (the parent company), sold Tric Trac to Plan B Games, a new company that grew out of the fallout of Asmodee’s acquisition of F2Z/Filosofia/Z-Man Games etc., in 2016, and won the Spiel de Jahres Award with Azul.  Tric Trac has been more commercial than the popular US-based, English-language website BoardGameGeek, which has been running for a similar length of time.  However, there have long been suspicions of that Asmodee have received special treatment from Tric Trac, suspicions fueled by the fact that the parent company Flat Prod SARL was formed by Philippe Maurin and the company Plume Finance, which is wholly owned by Marc Nunès, original CEO of Asmodee.  However, with Asmodee being such an important part of the French boardgame industry, it is perhaps unsurprising that their games take a lot of space on French website dedicated to boardgames. 

Tric Trac Logo
– Image from trictrac.net

With France’s foremost website in the hands of such a dominant force, there are concerns about a lack of critical objectivity and that Tric Trac could ultimately become a promotion channel for Asmodee.  It may be that with the retirement of it’s founder, Asmodee bought Tric Trac to ensure its survival and make sure the source of French-language boardgame media remains available and there is no sinister motive.  They have promised the team editorial freedom, but it is highly likely that Asmodee are the ones benefiting the most from the site anyhow, simply because they’re the biggest player in the market, especially given their history as a French company.  Since then, however, Asmodee have signed another distribution agreement, this time with Funforge, to distribute the French publisher’s titles in the U.S., and today they announced the acquisition of the Belgian publisher, Repos Production.  Repos are best known for games like 7 Wonders, Ghost Stories, Concept, Ca$h ‘n Guns and this year’s Spiel des Jahres winner, Just One.  Sometimes it seems like every successful company is a target and soon Asmodee will have a strangle-hold on the modern boardgame market.  Some people say they already have.

Repos Production
– Image from google.com

Boardgames in the News: GOATS on the Radio

Christmas is a very special time for families, and what could be better than spending time playing games together.  To discuss some of the options, on Christmas Eve, representatives of boardGOATS and Didcot Games Club were invited to chat to James Watt at Radio Oxford’s Summertown Studio.  The interview started shortly after 2pm and lasted around twenty minutes.

Radio Oxford 2019
– Image by boardGOATS

Time was very limited, but PitchCar, Dobble and Ticket to Ride (specifically the festive Nordic version) were all discussed, and a game of Boom Boom Balloon was played live on air.  These are all all great fun family-friendly games, but there are many more available:  we listed ten of our favourite games to play with family a few years ago, and recently added another five.

Radio Oxford 2019
– Image by boardGOATS

The interview can be found online for a few weeks, and starts at 2:10:50.

Pink’s sPecial Party

It being a very special day for Pink, he decided he wanted to spend it playing games with friends and family at the Jockey.  The early arrivals set up PitchCar, including the new “Loop” expansion and others played Loopin’ Louis, Patchwork Express, Dobble and the surprise hit, Boom Boom Balloon.  Little-Lime won PitchCar (perhaps flicking talent runs in the family as Lime himself managed to complete the  loop at least three times), and almost everyone managed to lose Boom Boom Balloon at least once.  Late in the afternoon, a game of Scotland Yard was started with Pink as the fugitive, and finished almost before it was begun when he was quickly captured.  It was then restarted with Mrs. Lime as the fugitive and turned into an epic game that went on for a couple of hours with a brief break as people tucked into the buffet supper and amazing sticky-toffee pudding cake-desert provided by the Jockey Kitchen.

Boom Boom Balloon
– Image by boardGOATS

The evening continued with more games including No Thanks!, Finstere Flure (a.k.a. Fearsome Floors), Saboteur, …Aber Bitte mit Sahne (a.k.a. Piece o’ Cake) and Ice Cool.  The team of five eventually managed to corner Mrs. Lime, freeing up Pink to play his special request, Captain Sonar, which his team fittingly won, twice.  This was followed by a game of Ca$h ‘n Guns (it is always fun entertaining the bar staff by waving foam pistols about and threatening to shoot each other), before finishing with 6 Nimmt!, a game to match Pink’s socks.  It was a great day, and we all went home tired, but very happy, with Pink and Blue keen to thank everyone for sharing Pink’s sPecial day.

6 Nimmt!
– Image by boardGOATS

Boardgames in the News: Who are PAI Partners and what do they want with Asmodee?

A couple of months ago, Reuters reported that according to un-named sources, investment bankers had been hired to run the sale of Asmodee.  The claim was that the sale “could value the company at over €1.5 billion”, but there was no credible information as to who the potential buyers were.  This mystery has now been solved with the announcement that PAI Partners have entered into exclusive discussions to acquire Asmodee, a company with an enterprise value of €1.2 billion.  So, who are PAI Partners and what do they want with Asmodee?  Well, PAI is a European private equity company, that grew out of the merger between the French banks, BNP and Paribas in 1993, with a management buyout completed in 2001.  They have invested in a wide range of companies covering everything from yoghurt (Yoplait) to tyres (Kwik Fit) to cargo handling (Swissport).  Obviously PAI are interested in making money from Asmodee, but at this time there is no evidence to suggest that would by by asset stripping.  Price increases would be almost inevitable however, as the Studios would be under pressure to provide a good return on the investment.

PAI Partners
– Image from paipartners.com