Tag Archives: Dodekka

27th Movember 2018

With the Festive Season now apparently upon us, the pub was once again packed and food was later than usual.  For this reason, we started with a quick game of No Thanks!.  This used to be one of our “go-to” filler games, but has been somewhat neglected of late, so was surprisingly unfamiliar to some people.  It is very simple though and very easy to learn on the fly:  everyone starts with eleven red chips and the first player turns over the top card—they can take it, or pay a chip for the privilege of passing the problem on to the next player.  The player with the lowest summed card total when the deck expires is the winner.

No Thanks!
– Image used with permission of BGG contributor msaari

There are are two catches, firstly, where a player has a run of consecutive cards only the lowest is counted and secondly, a small number of cards are removed from the deck at random.  Top scorer looked to be a toss up between Blue, Red and Mulberry, but Red took the dubious honour in the end, with forty.  It was tight between Pine and Burgundy, however, both of whom had a large pile of chips and a substantial run of high cards (between them they had nearly forty of the fifty-five chips and the cards numbered twenty-eight to thirty-five).  There were only two points in it in the end and it was Pine who took the honours.

No Thanks!
– Image used with permission of
BGG contributor ronster0

The group had been just about to start playing when Black, Purple and Green had walked in.  Since No Thanks! only plays five, so pre-empting a discussion of options, Blue chucked over a copy of Dodekka which the group obligingly settled down to play.   This is another light set collecting game where the aim is to get the highest score possible from one of the five colour suits, while ideally scoring nothing in all the other suits.  Gameplay is very simple:  take the first card on display, or reveal a card from the deck and add it to the end of the row (thus “passing”).  If the sum of the cards on display now totals more than twelve, the active player must pick up all of the cards on display. When the deck runs out, the winner is the player with the highest score (the total face value of one suit minus one for each other card).  It was very close at the top, with only one point separating Black and Purple, and much to Purple’s chagrin, it was Black who came out on top.

Dodekka
– Image by boardGOATS

Just as No Thanks! was coming to an end, food arrived, along with Ivory.  Dodekka was still going, so while some munched, those remaining decided to give The Game an outing (played with a copy of The Game: Extreme, but ignoring the special symbols).  This is a surprisingly popular game within the group, which is remarkable because it is cooperative and we generally prefer competitive games.  Another simple game, the idea is that the team have a deck of cards from two to ninety-nine and they must play each card on one of four piles:  two where the card played must be higher than the top card, and two where it must be lower.  There are just three rules:  on their turn, the active player can play as many cards as they like (obeying the rules of the four piles), but must play at least two cards before replenishing their hand, and players can say anything they like but must not share “specific number information”.  Finally, there is the so-called “Backwards Rule” where players can reverse a deck as long as the card they play is exactly ten above or below the previous card played on that pile.

The Game: Extreme
– Image by boardGOATS

Red started and it quickly began to go wrong with with Pine holding a “nice mid-range hand”.  With the help of everyone else he battled through though, and it wasn’t long before he had a “nice extreme hand” while all the piles were offering “nice mid-range options”.  It perhaps wasn’t surprising with this that the group didn’t win (i.e. play all their cards onto the four decks), but given that they had such a poor run of luck, they did well to exhaust the draw deck and ultimately have only eight cards they were unable to play.  Inevitably, Dodekka finished just after The Game started, so Black, Purple and Green killed time with a quick game of Love Letter.  This is the original “micro game”, consisting of just sixteen cards.  The idea is that each player starts with a single card, draws a second card and chooses one of the pair to play.  The cards are numbered one to eight (with more of the lower numbers), and each number has an action associated with it.  The aim is to eliminate all opponents, as the last man standing is the winner.

Love Letter
– Image by boardGOATS

Rounds only take a minute or two, so elimination is not a problem.  This time, each player won a round.  So with honours even and with the other game and food coming to an end, it was sudden death.  This time it was Purple’s turn to come up trumps, taking the final hand and with it, the game.  This started a big debate as to who was going to play what.  As it was likely to be Ivory’s last chance for a meaty game for a few weeks (with Christmas and his impending arrival), the “Feature Game” was Ambition, the expansion to one of his favourite games, Roll for the Galaxy.  With Burgundy fed-up with the feeling of confusion that Roll for the Galaxy always gave him and Black feeling that he’d played it a couple of times recently, for a while it looked like it was only going to be Blue and Ivory.  Eventually Black saw sense, and Green joined in, despite the fact that he felt he’d not played the base game enough to appreciate the expansion.

Roll for the Galaxy
– Image used with permission of BGG contributor punkin312

Roll for the Galaxy is the dice game of the popular empire building card game, Race for the Galaxy.  Both suffer from the same “iconography confusion”, but that aside, neither are actually complicated games.  The idea builds on the Puerto Rico/San Juan idea of different phases or activities that only happen if or when players want them to.  Roll for the Galaxy is almost a “worker placement” game where dice are the workers and have a say in what sort of work they do with players “spending” these dice to make actions happen.  Each player starts with a dice in their cup which they roll and assign, in secret behind a screen.  When dice are used they are placed into the player’s Citizenry and it costs a dollar to move them from the citizenry to back into the cup.  Each face of the worker dice corresponds to one of the five different action phases:  Explore, Develop, Settle, Produce, Ship.  Each player uses one die, any die, to select a single phase that they want to “happen”.  All the other dice are assigned to the Phase that corresponds to the face rolled.  Any that do not correspond to the chosen phase can only be used if another player chooses those phases to happen.  Any that are used move into the player’s Citizenry, any that are not used go back into the cup.

Roll for the Galaxy
– Image used with permission of BGG contributor punkin312

As such everyone is reliant on other players to help them out and the player who best piggy-backs other players’ choices usually does well.  It is not only about second-guessing what other players are going to do though: success also requires a good strategy, a complementary tiles (Worlds), an understanding of probability, the ability to effectively manipulate the dice rolled, and a modicum of luck.  Luck is everywhere, but there are ways to mitigate its effect.  For example, in Phase I (“Explore”), players draw tiles out of a bag.  These are double-sided with one side being a Development World and the other a Production World.  These are “Built” in Phases II & III (“Develop” and “Settle”) and the cost is paid in dice, anything from one to six (with expensive Development Worlds generally partnered with cheap Production Worlds).  These tiles are drawn at random in Phase I and a side chosen and the Worlds added to the bottom of their personal Development or Settle pile as appropriate.  The top World tile is the one that will be built first and if there is not enough to complete a building, that means there will be fewer dice available for the following rounds, until it is finished.

Roll for the Galaxy
– Image used with permission of BGG contributor punkin312

This may seem very harsh, with players potentially getting stuck with a high value building and a shortage of dice so that they struggle to complete it in a timely fashion.  However, clever use of the Explore Phase can ensure that this is not a problem, despite the luck involved.  Players can discard as many tiles as they like, drawing one extra from the bag.  Thus, an early round committing lots of dice to the Explore phase can enable lots of tiles to be recycled as better ones are drawn.  Dice assigned to Phase IV (Produce) are moved to Production Worlds where they will stay until Phase V (ship) happens and that player has dice assigned to it.  In this way, dice can get “stuck” in a similar fashion to dice involved in Developing or Settling.  Thus dice management is one of the key skills to the game.  Points come from building (a building that requires five dice is generally worth five points at the end of the game); from bonus points Development buildings which give points for some particular feature (e.g. one extra point for a particular type of Production World), and from victory points generated during Phase V (Shipping) by using the “Consume” option.

Roll for the Galaxy: Ambition
– Image used with permission of BGG contributor dotKeller

The Ambition expansion doesn’t change the game very much, simply adding a very small number of Worlds, some extra Starting Worlds, some in game Objective tiles and replaces one of each player’s starting white dice with a black “Leader” die.  The first player (and only the first player) to achieve each of the objectives receives “Talent” counters; these can be treated as single-use workers or as victory points at the end of the game.  There are also orange “Entrepreneur” dice—these and the “Leader” dice have some faces with two symbols allowing players to choose which of these Phases to assign them to and giving them the magic power of automatically switching to the alternative Phase if the initial nomination does not happen.  There are a couple of other little twists, for example on some faces the second symbol is a dollar sign signifying that if the die is used for its intended Phase then the die goes back into the Cup (not into the Citizenry) after use, making it effectively free to use.

Roll for the Galaxy
– Image used with permission of BGG contributor punkin312

Ivory was fastest out of the blocks with a large amount of liquidity from his “Doomed World” that gave him $8 start up.  Furthermore, his “Alien Artefact Hunters” start-world gave him $2 each time he consumed Alien goods, and Victory points (from Consuming).  For everyone else it looked like it was going to be over before it had begun when Ivory  was the first to achieve an Objective, adding the associated Talents to his already growing pile of victory points.  Although they were a little less obvious , everyone else’s Start Worlds were quite useful too however.  Black for example received extra cash every time he developed, Green had the ability to reassign two of his white dice as Explorers or Settlers and Blue could reassign any two dice to explore.  These special abilities were slower to take effect, but gradually, these, together with the lack of production on the “Doomed World” meant the group began to haul back Ivory’s rapid head-start.

Roll for the Galaxy
– Image used with permission of BGG contributor punkin312

Blue, and to a lesser extent Green, spent a lot of time Exploring (using their special abilities), carefully choosing which Worlds to build and stacking the deck to control the order, a tactic that paid dividends later in the game.  In Blue’s case, she used the Objectives as a target and then used the Talents to finish off Worlds quickly enabling her to grab a couple from under Ivory’s nose.  Green more or less ignored the Objectives as he was too busy trying to remember how to play the base game while fiddling with his phone.  Black was less fortunate, and really struggled with the luck of the dice and found it difficult to make use of his special ability to get his engine going.  Then suddenly it looked like Ivory might end the game as the Victory Point reserve rapidly depleted.  He couldn’t make it on the first attempt though and there were a couple more things he wanted to do in any case.  In the end it was Blue who ended it—building not only her twelfth World, but also an extra one giving her a massive forty points for that alone.

Roll for the Galaxy
– Image used with permission of BGG contributor punkin312

Although Blue had a couple of Victory Point chips and a handful of Talents left over, it paled into insignificance compared with the massive pile of chips in front of Ivory—the question was whether it would be enough though.  It was very close, but Blue’s last round just tipped it in her favour and she won by five points.  With that, Ivory and Green took their leave, leaving Black and Blue to consider their options.  While they had been playing with their dice, the others had played a full four rounds of Saboteur and moved on to their next game.  Saboteur is a fun little hidden traitor game where players are either Dwarves trying to find the treasure or Saboteurs trying to stop them.  We’ve played it quite a bit and in truth it plays best with more than six players, as the number of Saboteurs varies and there is an element of doubt.  With five their can be either one or two Saboteurs, and the odds are heavily stacked against a lone Saboteur, but in favour of a pair.  Nevertheless, the group were keen to introduce Mulberry to it.

Saboteur
– Image used with permission of BGG contributor mothertruckin

It is another quite simple game:  On their turn, players can play a tunnel card onto the grid in the centre, play a special card (a broken or fixed tools card on another player or a map card to look at the destination cards), or discard a card face down and then draw a replacement.  If the Dwarves don’t get to the treasure before the cards run out, the Saboteurs win.  In the first round, Burgundy was isolated as the Saboteur and despite his best efforts, he failed to disrupt an organised team of Dwarves.  In the second round Burgundy was joined by Pine, and with two of them the odds were much better and the pair took the opportunity to prevent the Dwarf team from getting to the gold.  As a group, we normally only play a couple of rounds, but everyone wanted to see if luck would deal Burgundy a Dwarf card.  The immediate answer was no, and in the end it turned out that the third rounds was a direct replay of the second with Pine joining Burgundy on the Saboteur winning team.

Saboteur
– Image used with permission of BGG contributor mikehulsebus

By this time the group had decided they would keep playing until Burgundy wasn’t the Saboteur, and in the fourth round they finally got their way when Mulberry was a lone Saboteur.  Inevitably she failed to break the will of the “gang of four” who easily found the treasure.  Normally we don’t bother sharing out the “gold” scoring cards as it is very arbitrary who goes first and in a low number of rounds it is purely luck who wins overall which takes some of the fun out of the game.  This time though, the group played the rules as written.  With Burgundy and Pine winning two rounds and sharing the spoils two ways (instead of three) it was inevitable that they would score well.  In the end it was Pine who did lightly better, thanks to the fact he had been on the winning Dwarf team in the first round.  As Roll for the Galaxy was still going (and Red and Mulberry had gone home for an early night), the group looked round for something else to play and Purple’s beady eye lit on Steam Donkey.

Steam Donkey
– Image by boardGOATS

Steam Donkey is a card game that involves building a seaside resort consisting of a four by three grid of attraction cards. The three rows represent the different parts of the resort:  beach (yellow), town (pink) and park (green).  Similarly, the four columns correspond to the different types of building: amusements, lodgings, monuments and transport.  In order to place a feature, it must go in the correct location and must be paid for using cards of the same type, as such it has similarities with games like Race for the Galaxy and San Juan.  As players build their resort, visitors arrive at the station and come to see the attractions. Each attraction can take a certain number of visitors, which are actually a row of face down cards that are used to replenish the cards in players’ hands. Thus, on their turn players carry out one of the following actions:  choose a colour and build as many attractions in that colour as they can/want paying with other cards from their hand; choose a colour and start taking cards in that colour from the “station” (a row of face down cards), or if there are no visitors of the chosen colour (or there are no spaces for the visitors to go), they can add visitor cards to their hand and refill the station platform with four new visitors.

Steam Donkey
– Image by boardGOATS

The colour of the visitor side of cards does not reflect the colour of the attraction on the other side, however, the type of attraction is indicated.  There is a hand limit of twelve though and this can actually be quite a serious impediment for players collecting cards to build the more valuable attractions.  At the end of the game, points are scored for each unique attraction built as well as for fulfilling individual goals and bonuses depicted on players’ resort posters.  It was a long time since anyone in the group had played it, and Pine hadn’t played it at all, so it took a while to get going.  It was close at the top with Burgundy and Pine scoring pretty evenly for their buildings and taking almost exactly the same number of bonus points too.  Burgundy just had the edge however, and took the game by three points, with a grand total of seventy.

xSteam Donkey
– Image by boardGOATS

When Roll for the Galaxy finally finished and Green and Ivory left Blue and Black alone it was clear that they were going to be waiting for a while, so they looked round for something that wasn’t too long and played well with two.  In the end, they settled on Kingdomino, but decided to add the new Age of Giants expansion acquired at Essen.  Kingdomino is a tile-laying game with a couple of clever mechanics.  Players take it in turns to choose a “domino” and add it to their “Kingdom”.  The clever part of the game is that the tiles are numbered with players who choose the high numbered (and therefore more valuable) dominoes taking their turns later in the next round.  In the two player game, players get two turns per round, so their first turn can be used to try to set up the second turn.  In the two-player game, each player is building kingdoms consisting of 7×7 arrays of “squares” rather than 5×5 arrays, which makes the game much more strategic.

xKingdomino
– Image by boardGOATS

The game ends when there are no more tiles to place.  Scoring is by multiplying the number of tiles in each terrain by the number of crowns in that terrain.  Thus a moderate sized area with plenty of crowns is worth more than a large area with very few crowns.  The Age of Giants expansion doesn’t change things as much as Queendomino, which we found managed to take all the fun out of the game and add a whole load of unnecessary complexity instead.  This expansion adds a small number of tiles that feature either a Giant or a Giant’s footprints.  When a Giant Tile is drawn, a large wooden giant meeple is placed on it.  When this is taken, the Giant is taken too and is placed over one of the crowns anywhere on that player’s area.  When a footprints tile is taken, a Giant of their choice moves from their Kingdom to another player’s Kingdom.

xKingdomino: Age of Giants
– Image by BGG contributor kalchio

There are two problems with this little addition, firstly, there is a rules tweak that means five tiles are drawn in the two player game and one is discarded.  Blue and Black found that this meant they just chose not to take tiles with Giants on them except when forced to right at the end.  Secondly, even when forced to take a Giant, there was almost always somewhere it could be poked that caused minimal damage, so it wasn’t really a big issue.  This was a real shame as the Giants are lovely.  As well as adding a fifth player there is also a a small pile of bonus-point tiles; both Blue and Black really liked these as they thought that they added a nice twist.  This time, they ended up with bonus points for Sea tiles adjacent to the castle and Marsh land on the corners.  Both players tried to accommodate these, though Black did a much better job than Blue.

xKingdomino
– Image by boardGOATS

It may have been that Black was focussing too much on the bonuses however, as he ended up unable to place all his tiles.  And although he scored well on the bonuses and for Sea and Pasture, he scored very little for Woodland, Marshland and Mountains.  In contrast, while Blue completely failed to score for Pasture, she scored well in every other terrain and made a killing with her Wheat fields, giving her a total of two-hundred and thirty-three, some sixty more than Black.  With that done and the epic game of Steam Donkey finally over, there was just time to arrange some of the details for the Christmas Party nest time before everyone went home.

xKingdomino
– Image by boardGOATS

Learning Outcome:  We like simple games: they can be quick to learn, but take time to master.

29th May 2018

Two of our more sporadic members arrived early and were keen to get as many games played as possible, so the first game was squeezed in between ordering food and its arrival.  As something quick was required and Turquoise hadn’t played it before, NMBR 9 was the perfect choice.  A quick rules explanation was necessary, but there isn’t much to explain so it didn’t take long:  one player turns over the card deck, one at a time and everyone takes the indicated card and adds it to their tableau, ensuring that the edge touches one of the other tiles.  Once a few tiles have been placed to form a base layer, then tiles can be placed on top of other tiles as long as there are no overhanging parts, and the tile sits squarely on more than one other tile; the higher the tiles are placed the more they score.  It was a  tight game, well, tight between three players, but Pink romped away with it, twenty points clear, thanks to building one more level than everyone else.

NMBR 9
– Image used with permission of BGG contributor punkin312

Food was a little delayed, so there was time for another short game, this time an old favourite, 6 Nimmt!.   This is a game that gives players the illusion of control while everything is going well, and then shatters that illusion when it all goes wrong.  It is one of those games that is more difficult to explain than to play, but essentially players simultaneously choose a card from their hand, then simultaneously, everyone reveals their card.  Beginning with the lowest, each card is added in turn to the end of one of the four rows of cards on the table.  If a card is the sixth to be placed in a row, the first five are “won” and the card becomes a new starting card.  The player with the fewest “nimmts” is the winner, though almost as much kudos goes to the person for whom the game goes most wrong  and ends up with the most “nimmts”.  As usual, we played two rounds, and Magenta won the first with a duck, while Purple top-scored with twenty-six.  Purple picked up more “nimmts” than anyone else in the second round too and bravely took the wooden spoon, but the winner is the lowest over two rounds, and when Magenta picked up thirteen in the second round, she left the door open for Turquoise who finished with a very creditable total of six.

– Image by boardGOATS

While Pink, Blue, Magenta and Turquoise munched their pizzas, and Burgundy was attacked his ham, egg and chips, there was just time for those not eating to play a quick game of Love Letter. This game is very, very simple and can be as long or as short as necessary, in fact we hardly ever actually play it to the bitter end (three wins for one person).  Players start with a one card in hand and, on their turn draw a second, then choose which to play.  Each card has a special action and the aim of the game is to be the last player remaining or, in the case of more than one player left standing, to finish with the highest value card.  The first round went to Ivory came out on top, but in the second, Green made a lucky guess and knocked out Ivory in the first turn.  Then Green lost on a comparison, leaving Black and Purple to battle it out to the last card, with Purple the victor.  The third (and as it turned out, final) round ended up in a very unusual situation of being a tie between Green and Purple who both had the same high card.  While checking the rules, Blue shouted across that the winner was the one who had the highest total in front of them, which gave victory to Green.  With one-a-piece (except for Black) it was declared a three-way tie, though Purple was able to claim a moral victory with one win and a lost tie-break.

Love Letter
– Image by boardGOATS

Burgundy was still wading through his ham, egg and chips, but everyone else was finished, so it was time to negotiate who was going to play the “Feature Game”.  This was to be Taluva, a game we’ve played before, but this time it was to include the Extension.  The base game is a fairly simple tile laying game with a surprising amount of depth.  The idea is that on their turn, players place their tile, then place a building then replenish their hand.  This procedure is to that of Carcassonne, but that is where the comparison ends.  The tiles are a strange dodecagon made of three hexagonal regions or fields, one of which is always a volcano.  When placing tiles, they can be adjacent or on top of other tiles so long as the volcano sits on top of another volcano (the tile must also cover more than one tile and there cannot be an overhang).  Buildings can be placed anywhere, provided that they obeys certain rules. Unfortunately, although the game is beautiful, the theme is a bit sparse making these rules appear very arbitrary which has the consequence that they are quite difficult to remember.

Taluva
– Image by boardGOATS

A hut can be built on any unoccupied level one terrain that isn’t a volcano. On the other hand, an existing settlement can be expanded by placing huts on all adjacent terrains of one type, with more huts placed on the higher levels (two on the level two etc.). There are also three temples and two towers to place which can only be added to existing settlements: temples must be added to settlements covering at least three fields, while towers must be placed on a level three field adjacent to a settlement of any size.  The game ends when there are no tiles left and the winner is the player to have placed the most temples at the end of the game. In case of a tie, the number of towers built counts and then the number of huts. However, if a player succeeds in building all buildings from two out of the three different types before the game end, then he immediately wins the game. On the other hand, any player who squanders his building pieces and is unable to build any more is immediately eliminated.

Taluva with Extension
– Image by boardGOATS

Adding the Extension adds four optional modules:  pieces for a fifth player; two ships per player; a small number of double-hex tiles (rather than triple-hex tiles), and a board that provides a boundary for the building area.  We added all four modules, though we used the largest boundary area so it had only a small impact on the game.  The double-hex tiles are laid out face up and each player can only use one during the game, but as all tiles must be used unless a player checks-out early, the decision when to take play one can be quite important as nobody wants to be left with a tile they can’t use effectively.  Perhaps the most interesting module, though, is the ships.  These are played on “lagoons”, but critically, there is  a limit of one ship per lagoon, and the ships do not connect other areas.

Taluva with Extension
– Image by boardGOATS

From the very start, everyone seemed to get carried away with the idea of trying to build lagoons and place their ships.  Everyone that is except Burgundy, who got his first settlement illegally removed by Blue and spent most of the rest of the game trying to catch up.  Meanwhile, Pink stalled as his computer overheated, trying to come up with a strategy to compete with Ivory’s ever-growing empire.  It quickly became apparent that it would require everyone else cooperating to bring it down.  Burgundy and Blue tried to hatch a plan, but Black couldn’t see a way to prevent Ivory placing his last ship, and wasn’t prepared to spend as long thinking about things as Pink.  And with that, Ivory brought the game to an end; definitely far more “thinky” than such a simple little game really had a right to be.

Taluva with Extension
– Image by boardGOATS

Meanwhile, those who did not want to play long or heavy games chose a light game of Best Tree House, an easy game to learn (or so we thought).  This is a fairly simple little card drafting game, but with the rules in German, it was down to Purple to try and remember how to play it and Magenta to attempt some translation.  Players start with a hand of six room cards, and simultaneously choose one to add to their tree, passing the rest of their hand on to their neighbour.  There are some rules about building: firstly, treehouses must be built in such a way that each new level has one more card than the last (giving the tree its shape).  Each card represents a type of room and these are colour-coded to one of six colours. When a player is adding a card of a colour they don’t have in their treehouse yet, it can go anywhere, but if a player is placing a colour that already exists in their treehouse, it must connect to at least one card of matching colour. In this way players have to consider their card placements over the course of the game and try to avoid locking themselves out of options as play develops.  The clever part is the Balance Marker which limits the placement options.  It has three positions and when it is not central, the player cannot build on that side of their treehouse, indeed, they have to build to the other side of center in order to move their Balance Marker back to open up their placement options again.

Best Treehouse Ever
– Image used with permission of
nonsensicalgamers.com

At the end of each round, players score their treehouse based on the trophies on display.  We stumbled through the first game not entirely sure who should chose the scoring alteration cards after each round.  It wasn’t till the end of the game, when Black had found a copy of the English rules online for us that we realised we had made a few mistakes in the way we played. Some of us had also re-used a colour that should not have been used as it had already been blocked by other rooms.  Although the game was a tie between Purple and Turquoise on thirty-four each, we felt we had made such a mess of it that we needed to try again, but properly this time—it was only a short game after all.  The second time round, the game made more sense and everyone made better choices. The choosing of the score alteration cards was certainly trickier this time, but that felt more like a game challenge.  This time the victory went to Magenta, but everyone felt better after the second try and the game seemed a lot fairer too.

Best Treehouse Ever
– Image used with permission of nonsensicalgamers.com

Although time was getting on, it still wasn’t that late, and the “Feature Game” looked like it might be drawing to a close soon, therefore we picked another short one, Dodekka.  This is a simple little push-your-luck card game, with five different suits, Fire, Earth, Air, Water or Ether each with cards numbered 0-4. The game starts with three random cards placed in a line from the draw deck.  On a player’s turn they can either take a card from the deck and add it to the end of the row of cards, or take the card nearest the deck.  If the total of the face values of the cards in the row exceeds twelve, then the player has to take the whole row.  At the end of the game, players choose a scoring suit and add up the face value for that colour, then they subtract the penalty points – one for every card not in their scoring suit.  Purple and Green are old hands at this one, but Turquoise and Magenta had not played it before. Green made a good show of demonstrating how not to play this game as he managed to collect a vast array of cards of all colours.  His positive score was not bad, but he had a shockingly high negative score giving an overall minus one.

Dodekka
– Image by boardGOATS

It was much closer between the other three.  Turquoise got to grips with the idea quite quickly and managed to amass a high positive score of 16, but ended up with a few too many other colours.  In a game that is often won with a score of two or three, her score of nine was excellent and remarkably tied with Purple who scored.  Eclipsing them both, however, was Magenta, who scored positive thirteen like Purple, but amazingly had avoided the traps and ended up with only two other cards to give an unheard-of total score of eleven.  By this time, Taluva had finished, and that group had moved onto another quick game that we’ve not played for a while, The Game.  This was played with the blue cards from The Game: Extreme, but we just ignored the additional extra icons.  In this game, players must try to cooperatively play every card from the deck (numbered two to ninety-nine) onto four piles.  On their turn, the active player must play two cards from their hand on any of the four piles:  for two of the card must be of higher value than the current top card, while for the other two it must must be of lower value.

The Game: Extreme
– Image by boardGOATS

Players can discuss anything they like so long as nobody discloses any specific number information and they can play as many cards as they like on their turn so long as they play at least two (until the deck has been depleted, after which they must play one).  To help eveyone out, there is also the so called “Backwards Rule” which allows players to push a pile back so long as the difference between the card they are playing and the card they are covering is exactly ten.  Once the active player has played their cards, they replenish the missing cards.  The game ends when all cards have been played or the active player is unable to play a card.  This time, a lot of players started with mid-range cards, but once those had been cleared, things progressed quite satisfactorily.  Inevitably, when Burgundy was forced to trash a pile, things began to go wrong, but once he’d played all his cards, with a bit of careful organisation all of a sudden it looked possible, and indeed, as Ivory played his last cards, a four and a three, we beat The Game for the first time in a very long while.

The Game: Extreme
– Image by boardGOATS

While all this excitement was going on, Green had left for an early night and the last three decided to give NMBR 9 another go.  This time, all three players only managed two scoring layers, and, as a result, there was just one point between second and third.  It was Turquoise, however, who had really got a handle on the game this time though, and finished more than ten points ahead of the others with a creditable score of sixty-four.  There was still time left for something shortish, and with six people there wasn’t an awful lot to choose from, so in the end, we went for an old favourite, Bohnanza, also known as “The Bean Game”.  Because most people have played this a lot, in general, it was only a few minor points that really needed clarifying though reminders are always helpful:  hands must NOT be rearranged; active players MUST play the first card from hand and may play the second; the two cards turned over from the deck must be planted before any other trading can be done; fields with only one bean in them cannot be harvested unless all fields only have one bean in them; draw FOUR cards at the end of players turns, and third bean fields cost only TWO coins…

Bohnanza
– Image by boardGOATS

The game was very close.  Purple was clearly doing well with lots of lucrative Soy beans, while Black-eye beans were unusually popular.  Black was stuck with a precession of coffee and wax beans, while Blue kept digging up stuff just before she acquired more of them. Burgundy kept complaining that he had a very small pile, but by the end it looked just as healthy as anyone else’s.  Blue bought herself a third bean field at her first opportunity, and, controversially, Ivory followed about two thirds of the way through the second round.  This drew lots of surprised gasps and sucking of teeth, as the received wisdom is that with large numbers of players, the extra field is rarely worth it.  It was impossible to tell whether Ivory would have done better without it, but it was a game of small margins.  In the end, it was a tie, with Blue and Purple both finishing with thirteen points, largely thanks to a very dodgy trade on the final turn.

Bohnanza
– Image used with permission of BGG contributor spearjr

Learning Outcome:  Great games can come from a simple rule set.

8th March 2016

While Burgundy finished his ham, egg ‘n’ chips, the rest of us continued our political discussions from two weeks ago.  This time we discussed the length and timing of the school day, the inevitability of double-parent working households, the cost of childcare and whether or not parents should be paid to stay at home and look after their little ones.  We were expecting Black and Purple, but eventually, someone suggested playing a quick game, to which Blue commented that you could guarantee that they would arrive just as we finished setting up.  A brief debate about what to play followed before we settled on one of our old favourites, Walk the Plank!, a simple pirate themed “programming” game where players try to push each other along a plank and off the ship.

Walk thePlank!
– Image by boardGOATS

Since everyone had played Colt Express fairly recently, the rules were quick to reprise:  everyone simultaneously chooses three cards and the order in which they are going to play them, placing them face-down; starting with the first player, players then take it in turns to play one card until everyone has played all three.  With lots of aggressive options the game is always quick and fun, and the last pirate standing is the winner.  We had just finished the summary when Black and Purple arrived, but since it is only a short game we carried on.  Blue started the game by immediately shortening the plank and before long there was no plank left (a situation we allow through a “house rule”).  When Green Green played a “Drag to Sea) with only one pirate left which was perched precariously on the edge of the boat, it was inevitable that he would take Blue’s only pirate with him for company, leaving everyone else with two pirates each.

Walk the Plank!
– Image by boardGOATS

It didn’t last, however, and before long Magenta’s last pirate received the Big E from Burgundy and joined the others watching the goings on from Davy Jones’ Locker.  With all the carnage in the first round (eleven pirates down in just fifteen cards), there were just two players left with two pirates each all on the ship.  Although the rules say the last two players share the victory this seems strangely friendly end for an otherwise savage little game, so we always play to the death. The second round began a little cagily with both players extending the plank, but then Burgundy was paid out for his treachery to Magenta when, in a moment of stupidity, one of his two remaining pirates dragged his pal off the end of the plank, leaving Pine the clear victor with two pirates still standing.  It was an exceptionally short game thanks to the early vindictiveness, but in truth, it is a much more fun game when it is played that way.

Mijnlieff
– Image used with permission of BGG contributor thepackrat

Despite the compressed nature of Walk the Plank!, Black and Purple still managed to squeeze in a little two-player abstract game called Mijnlieff (pronounced “Mine-Leaf”).  This is a beautiful little game made out of wood and designed by the designer of Dodekka, Andy Hopwood (Hopwood Games).  Black described the game as “fancy Noughts and Crosses” since the aim of the game is to form lines of three, but since there are different types of pieces and your opponent controlling where you can play it is much more strategic.  The game is played by placing wooden tiles on a four by four board.  Each Player has eight pieces with two each of four different symbols where the different pieces dictate where the other player can put their next piece.  For example, when a Greek cross (or “+” symbol) is played, the next player must place his piece on an empty square in an orthogonal line from the piece just played.  Similarly, playing a saltire (or “×” symbol) forces the next player to place his piece in a diagonal line from the piece just played.

Mijnlieff
– Image used with permission of BGG contributor thepackrat

Game play is really quick, so much so that despite Walk the Plank! finishing in record time, with Purple taking it by three points to Black’s two.  With everyone finished, we had a quick show of hands as to who would like to play the “Feature Game”, Kingdom Builder.  When seven hands went up, Green asked who was very keen to play it and nobody looked interested.  The most enthusiastic was Burgundy who had played it before, so Magenta swapped seats with Green to make a foursome with Blue and Pine.  On the face of it, Kingdom Builder is also a simple game, played by placing small wooden huts (Settlements) on a board made up of different terrains laid out using a fine hexagonal grid.

Kingdom Builder
– Image used with permission of BGG contributor msaari

At the start of the game, each player is dealt a terrain card and on their turn, they have to place three settlements on that terrain type.  As far as possible, the Settlements must be adjacent.  At the end of their turn, the player discards their card and draws a replacement.  Play proceeds in clockwise order until one player has run out of Settlements, then the round is completed and scores are tallied up.  While these are the basic rules, there are also specific rules that change for each game, and since the board is made up of four modules chosen at random from a set of eight, the number of possible layouts is vast. Each module board also has three special hexes on it: two with a gold scroll-work border (Locations) and one with a silver scroll-work border (Castles).  The Castles give points for players with an adjacent building at the end of the game while the Locations give an in-game benefit.

Kingdom Builder
– Image used with permission of BGG contributor SpaceTrucker

At the start of the game, each Location has two hexagonal chits on it which are taken by the first two players to build next to it.  These chits give players extra actions that they can take on their turn, but the nature of the Location and corresponding action is dependent on the boards chosen.  In this game we had the Tower, the Tavern, the Barn and the Paddock.  These allowed players to add an extra Settlement along the edge of the board; add an extra Settlement to where a player had a row of three or more Settlements; move an existing Settlement to a space matching the active player’s current terrain tile, and move one Settlement two spaces in a line from its current position (i.e. jump).

Kingdom Builder
– Image used with permission of BGG contributor kilroy_locke

Points are awarded at the end based on the rules cards and a subset of three are drawn from a total of ten at the start of the game.  For this game, we draw the Knights, Discoverers and Citizens cards which gave two points for each settlement a player built in the horizontal row where they had the most Settlements; one point for each horizontal row in which they had at least one settlement, and one point for every two Settlements in each player’s largest settlement area.  Thus, to score one well, you needed a horizontal line, a vertical line and a clump, all with a limited number of huts.  To make the problem even more challenging the board layout had a large mountain range across the middle with a couple of awkwardly positioned rivers.  We all blamed Burgundy for his awful “choice” of boards and layout…

Kingdom Builder
– Image by BGG contributor pphh

Although the rules are prima facie quite simple we got into a bit of a tangle with the modifications caused by the Locations.  Blue kept forgetting that the Tower and the Barn were subject to adjacency restrictions and Pine struggled to see the point of the Barn at all.  Blue made an appalling start, while Burgundy’s best laid plans were stymied first by Blue and then by Magenta.  Meanwhile, Pine had got two groups of Settlements and was trying to build a vertical ribbon development to connect the two.  As Burgundy’s supply of Settlements dwindled faster than anyone else’s, Pine desperately needed to draw a desert terrain card, but kept drawing woodland cards which were nearly useless for him.  In the final round everyone tried to make the best of their limited number of remaining Settlements before totalling up the scores.  It was very, very close, but Blue finished with a round fifty, just two points ahead of Magenta, with Pine and Burgundy both within two points of her.

Kingdom Builder
– Image by boardGOATS

Kingdom Builder isn’t a long game, so Black, Green and Purple decided to opt for something short and light so settled on another old favourite, Splendor.  This is a fairly simple card game with a very loose gem merchant theme.  On their turn, a player can either collect chips (gems), or use chips to buy gem cards.  Most of the gem cards are effectively just a permanent source of chips, i.e. can be used to buy other cards, but the higher value ones also provide victory points.  Nobles can also give players points and these are claimed by the first player to collect certain combinations of gem cards (e.g. three each of onyx, sapphire and diamond).  The game finishes at the end of the round when one player gets to fifteen points, and the winner is the person with the most points.

Splendor
– Image used with permission of BGG contributor henk.rolleman

Three of the four randomly selected Noble cards required a set of three green emerald cards as part of their requirements, with differing selections of the other colours; white diamonds, red rubies, blue sapphires and black onyx. The fourth Noble required four cards of each white diamonds and black obsidian.  With the first card selections it was clear that both Black and Green had studied the distribution of cards required to win Nobles tiles and were fighting hard to get the green emeralds that were available. Unfortunately, the number available was quite small, but nothing compared to the scarcity of rubies. The first of these was nabbed by Purple and Green, who failed to get the second was left unable to get the remaining one which was an expensive, high scoring, level three card.  Early on Black marked his intentions by reserving a level three (taking the bonus “wild” gold chip).  Meanwhile Purple was busy building a large supply of diamonds while Green concentrated on the low level emeralds and sapphires. With half a dozen cards each, scores were low and close, but quick glance across to Kingdom Builder showed they were still going through the rules…

Splendor
– Image used with permission of BGG contributor henk.rolleman

Black reserved another high value card, Purple had managed a large haul of diamonds, both cards and chips and green had got his three green emeralds, now joined with three sapphires. Rubies still refused to come up with any kind of regularity which meant that players priorities usually changed quickly when one did come up.  Green was the first to obtain a noble when he got his third diamond card.  He did this with mostly non-scoring cards and so this only put his score on a par with the others.  The game entered a new tenser phase when Green quickly picked up his second noble after taking a third ruby card, though even he couldn’t quite believe he had managed to get three of them.  Black finally paid up for one of his put away cards and now the points were close to the end.

Splendor
– Image used with permission of BGG contributor henk.rolleman

Black was just two points from getting the fifteen needed to trigger the end-game, and a study of the available cards showed Green that Black could get it with a diamond card on his next turn. Green persuaded Purple that she needed to take the diamond card using her gold chip (she couldn’t afford it otherwise) as she would not get another go if she didn’t and could not afford the high value one she was saving for anyhow.  Luckily the replacement card was not one which Black could afford so he had to take chips instead pushing the game into another round.  Green grabbed a high value level three card taking the bonus gold chip (giving him all he needed to buy it on his next turn) and Purple bought her high value card. Black bought his last reserved card, which put him on sixteen points giving Green one last turn. With a flourish he paid for his reserved card card which gave him three points and claimed the final noble for another three, giving him a winning total of seventeen points.  It was a few moments, before Green noticed and the others didn’t spot it at all, but Green’s last card was not a black onyx, but a fourth ruby – he had not got the noble after all.  Perhaps it was a touch of colour blindness from the excitement of the end-game, but Black was the winner after all with Green and Purple finishing in joint second.

Splendor
– Image used with permission of BGG contributor henk.rolleman

Kingdom Builder should only take thirty to forty minutes, but for some reason it took nearly twice that, so Green, Black and Purple moved on to play Tobago, a really pretty game in which the players possess different parts of treasure maps and try to use narrow down the possible locations faster than everyone else in order get to the treasure first.  The idea is that on their turn, players can either can either play a card on one of the four Treasure Maps or move their little 4×4 truck up to three “legs” (a leg being anywhere within the current terrain, or a move from one terrain to another).  Playing a card narrows down the number of possible places that the Treasure could be, for example, “in the jungle”, “not next to a hut” or “in sight of a statue” etc..  Each clue card placed must narrow down the possible locations by at least one hex, cannot contradict a previous Clue, and cannot eliminate all possible locations for the Treasure.  Eventually there will only be one possible location, after which, the first player to get there retrieves the Treasure.

Tobago
– Image used with permission of BGG contributor Lord Warlock

When a Treasure is retrieved, everyone who helped narrow down the treasure location by playing a card gets a share proportional to the amount of effort they put in.  Initially, each player gets a Treasure card for each clue card they contributed.  They look at the card(s) secretly before they are shuffled together with one drawn blindly from the deck. A card is then drawn at random and, starting with the player who found the Treasure, it is offered to each player in turn until someone takes it.  The order corresponds to the order they made their contribution, so some players may have made multiple contributions and therefore may get multiple chances to take a Treasure card.  Once a player has taken a treasure, that contribution is considered fulfilled.  The Treasure varies in value, but there are also two “Cursed Treasure” cards (also known as “Baad Treasure”).  If one of these is turned over, the remaining Treasure cards are not distributed and anyone left in loses an amulet (if they have no Amulet, they lose their most valuable Treasure card instead).  The appearance of Amulets is triggered every time a Treasure has been found and they can be collected by players moving their 4×4.  The player with the most Treasure at the end of the game wins.

Tobago
– Image used with permission of BGG contributor Toynan

Green’s strategy was to contribute as many Clues as possible, Black went for a drive to dig up treasure and Purple complained of having a terrible set of clue cards (to be fair she had a lot of “not in …” cards, which did prove difficult to place on the “in play” Treasure maps, but for some reason she was reluctant to start a new one). It was a slow start, but after the first treasure had been found and the Amulets started to appear we got into our stride a little more.  About half way through the game, Green checked the rules on what to do with the discarded Clue cards and instead found a small rule which stated that the one who takes the last Treasure card immediately places the first Clue on the now empty treasure “map”. We felt that this might have speeded the game up a little and implemented the rule.

Tobago
– Image used with permission of BGG contributor Lord Warlock

Green and Purple were the first casualties of the “Baad Treasure”. They both had Amulets, but annoyingly a six point and a five point treasure were both lost.  The second time round we were all affected and everyone lost an Amulet, but the lost cards were not high value so it felt less of a loss somehow.  With only three treasure cards left in the deck (game ends when they are exhausted) placing Clues was quite tricky. Only one of the treasures would be found, and placing your clues on the others would result in nothing, but which one would be “found” first?  In the end it was a treasure only Green and Purple benefited from.  In the final scoring, Purple came out the richest finishing with thirty-eight, and Black came in second just four behind. So for all her complaining about her hand, she had made it work to her advantage. It also looked like Green’s strategy to spread clues thinly across all Treasure maps and let others do the actual finding, had failed as it made him almost certain to lose out when the “Baad Treasures” came up.

Tobago
– Image used with permission of BGG contributor jayboy

By the time Kingdom Builder finally finished, Tobago was well under way, with no sign of finishing soon.  Magenta took an early night, so while Pine was at the bar, Burgundy and Blue discussed the options.  Given the time available, it was a toss-up between two games that Burgundy said he couldn’t get the hang of: Isle of Skye and Blueprints. Blue gave him the choice and in the end, he chose the latter as we’d not played it for a while.  This is a clever little building game where players are architects who must use different coloured dice (representing different materials) to build different structures from their blueprints.  The idea is that on their turn, each player chooses a die from the central pool and adds it to their building.  Each die must have the same value or higher than any it is placed on top of.  At the end of their turn, they roll a replacement from a bag, thus replenishing the dice supply.  Once each player has placed six dice, their building is evaluate depending on the colour of the dice they used, how many they are and their position etc.  For example, black dice score more if they are placed high up, whereas orange dice score more if they are surrounded by lots of other dice.

Blueprints
– Image used with permission of BGG contributor kilroy_locke

The person with the best building wins the round winning the Gold Award which is worth three points at the end of the game.  Points are also available for Silver and (depending on the number of players) Bronze.  There are also Special Awards (which are worth two points at the end) which go to players who fulfil other specific criteria, such using five dice out of the six in the same colour or having a building with a height of five or more.  In the first round, Burgundy demonstrated exactly how he couldn’t get the hang of the game, but failing to make the Special Award he was trying for and also not scoring highly enough to take either the Gold or Silver awards.  The second round was notable for the number of black fours that were rolled, and how, despite that, Pine somehow managed to take the Special Award for using four dice with the same number, but with fives while Blue failed to do the same with fours.  Going into the last round, both Burgundy and Pine tried to collect green dice, leaving Blue the pick of the rest, her third Gold Award, second Special Award and a clear win with thirteen points.

Blueprints
– Image used with permission of BGG contributor dotKeller

With the evening coming to a close, there was just time for a quick filler.  Black commented that there was always “the old favourite” and since Pine claimed he’d not actually played it (though the logbook proved he had), there was no opposition to a quick closing game of 6 Nimmt!.  We reminded Pine of the rules:  players simultaneously choose a card, then simultaneously reveal them before playing them in ascending order placing each on on the highest card that is lower than the card being played.  When the sixth card is added to a row, the first five are taken and the number of heads contributes to the player’s score, lowest score wins.  The thing that makes the game so compelling is that any grip is incredibly tenuous and once it begins to go wrong it tends to escalate horribly.  In the first round, Green seemed to pick up everything and in the second it was Burgundy’s turn.  Black and Pine had two mediocre rounds and Purple made the only clean sweep.  It was Blue who got lucky this time though with two very good rounds totaling just two and four, so she took the game with a combined total of six, slightly ahead of Purple with twelve.

6 Nimmt
– Image by boardGOATS

We tend to play a variant over two rounds with half the deck in each round and not resetting the table in between.  This led to a bit of discussion as to why things tend to cascade.  The problem is that there are always some rows that get blocked off as they pick up a couple of high scoring cards as well as a finishing with a high face value card.  This means the chance of a player being forced to add something to (and take the row) is small, and nobody will take it voluntarily as the hit is too great.  In our game, three rows got blocked off early on in the first round which meant we spent nearly the whole game playing cards on one row.  The problem is that once a player has used, say, a low card that card is no-longer available, so the player is likely to be in the same position next time  too.  In the case of a six player game, things are exacerbated because it is the sixth card that triggers the pick up.  Thus, in our game, the first first player would take the singleton, leaving the next four players to add to the row and the player with the highest card to take the row and no better off for next time.  That doesn’t really detract from the fun though and it is still wonderfully stressful in a good way, so justifiably one of our favourite fillers.

6 Nimmt
– Image by boardGOATS

Learning Outcomes:  Sometimes some games just take much longer than expected.

29th July 2014

After a bite to eat, we started late with our first game, Indigo and immediately in walked a two more gamers.  It is a quick game though, and Yellow in particular was quite fascinated watching.  It is a really beautiful and simple yet clever game, based on tile laying and path building.  The idea is players have to direct glass pebbles and catch them in their “gates”; different coloured stones are worth different numbers of points.  Each player has a single tile and on their turn, they place that tile anywhere on the board in almost any orientation.  If the tile extends the path of one of the stones or connects it to another bit of path, the stone is moved along the path to the new end.  If a stone arrives in a gate, the owners of the gate get to keep the stone; each stone have a value and the player with this highest total at the end wins.

Indigo

In the four player game, players have three gates each, sharing one with each player, so there is a certain degree of team-work.  This was White’s first visit, and it became clear early on that this was not the best game for her as, without her glasses, working out where the blue ribbons go was challenging!  Nevertheless, she did remarkably well, especially in helping us make sure Green didn’t win!   Red and Blue led the charge and, when Red brought home the blue stone (which is worth a valuable three points), the writing was on the wall – a draw!

Indigo

With a few more arrivals, we decided to play our “Feature Game” next, which was 6 Nimmt! (aka Category 5 amongst other things).  This is a much older game (celebrating its 20th anniversary this year), though is also quite simple to play.  There are four cards on the table forming the start of four rows and players start with ten cards in their hands.  Each card has a face value between one and one hundred and four and features a number of “Bulls Heads” (mostly just one, but some have as many as seven).  Basically, players secretly choose a card to play, and then simultaneously show them.  The lowest card is then placed after the highest card on the table that has a face value lower than the card they are playing.  In this way, four rows are formed.  The rows are full when they contain five cards and when the sixth card should be added, the active player instead takes all the cards in the row and places their card down to start a new row.  A player scores the number of Bulls Heads on the cards and winner is the one with the fewest at the end.  Since the number of cards in the rows increase (making it harder to play safely) and the number of cards in hand decrease on each turn (players don’t pick up after each turn), the decisions get increasingly agonising, especially when the number of Bulls Heads in the rows starts to increase.

6 Nimmt

We checked that Red understood that she wasn’t supposed to be collecting cards and she assured us that she understood this aspect of the rules, however, it wasn’t a surprise when she finished with nearly twice as many Bulls Heads as anyone else!  So we decided to play a second round and work our way through the second half of the deck to give her a chance to improve things.  Green decided that it was time to “nobble” Blue as she had finished the first round with one Bulls Head, however, he had no idea how to go about doing it, nevertheless, everyone was delighted when Blue was the first to pick up.  Red seemed to have got the hang of it this time and managed to get through the whole round without picking up a single card which meant she finished in joint second with Green.

6 Nimmt

We didn’t have long before people had to leave,  so we played a game of one of our new favourite fillers, Dodekka, which has a lot in common with another game we like, Parade.  This is a simple little push-your-luck card game, with five different suits, Fire, Earth, Air, Water or Ether each with cards numbered 0-4. The game starts with three random cards placed in a line from the draw deck.  On a player’s turn they can either take a card from the deck and add it to the end of the row of cards, or take the card nearest the deck.  If the total of the face values of the cards in the row exceeds twelve, then the player has to take the whole row.  At the end of the game, players choose a scoring suit and add up the face value for that colour, then they subtract the penalty points – one for every card not in their scoring suit.

Dodekka

Yellow was the first to pick up a handful of cards, but it quickly became clear that he had a strategy and, as a substantial number of the cards were blue he was hoping to collect enough to offset any penalties.  Red, Green and Blue, meanwhile tried to delay picking up cards and then minimise the number they got so they could leave the decision until they were forced to choose.  Purple was forced to choose quite early on, but ran out the winner with a grand total of five, just one ahead of Green and three ahead of Yellow.  Remarkably, nearly everyone finished with a positive score, which we felt was much better than last time!

Dodekka

Next up was another recent favourite in Ivor the Engine.  We played this only a few weeks ago, but Yellow has won every game he’s played, so we all felt we couldn’t let this record stand…  Yellow started out well early on, with a lucrative job in Llangubbin, but it stayed close.  Purple carried out a lot of jobs at Mrs. Porty’s House and then picked up the matching event card to add more points.  Green collected a lot of sheep in the Grumbly Town area and then played a handful of cards to do several jobs one after another.  When an event card came up that moved everyone to Tewyn, we all payed a sheep except Yellow who followed the move with an ominous number of jobs in Tewyn Beach.  Meanwhile, Blue had picked up a lot of cards for Dinwiddy’s Gold mine, but without help was unable to clear the sheep efficiently.  So when the matching event card came and went, she changed her strategy and collected a couple of tasty looking jobs in Grumbly Town.  When it looked like Yellow was about to finish the game, Blue gave him a lost sheep card, immediately followed by Purple who forced him to lose a couple more sheep.  Blue turned her Goldmine cards into gold, then into coal enabling her to move and carryout a couple of jobs bringing her sheep flock to twenty-five, and as the last player in the round, brought the game to an abrupt end.  With her extra sheep event card, she finished with thirty, just ahead of Green who pushed Yellow into third, for the first time.

Ivor the Engine

With only half an hour left, we decided to play what looked like a quick game in The Great Downhill Ski Game.  This is is an old game dating back to over forty years, but was ahead of its time.  Basically, players have a hand of ten tiles and on their turn they lay as many of them as they can to create a continuous path avoiding all the trees.  At the end of their turn they draw tiles from a face down pool to bring their hand back up to ten.  The game ends when one player makes it to the bottom of the run and players get points for finishing the course, but also for the tiles they lay, with points for corners and more points for sharper corners or crossing a track.

The Great Downhill Ski Game

Yellow started followed by Blue and Purple, so by Green’s turn he was squeezed into a corner and had to wriggle between the edge and Yellow’s track, as well as avoid the trees.  Purple was lucky with the space she had as Blue had left her with a lot, but didn’t get the tiles she needed.  Meanwhile, Blue started well and made a run for the line, but trying to weave in as many of her higher scoring tiles as she could.  It looked like Blue was miles ahead, but Yellow crossed the line first, leaving everyone one turn to finish.  Purple was the only one who couldn’t quite make it, though she managed to use nearly all her tiles.  Blue was hampered by drawing a high scoring, but high penalty tile in the penultimate round that she couldn’t get rid of, and came joint second with Green who did remarkably well considering his difficult start.  The gold medal went to Yellow though, who was not only first down the course, but was also left with the fewest penalties at the end.

The Great Downhill Ski Game

Learning Outcome:  Old games are sometimes still good games.

3rd June 2014

This week, we started late partly due to illness and delayed arrivals and then we got side-tracked by the latest haul from the UK Expo over the weekend.  These included The Little Prince: Make Me a Planet, Tsuro of the Seas (an expanded version of one of our favourites, Tsuro), a little card game called Dodekka and most exciting of all, a new game based on the old childrens’ classic, Ivor the Engine, complete with the original artists drawings.

Ivor the Engine

We decided to start with Dodekka, as it had been played at the show. This is a short card game played with five different suits, Fire, Earth, Air, Water or Ether each numbered 0-4. The game starts with three random cards placed in a line from the draw deck. On their turn, a player may choose to take the card closest to the deck into their hand or take a new card from the deck and add it to the end of the row. Players score the total face value of the highest set, minus one point for each additional card and the highest score wins.   As long as the row totals twelve or less (or the new card is the same number as last one) everything is fine, but if the active player chooses to “twist” and goes “bust”, then they must take all the cards on the table into their hand and this can lead to a lot of negative scores!  The game started fairly evenly, but White was the first to succumb to the bust.  It seemed that every time it came round to White, she had to choose between taking a card she didn’t want or taking a chance that she would not go bust from 11!  So yes, the inevitable happened again and just as we were beginning to wonder if this game was flawed, Red went bust and shifted the cycle.  Green (who had not played it before) somehow managed to hang on till the end of the game without going bust and won with the handsome score of 9.

Dodekka

As the theme of the evening was new games and old favourites, next we played Alhambra, but with a couple of new, unplayed modules:  the Characters and Military Encampments from the City Gates expansion.  We’ve played Alhambra a few times as well as its predecessor, Stimmt So!.  Basically, on your turn, you buy coloured tiles with different coloured money cards and add them to your Alhambra. If you can pay with exactly the correct amount, you can buy another tile, but if you over-pay, you get no change and your turn ends. While this all sounds simple enough, there is the little problem that most of the tiles have walls along one, two or three edges, and when placed, these must match up without partitioning the Alhambra.  These walls are critical as poor play in the early stages means that it is possible to get yourself backed into a corner later in the game.  The Military Encampment tiles are placed alongside and outside the Alhambra walls and score points dependent on the number of tiles within that row.  The Characters can do a variety of  things:  some help end-game scoring, some provide a one off bonus, and others give a bonus of some sort every turn.  These cards are in the money deck and are immediately auctioned off when they appear.

Alhambra

The game progressed steadily through to the first scoring round, with White and Green matching tile for tile and Red just a couple behind. After totting up at the first scoring round, Red was only two points.  As the second round progressed, things began to get interesting as the characters started appearing.  Red picked up the first two, which enabled him to swap exchange a tile on the market board if he wanted, or get extra money if he got low.  Green got the third Character, which was a tie breaker for one tile colour at scoring. White then got in on the action with a card which would increase her wall score, and since her wall was looking good already, seemed like a wise investment.  Meanwhile, Red’s Alhambra was looking good for the high scoring tiles and the wall, although building was going to become more challenging.  White was also getting a little boxed in to the west, but built up a few camps improving her score.  Green did not have the long wall, but was really boxed in due to the hap-hazard nature of his city.  So, when the next character card to appeared gave an additional city re-arrangement action for placing a new building, Green did everything he could to get it, and fortunately for him, the others did not try very hard to stop to him.

Alhambra

In the second scoring round Green’s tie breaker character gave him a boost and White’s wall bonus gave her a few extra points, but it was all to no avail as Red soared into the lead.  Moving into the third round and the game picked up intensity as Ruth left the building (i.e. the game became “Ruth”-less!).  The final character to appear enabled the player to get a money card if he bought a high value tile, although looking at what was already on the table there did not seem to be many (if any) left and only Green thought it was worth money.

Alhambra

So the fight was on, White was trying to make her wall as long as possible and added camps as often as she could.  Green and Red fought to get the most of the highest scoring, purple tiles, while Green frantically set about re-arranging his city, turn by turn, often over-paying simply to buy a tile and unlock the re-arrange action, so that he could to get more tiles in. Red won the battle for purple and green tiles, Green just about got his city re-arranged and nabbed a couple of white buildings at the last to give him the lead in that class.  In the scoring, Green then used his tie breaker to take the lead in brown tiles ahead of White, adding them to the lead in red tiles, meanwhile, Red sneaked ahead in the lowest scoring blue tiles.  Both White and Red scored well for camps and walls, but Green had managed to pull his city together and link up his walls to give a respectable score.  In the end, the game was quite close, but Red won the day with 146 points, just seven points ahead of Green in second.  We all agreed that the character cards really added an interesting twist to the game, and will likely remain a feature of our Alhambra games from now on.

Alhambra

This game had taken a very long time, and, even though it was only supposed to be only an hour, according to the game cube timer it had taken over an hour and a half excluding setting up and auctioning!  There was still time for another crack at Dodekka though and this time Green went bust very early on, while Red remained card-less and White went bust next.  Red did not survive and right at the end, Green took a gamble and went bust to finish the game.  As we’d found earlier this is a generally low scoring game and this was no exception, with Red running out the winner on 1 point!  Even so it was agreed that this was a good game, worth playing again… and again… and again…

Dodekka

Learning Outcome:  To win you don’t always have to score highly!