Tag Archives: Endeavor: Age of Sail

Golden GOAT Award Winners – 2022

As usual, the boardGOATS met just before Christmas for a party and to decide the winners of the GOAT Awards.  After pizza and crackers and the usual mayhem, the group voted for two awards:  the Golden GOAT for our favourite game and the “GOAT Poo” award for our least favourite.  Everyone had the usual three points to hand out for the Golden GOAT Award (plus a bonus if wearing Festive Attire), though a maximum of two points could be given to any individual game.  Everyone could also nominate up to two individual games for the GOAT Poo Prize.

Dice Hospital
– Image by boardGOATS

This year, there were a few games that received the unofficial “Marmite Award”, that is to say they received nominations for both the Golden GOAT and the GOAT Poo prizes.  These included Dice Hospital, Azul, Modern Art and Viticulture.  For the GOAT Poo Prize itself, there were several games that received two or three nominations, but the clear winner was Villainous – The Worst takes it All which received six nominations—quite an achievement since only five people played it and one of those wasn’t present for the vote!  Villainous is a beautiful, asymmetric card game, but one that we struggled with for several reasons, not least the fact that players had to work out how to play their own character, and we were playing it with five people which is two or three more than it needs.

Disney Villainous: The Worst Takes it All
– Image by boardGOATS

Nominations for Moment of the Year included two epic games, one of Viticulture and the other of Tapestry.  The latter nomination included the citation:  “I thought I was doing well until Ivory lapped me… twice!”  Pine also recalled Lilac nobbling him in Turf Horse RacingThe most poignant moment however, with hindsight, was last year’s UnChristmas Dinner, which was the last meeting attended by Burgundy, who very sadly, suddenly passed away just a few days later.  We all still miss him, but the fact we were joined by Jade and Plum and their partners this year is his legacy, and one we think he would have been proud of.

Mike Parker
– Image by
Pushpendra Rishi

And that just left the Golden GOAT Award for the best game of the year.  Previous winners including Wingspan, Altiplano and 6 Nimmt! were ruled out, but there were plenty of options remaining.  Lots of games received three nominations including Endeavor, Cascadia, Old London Bridge, Splendor, Tapestry and Die Wandelnden Türme  But this year, the clear winner was Everdell. This card-driven game was only played for the first time a few weeks ago, but it is planned to play it again soon with one of the expansions being the “Feature Game” early in the new year.

Golden GOAT - 2022
– Image by boardGOATS

1st November 2022

Pine was the first to arrive and also the first to leave as he had just popped in to say “Hi!” while his baked potato was in the oven.  There were a few others missing as well, but still more than enough for two tables.  The “Feature Game” was Danger Circuit, an expansion for the card-driven bidding, racing, and betting game Downforce.  Downforce is based on the older game Top Race, which in turn is a reimplementation of several other games including Niki Lauda’s Formel 1. It is widely agreed to be one of the best car racing games, combining strategy and luck, especially when some of the expansion tracks are used.

Downforce
– Image by boardGOATS

Downforce comes in three parts:  a car auction, the race, and betting.  The game starts with the car auction where players bid on the cars using the cards they will use to race later.  The cards show how far the cars shown on it will move.  So when a player plays a card on their turn, they then move all the cars on it in order.  Some cards show only one car while others move more, even all six.  Before the start of the game, players are dealt the hand of cards they will use during the race and therefore know which car or cars over which they will have most control.  Using this information, they then chose a card to bid on each car, getting the card back, but making a note of the amount they “paid” to buy it.

Downforce
– Image by boardGOATS

On three occasions during the game, when the first car crosses a line, everyone makes a note of a secret bet—if the car they pick is placed in the top three, they win money.  This simultaneously makes and breaks the game, because it encourages players to help other players, however, it also means that if a player backs their own car and wins, they are almost guaranteed to finish with the most money.  For this reason, Blue was considering “House Ruling” the betting to use a variant, but as she wasn’t sure of the changes and had not printed the special betting forms, the group stuck with the rules as written.  The car auction is coupled with a Power auction.  The Powers allow players to break the rules of the game slightly to improve their chances.

Downforce
– Image by boardGOATS

The Danger Circuit expansion adds two new tracks with dangerous spaces and crossover loops as well as drivers with new skills.  This time, because most people had not played the game before, players simply drew two cards blind from the deck and picked their favourite.  Lemon won the first auction taking pole position and “Cunning”, which allowed her to control the movement her own car every time (instead of the active player moving it).  Unfortunately, she completely forgot about this in the excitement of the race, so didn’t capitalise on it.  Teal was “Defensive” so could move an extra three spaces if his car wasn’t on the card he played and Lime “Ambitious” which meant it could move an extra couple of spaces when it crossed a betting line.  Lime thought this would guarantee him an extra six spaces, but it didn’t quite play out that way.

Downforce: Danger Circuit
– Image by boardGOATS

Pink was “Experienced” which meant he was able to take advantage of slip-streaming and move a space forward whenever a car immediately in front of him moved, and Orange was “Tricky” and could move the cars in reverse order on his turn.  Blue was the last to take a car and ended up with “Reckless” as her special power which meant that if she ever squeezed through a tight space she would get to move an extra two spaces.  All of these special abilities except Tricky and Cunning were from the Danger Circuit expansion.  The group chose the Crosstown Speedway track for the race (also from the Danger Circuit expansion), which features two hazardous crossover loops and a couple of split areas of the track, where players must choose between the shorter single-lane section or the longer, more wide open section.

Downforce: Danger Circuit
– Image by boardGOATS

Lemon got a good start from pole and took an early lead and Lime, in an effort to catch up, managed to overturn his car.  Although Lemon was the first to cross it, it was all quite tight at the first betting line.  From there on, everyone was committed and the race began in earnest.  Teal made good use of his special skill a couple of times and Orange used his to great effect as well.  The race was almost all over, however, when Lemon effectively declared her bidding by moving Blue’s red car into the lead and down the first single track shortcut section.  With everyone else either stuck in the bottle-neck of the two track section with a bit of a hairpin corner or stuck behind Blue’s red car, she was able to put a bit of a spurt on.

Downforce: Danger Circuit
– Image by boardGOATS

Keeping her foot on the gas she was able to put clear distance between herself and everyone else along the back straight and make for the line.  She couldn’t do it on her own however, but as a couple of others had backed her to win early in the race, it wasn’t long before she crossed the line and the race was on for second.  That was a lot closer, but eventually Teal trundled home at the front of the pack with Lime coming in third.  The aim of Downforce isn’t to win the race, however; the aim is to finish with the most money when betting, winnings and outlay are all taken into account.

Downforce: Danger Circuit
– Image by boardGOATS

Orange was the only one not to place a bet on Blue’s little red car at any point and with significant costs at the start, despite some excellent in race moves, he suffered as a result.  Everyone else was fairly close though, with just two million dollars between Lime and Pink in second and third place and the others not far behind.  Betting on one’s own car though, is unbeatable however, as long as it comes home first of course.  And in this case, Blue had backed her little red car throughout, so winning the race and betting on her own car gave her a huge payout.  With only one million outlay (it didn’t seem right for anyone to be able to set up a racing team for free), she finished with the maximum of twenty-nine million dollars.

Downforce
– Image by boardGOATS

The game had been a lot of fun, but having played it a few times now it was becoming clear that the betting skews the game a little.  The alternative betting Blue had suggested at the start has the potential to alter that.  The problem is that with players simply getting a straight pay out for betting on the winner, the race can become a bit of a self-fulfilling prophecy:  in this case, because several people bet on the red car to win, they were invested in it and it won.  The variant betting winnings depend on the position the car is in the race at the time when the bet is placed.  In this way it increases both the risk and the reward.  Because this encourages more diversity in the betting, it can mix things up a little and, as such, is definitely something to try before too long.

Downforce: Danger Circuit
– Image by boardGOATS

The neighbouring table were still playing, so although Teal and Lime decided to take an early night, the others continued with a game of Kingdomino.  This is a lovely light game that was the deserved winner of the Spiel des Jahres Award a few years ago and has been a staple within the group ever since.  Orange and Lemon were new to the game, however, so Blue and Pink explained the rules:  Players take a tile from “Today’s Market” and place their meeple on a tile of their choice in “Tomorrow’s Market”.  The clever part of the game is that the tiles are numbered with the highest numbers going to the most “valuable” tiles.

Kingdomino
– Image by boardGOATS

Tiles starting are taken starting with the lowest value ones, which means players have to choose between taking a high value tile (and getting a late turn next time) or positioning themselves early in the turn order for the next round (by taking a low value tile).  When players take their tiles, they add them to their “Kingdom” making areas of different types of terrain.  At the end of the game, players score points for the size of each terrain multiplied by the number of crowns depicted in that terrain, with bonus points for completing a perfectly square Kingdom with their castle in the centre.

Kingdomino
– Image by boardGOATS

This time, Orange went first followed by Lemon.  She started with a small woodland, which rapidly became a large woodland.  As it grew, she took the opportunity early and picked up lots of crowns.  This meant nobody else had any incentive to collect woodland tiles so she was able to pick more and make her woodland ever larger finishing with thirteen woodland spaces and five crowns giving her sixty-five points for that alone.  Nobody was very surprised when Lemon won, finishing with a massive ninety-three points, five more than Pink in second who had focused on pasture and arable.

Kingdomino
– Image by boardGOATS

Although the bar had called last orders and the game on the next table was working through their final round, there was just time for a very quick game of No Thanks!.  This is a superb filler with almost zero setup time—just the kind of game the group loves in such circumstances.  The idea is super simple:  the top card of the deck is turned over and the active player has to choose whether to take the card or pay a chip to pass the problem on to the next person.  Eventually, someone weakens and takes the card and the chips.  At the end of the game, players add up the face value of the cards in front of them and subtract the number of chips they are left with to give their score: the lowest is the winner.

No Thanks!
– Image by boardGOATS

There are two catches:  firstly, for any runs of consecutive cards, only the lowest value card counts.  Secondly, nine cards are removed from the thirty-two card deck at random and in secret before the game begins, making the decision to take or leave a card considerably more difficult.  No Thanks! is a simply great game to teach and so much fun for the time it takes, so is ideal for a game at the end of the evening.  This is another group “staple” and yet Lemon and Orange had somehow missed out.  That was quickly rectified, and like everyone else, the realisation of the simple considerations was apparent as the game developed.

No Thanks!
– Image by boardGOATS

This time, Pink collected a lot of chips, while Orange and Blue collected a lot of cards.  Lemon almost ran out of chips at the end, but had also managed to avoid picking up any high value cards.  Lemon just managed to hold out finishing with thirty-nine points, eleven less than Pink, taking her second victory of the evening.  By this time, the bar was closed and the players on the next table were scrabbling to finish.  They had been playing Endeavor: Age of Sail, a game that was new to Plum, though Black, Purple, Green and Lilac had all played it before.  The game is relatively simple in concept, though one of those games where the interactions make the decisions challenging.

Endeavor: Age of Expansion
– Image by boardGOATS

The game is played over eight rounds, each consisting of four basic phases: Build, Populate, Payment and Action.  The four technology tracks roughly correspond to each phase and dictate what a player can do during that phase.  For example, how far along the building track a player is dictates what they can build: the further along they are, the more buildings they have to choose from.  Similarly, a player who is further along the population (or culture) track, can move more people into their harbour for use in the Action phase.  Payment also increases the number of people available as it moves population markers from the action spaces into the harbour.  More importantly, however, it makes the action spaces available again for use later in the round.

Endeavor: Age of Sail
– Image by boardGOATS

The guts of the game, however, is the Action phase.  when players place population markers on their buildings to activate them and carry out one of the five actions:  Colonise, Ship, Attack, Plunder Assets, and Pay Workers.  These are generally based round the central board which is divided up into seven regions representing the seven continents.  Each continent comprises several cities, a shipping route and a deck of cards. At the start of the game there is a Trade token on each city and each shipping space, but also on many of the connections between cities (these are taken if a player occupies both cities either side).  Players cannot Colonise a city until they have a presence in a region, which they can do by Shipping, using two markers, one to activate their building that provides the shipping action and one to place on the shipping track.

Endeavor: Age of Sail
– Image by boardGOATS

Players also need two population markers to Colonise (one for the action and one to occupy the city) and three if they are going to attack an already occupied city (one is collateral damage).  At the end of the game, after eight rounds, players score for occupied cities, connections and cards as well as points for progress on their technology tracks.  Although Green had been keen to include the last of his unplayed exploits from the Age of Expansion expansion, because Plum was new to the game, the group stuck to the base game. With hindsight that was a doubly good decision given the time constraint at the end and the table wasn’t really big enough for the extra boards anyhow.

Endeavor: Age of Sail
– Image by boardGOATS

Black put out the board while Green pulled out all the bits that were needed, Lilac randomly selected the Level Five buildings (all of them were money action ones by chance) and Plum familiarised herself with the pieces and symbols.  Then everyone helped place all ninety-six tokens onto their spaces on the board.  When finished there were three empty spaces:  one missing token was elsewhere on the board not in a spot and one was found hiding in the corner of the bag, but the last one remained elusive.  The group hunted through the box, on the floor, but nothing. They were in the process of selecting a random cardboard token (the group were playing with the Kickstarter wooden tokens) when someone finally spotted the missing piece lurking in North America.

Endeavor: Age of Sail
– Image by boardGOATS

So finally the game was set up and ready to play, just a quick run through of the rules primarily for the benefit of Plum, but also for everyone else as the game had not had an outing for a while.  The first couple of rounds were fairly quick and by the end of them everyone seemed to know what they were doing.  Throughout the game, Green found himself with more citizens than he could use, largely courtesy of going down a card route and claiming two of the Level One cards to give him extras.  Black seemed to be having the opposite problem as he proved to be the miser of the group and not able to pay his citizens enough.  Lilac was busy occupying Europe, while Plum and Purple were busy shipping and opening up India and Africa respectively.

Endeavor: Age of Sail
– Image by boardGOATS

Later in the game Black and Plum were looking to be doing well and there had been very little attacking going on—a very friendly expansion.  It was then that the group realised that they were playing with the wrong side of the board:  they were using the 2/3/4 Player board when we should have been using the other side for 4/5 Players.  The rules described the side they were one as a “High Conflict Four Player Game”, which presumably made theirs a Very High Conflict Five player game!  So what is the difference? Both boards use the same number of tokens (ie all of them), but there are more shipping routes and fewer cities on the 4/5 Player board. On the 2/3/4 board there were also more tokens in the link spaces, so those occupying had a slight advantage.

Endeavor: Age of Sail
– Image by boardGOATS

At this point the group realised they would all be needing more cannon.  Black was happy with that as he had recently acquired a Fortress Occupy/Attack.  Purple had one as well and had also managed to acquire a couple of blue Attack action tokens.  Green now realised he had boxed himself into a corner as he did not have any Occupy actions, only Shipping.  For one of his last buildings he grabbed a Fortress, as did Plum and Lilac.  The last round or two of the game involved a lot of to-ing and fro-ing as attack’s reigned down, particularly between Black and Purple as they traded blows over the America’s routes.  It was this that did for Black in the end:  looking like the player most likely to win, he became a target and lost a few points as a result.

Endeavor: Age of Sail
– Image by boardGOATS

By now the group had to rush the end, take pictures and throwing everything back in the box to be sorted later. The scores were to be calculated later from the pictures, but leaving, the group thought it would be close between Black, Plum and Lilac, although Lilac was convinced she wouldn’t be in the mix at all.  The later review of the final scoring proved that it was indeed between those three, and quite close too, although Lilac with sixty-three had a significant enough lead over the other two.  Despite the errors made and the quick finish everyone really enjoyed the game and are keen to play it again soon, perhaps with those exploits from Age of Expansion, but it’ll need a bigger table and it would probably be wise to use the correct side of the board too…

Endeavor: Age of Sail
– Image by boardGOATS

Learning outcome:  Backing yourself is sometimes a risk worth taking.

21st October 2021

The evening began with a little play-testing while people waited for their food to arrive.  The two-player game currently goes by the name of Brain Grabbers and, though simpler, has a mechanistic similarity to Sprawlopolis or Honshū.  The game was designed by one of Pink’s work colleagues, so Pink explained the rules, and then proceeded to lose, first to Blue, then to Pine, failing to take a single point to their combined total of fourteen.  The consensus was that it could be successful as a family-level game, but we weren’t fans of Cthulhu, so spent the next ten minutes coming up with exciting ways to re-theme it.

Sprawlopolis
– Image by boardGOATS

As people finished eating others began to arrive, though there was some question about whether Purple and Black would make it thanks to a serious accident on the A420.  We were discussing the treacherous nature of the A420 and its accident black spots when Purple and Black rocked up, and Purple surprised everyone by joining Green, Ivory and Burgundy to play  the “Feature Game“, Endeavor: Age of Sail with the extras from the new Age of Expansion.  Endeavor is a game we have played quite a bit over the years, initially in it’s original form and, more recently, in the new edition.  The expansion came out last year and, sadly, got lost in the mists of the endless “Roll and Write” games we were playing online.

Endeavor: Age of Expansion
– Image by boardGOATS

The original game is actually not terribly complicated and during play is almost completely luck-free—all the variation is in the set up.  The game is played over eight rounds, each consisting of four basic phases: Build, Populate, Payment and Action.  There are four technology tracks roughly corresponding to each phase, which dictate what a player can do during that phase.  For example, how far along the building track a player is dictates what they can build: the further along they are, the more buildings they have to choose from.

Endeavor: Age of Sail
– Image by boardGOATS

Similarly, a player who is further along the population (or culture) track, can move more people into their harbour for use in the Action phase.  Payment also increases the number of people available as it moves population markers from the action spaces into the harbour.  More importantly, however, it makes the action spaces available again for use later in the round.  The first phase consists of passing round the tray of buildings rather like a box of chocolates although in truth, at this point of the game players have very little choice.  Despite that, the decision is crucial to how players do.

Endeavor: Age of Sail
– Image by boardGOATS

After the Building phase, the second and third phases (Population and Payment) are more or less carried out simultaneously.  The guts of the game, however, is the Action phase, when players can place population markers on their buildings to activate them and carry out one of the five actions:  Colonise, Ship, Attack, Plunder Assets, and Pay Workers.  The actions are generally based round the central board which is divided up into seven regions representing the seven continents.  Each continent comprises several cities, a shipping route and a deck of cards.

Endeavor: Age of Sail
– Image by boardGOATS

At the start of the game there is a Trade token on each city and each shipping space, but also on many of the connections between cities (these are taken if a player occupies both cities either side).  Players cannot Colonise a city until they have a presence in a region, which they can do by Shipping.  In this case, they activate their building that provides the shipping action by placing one population marker on it, then place a second population marker on the shipping track.  Thus, players need to have two markers available to be able to Ship.

Endeavor: Age of Sail
– Image by boardGOATS

The second population marker is placed in the furthest unoccupied space from the deck of Asset cards in the region of their choice, and the player takes the Trade token on that space.  Most trade tokens add to one of the four technology tracks, though a small number provide one off actions instead.  Players also need two population markers to Colonise (one for the action and one to occupy the city) and three if they are going to attack an already occupied city (one is collateral damage).  Once a player has a presence in a region they can take an Asset card, so long as the number of the top card is not higher than the number of population markers that player has in the region.

Endeavor: Age of Sail
– Image by boardGOATS

After eight rounds, players add up scores for each track and for the cities they control and the player with the most points is the winner. The new Age of Expansion adds several new components that completely mix up the game.  First there is a completely new set of buildings, many of which have actions as well as boosting the players’ economies while others have more choice.  Similarly, the first, second and fifth cards in the region decks now have more powerful and unique cards.  These are now more desirable creating more competition for them.

Endeavor: Age of Expansion
– Image by boardGOATS

The new buildings also introduce three new concepts:  Trade, Fortify, and Conscription & Mobilisation.  Trade allows players to swap one Trade token from their play area with one on the central board, while Fortify allows players to increase the protection in a city they occupy causing others to lose an extra casualty should they decide to attack.  Conscription enables players to acquire extra population which can then only be Mobilised as part of an action that has been activated in the usual way (e.g. used as a casualty during an attack, or to Settle).

Endeavor: Age of Expansion
– Image by boardGOATS

Additionally, a single Prominence tile drawn at random can be added to the game.  These provide players with new ways to gain presence in a more-competitive Europe and each one provides difference benefits and ways to score.  This time the Prominence tile was “Changing Alliances” which allows players to set up an alliance, where players cannot attack each other within Europe, in exchange for points at the end of the game.

Endeavor: Age of Sail
– Image by boardGOATS

The game took a little while to set up, and although everyone had played it before, we needed a refresher of the rules and run down of the new expansions.  In addition to the new Age of Expansion updates, the group also included the Exploits from the original Age of Sail, the mini Charter Company buildings and two additional micro-expansions from Age of Expansion (Seize your Fate & Level 6 region cards), making it a mega-game.  Overall, it took about an hour for set-up and rules explanations.

Endeavor: Age of Sail - Charter Companies
– Image by boardGOATS

The Seize your Fate Expansion provides each player with a unique starting set-up.  Ivory was The Kingdom of France so started with a city in Europe; Purple was The Ottoman Empire, so started in the open sea of India; Green was The Kingdom of Spain so started with a city in South America; Burgundy was Great Britain and started in the open seas of North America and the Caribbean.  Coincidentally, each player was sat near the part of the board where their starting places were, so that set the stage for players’ strategies.

Endeavor: Age of Expansion
– Image by boardGOATS

Ivory quickly started taking cities in Europe and was open to a Prominence Alliance. Green was taking Fleets in Europe so joined him. No-one else wanted to form any alliances leaving Ivory to dominate Europe with and Green (to a lesser extent).  However, due to a rules malfunction, this was under the false impression that as part of the winning alliance they would score four points for each disc in the region when it was actually four points for each disc in the Alliance.  Since he was concentrating on becoming the power house in Europe Ivory left his Seize the Fate actions for much later in the game, and only expanded out of Europe to the Far East and later on Africa.

Endeavor: Age of Expansion
– Image by boardGOATS

He did however make good use of the Dutch East India Company exploit (once it was open) to upgrade his seaside buildings.  Meanwhile, Purple concentrated mostly on India and Africa, but suffered early on with not having enough population in her harbour or enough bricks to build better buildings.  The game was long though, and she managed to Seize her Fate (Round the Cape).  She also made use of the Dutch East India company in the latter rounds, and although scores weren’t calculated until the end of the game, she probably made up good ground with these latter stages.

Endeavor: Age of Expansion
– Image by boardGOATS

Elsewhere, Green was concentrating on the Caribbean, and making connections with his Fleets in Europe. He managed to amass a large population early on, but let it slip so that by the end of the game, Ivory and Burgundy had much more population to spare for attacks, even on fortified cities. Green kept an eye on Burgundy’s progress to keep a presence in South and North America. He was the first to Seize his Fate (Form the Great Armada) and used The Transit of Venus exploit, shipping up to Tahiti and using his money to increase his population.

Endeavor: Age of Expansion
– Image by boardGOATS

Burgundy concentrated on the America’s, and although he opened the Republic of the Pirates exploit, he never used it (and neither did Green who could also have done so). This was because he said he did not really understand it and it didn’t seem that useful. Which was a shame, as it meant the beautifully crafted big black plastic pirate ship didn’t make it onto the board. What Burgundy did do, however, was to make heavy use of Conscription buildings, which really helped him ship to almost everywhere.  Unfortunately for him, in the final round of the game there was no shipping left and he discovered that he didn’t have enough other actions to make use of the population he had.

Endeavor: Age of Expansion
– Image by boardGOATS

In the end, after a re-evaluation of the scores due to the Alliance misunderstanding, Ivory  was declared the winner with eighty-one.  Burgundy was the runner-up with seventy-three, three points ahead of Green in what turned out reasonably close game.  But what of all the expansions?  The exploits can always be relied on to add an interesting dynamic (with a couple of duds) and it is likely these will continue to feature.  The Charter companies seem to help in four and five-player games when Level five buildings have the potential to disappear quickly (especially with the Exploit we used this time), and apart from space around the board don’t intrude too much anyway.

Endeavor: Age of Expansion
– Image by boardGOATS

The Level six cards seem to be intended to be played with the Age of Expansion every time, as Slavery is Abolished on the Europe Level 6 card, whereas in the Age of Sail base game it is abolished on the Europe Level five card.  This time, none of the Level six cards actually got played.  Again, they don’t intrude, but give additional options, so are also worth playing with.  The benefits of the “Seize your Fate” was perhaps less clear. Having different starting positions certainly helped the start and gave players a steer as to strategy.  Remembering the actions were available was a problem and the extra scores were quite small (about four points for those who used them). Including this module would probably depend on the group.

Endeavor: Age of Expansion
– Image by boardGOATS

The new Conscription action seemed to open up more of the board, which counters a common complaint about the game, that in order to get a region open, players have to neglect a couple of other areas and can lose out if they made a start in them early in the game.  However, the danger seems to be in overusing Conscription.  In this game there was a lot of Fortification, and in many ways it seemed a little too much. The bonuses on the new cards were interesting and add variety to the main game, but the expansion certainly doesn’t make the Age of Sail options obsolete as they could be very valuable if a less competitive game was wanted.

Endeavor: Age of Expansion
– Image by boardGOATS

While Purple was exploring India and Africa, Black, Pine, Lime, Blue and Pink were exploring Japan with Tokaido. This is a highly tactical game, that straightens out the market mechanism at the heart of Glen More and makes it the centre of a set collecting game.  During the game, players are travelling from the ancient capital Kyoto, to Edo (now Tokyo) via the Tōkaidō road.  This was one of the five centrally administered routes, the Gokaidō, that connected the capital of Japan with the outer provinces during the Edo period (1603–1868).

Tokaido
– Image by boardGOATS

As players travel, they experience the wonders of Japan sampling food and scenery, talking to the colourful characters en route, buying souvenirs and giving thanks at the temples they pass.  The game board consists of a long track with locations marked—each location can only be visited by one player.  Players line up along the path and the player at the back goes first (in this case Pink).  They move their piece to an empty space and carry out the associated action, before the next player at the rear takes their turn.

Tokaido
– Image by boardGOATS

In each case, the primary decision is simple:  move to the space with the most interesting action to maximise points, or move to the first available space to get the most turns. In most cases, once that decision has been made, players simply take money or a card from the appropriate pile, the three panoramas, the hot springs, or Characters.  Panoramas and Hot Springs simply give points while Characters give other bonuses.  Stopping at a temple allows players to genuflect and pay tribute, while visiting a Village gives player the opportunity to buy souvenirs.  Both of these cost money, however.

Tokaido
– Image by boardGOATS

Money is really tight and there are few chances to get more, and an important source of points is sampling the varied food, but food can be expensive.  There are four stops to eat and players have to stop and wait at these.  The first person to arrive gets to choose their meal from a handful of cards—they do not have to buy food, if they choose not to or cannot afford it, but each meal is worth six points at the end of the game.  Food comes at different prices though, so arriving early means players get to choose a cheaper meal. Each meal a player takes must be different, however, so waiting to the end can end up being costly, either financially, or in points lost.

Tokaido
– Image by boardGOATS

At the end of the game, there are bonus points for almost everything:  the player who donated most to the temples, the player who spent the most on food, the player who completed each of the panoramas first, and the players who visited the most Hot Springs, met the most visitors and bought the most souvenirs.  The player with the most points at the end is deemed to have had the best journey and wins.

Tokaido
– Image by boardGOATS

Players start by choosing their character from a pair drawn at random.  Blue was Kinto, Lime was Hirotata, Pink was Zen-emon, Pine was Mitsukuni and Black was Umegae.  Each of these gave a special power, for example, picking Kinto meant Blue paid one Ryō less for food each time she stopped to eat.  Similarly, every time Lime stopped to pay tribute at a temple, he was able to donate an extra Ryō, taking it from the main supply scoring an extra point straight way, and putting him in pole position for picking up the ten point bonus for being the most devout.

Tokaido
– Image by boardGOATS

The special powers aren’t all financial though—Mitsukuni gives an extra point at the end of the game for every end-game bonus the player wins.  Most of them do involve money on some level though even if it is not directly.  Zen-emon’s special power, for example, activated when Pink visited a Village to buy souvenirs.  When buying souvenirs, the active player draws three souvenir cards and can choose to buy one, two or all three.  Whenever Pink bought one souvenir, Zen-emon enabled him to buy one souvenir for one Ryō (regardless of its marked price) and as many others as he wished at full price.

Tokaido
– Image by boardGOATS

Souvenirs are a great way to get points.  They come in different types and players are collecting mixed sets with the first card in a set being worth one point, but later being worth more—a full set gives sixteen points.  The special powers give players a steer as to which strategies might be beneficial.  To take advantage of Zen-emon’s special power, Pink needed to visit the Village as often as possible, however, there were two problems:  firstly, souvenirs are expensive, and secondly Pine kept getting there first.

Tokaido
– Image by boardGOATS

Pine got extremely lucky on his card draws when he visited the Villages too, picking up lots of cheap souvenirs and getting lots of points in return.  As if that wasn’t enough, Pine seemed to be able to harness his “inner Burgundy” and every time he visited the Hot Springs, he found monkeys and with them an extra point.  To rub salt in Pink’s wounds, he ran out of cash and found he couldn’t afford to eat, and thus he haemorrhaged points.

Tokaido
– Image by boardGOATS

Meanwhile, Black as Umegae, kept meeting people and every time he did so he gained an extra point and a Ryō.  This occasional top-up of cash meant he wasn’t as strapped as everyone else, but further, the New Encounter mini-expansion Cards were also included in the deck, and some of these are quite powerful.  Pine picked up Itamae, the especially powerful itinerant cook (who cooked him an extra meal for just one Ryō), but Black took Takuhatsuso, for example, the old priest who gave him four points in exchange for just one Ryō.

Tokaido
– Image by boardGOATS

As the players approached Edo, Pine was way out in front, though Black and Blue (thanks to spending a lot of time admiring the views) were not far behind.  There were a lot of points available from the bonuses though and it wasn’t a forgone conclusion by any means.  Lime took the ten point temple bonus, but it wasn’t really enough.  Black finished one point behind Blue, until the recount when Black finished one point ahead.  That was just enough to give Black second place, but Pine picked up enough bonuses and with the extras provided by Mitsukuni he finished seven points clear.

Tokaido
– Image by boardGOATS

Pine and Lime went for an early night, but Endeavor was still going so Black had to wait for Purple which meant a game of Azul with Blue and Pink.  We’ve played this a lot within the group, but having effectively had over a year off has rejuvenated many of our old favourites.  The series of games use a very simple, but very clever market mechanic where players take all the tiles of one colour from a market and put the rest into a the centre, or take all the tiles of one colour from the centre.  The three different games, Azul, Stained Glass of Sintra, and Summer Pavilion, all differ in what players do with the tiles once they’ve taken them.

Azul
– Image by boardGOATS

In the original Azul, as soon as they have taken the tiles, players add them to one of the rows on their player board.  At the end of the round, one tile in each full row is moved into their mosaic.  The game ends when one player completes two rows of their mosaic.  Players score points when they add tiles to their mosaic (one point for each tile in the row and column it forms), and receive bonuses for completed rows, columns and any completed sets in their mosaic.  The catch is that each feeder row can only contain one colour and and if there are left-overs when they add to it, these score negative points.  Further, each row in a player’s mosaic can only have one tile of each colour.

Azul
– Image by boardGOATS

And that was where Pink got caught, first with seven negative points taking him to zero and then a massive eleven negative points.  Black and Blue managed to avoid that pitfall though and the game was progressing well when suddenly, Blue brought it to an abrupt end by completing two rows.  Black failed to spot it was on the cards because Blue’s finished rows, were the second and third, rather than the easier first row.  Inevitably, having his game cut short stymied him somewhat, and Blue’s final score of a nice round hundred put her some way ahead of the others.

Azul
– Image by boardGOATS

Endeavor was coming to a close, but there was just time for one final quick game while they finished up.  The game the trio settled on was Coloretto, the cute chameleon collecting game that provides the core mechanism that underpins the better known game, Zooloretto.  This is really a really simple game:  on their turn, players either draw the top chameleon card from the deck and add it to a truck, or take a truck.  The aim of the game is to collect sets of one colour, but only the largest three sets give positive scores, while the others score negatively.  The clever part is the set scoring, which uses the Triangular Number Series.

Coloretto
– Image by boardGOATS

Each additional card in a set is worth one more than the last card added with the first worth a single point, but the card that completes the set is worth six points.  As usual, there was stiff competition for the multicoloured chameleon cards, but also for the bonus point cards.  Blue went from “Azul Hero” to “Coloretto Zero” picking up too many cards of in too many different colours early on.  It was closer between Pink and Black, though Pink’s large collection of orange cards made the difference giving him victory by eight points.  And with Endeavor finally packed away, the evening came to a close.

Coloretto
– Image by boardGOATS

Learning Outcome:  Don’t spend all your money in the souvenir shop – food is important too.

25th June 2019

It was lovely to see Burgundy back after his long lay-off, and the staff at The Jockey were thrilled to provide him with his ham, egg and chips once more.  While people finished eating there was a bit of chit chat, which extended into lots and lots of chit chat after people had finished eating.  Green explained that this was likely his last visit until September, while Lime commented that he had enjoyed Villagers so much last time that he’d bought a copy for himself.  He hadn’t realised that it had only just been released, and this led into a discussion about KickStarter and why people might be prepared to support a project months, possibly years in advance of its arrival.  This encouraged Ivory to show off his latest acquisition, Tiny Epic Mechs, a cool little game with meeples that can hold weapons or wear mech suits, and came with some KickStarter exclusive content.

Tiny Epic Mechs
– Image by boardGOATS

Eventually, after several attempts to get people playing games, Blue made an executive decision.  She split the group into a three and a four, with the four playing the “Feature Game”, Hook! and left the remaining three to sort themselves out.  Hook! is a very, very silly game where players are trying to place square cards over other cards, orienting them so that the holes pick out certain features and not others.  The game is played simultaneously, with each player first drawing a “target” card, taking a look at it and placing it in the middle.  Each player then chooses one of their three “aim” cards, each with a different arrangement of three holes, and places it over one of the target cards.

Hook!
– Image by boardGOATS

Cat-like, each player starts with nine lives, and, for every picture of their character that someone picks out with their aim card, they lose a life.  If they manage to hide behind a barrel or a crate, that protects them from cannon fire, but not from a grenade, which destroys all barrels and crates and causes everyone to lose a life.  Catching a “black pirate” in their sights allows the player to choose which of their opponents suffers.  Rum, on the other hand, helps to deaden the pain and restores a life, even bringing a pirate back from the brink of death if they lose their last life, but manage to take a swig of grog in the same round.  There are two aims to the game:  firstly, a player needs to survive till the end, and secondly finish with the most parrots—any target card where a parrot was visible through the sights is kept and the parrots added up at the end of the game.

Hook!
– Image by boardGOATS

The pirates come in three colours, red, blue and yellow, and two types (“sailors” and “captains”), with the colour distinction being much, much more obvious than the difference between sailors.  Thus, with the stress induced by the time pressure of the game, the potential for picking out a captain instead of a sailor is much larger than picking red instead of yellow for example.  This means that with more than three players, it is better to play with pairs of colours and team play is recommended.  Therefore, Blue and Lime played as one team, and Mulberry and Pine played as the other.  Pine commented, “I thought we didn’t do cooperative games,” which led to a discussion of what these were and the promise that one would be the “Feature Game” next time (probably Forbidden Island or maybe Flash Point: Fire Rescue).

Flash Point: Fire Rescue
– Image by BGG contributor aldoojeda

As the group played the first few rounds of Hook!, it quickly became apparent that Blue was more of a hazard to herself and her team-mate than the opposition, dropping several cannon balls on her foot and accidentally catching Lime a couple of times too.  Lime, it turned out, was quite good at catching parrots, while Mulberry and Pine had a bit of a thing for making Mojitos.  As it was the game’s first outing, it took a bit to get the hang of game play.  The idea that everyone looks at their card first and then plays meant that everyone ended up playing on their own cards.  We tried to fix this with a simultaneous count of three:  “Draw, One, Two, Three, Place!” but while that was more successful, it wasn’t perfect.

Hook!
– Image by boardGOATS

Playing again, we’d probably just skip the “preview target cards” phase and simultaneously place them in the middle without looking.  The vagaries of the game didn’t stop us having a ball though, as everyone attacked everyone in mad chaos.  Then Blue suddenly looked in real danger as her number of lives tumbled (mostly due to self-inflicted wounds).  Realising that she was at serious risk of an unscheduled visit to Davy Crockett and that Parrots aren’t known for hanging around corpses, she prioritised staying alive over parrots.  Before long, Pine was in a similarly precarious state, and he was not so lucky as Lime unceremoniously stabbed him in the back and dumped his body overboard.  As Pine’s parrots flew away, that left Mulberry with a titanic battle, the more-so as she was now also getting low on lives.

Hook!
– Image by boardGOATS

Although both Blue and Mulberry survived till the end, the winner was undoubtedly Lime who not only had more lives left than anyone else, but also had almost as many parrots as the other two put together, giving his team glorious victory.  With all the fight taken out of her and citing jet-lag, Mulberry was making noises about finding her bed, but Blue twisted her arm a little and she agreed to give Ticket to Ride: London a go before she left.  This is a cut-down version of the Spiel des Jahres winning, train game, Ticket to Ride.  This game has spawned a whole family of games and expansions, including maps of Europe, Asia, India and Africa, but the most recent are the two city specials, New York and London.

Ticket to Ride: Europe
– Image by boardGOATS

The game is very simple: on their turn, players can do one of three things, draw coloured travel cards, spend travel cards to place pieces on the board, or pick up tickets.  Points are scored for placing pieces (usually scored during the game) and for connecting the two places shown on the ticket cards (scored at the end of the game).  Any unfulfilled tickets score negative points.  Each of the variants has some other little feature, for example, Pennsylvania includes a stocks and shares element, Märklin includes passengers and Nederland includes bridge tolls that players have to pay.  The new city titles, have fewer trains (less than half), players draw two tickets instead of three, and, in the case of London, bonus points for connecting all the places in a district.

Ticket to Ride Map Collection: Volume 4 – Nederland
– Image by boardGOATS

Only Blue had played this new version of the game before, but Pine had played other versions many times and Lime had also played one of them before, though it was a while ago and he wasn’t sure which it was.  The London game is really cute though and has a lot of UK references.  For example, for those of a certain vintage the box features John Steed and Mrs Peel, and the travel cards include yellow submarines and black cabs.  Perhaps the best though are the pieces where trains have been replaced with really high quality miniature Routemaster buses.  As ever, there have been lots of online criticisms, but we just liked spotting the obvious references and trying to guess what the orange car was meant to be (a Lamborghini Miura?).

Ticket to Ride: London
– Image by boardGOATS

Pine went first and started quickly by placing a couple of Routemasters.  Blue, Mulberry and Lime were a bit slower, building up their collection of cards.  With some versions of Ticket to Ride, the game is all about planning routes, gathering the necessary cards and then playing all these cards in quick succession so others don’t have a chance to block.  In other versions, this strategy doesn’t work so well as the key parts of the network are taken early in the game.  The shorter games, especially those with short routes tend to fall more into the latter camp, so Mulberry looked to be playing a dangerous game as she fell behind with the number of pieces she’d placed and amassed a huge pile of cards.

Ticket to Ride: London
– Image by boardGOATS

Pine, always one to play this game close to the wire, was the first to chance it with some tickets, drawing two and keeping one.  Then, he drew another two and kept one.  Lime and Mulberry were still working on their existing routes, but Blue decided to follow Pine’s example and drew two tickets, but kept both.  As Pine, pushed his luck once more, it turned out he’d pushed it too far this time, drawing two tickets that were almost impossible to complete.  Blue learning from Pine’s mistake (rather like last time she had played Ticket to Ride with Pine), decided not to draw any more tickets and instead, brought the game to a swift end by placing all but one of her remaining Routemasters to connect Piccadilly Circus to Baker Street.

Ticket to Ride: London
– Image by boardGOATS

Checking the scores proved that most people had managed to more or less keep on top of their scoring during the game and it was just tickets and district bonuses.  Inevitably, the bonuses were minimal, so as is common in this game, it was all about tickets.  Lime and Mulberry had both completed their tickets, so the question was whether drawing more had been a good bet for Blue and Pine.  Pine had more than Blue, but unfortunately, he’d failed to complete the last one, leaving Blue some way in front with forty-one points.  In the battle for second place, Pine had come off best demonstrating that drawing more tickets can be a good move, but only if you can complete them.

Ticket to Ride: London
– Image by boardGOATS

Meanwhile, on the next table, the trio of Burgundy, Green and Ivory had decided to give Endeavor: Age of Sail another outing.  Perhaps it was because Green wanted revenge for last time, or maybe Burgundy had missed out, or possibly it was just because Green wanted to play the game again while considering whether or not to commit to getting the new Age of Expansion buildings, but whatever the reason, out it came for the second time on the bounce.  The game is a simple game of exploration in the age of Captain Cook, played over eight rounds.  Players first build, then populate and remove workers from their buildings, all according to how far they have progressed along the associated technology track.

Endeavor: Age of Sail
– Image by boardGOATS

The guts of the game are the actions, however, which allow players to colonise cities on the central map board, engage in shipping, attack occupied cities, plunder and become slave masters. Last time, it was the “Feature Game”, specifically including the Exploits expansion.  The really change the game, giving players a different aspect to work on.  This time Exploits were included again, though different ones to last time: “The Sun Never Sets”, “Globalization”, and “Underground Railroad”.  Between them they covered most of the continents, requiring India & the Caribbean; the Far East & the Caribbean, and Africa & North America to be opened (respectively) for the three Exploits to take effect.

Endeavor: Age of Sail
– Image by boardGOATS

As before, Ivory started building a robust network of connected cities while Green once again used tried to use the Exploits as a target.  In contrast, Burgundy largely ignored the Exploits and played a traditional game concentrating on building up his technology tracks giving him a strong foundation from which to build in the colonies.   Playing with the new three-player map meant that all regions were opened up by the end of the game, though it was a bit late for Green to capitalise on the Exploits as he’d hoped.  Worse, Ivory’s city network meant he was able to sneak a hat-full of points from the “Sun Never Sets” and “Globalization” Exploits as well.

Endeavor: Age of Sail
– Image by boardGOATS

Ivory and Burgundy managed to build one of the Charter Company buildings from the mini expansion and, like Blue last time, both ended up with too many cards and had to choose what to cull.  This problem was exacerbated by the number of Governor cards they picked up.  As the game drew to a close, the last of the continents were opened up activating the final Exploit, but it was too late for anyone to occupy any of the stations on the Underground Railroad.  With the last round coming to an end, all that was left to count up the points.  Although it wasn’t actually a tie like last time, it was still a very close game.  This time, honours went to Burgundy who finished with seventy points,  just three more than Ivory who, in turn, was three ahead of Green.

Endeavor: Age of Sail
– Image by boardGOATS

As Endeavor was just coming to an end, so Blue, Pine and Lime looked round for something quick to play.  Ivory excitedly suggested that when they were finished everyone could play Bohnanza, but Pine vetoed that and in the meantime, Blue’s beady eye moved from Biblios to settle instead on No Thanks!.  This is an old favourite, but one that Lime had not been introduced to yet.  As a really quick game, both to teach and play, this was ideal.  Everyone starts with eleven red chips, and the first player turns over the top card in the deck (which runs from three to thirty-five).  They can then either take the card or pay one chip to pass the problem on to the next player who then has the same choice.

No Thanks!
– Image by boardGOATS

The clever part is the scoring—the winner is the player with the lowest total face value once the deck has been exhausted (offset by any remaining chips).  There is a catch though, if a player has continuous sequence of cards (e.g. seven, eight, nine, ten), they only count the first card (i.e. they score seven not thirty-four).  The real gamble comes because some of the cards are removed from the pile at the start of the game.  Lime started by collecting lots and lots chips, while Blue helped by pointing out some of the things to look out for.  Although having chips is a must, and having most chips gives control of the game, once one player runs out, that control is largely lost.  This is because any player with no chips is forced to take whatever comes along.  Lime finished with a massive ninety points with Pine some way behind, with Blue cruising to victory with forty-one.

No Thanks!
– Image by boardGOATS

Although Endeavor was now finished, they were still packing up, Lime was keen to give it another go while Pine insisted he wasn’t coached this time, so the trio squeezed in another quick round.  Lime tried the same trick, and hoarded lots of chips, again putting Pine under a lot of pressure as he ran out of chips.  He managed to keep his total down though by making a very fortuitous run, and ended with two points less than Lime.  This time, Blue concentrated more on her own game and was able to just hold on to enough chips to see out the deck, while avoiding picking up too many cards, giving her a second victory.  It was much closer in the battle for second place though, with Pine taking it by just two points.

No Thanks!
– Image by boardGOATS

With Endeavor finally over and packed away, Ivory (perhaps more boisterous than usual as it was exactly six months to Christmas), once again suggested Bohnanza.  Pine once again vetoed it, this time even more grumpily following the suggestion that we should all sing some festive hits to get us in the mood.  Blue diplomatically suggested 6 Nimmt! as an alternative as everyone loves it and Lime had not yet played that either.  6 Nimmt! is a great game that gives players the illusion of control right up until the point when it all goes horribly wrong.  The idea is that everyone has a hand of cards and simultaneously chooses one to play.

6 Nimmt!
– Image by boardGOATS

Starting with the card with the lowest face value, these cards are added to one of four rows, specifically the row with the highest value that is lower than the card played.  When a sixth card is added to the row, the five cards already on the table are taken and the new card restarts the row.  As well as a face value, each card has a number of Bulls’ Heads, most only one, but some as high as seven.  At the end of the game, the player with the fewest “nimmts” is the winner, with a special “wooden spoon” shout-out for the person whose plans went most awry landing them with a huge pile of bull.  As a group we usually play in two rounds, each with approximately half the deck (numbered one to a hundred and four).

6 Nimmt!
– Image by boardGOATS

Blue top-scored in the first round, with twenty-four nimmts, but everyone else had a far more respectable total and Green led the way with just two.  This is a game where everything can fall apart spectacularly in the second round, so there was everything to play for.  The second time round time, Lime beat Blue’s score from the first round taking twenty-five nimmts, giving him a total of thirty-two.  This was nothing compared to Pine though, who took thirty-five in the second round alone, giving him a a sizeable forty-eight.  Blue made a clear round, but for her the damage had already been done, so the honours fell to Green who was consistency itself, taking just three in the second round giving a total of five – the only one to finish in single figures.  Lime was keen to play again, but as others were leaving, it was time to pack up. There was still time for a long gossip though before we sadly said goodbye to Green after what was likely to be his last meeting until September.

6 Nimmt!
– Image by boardGOATS

Leaning Outcome:  You don’t have to play a game correctly to have fun.

Deutscher Spiele Preis 2019 – Time to Vote

Like every other sphere, boardgames also receive awards, the best known of which is probably the Spiel des Jahres.  The Deutscher Spiele Preis, or German Game Prize, is slightly less well known, but arguably better reflects the slightly more advanced, “Gamers Games”.  There is usually quite a lot of overlap with the recommendations, nominees and winners of the Spiel des Jahres Awards, but the Deutscher Spiele Preis typically rewards a slightly heavier game, often more in line with Kennerspiel des Jahres category.  This is especially likely to be true this year as the family Spiel des Jahres award, or “Red Pöppel” nominees, are particularly light.  The most recent winners of the Deutscher Spiele Preis include, Azul, Terraforming Mars, Mombasa, The Voyages of Marco Polo, Russian Railroads and Terra Mystica, with only Azul, last year’s winner, featuring strongly in the Spiel des Jahres awards (the first game to win both awards since Dominion in 2009).

Azul: Stained Glass of Sintra
– Image by boardGOATS

Game weight is not the only difference between the two awards:  The Spiel des Jahres nominees and winners are selected by a committee with a clearly defined list of criteria, whereas the Deutscher Spiele Preis (which is awarded at the Internationale Spieltage, in Essen), is selected by a general vote which is open to anyone, players, journalists and dealers alike.  The incoming votes are evaluated by an independent institute and only votes with details of the full name and address are valid (any duplicates are removed).   All votes are treated the same with games placed first receiving five points, those placed second receiving four and so on.

Key Flow
– Image by boardGOATS

Only new games from the previous year are included in the ranking, so this year that’s games released since May 2018.  Thus anything new at Essen last year or the Spielwarenmesse (Nürnberg) this year, is eligible.  This includes Architects of the West Kingdom, Azul: Stained Glass of Sintra (the sequel to last year’s winner Azul), Dice Settlers, Endeavor: Age of Sail, Everdell, Key Flow, Newton, Reykholt, Solenia, and Teotihuacan: City of Gods, as well all the nominees and recommendations for the Spiel des Jahres award, like L.A.M.A., Wingspan and Carpe Diem.

Deutscher Spielepreis 2019
– Image from spiel-messe.com

Voting is open until 31st July and there are hundreds of free games and tickets for the International Gamedays at Essen to win.  It’s not necessary to submit a full list, so why not take the opportunity to vote for your favourite release of the year?

11th June 2019

It was clear from the off that there were going to be two games, the “Feature Game” (the Exploits Expansion from Endeavor: Age of Sail) and something else.  That meant there were two things to establish, what the second game was going to be and who was going to play what. Red, on her first visit for ages, had brought the product of a recent successful KickStarter projectVillagers is a card game that has proven quite popular since fulfilment and Red thought the others would enjoy playing it.  Most people had played Endeavor and, although it is not usually a very long game, with the expansion there were a few people who ruled themselves out, ultimately making the groups relatively self-selecting.

Villagers
– Image by boardGOATS

There were two candidate games for the “alternative” table, but as Black pointed out, it was quite possible they would have time to play both if they got on with it, so they did.  The first game therefore was Villagers, a card-drafting and tableau building card game.  The idea is that players take it in turns to take villager cards from the “road”, then add them to their village tableau.  Different villager cards have different advantages; some give money at the end of the game, while others enable players to draw more cards from the road per round or place more cards in their village per round.

Villagers
– Image by boardGOATS

The clever part of the game are the conditions required before cards can be played.  For example, a Blacksmith cannot be added to a village unless there is a miner already present.  The cards are then played in a tree structure such that the Blacksmith is placed over the Miner card, superseding any icons depicted on it.  There are four types of card, basic villagers (the start of a tree), standard villagers (can only be played on other villager cards), solitary villagers (cards that are not played on other cards and do not support other cards, but are useful in their own right), and special cards that allow players to do special things and break all the rules.

Villagers
– Image by boardGOATS

The tree structure isn’t the only dependency players have to watch for when placing cards in their village; many villager cards, especially the more valuable ones, require a payment of two gold to another specific villager.  The required villager depends on the card, but it could, for example, be a Cooper.  The money then sits on that villager card until a scoring round.  Ideally, the Cooper would be in the player’s own village, so that the money ultimately remains theirs.  If nobody has a Cooper in their village though, the money goes to the bank.  The worst situation is where the active player does not have the necessary Cooper and someone else has one in their village, as then the money is given to the opponent,

Villagers
– Image by boardGOATS

There are two scoring rounds, one at the end, and one a third of the way through – only the simple “gold” scores in the latter, while the final scoring is more comprehensive and includes conditional scoring cards leading to potentially high scores.  So, some cards just give gold, while others give an amount of gold for, say, the number of food or cottage icons in the village.  The game started quite slowly as people struggled to get their heads round the requirements for playing villager cards.  It gradually became clear that increasing the number of cards drawn from the road per round by getting food is critical, an aspect Pine and Lime, failed to appreciate early on in the game.  Players can also get a bit stymied if they have high value cards, as they generally don’t then have anything else.  Thus, Pine’s village with with a jeweller and nothing much else was pretty useless as the Jeweller gives money (and quite a lot of it too), but only twice during the game.

Villagers
– Image by boardGOATS

The tree structure seemed to cause some frustration too, as it’s not helpful if one player has a Milkmaid and needs a Grazier (Pine, say) and the person next to them has a Grazier and needs a Milkmaid (not Pine, obviously…).  While everyone seemed to struggle, Purple just collected lots and lots of villager cards which she ultimately managed to add to her village giving her lots and lots of money totalling a score of seventy-one.  Pine, despite all his moaning about the poor quality of his village, came second with sixty-four.

Villagers
– Image by boardGOATS

As Endeavor was still underway, the group moved on to the alternative game, Bosk.  This was an “Expo Special”, picked up a couple of weeks back at the UK Games Expo at the NEC in Birmingham.  Bosk is an archaic term for a small wood or thicket and in the game, players spend the spring, carefully growing their trees, scoring points as hikers enjoy travelling the trails during the summer months.  When autumn comes, leaves fall in the ever-changing direction of the wind, guided to cover the terrain and other players’ leaves. Points are awarded in winter for the most coverage of each area in the park.  So the game is played in two parts, the first involves placing trees on the game board at the intersections of the grid (spring).

Bosk
– Image by boardGOATS

Each player has eight trees, each numbered one to four.  At the end of spring, each row and column on the board is scored with the player with the highest total in each row or column scoring two points and the player in second place in each case gets one point.  The player in last place at this point (in our case, Pine as everyone else was joint first), chooses where to place the wind guide and then chooses one of their number one tree to start shedding its leaves.  As it does so, the player chooses one of their “leaf cards” (numbered one to eight) to decide how many leaves it drops.  Little wooden leaf-eeples are then placed to form a path from one of the squares next to the tree in the direction wind is blowing, dropping as many leaves as given on the tile, after which, the tree is removed.

Bosk
– Image by boardGOATS

The wind blows eight times (twice in each of the four different directions), and in each case, the player who went last last time, goes first next time.  When paths cross, a leaf is placed on top of previously placed leaves, with a penalty of one leaf paid to the “bank”.  Players can also place a squirrel which means players cannot place anything on top, so much hilarity ensued when Pine commented, “I think I’m going to have to put my squirrel down,” to which someone on the next table asked, “Why? Is it ill?!?!”  When all the trees are gone, players count up the number of leaves in each of the scoring areas, with five points going to the player with the most leaves in a region, three points to the player with the second largest number of leaves in an area, and if a player is the only one with leaves in an area they get all eight points.

Bosk
– Image by boardGOATS

Bosk is really beautiful little game and plays quickly with a nice feel.  For a really very simple idea there is an awful lot of strategy to consider making it a really solid little game.  This was its first outing on a Tuesday, but it is certain it will get more.  This time round, Pine won with thirty-eight points, but he was only just ahead of Lime who finished with thirty-six.  As they packed up Pine commented that he might have screwed up the scoring or maybe he just did much better on his leaf strewing…  Meanwhile on the next table, Endeavor was just coming to an end as well.  Playing with the recent Commodore edition, this is another beautifully produced game, that has actually had a few outings in this version and the original edition.

Endeavor: Age of Sail
– Image by boardGOATS

The game is played over eight rounds, each consisting of four basic phases: Build, Populate, Payment and Action.  There are four technology tracks roughly corresponding to each phase, which dictate what a player can do during that phase.  For example, how far along the building track a player is dictates what they can build: the further along they are, the more buildings they have to choose from.  Similarly, a player who is further along the population (or culture) track, can move more people into their harbour for use in the Action phase.  Payment also increases the number of people available as it moves population markers from the action spaces into the harbour.  More importantly, however, it makes the action spaces available again for use later in the round.

Endeavor: Age of Sail
– Image by boardGOATS

The first phase consists of passing round the tray of buildings rather like a box of chocolates, but after that, the second and third phases are more or less carried out simultaneously.  The guts of the game, however, is the Action phase.  In this round, players can place population markers on their buildings to activate them and carry out one of the five actions:  Colonise, Ship, Attack, Plunder Assets, and Pay Workers.  These are generally based round the central board which is divided up into seven regions representing the seven continents.  Each continent comprises several cities, a shipping route and a deck of cards. At the start of the game there is a Trade token on each city and each shipping space, but also on many of the connections between cities (these are taken if a player occupies both cities either side).

Endeavor: Age of Sail
– Image by boardGOATS

Players cannot Colonise a city until they have a presence in a region, which they can do by Shipping.  In this case, they activate their building that provides the shipping action by placing one population marker on it, then place a second population marker on the shipping track.  Thus, players need to have two markers available to be able to Ship.  The second population marker is placed in the furthest unoccupied space from the deck of Asset cards in the region of their choice, and the player takes the Trade token on that space.  Most trade tokens add to one of the four technology tracks, though a small number provide one off actions instead.

Endeavor: Age of Sail
– Image by boardGOATS

Players also need two population markers to Colonise (one for the action and one to occupy the city) and three if they are going to attack an already occupied city (one is collateral damage).  Once a player has a presence in a region they can take an Asset card, so long as the number of the top card is not higher than the number of population markers that player has in the region.  This is one of the few areas where there has been a rule change between this edition and the first edition:  it used to be necessary for the shipping track to have been completely occupied (i.e. the region was “open”) before the Assets of a region could be plundered.  This rule changed with the new edition, and now players can plunder at will, as long as they have a presence in the region (they still cannot Colonise until the region is “open” however).

Endeavor: Age of Sail
– Image by boardGOATS

Essentially, that’s all there is to the game, but the rules are deceptively simple and, for a game with so very little randomness (only the layout of the Trade tokens on the map), there is a surprising amount of variability.  However, with the new interest in the game that came with the new edition, a new Expansion primarily comprising a new set of buildings is currently subject to a crowd funding campaign.  The new, Commodore edition came with a couple little extras though, Exploits and Charter Companies, and we wanted to try more of these before considering any new buildings. The Exploits are special conditions that only come into force when both of the regions involved are opened.  The idea is that three of these are drawn at random at the start of the game, however, we picked three that were not used last time we played on a Tuesday:  Spanish Main (North & South America); Manila Galleons (Far East & North America), and Spice Trade (Africa & India).

Endeavor: Age of Sail - Charter Companies
– Image by boardGOATS

This time, we additionally made the Charter Companies available for the first time.  These are special, powerful buildings that a player can build (instead of the usual buildings) as long as they have at least six of their population markers in the given region.  Green began by going for cards and targetted North America as it appeared on two of the Exploits and he thought everyone else would be keen to help him out.  Blue, who normally focusses on getting buildings first decided to try something a little different and instead went for Population in a very big way.  This meant she really struggled getting good buildings, but made up for it with lots of Asset cards.  In order to keep them, she had to focus on increasing her influence (the blue and white shields), but this meant she neglected both the building track and Colonising.  Black also missed the “building boat” and without the more powerful actions that come with the more advanced buildings, really struggled to make any headway.

Endeavor: Age of Sail
– Image by boardGOATS

Ivory had been a little sceptical about playing having played the original edition where the maps were not as “tight” making it less of a struggle.  This time it was clear that that was not going to be a problem.  Accelerating his Build ability meant that Ivory was able to take a Cartographer which gave him a double Ship action which he used to great effect getting a particularly strong presence in Africa, India and the Far East.  This was critical because with the exploit activated, players with one marker in the open sea space for Africa would score an extra point for each disk of his on the Africa shipping track.  Moreover, this scoring was also applied to India and the Far East, making very lucrative for him indeed.

Endeavor: Age of Sail
– Image by boardGOATS

Ivory was quite convinced that Blue had the game in the bag as she had a lot of points from her Asset cards, however, she knew she had a shortage of Colonies compared to everyone else.  As things hadn’t been going according to plan for Green, and nobody seemed to be targetting Asset cards in Europe, he resorted to Slavery so it seemed appropriate that he wasn’t quite in the running for the top spot.  Blue who was having a bit of a blonde day, recounted her scores three times, to convince herself that it was in fact a draw as she finished level with Ivory on sixty-nine points.  Although both Bosk and Endeavor finished at much the same time, it was too late to play anything else, and as the group settled their bills and packed up, someone pointed out that the next meeting is 25th June – exactly six month till Christmas.  And with that cheery thought, everyone went home.

Endeavor: Age of Sail
– Image by boardGOATS

Learning Outcome:  Some villages are very inbred.

UK Games Expo 2019 – Not as Hot as Last Year, but that’s a Good Thing…

Last weekend was the thirteenth UK Games Expo (sometimes known as UKGE, or simply Expo), the foremost games event.  Every year it grows bigger, and this was no exception. Historically, Expo is focused on gamers playing games rather than publishers selling new games, however, the exhibition aspect has been growing, and this year there were two halls full of vendors selling games and demoing wares.  Last year, there was an issue with the air conditioning on the Friday which, combined with the thousands of “hot water bottles” walking about looking at games, made it unbelievably hot.  This year, working facilities and a little more space made it much, much more pleasant, although Saturday was busier than ever!

UKGE 2019
– Image by boardGOATS

This year the hot games included Wingspan, copies of which were flying off the slightly wobbly shelves following it’s recent Kennerspiel des Jahres nominationFoothills, a two player Snowdonia game by UK designers Ben Bateson and Tony Boydell (designer of the original Snowdonia, Ivor the Engine and Guilds of London) was another extremely popular game.  Foothills is produced by Lookout Spiele, but there were sixty copies available from the designer’s Surprised Stare stand, which sold out in less than forty minutes (though there were a small number of copies to be had elsewhere for those that kept their eyes peeled).

Foothills
– Image by boardGOATS

Surprised Stare were also demoing Foothills and another Snowdonia-based game, Alubari, which is due for release later in the year (hopefully).  There was a new Ticket to Ride game available (London) as well as another instalment in the Catan series (Rise of the Inkas); the new expansion for Endeavor: Age of Sail was also available to see (coming to KickStarter later in June) and “old” favourites like Echidna Shuffle were there to be played and bought too.  There were some very good deals to be had from some of the third party sellers as well, including some of the Days of Wonder games for just £15.

Horticulture Master
– Image by boardGOATS

One of the reasons for attending conventions is the opportunity to see and play games that are not available elsewhere.  One example was Horticulture Master, a cute little Taiwanese game with beautiful artwork, which combined card collecting elements from Splendor with Tetris-like tile laying from games like Patchwork and Bärenpark.  Another cute little game was Titans of Quantitas from Gingerbread Games, a clever two player strategy game based round the old fashioned digital rendering of the number eighty-eight.  What really made this game special though was the fact that the stall was guarded by a fiberglass goat!  Not everything was quite as wholesome though, as one Games Master was thrown out and banned for life for including content in a role-playing game that allegedly involved sexual violence and played on the shock factor.  This is definitely the exception rather than the rule, however, and UK Games Expo is a great place for family and friends to spend a weekend.

UKGE 2019
– Image by boardGOATS

22nd January 2019

Green was delayed, so once food had been dealt with, we started with the “Feature Game”, Auf Teufel komm raus.  This is a fun, push-your luck game with a betting element, in the vein of games like Incan Gold.  “Auf Teufel komm raus” literally translates as “On Devil come out“, but roughly means “by hook or by crook” or according to rule book, “The Devil with it” (as the title is officially translated).  None of these really give any information about the game though they inspire the lovely artwork.  The game itself is fairly straight-forward though:  everyone simultaneously places bets on the maximum value of coal that will be drawn out of the fire by one player in the round.  Players then take it in turns to draw coals, either stopping when they choose or going bust if they draw a piece.

Auf Teufel komm raus
– Image by boardGOATS

The player who draws the highest total value coals without going bust gets a fifty point bonus, as does the player who draws the most pieces of coal without drawing a Devil token.  Everyone whose bet was exceeded by the maximum value keeps their stake and wins the equivalent value from the bank.  If the player with the highest bid was successful, they win double their stake money.  This is key as it means the largest stakes are very lucrative making it in everyone else’s interest to stop once their stake has been met, unless they are in the running for the largest total or the most coals of course…  The game ends when one player passes one thousand six hundred at the end of the round and the winner is the player with the highest score.

Auf Teufel komm raus
– Image by boardGOATS

The game is beautifully produced with lovely poker chips, nice wooden coal tokens, a colourful board and chunky score tokens, but it is the little things in the game play that make it enjoyable.  Bizarrely though, it took the group several rounds to really get the hang of what decisions they were making.  Firstly, players had to work out what a reasonable level for bidding was.  There are approximately the same number of tens, twenties, twenty-fives, fifties and Devil coals with a smattering of seventy-fives and hundreds, but it took a round or so for people to get a feel for the statistics.  Then there was an understanding of the tactics when drawing coal—it took most of the game for players to realise that once the highest bid had been matched, players might as well keep drawing until they win something as there was no penalty as long as nobody had “made a pact with the Devil”.

Auf Teufel komm raus
– Image by boardGOATS

Making a pact with the Devil is not something one generally chooses to do; it is simply a catch-up mechanism, but significantly changes the dynamic of the game.  Basically, a player alone at at the back is given fifty points by any player who draws a Devil token.  This prevents the “devil may care” attitude once the maximum bid has been met.  It only happens rarely though (especially with six), as players don’t reveal their precise score, only the range of their score.  As Black put it, players only know the rough size of each other’s “wad”.  The aspect that makes the game fun though, is the encouraging, discouraging and general barracking as players try to manipulate others to their own ends.

Auf Teufel komm raus
– Image by boardGOATS

With the “wad” scoring and everyone feeling their way, it wasn’t entirely clear how people were doing to begin with, but Mulberry suffered from a huge unsuccessful overly optimistic bid in the first round.  Making a pact with the Devil helped Mulberry catch up, while Pine pulled away at the front.  Burgundy, Black and Blue weren’t going to let him get away with that and started pushing the boundaries with their bids and their draws.  As players began to get a feel for what was a safe bid and what was a risky bid, everyone joined in with lots of “Ooos” and “Aaahhs” as coal was drawn from the Devil’s cauldron.  Purple seemed to have an unerring knack of finding Devil tokens, but despite languishing at the back, the fact she had Mulberry for company meant neither of them could benefit from making a pact with Lucifer (maybe something that could be “House Ruled” in future).  In the final round everyone put in large bids, but Blue’s was the largest, a hundred and fifty.  Purple had gone bust while trying to meet Blue’s target, but the slightly more modest bids from Burgundy, Pine and Black had all been achieved, leaving all or nothing for Blue as the last player to draw.

Auf Teufel komm raus
– Image by boardGOATS

When the first token Blue turned over was one of the scarce hundreds, Black commented in jest that Blue had “marked it”.  The reason for Blue’s slightly indignant reply of “Hardly!” became clear in the post-game chit-chat.  There are several online reports of the coal tokens being identifiable.  Blue had therefore looked carefully at the tokens that had arrived covered in tiny specks of white paint which she had spent an hour scraping off.  This wasn’t entirely successful leaving some small scratch marks, so she had then carefully spent another hour inking the backs to try to homogenise them.  This had left the coals with a wide variety of glossy sheens, so she had carefully spent another hour rubbing them all with carnuba wax to try to make them all similarly shiny.  Unfortunately, the grain meant the pieces looked more even more varied with white wax deep inside the grain for some tokens and others smooth and glossy.

Auf Teufel komm raus
– Image by boardGOATS

Blue had then spent another hour rubbing all the tokens with oil which finally had the desired effect – there was still variety in the pattern of the grains, but there wasn’t an obvious trend.  Once Blue had explained that she’d spent most of Sunday evening on the exercise, trying hard not to identify any of the pieces while getting inky, waxy, oily, numb fingers, the Irony of Black’s comment was appreciated by everyone.  With Blue having drawn a hundred, everyone was on tenterhooks to see if she could draw the fifty she needed to make her bid successful.  Pine’s successful bid meant he had just exceeded the sixteen hundred needed to end the game; draw a Devil and Blue would lose a hundred and fifty and finish some way down the rankings.  It wasn’t to be though, with a flourish she produced a fifty, giving her three hundred points for the bet plus a fifty point bonus and with it, the game.

Auf Teufel komm raus
– Image by boardGOATS

Everyone had enjoyed the game though all were agreed that they’d start differently next time.  It had been a lot of fun once we’d got going though, so it will probably get another outing soon.  Poor Green had missed out, arriving about half-way through.  That left us with seven though, and a conundrum as to what to play next.  Time was getting on, but Green was keen to play something a little meatier.  Although Burgundy was happy to join him in Endeavor: Age of Sail with the new Exploits, nobody else was in the mood and it is a game that really needs at least three.  Blue was tempted, but with her fuzzy, “fluey” head wasn’t up to something new (she hadn’t played with the Exploits before) and Black was of a similar mind.  Inevitably Bohnanza got a mention, and as Mulberry hadn’t played it before, it was looking a likely candidate.  Pine wasn’t enthusiastic, but was even less keen on Endeavor.  In the end, the group split into two with Blue, Burgundy and Purple opting to teach Mulberry “The Bean Game”, while Pine and Black joined Green in a game of Marrakech.

Marrakech
– Image by boardGOATS

Strictly speaking, Marrakech is a game about selling Rugs, but the group just couldn’t stop themselves calling them Carpets.  The game itself is a very clever little abstract game made all the better by the addition of fabulous fabric “Carpets”, wooden coins, a large chunky bespoke die and a cool salesman who goes by the name of Assam.  The idea of the game is that players take it in turns to roll the wooden die and then turn Assam zero or ninety degrees and move him the given number of spaces.  If Assam finishes on an opponent’s coloured piece of Carpet (or Rug), the player must pay rent equal to the size of the contiguous area.  Finally, the active player places on piece of Carpet covering one square adjacent to Assam (and one other square as the Rugs are rectangular), before passing the problem on to the next player.  The player who ends with the most money and visible squares of Carpet combined, is the winner.

Marrakech
– Image by boardGOATS

After the first few placements it felt very obvious which direction the seller would have to be facing and then it was luck of the die.  Green quickly built a nice large area in one corner of the board, but thereafter game-play resolutely remained in the other areas of the board.  This was a bit of a mixed blessing as it meant Green kept his high Rug count, but did not receive any earnings from it.  This was compounded when he made a tactical error, turning the faceless Assam into the path of everyone else’s Rugs. From there on, Pine and Black made regular visits to each others Rug areas, although Pine seemed to be coming off slightly better from the exchange.

Marrakech
– Image by boardGOATS

Eventually, with the Green and Black down to their last three Rugs in hand, for some reason Pine had an extra and still had four left.  The group decided that he must have failed to place one at some point, so let him to place two on the next turn.  It wasn’t clear how much that affected the outcome, but on final count, Pine had just one more Rug visible than Green, but had a advantage in coins so was declared the winner.  With Bohnanza ongoing on the next table, the group looked for something short-ish and familiar and settled on Splendor, but decided to add The Orient module (from Cities of Splendor expansion), for no better reason than the fact that one of Pine’s favourite football teams is Leyton Orient.

Splendor
– Image by boardGOATS

Splendor is a very simple game: on their turn, players take gems (rubies, sapphires, opals, diamonds and emeralds, in the form of special poker-like chips), buy a gem-card, or reserve a gem-card taking a wild, gold chip as a bonus.  When taking chips, players must take three different chips, or, if there are enough chips in the stack, they can take two the same.  Each card features a gem which acts as a permanent chip (i.e. where chips are spent when buying cards, gem-cards remain in the player’s display).  Some cards also give points, and the first player that achieves a set combination of gem-cards also gets points for “attracting a Noble”.  The winner is the player with the most points at the end of the round where one player reaches fifteen.  The Orient expansion module adds an extra three decks of cards (one for each tier), which have special powers, like double bonus cards or joker cards which help players entice Nobles to their store.

    Cities of Splendor
– Image by boardGOATS

This time all the randomly drawn Noble tiles required ruby cards; three of them also needed opals and three needed diamonds as well.  When laying out the Level One cards, all four came out as white diamonds and a quick check on the rest of the deck showed this was no fluke, and the deck really did need shuffling further!  Once the cards had been randomised, the usual cat and mouse game ensued until Green took one of the Level Two Orient cards.  This meant he was able to reserve one of the Nobles, much to Black’s chagrin, as he then had to change tac.  The extra gold and additional gems that the Orient cards gave were used a few times to add a new twist to the classic game and Pine managed to use the ability to choose any Level One card he wanted to good effect as well.  When Green managed to reserve a second Noble, the writing was on the wall.

Splendor
– Image by boardGOATS

With only two Nobles remaining for Pine and Black to fight over, Pine decided that he would also go the reserve route and took the third, leaving Black floundering with just the high scoring cards as targets.  Green managed to get his first Noble to take a one point lead, and very soon after completed his second reserved Noble to jump to a very good score of nineteen. Neither Black nor Pine could reach the fifteen in their final turns, although Pine was only a turn or two away from completing his Noble.  Although we’ve played this expansion has been before, the question arose as to whether the ability to reserve a noble is to powerful.  The conclusion was “possibly”, and there was some discussion about a “House Rule” to limit players to holding one Noble in reserve at a time.

Splendor
– Image by boardGOATS

Meanwhile, on the neighbouring table, Mulberry was learning the delights of “Bean Farming” in Bohnanaza from Blue, Purple and Burgundy.  The game is really simple, but very engaging as players are involved even when it isn’t their turn.  The really key part of the game is that players cannot rearrange the cards in their hand, playing them in the order they draw them.  Thus, at the start of their turn, they must “plant” the first card in their hand into one of the two fields in front of them, and may plant the second if they choose.  Two cards are then turned over from the central draw deck, which these must be planted, but not necessarily by the active player.  These cards can be traded or even given away, but must be planted in one of the fields on the table.  Once these cards have been dealt with, the active player may trade some (or all) of their cards with others round the table, before they draw cards to refill their hand.

Bohnanza
– Image by boardGOATS

Fields can only hold one type of bean at a time, but can be harvested at any point.  Harvested beans give money according to the “Beanometer”, and the rarer the card, the more money it yields when harvested.  Thus for Garden beans (of which there are only six), three beans will earn three coins whereas it will require ten of the twenty-four available Coffee beans to give the same return.  The coins are taken from the harvested beans (the card is turned over to show the coin on the reverse), so the number of common cards reduces as the game progresses, but the rare cards become ever more scarce.  The winner is the player with the most points after three trips through the deck.

Bohnanza
– Image by boardGOATS

The game followed the usual flow with some players trying to persuade others to take unfavourable trades.  Blue spent much of the first part of the game alternately drawing Green bean and Wax bean cards; with two substantial fields and a hand full of them she then benefited from lots of donations and nobody else fancied grubbing their plantations when Blue already had the majority of the cards.  All in all, it was a very generous game with everyone giving away cards left, right and centre.  Everyone benefited; Purple did particularly well with her Garden beans, but Burgundy got a couple of cheap Soy beans and Mulberry did well too.  It was Blue who benefited the most though and it showed in the final scores…

Bohnanza
– Image by boardGOATS

Splendor was still on-going, so Blue persuaded Mulberry to stick about for one more short game, NMBR 9.  This was another one she’d not played before and Blue felt it would appeal to her natural spacial awareness.  The idea is that one player turns over cards in the 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 and it shares an edge with at least one other tile on that level.  The higher the tiles are placed the more they score (tile value multiplied by the “floor” number).

NMBR 9
– Image by boardGOATS

It was late, and Mulberry got into a bit of a tangle with the higher levels, but the generosity of spirit from Bohnanza lingered and everyone else let her rearrange her tiles so they conformed to the rules.  And quick as it is, it wasn’t long before everyone was adding up their scores…  With that over, Mulberry headed off while everyone else chewed the cud, discussed “Monster Games” at the Weekend (Food Chain Magnate or a repeat of The Gallerist) and whinged about Brexit.  When the Landlord suggested we moved away from controversial subjects and tried Religion and Politics instead, we knew it was home time.

NMBR 9
– Image by boardGOATS

Learning Outcome:  Some combinations of games and groups benefit from “House Rules“.

18th September 2018

While Blue and Burgundy finished their tea, Pine, Black and Purple squeezed in a quick game of Coloretto.  This is a simple little game and inspiration for the more popular (though arguably not better), Zooloretto.  A set collecting game, the idea is that on their turn, the active player either takes a truck, or turns over the top card of the deck and places it on one of the trucks.  Each truck has three spaces and players are trying to stack the trucks so that when it is their they can get what they want.  In practice, the game doesn’t work like this at all, and players spend most of the time trying to avoid giving everyone else a combination they want.  At the end of the game, players choose three sets to score positively, while all the others score negatively.

Coloretto
– Image used with permission of BGG contributor of punkin312

The clever part is that the score (positive or negative) depends on the number of cards, according to the Triangular series.  This means that one card only scores one point (positive or negative), but a set of six will score twenty-one points.  This players generally don’t mind lots of cards that aren’t part of their three top sets, so long as they are all different colours; the problem comes when they have sets of a significant size…  Purple started off best as Black ended up with too many negatively scoring cards.  Pine put up quite a fight, but in the end Purple was too strong and won the game with forty-seven points, ten more than Pine in second place.

Coloretto
– Image used with permission of BGG contributor SergioMR

Once food had been dealt with, the usual debate as to who wanted to play what began.  Aside from Pine and Purple, everyone was keen to play the “Feature Game”,  Endeavor: Age of Sail, the new, deluxe edition of Endeavor, a game we’ve enjoyed a few times. The new edition is particularly shiny with lots of KickStarter exclusives, including a new game element, “Exploits”.  Pine and Purple were a bit reluctant as they thought it would be very “thinky”, but everyone who had played it before tried to reassure them that it although it was a little challenging, it wasn’t a long game and was usually over in an hour or so.  Things were complicated by the fact that it was a quiet night and with only six people, we didn’t want to leave the “two Ps” in a pod by themselves as that’s a bit unfriendly.  We had two copies of the game, so Blue, who was a little under the weather volunteered to teach them the basic game (i.e. without the “Exploits”).

Endeavor: Age of Sail
– Image used with permission of boardgamephotos

There are seven rounds, each with four phases which roughly correspond to the four progress tracks on each individual player’s board.  In the first phase, Building, each player chooses a building from one of five levels, depending on their position on their industry (Building) attributes track.  Everyone starts at zero, so everyone has to pick level one buildings in the first round.  The buildings give players abilities and/or actions as well as helping them along the other attribute tracks, In the first game, Blue went first and started by picking a Workshop, which gives two extra industry points (and she hoped might let he build more exciting buildings earlier); Purple followed and also took a Workshop.  Pine decided to go for something different and picked a Shipyard which gave him one step on the Culture (Population) track and additionally gave him a shipping action.

Endeavor: Age of Sail
– Image used with permission of boardgamephotos

The second phase can be carried out simultaneously and each player moves population tokens form their supply into their Harbour space where they need to be so they can use them later.  At the start of the game, everyone could take two population disks, even Pine with his Shipyard as it only added one step along the Culture track and it needed two before he could take an extra.  That was to change quickly though, as Pine concentrated on building up his Culture and the number of population tokens he could take as he felt this would give him extra actions.  In order to make best use of it though, he would also need the buildings and the ability to vacate them so he could use them again.  Buildings are vacated in the third phase, where the player’s Wealth is used to pay the population and move markers off the buildings back to the Harbour.  Again all players can do this simultaneously and obviously nobody could do anything on the first round though this aspect becomes  increasingly important as the game progresses.

Endeavor: Age of Sail
– Image used with permission of boardgamephotos

The final phase is the Actions.  This is the guts of the  game, and is also the most complicated part.  The idea is players take it in turns to carry out actions by either placing Population discs onto their buildings or playing action tokens they have picked up during a previous round.  There are five basic actions:  Ship, Occupy, Attack, Pay workers and Draw a card from one of the colonies.  At the start of the game the only action available was really Occupy, through the Colonial House that everyone started with.  This enabled Purple, Blue and Pine to place a second population disk in one of the cities and take the Asset disk that was placed there at the start of the game.  In the first round, there really doesn’t seem to be much in the way of decision making in this game, but those few decisions are really critical as everything builds on them.  For example, each city has an Asset disk placed at random during set up.  These enable players to progress along the Asset tracks and the associated abilities enable them to build and carryout more actions.

Endeavor: Age of Sail
– Image used with permission of boardgamephotos

Shipping for example, involves placing more population disks, this time on shipping routes to the colonies.  These also give Asset disks, but the real benefit comes when they are completed and the region is “open”.  At this point, players can Occupy cities in the region, and also Draw cards from the associated deck, giving more Asset points as well as Glory (Victory) points.  At the end of the game each city is worth one (or in some cases two) points, but if a player controls two connected cities, they also control the link between them, each of which is worth another point.  For this reason, players might want to Attack a city occupied by another player.  This is expensive (war always causes collateral damage) and both players lose a population disk as a result, but fighting can be worth while.  Both Blue and Pine had the wherewithal for attacking, but thanks to  mutually assured destruction, they just sat and watched each other for a round or so until Blue decided she really wanted one of Pine’s cities and used her Fortress to pounce.

Endeavor: Age of Sail
– Image used with permission of boardgamephotos

Pine got his revenge shortly after, with his Barracks, but the battles had been costly (even to Pine with his large population), and the protagonists retreated and licked their wounds.  While the others were playing “Tit for Tat”, Purple had been making progress on the shipping track in the Far East and had started in South America.  The fighting wasn’t over yet though, and Purple had a go at Pine who promptly got his own back.  Before the game Blue, Green and Burgundy had all agreed that Endeavor was a surprisingly short game, but it was clear that Purple and Pine weren’t really convinced.  Before they knew it though, it was time to add up the final scores.  Points were available for progress on the Asset tracks, for occupying cities, for occupying linked cities, and on some of the cards.  The catch though is that at the end of every round, players have to check they are far enough along the Influence track to be able to keep all their cards.  The problem is, that for every card that is returned, all the assets it provides are lost as well.  As Blue and Pine had cards to return, there was a bit of Maths to be done to work out which was the best card to lose.  Given that Pine and Purple had never played before (and Blue had been a bit under the weather so her explanation wasn’t the greatest), it was a remarkably close game.  Experience told, however, and Blue finished in first place a little ahead of Pine who was just very pleased that nobody had taken advantage of the slavery option.

Endeavor: Age of Sail
– Image used with permission of
boardgamephotos

Meanwhile on the next table they were still playing, though the final round was just coming to an end.  Everyone in this game had played it before (though Black needed a reminder of the rules), so they chose to play with the new Exploits.  By random selection  the “Imperialism” (some routes “blocked” and give bonuses points if they are opened); “The Haitian Rebellion” (enables cards to be removed from the deck either to stop others getting them, or to clear the way for a better card; points are awarded if enough cards are removed), and “The Jesuit Missionary” (in exchange for attributes players can build churches in cities for extra points, or even in empty cities and then immediately occupy them, with extra points for each church built).  Burgundy chose to start the game with the new Merchant Dock building on the other reverse of the Colonial House starting tile.  This gave him an extra coin and a shipping action, while Black and Green opted to stick with the traditional building which gives an occupy action.  Burgundy used his alternate strategy to steal a march on shipping into Africa, while the others began building a presence in Europe.  Both Black and Burgundy quickly went for the extra bricks from the buildings to move up the Building track while Green tried to expand his Shipping options.

Endeavor: Age of Sail
– Image used with permission of boardgamephotos

With his Merchant Dock, Burgundy was able to quickly build some of the bigger buildings and take a controlling stake in Africa, although both Black and Green managed to sneak in and maintain a presence.  Green concentrated on linking European cities gaining a lot of population bonuses and so always had enough people to do all his actions, especially when he built a Bank giving him an “coin” so could always pay his workers.   Burgundy was the first to be nasty by attacking Black in taking the linking token. By the middle of the game Black and Burgundy were able to build level three and level four buildings, while Green was still stuck level two buildings only.  His population was soaring though and and the on/off war between Black and Burgundy was keeping their holding back their populations somewhat.   Burgundy and Green went on to open two new regions (Caribbean and South America), followed shortly by Black trying for North America.

Endeavor: Age of Sail
– Image used with permission of boardgamephotos

During the latter part of the game, Green was the only player in South America, while everyone had a presence in all the other regions.  Burgundy dominated in the Caribbean though and Black had a strangle-hold on North America and India, and soon followed them with Asia.  As a result of these regions being opened, the Exploits became “open” as well.  Burgundy and Green were first up with the “Hiatian Revolution”, but initially only Burgundy took the opportunity to utilise it.  Later Green opened “The Jesuit Missionary” and then used that to great effect and suddenly he had cities and connections all over the board.  Although he could not get a particular link he wanted as someone else was occupying the city, he suddenly realised that he did have a spare cannon token and could actually make use of his (by now) vast population and claim the city for himself.  Black was the only one who was able to use the ‘Imperialism’ exploit and managed to clear a couple of blockages in the last couple of rounds.

Endeavor: Age of Sail
– Image used with permission of boardgamephotos

And then suddenly the game was over.  It looked like a Green was home and dry as his board presence was very high, but Black had a large number of points from his cards and Burgundy had progressed well along his Asset tracks.  In the end, however, it was Green that scored the most by a reasonable margin (even after removing the four extra Wealth points he had forgotten to discard in the last round, due to card losses).  But what about the exploits?  They had not come into play until the last couple of rounds and seemed to be of varying impact.  The “Jesuit Missionary” had clearly been used to great effect by Green, not so much for the points for the churches (a maximum five), but for the ability to claim cities and their respective tokens and the link tokens, which of course enabled even more scoring.  Maybe if someone else had been able to get a presence in South America and also use it, it might not have felt quite so powerful.

Endeavor: Age of Sail
– Image used with permission of boardgamephotos

The “Haitian Rebellion” was sometimes helpful to remove unwanted lower point cards, but it was worth nothing when it came to end game scoring. Only Black was able to make use of the “Imperialism”, but it was so late in the game it only gave him a couple of extra points and not really enough extra tokens, though it may have had a more positive effect had it been earlier in the game.  Overall though, the Exploits were a nice addition that did not detract from the feel and essence of the base game, but changed it enough (in the end) to notice their presence and draw them into the game.  With fifteen in total and only three used per game, there are a lot to try (and there is also the extra mini expansion with some extra useful buildings as well).  In conclusion, with nice pieces and something new, this KickStarter edition has really breathed new life into a old great game, and we are likely to be playing it for a little while longer yet.

Bohnanza
– Image by boardGOATS

With Endeavor over, Green wanted an early night, but there was still time for one more game.  As Blue had picked up Pink’s new Spanish copy of Bohnanza from last time, there was really only one  game to play.  The first challenge was getting the setup right for five – it turns out that the Spanish edition is a little different and the question was whether Blue’s Spanish was up to the job.  She muddled through and everyone was only slightly confused by the different bean names.  Nobody needed reminding of the rules once we’d got going (plant one bean, and another if you like before turning over two cards from the deck and planting or trading them, make any extra trades you can from your hand and draw cards from the deck, but DON’T rearrange your hand!).  Unusually, it wasn’t as tight as this game often is; Burgundy and Pine did well and made the podium, but in the absence of Red, Blue finished in front with twenty two.

Bohnanza
– Image by boardGOATS

Learning Outcome:  boardGOATS don’t approve of Slavery.