Tag Archives: Endeavor

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.

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.

Golden GOAT Award Winners – 2018

The inaugural Golden GOAT award was announced at the boardGOATS annual “Un-Christmas Dinner”.  There was also an award acknowledging the worst game of the year, known as the “GOAT Poo” award.  The rules were quite simple, only games played at a GOATS games night in 2018 (i.e. appearing in the log book) could be nominated, and everyone got just one vote in each category.  It was clear from the audience response that many of nominees were very popular choices, including Yokohama and Keyflower: The Farmers.  A couple of games managed the feat of appearing in both lists winning the unofficial “GOAT Marmite-factor” Award, namely Endeavor and Yardmaster.  The winner of the “GOAT Poo” award was Queendomino, with one third of the group nominating it (remarkable since only four people had actually played it).  There was also a special award for “possibly the best and worst moments of the year” which went to Purple and Green’s inability to play Rock-Paper-Scissors (during Walk the Plank! a few weeks back), and Burgundy appearing as the perennial Saboteur at the end of November.  The deserving winner of the “Golden GOAT 2018”, however, was Altiplano which turned out to be a very popular choice.

Golden GOAT - 2018
– Image by boardGOATS

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.

4th October 2016

It was a quiet night, thanks to illness, work and other commitments.  There were still enough of us to split into two small groups, the first of which settled down to play Endeavor.  This is a game we’ve played a couple of times this year and still proves quite popular.  This time, only Green had played it before and Grey and Ivory were unfamiliar with it, so it was necessary to have a complete run-down of the rules.  The game is played over seven rounds, each of which consists of four phases:  Building, Population, Income and Action.  The idea is that players have four status tracks, one each for Industry, Culture, Finance and Politics, which roughly correspond to the four phases of the game and dictate what players are allowed to do at each stage.

Endeavor
– Image by boardGOATS

Players begin by choosing a building, some of which provide an increase in one (or more) of the four status tracks, some provide actions, while most others do a mixture of both.  Players then move population markers from their general supply to their harbour according to their current culture level.  A strong population is essential as it ultimately limits the number of actions players can take on their turn.  The income phase allows players to move some of their workers from buildings back into their harbour as dictated by their current level on the income track.  These add to the population players have available to do things with, while also making space on the buildings so that these actions are available for re-use.  The first three phases of each round are mostly just preparation and book-keeping; the guts of each round are in the final phase, where players take it in turns to carryout an action of their choice.  There are five basic actions: Taking Payment, Shipping, Occupying, Attacking, and Drawing Cards.

Endeavor
– Image by boardGOATS

In order to carryout an action, players must activate an appropriate building by moving a population marker from their harbour to the building.  In the case of shipping, occupying and attacking, the actions are carried out on the central, communal player board.  To ship, after activating an appropriate building, players can move one of the population markers to one of the six shipping tracks and take the token that was on the space.  These tokens are useful as they add to the status tracks, but some also give a free action.  Shipping is also important as it gives players a presence in a region which is necessary for occupying, attacking and drawing cards.  When a player places the last token on a shipping track, The Governor card from the top of the pile in the region is allocated and the region is considered “open”.  This means that players who already have a presence in the region can also occupy the cities within the region. This gives both tokens and victory points, but where a player occupies a city that is connected to another city they already occupy, they get an extra token, which can be very valuable, as well as providing extra points at the end of the game.  This makes position very important, but if someone occupies a city that another player wants, one option is attacking.

Endeavor
– Image by boardGOATS

This is carried out in the same way as occupying, but is a separate action and costs an additional population marker.  Occupying a region also adds to a players presence in the region: players can also draw the top card from a region’s stack and add it to their player-board, so long as their total presence in the region is higher than the card number.  Cards are important as they also add to the status tracks as well as provide victory points, however there is a card limit which is enforced when a player passes at the end of the round and any status track points gained with the card are lost when cards are discarded.  Once everyone has completed one action phase players continue taking it turns until everyone passes.  Thus, the final possible action is taking payment which is the simplest action and allows players to move one of their population markers back to the harbour so that they can re-use the building in the same round. In addition to the five basic actions, some of the more expensive buildings provide a choice or even a combination of two of the basic actions.  After seven rounds, points are awarded for cities, for connections between cities, for progress up status tracks, cards, some special buildings, and any left-over population markers.

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

It was an inauspicious start: Grey was unhappy with the name, it hurt his language sensibilities, and he was very concerned as to where the “u” had gone.  Green was definitely at an advantage as the only person to have played the game before, but he did his best to guide the others for their first few turns. In truth, there is very little choice to be made in the first round or so, however, what choice there is tends to turn out to be critical by the end of the game.  With so little decision to make, the first round is always over in a flash, though the later rounds take progressively longer as the game goes on.  Ivory and Green both started building Workshops for the extra brick, while Grey went for a Shipyard and started to ship. In the second round, Ivory and Green’s Workshop enabled them to build more valuable buildings and Ivory took a Guildhall to get in on the shipping act, while Green declined the extra brick and went for the Shipyard. This gave him a second green population token and popped him over into gaining three population markers.  As the fog of first game confusion began to clear for Grey, he saw the advantage of the Workshop, so took it at the second opportunity.

Endeavor
– Image by boardGOATS

The first few rounds raced past as everyone developed their own board, increased their  populations and took cities and shipping tracks, but some clear strategies were emerging.  Green had a large number of cities in central Europe and a smattering of shipping routes, but was pushing strongly for Africa (to make connections with his European cities and give some great bonus action chits). Ivory was also keeping a strong hold in Europe, but not so much on the shipping tracks, while Grey was concentrating on opening up India and the Far East. Ivory had built up a healthy row of cards, and although he was the only one to resort to slavery so far, it was only the one card.  In the fourth round Grey took the penultimate space on the India shipping track and gifted Green a super-turn, when he used his Dock to ship (thus opening up the region) and then occupied too. The newly occupied town linked to his European city and so he got that extra token too. Grey did get the bonus Governor card in consolation however.  And then, the regions tumbled, next were the Far East and then North America.

Endeavor
– Image by boardGOATS

By the fifth round, the first four cards in the central region had all been taken, and a quick count up showed Green had five cities. He waited until the sixth round and, since no-one had attacked him, he took the final card and abolished slavery. Luckily Ivory was not too badly affected by this and avoided the collapsing house of cards such an event can often trigger.  At the start of the final round, Grey spotted that Ivory had a cluster of four cities plus one in Africa: that gave him four connections.  He also noticed that there was one cornerstone city that connected them all. So he bravely marched in, took the losses involved in attack and swiped several points from Ivory in one go.  The final turns were used for mopping up as many points as possible and once everyone had passed, it was on to final scoring.

Endeavor
– Image by boardGOATS

Not unexpectedly given his extra experience with the game, Green scored the most, with victory points from most areas.  Ivory was close behind in what had been a very enjoyable game.  In fact Grey had not only got over the mis-spelled title, but had enjoyed it so much that he went on to try to find a copy for himself.  Alas Endeavor is very out of print so if it can be found, it’s going to cost a pretty penny, which is a shame, as it is a really good game with good replay-ability, thanks to its random token layout.  On the adjacent table, there was much debate as to what to play, but eventually, the group settled on Istanbul, winner of the Kennerspiel des Jahres two years ago.  We’ve played it a couple of times, but Pine was completely new to it, though both Blue and Red had played it before.  It is also a fairly simple game where players are trying to lead their Merchant and his four Assistants through the Turkish bazaar.  There are sixteen locations each with an associated action, but to carry out an action, the Merchant needs an Assistant to help out.

Istanbul
– Image used with permission of BGG contributor duchamp

The problem is, once an action has been completed, the Merchant must move on, however, an Assistant remains to complete the details of the transaction.  Thus, the Merchant can only carryout a transaction if he has the help of an Assistant.  When he runs out of Assistants, the Merchant cannot carryout a transaction and must either visit the Fountain and summon his Assistants or go back to stalls where the Assistants are to collect them.  The central play-area is made up of tiles representing each stall, so there are four possible layouts:  “Short”, where the distances between places that work well together are small making game-play easier; “Long”, where places that work well together are far apart, which forces players to plan ahead more; “Challenging”, where similar places are grouped together, and “Random”.  For this game, we chose “Long” routes to give us a slightly more interesting game.

Istanbul
– Image used with permission of BGG contributor punkin312

Blue began by collecting money and visiting the Wainwright to build up the size of her cart, while Red began collecting the special tiles from the Mosque’s while they were still cheap.  Although Pine felt he understood the rules and the aim of the game perfectly, it took him a few rounds to work out how to go about making things work together effectively.  So it was that Blue just managed to get to the Jewelers before Pine and use a double card to buy two gems.  As Pine had only had the exact money for his own double gem purchase, he was now two Lira short and had to go and acquire more cash.  To add insult to injury, he had just acquired his extra Lira when Red pulled a similar trick and Pine had to go and find yet more cash.  While Blue and Pine were building piles of currency, Red was quietly collecting tiles from the Mosques and a full set gave her two gems.

Istanbul
– Image used with permission of of boardgamephotos

Blue and Pine completed their carts and, with her gems from the Jeweler, Blue seemed to have got her nose in front.  That was before Pine, largely unintentionally, got his revenge for the problems Blue had caused him earlier in the game.  Everything Blue tried to do, Pine was there first and obstructed her plans.  In such a tight game, it was just enough to give Red the extra time she needed to get her fifth gem and trigger the end of the game.  Despite a massive forty-two Lira, Pine needed two turns to change them into gems leaving Blue just ahead in second place with four gems.  As Endeavor was still in the closing stages, Red, Blue and Pine investigated the “Feature Game”.  To celebrate our fourth birthday this week, this was to be Crappy Birthday a silly little filler/party game.  This game has a lot in common with games like Apples to Apples and in particular, Dixit.  The idea is that each player has a hand of cards featuring strange potential gifts.  On their turn, it is the active player’s birthday and everyone else passes them a card.  The active player then chooses what they think is the best and worst and returns them to the original owner who keeps them as points.

Crappy Birthday
– Image by boardGOATS

After a couple of turns, Endeavor came to an end and the group joined up for a proper game of Crappy Birthday.  The key to playing this sort of game is knowing the other players.  Although we meet regularly, we don’t all know each other all that well, so this was always going to be interesting.  By the end, we’d learned that Red would quite like to bungee-jump; Green thinks turning his car into a caravanette would be fun (well, perhaps not his car); Blue has a pathological hatred of having her photo taken and Pine likes fluffy penguins and had been to the Westmann Islands and played with warm lava…  In the absence of cake (partly due to a mix up) we completed two rounds and Ivory and Green finished in front with three points apiece.  Given how unsuccessful social games often are with our group (most recently Codenames, which was very divisive), this was not expected to be a great success.  However, the cards were such fun and so unusual, that we all really enjoyed it.  Sadly, that means the game has poor replayability as, once the surprise has gone, the game will be much less fun.

Splendor
– Image by boardGOATS

With that done, Red, Ivory and Grey headed off, leaving Pine, Blue and Green to play something quick.  After a little chit-chat Splendor was the chosen game, with both Pine and Blue having unfinished business after getting soundly beaten twice in quick succession.  In this game, players have just three options on their turn:  collect gem tokens, buy a gem card using gem tokens (and/or cards), or reserve a gem card and receive a gold (wild) token at the same time.  Players can have a maximum of ten tokens, though unlimited cards and the cards act as permanent tokens.  Thus, at its heart Splendor is an engine building game built on a set-collection mechanism.  Players score points when they buy some gem cards and for attracting Nobles which are awarded to the first player collect certain combinations of gem cards; the game end is triggered when one player reaches fifteen points and the player with the most at the end wins.

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

The game started with both Pine and Blue going for it with all guns blazing.  The set up included three special Noble tiles:  one from the 2015 Brettspiel Adventskalender and two from the promotional tiles set, but all four Nobles included opals.  So, it was just as well that there were lots of opals out at the start of the game.  Blue and and Pine collected as many of them as they could.  Green picked up a few too, but found the competition was quite stiff and went for more rubies and sapphires.  It was Pine who picked up the first of the Nobles, but that galvanised Blue into action and she grabbed the remaining three in quick succession.  She was still a few points short of the finish line, and it was then that Green realised he had misread one of the cards.  Having had a similar lead and lost last time she had played, she wasn’t going to let this one get away, and ruthlessly gathered the remaining points she needed to quickly bring the game to a close.  Blue finished the game with sixteen four points ahead of Pine in second place.

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

Learning outcome: Some of the best games can be very difficult to get hold of.

23rd February 2016

After another quick game of Love Letter (a resounding win for Magenta), we moved on to our “Feature Game”, Kobayakawa.   This is a simple little Japanese micro-filler game with elements of betting and push-your-luck.  The rules sounded unpromising, but it was much more fun on the table.  The idea is very simple:  from a deck numbered one to fifteen, each player is dealt a single card with one extra one face up in the middle.  Like Love Letter, players draw a card and chose which to keep, but the aim is different as players are trying to set themselves up for the second phase of the game.  In the second phase, players take it in turns in player order choosing whether to pay a token to join the bidding or not. The player with the highest card in hand wins the pot and the winner over all is the player with the most tokens after seven rounds.  There is a catch, however, as the player with the lowest card gets to add the face up card to their total.

Kobayakawa
– Image by boardGOATS

It is at this point that the little bit of strategy comes in:  in the first phase, players can choose to replace the face up card instead of drawing a card into their hand.  It is only a very little bit of strategy though, since play is strictly in player order and at the start of the round you have almost no information.  Thus, a player who has chosen to keep a low card can find their round is trashed when the last player in the round changes the face-up card from a high value to a low one.  That said, the game is not meant to be an intensely deep strategy game, and it was much more fun than it sounded on reading through the rules.  Pine took an early lead with Green crashing out as he ran out of tokens.  Although we enjoyed it, we felt the end-game could do with a little work as the rules say that everyone who has enough tokens must pay two to join in the last round of bidding (instead of one as previously).  This increases the value of winning the final round and means the preceding rounds can be essentially meaningless unless a player has managed to accrue more than half the number of tokens available (and in that case the final round is pointless instead).  We felt that maybe the game would be better with an early target, with the winner being the player to collect, say, three times the number of tokens as players, and if that hadn’t happened by round seven, then play the final round.

Kobayakawa
– Image by boardGOATS

This was followed by a short break during which we discussed what to play next and got side-tracked by an (unusually serious) conversation regarding the upcoming EU referendum.  As the debate disintegrated into general moaning along the lines of European stereotypes Green felt a game of Lancaster was in order, as it is a game where players are directing noble families from the time of Henry V, vying for power and favour amongst themselves, with a side order of fighting the French.  This is a game that has had a couple of outings recently since we first played it just after Christmas, but this time we decided to add the Reward Tiles mini-expansion.  Pine was the only one not to have played it before, so we had a quick run-through of the rules.  Players take it in turns to place their knights in one of three places:  in the shires; in their castle, or in the wars in France.  Once the knights have been placed, players then vote on and evaluate “the Laws” which give players a benefit just before they get their their rewards for knight placement.  After five rounds, the player with the most points wins.

Lancaster: Reward Tiles
– Image used with permission of BGG contributor Baartoszz

The mini-expansion added reward tiles which are drawn at the start of each round and placed next to a county on the game board.  During the rewards phase, the player who takes control of the county may collect the reward tile instead of the imprinted basic reward (collecting both the nobleman tile and the reward tile if they pay the extras).  Clearly these weren’t going to have a huge impact on the game, though they would make some of the benefits slightly more available during the game, something that had the potential to help out Purple who insisted that she never did very well as Green and Black always knocked her out of the castle improvement counties (something that was not denied).  The first round of knight placement was a benign affair as no-one seemed up for a fight. Black concentrated on beating the French, Purple inevitably went for castle improvements, Green wanted the starting token and Pine thought building up his knights would be a good start.

Lancaster
– Image used with permission of
BGG contributor kopernikus

Then came the first phase of voting for the Laws. Confusion abounded concerning quite how it worked, and having been fairly unanimous in our votes we prepared to discard two laws and replace them with two more. A quick check of the rules about how we do this indicated that we’d done it all wrong:  we should have voted for the new laws we wanted not the old laws we wanted to keep.  There was a little more discord at the ballot box when we tried again, but we still got two new Laws.  With that, the most complicated part of the game, out of the way for the first time, we went into the rewards round with players counties collecting knights, castle improvements, voting cubes and squires, and awarding points for the victory in France.  It was when we came to the rewards from the Laws that Green realised that all his calculations as to what he would get were wrong since number of squires and money had suddenly changed.  It was only when placing the knights in the second round that Green realised that the rewards from the Laws should be awarded immediately after the vote and before the rewards from the rest of the board.  We changed to follow the rules for the rest of the game, but did think that it could make an interesting variant as it provides an extra level of uncertainty into the game.

Lancaster
– Image used with permission of BGG contributor kilroy_locke

Over the next couple of rounds, Black continued his grudge against France, Purple tried to build her castle (largely unsuccessfully), Green gathered voting nobleman around his table and Pine built up his fighting strength.  By round three Purple and Black had both accumulated a lot of squires and Pine and Green found themselves being kicked out of a few counties and having to replace somewhere else and by the fourth round, the knives were really out and the counties were changing hands like “pass the parcel” at a birthday party.  Pine and Green had superior knight strength, but Black and Purple had the upper hand with squires; battles raged across the land and the rivers ran red with the blood of so many faithful soldiers.

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

The battles continued into the final round, however, Black had often swiped the nobleman from under the noses of the other players by judicious use the free nobleman king’s favour and the free nobleman alternative reward from the expansion (the only person to actually take advantage of it in the whole game). Eventually, everyone settled with several sending their knights home to treat their wounds, and the game ended except final scoring.  Black began the scoring several points ahead of the others and it looked like his fighting in France may have paid off, especially as he had managed to gain quite a table of nobleman as well. The superior knights of Green and Pine and the better castles of Pine and Purple brought them a little closer to Black prior to the nobleman scoring.  Black and Purple finished with the same number of nobles giving them fifteen points, but Green finished with two more which he had snuck in right at the end and took him to a near full compliment giving him an extra thirteen points and with it the win, leapfrogging Black in second place with Pine finishing just one point behind in third.

Lancaster
– Image used with permission of BGG contributor punkin312

In discussing the game after, Pine said he quite enjoyed it and we ruminated on how weak the castle improvements seemed to be, more because they were so hard to get early on, when they would provide the most benefit whereas later on they were of less use.  This brought in the idea of using the expansion extra reward tokens all at the beginning of the game rather than only one new one out each round.  We also wondered if placing them randomly rather than on specific counties could work, though that might need some thought.

Lancaster
– Image used with permission of BGG contributor punkin312

Meanwhile, Blue, mindful that Green and Burgundy had been keen to play Endeavour again, had produced that as a her offering for a game about international treaties.  With Green engaged elsewhere, Blue and Burgundy recruited Magenta to the cause and gave her a rules run-down as she had not played it before.  The game felt much less confusing than last time as it was fresh in Blue’s and Burgundy’s minds having played it within a month.  So, despite all the little bits that need to be set out, the perceived complexity of the game and the relative inexperience of the players, Endeavour was actually under way first.  The game is played over seven rounds, each of which consists of four phases:  Building, Population, Income and Action.  The idea is that players have four status tracks which correspond to Industry, Culture, Finance and Politics, which roughly correspond to the four phases and dictate what players are allowed to do at each stage.  The game is actually much less confusing than we made it last time, though there are a number of apparently little rules that have the potential to make a large difference.  For example, last time at least one player had multiple copies of one building which can significantly change the balance of the game as well as potentially making that building unavailable to other players.

Endeavor
– Image by boardGOATS

Players start by choosing a building:  although the choice is very limited at the beginning so everyone begins with only a slight variation in direction, we have a feeling that the choices made very early on in the game are critical.  Similarly, getting the first round of settling and shipping right is vital as this gives both position and a crucial fast start on the status tracks allowing players an early toe-hold in the game.  As such, Magenta was at something of a disadvantage not having seen the game play out before, though with just three players (compared to four last time) there was just a little more wriggle room.  Burgundy and Magenta began by building Shipyards, so Blue decided to do something different (largely just for the sake of it) and built a Market instead.  Although she didn’t plan it that way, it meant that she was first to start picking up cards from the Asset Deck in Europe, giving her an alternative method of building her status tracks.

Endeavor
– Image by boardGOATS

Meanwhile, Magenta and Burgundy were both engaging in shipping though Magenta was having the better of it managed use to build up her Population and Income tracks and quickly took the Governorship of South America.  Somehow, Burgundy had got things very slightly out of kilter and was unable to put them right.  Before long his Income status track had fallen behind which restricted his available population as well as blocking up his action spaces.  Magenta was on roll judiciously shipping, settling and picking up Asset cards, and generally playing a very canny game.  In the previous game, with four players, almost all the board had been opened up in what had been a very tight game.  This time, with only three players, large sections of the board didn’t get explored much at all.  This was exacerbated by Blue only starting her shipping slowly, so Burgundy had to make almost all the running in India, which was hard work, but necessary for him to build a network of settlements.  Matters were made worse for him with Blue pouncing on one of his key targets.

Endeavor
– Image by boardGOATS

Although everyone finished in much the same place, as before, with nearly complete status tracks and a near full set of cards, it was clear that Burgundy had struggled and Magenta had really done very well.  Blue’s position was less clear as she hadn’t done quite as well as Magenta on the status tracks (especially as she had to discard one of her cards at the end of the final round), but had picked up points elsewhere, in particular on her Asset cards.  In the final count, Burgundy was nowhere near as far back as we had thought and it was clear that if he had been able to increase his income just slightly, earlier in the game, he would have been way out in front.  As it was, Blue finished some twelve points clear thanks to her Asset card victory points and more cities than anyone else.

Endeavor
– Image by boardGOATS

Lancaster was still under way, so Burgundy, Magenta and Blue decided to play something small and quick that they all knew.  The minimal set-up time and its more relaxed feel commended The Game, and since the decision had to be made quickly, no-one really looked any further.  We’ve played this simple little card-laying co-operative game a lot, so the only thing we needed to check was the number of cards in the starting hand.  Unfortunately, an appalling deal quickly put paid to our “R&R” and the stress levels quickly rose as it looked highly likely that we weren’t going to even get through the deck.  In the event, we just about managed to get to a point where the draw deck was depleted, but that was it and we finished with seventeen unplayed cards.  Lancaster was drawing to a close, but scores still had to be tallied and there were a lot of bits to put away, so we decided to give it another go, with speed.  Not thinking seemed to help (or maybe it was the practice from the previous try), because we made a much better fist of it, finishing with just four unplayed cards.

The Game
– Image by boardGOATS

With Magenta heading home for an early night, there was just enough time (and people) for a quick game of one of our most popular fillers, Om Nom Nom.  The game is quite simple with players simultaneously choosing animal cards to try to eat as much possible:  for example, a cat will eat mice.  Similarly a mouse can eat cheese, but only if it is not eaten by a cat first.  The board is seeded with dice, after which there is a large dose of double-think as players try to guess whether everyone/anyone else is going to go for the largest tastiest helpings or not.  As usual, Green moaned about how badly he does in the game, and tried his usual array of randomly choosing cards and going for his second choice rather than his first, but for all that, he didn’t do so badly in the end, though he was some way behind Blue who just pipped Pine thanks to a large helping of carrots (which, it turns out score double) in the final round.

Om Nom Nom
– Image used with permission of BGG contributor msaari

Learning Outcome: Games can be very different when you change even the smallest of rules…

26th January 2016

Supper had just arrived for Burgundy and Blue, so Green and Red set up our first game of the evening which was Ca$h ‘n Guns.  We last played it at our New Year games night, though only Blue and Burgundy who had been at that game had made it this time as Cerise and Grey are “still waiting” and Purple has work issues.  Green, Magenta and Red knew how to play though and gave Pine a quick run-down.  It’s not a particularly challenging filler, so set up and teaching didn’t take long, in fact the longest part was probably the debate about who was the eldest and therefore would start.  Pine lost the debate (and won the right to start).

Ca$h 'n Guns
– Image used with permission of BGG contributor punkin312

The idea is that each player has eight bullet cards, five of which are blank.  Simultaneously, everyone chooses one bullet card and, on the count of three, chooses a target by pointing their foam gun at them.  Then, The Godfather may enact his privilege by redirecting one of the guns pointing at him before he gives a count of three on which any cowards (or astute tacticians) may withdraw.  All remaining players reveal their bullet cards and the target of any live cards are out for the rest of the round and pick up a wound token.  All players still standing then take it  in turns to choose one of the face up loot cards (or the Godfather token) from the centre of the table, continuing until there is nothing remaining.  The winner is the wealthiest player who is still alive at the end of the  game.

Ca$h 'n Guns
– Image used with permission of BGG contributor punkin312

Meanwhile, Blue finished her pizza in record time, just in time to join in.  She got off to a good start going for pictures, but that made her an early target.  Magenta also picked up some potentially valuable artwork, while Green and Red traded The Godfather role a few times.  Going into the last round, it was all quite tight, especially as it is a game where players can have a hugely successful round or completely bomb out.  Pine had the hugely successful final round, as did Green, while Blue, with two wounds and a gun pointed at her head chickened out.  This meant she had a null round and finished in second with $130,000 (after a recount).  Green took the $60,000 Diamond bonus giving him $161,000 total, some way clear of the rest, and leaving Blue ruing the fact that she had made the snap decision to withdraw from the last round when she had a live bullet pointed at him.  That said, had she stayed in and taken out Green, one of the others would have taken the huge Diamond bonus and as they had more than Green without it, they could have won by an even larger margin.

Ca$h 'n Guns
– Image used with permission of BGG contributor punkin312

With Magenta wanting to leave early, we didn’t want to leave anyone stranded without a game, so decided to play something shorter as a large group first and leave our slightly longer, “Feature Game” for after.  With six, the options were limited, but there were still plenty of possibilities.  Red’s eyes lit up at the thought of Bohnanza, and although it can run on a little, we felt we could finish it and leave plenty of time for Endeavor.  After a little debate, Red got her way, and then pointed out that 2016 is “International Year of Pulses“, a fact that pleased Pine as a vegetarian who makes a mean dal.

Bohnanza
– Image used with permission of BGG contributor spearjr

Pine was the only one unfamiliar with “The Bean Game”, so Green gave him a brief run-down of the rules while Red and Magenta handed out cards.  A simple, old favourite, albeit one we’ve not played for a while, the game is largely based on the fact that players have a hand of cards that they must play in strict order.  On their turn, the active player must play (plant) the first bean card in their hand (the one that has been there the longest) and may plant the second if they wish.  Then they draw two cards and place them face up in the middle of the table so everyone can see, at which point the bidding starts with players offering trades for cards they like.  Once both cards have been planted (either in the active player’s fields or somewhere else), then the active player can trade cards from their hand too.  All traded cards must be planted before the active player finished their turn by drawing three cards and putting them into their hand in strict order.  And it is the strict order that is the key to the game, however difficult it is for players to refrain from rearranging their cards.

Bohnanza
– Image used with permission of BGG contributor spearjr

The game started with some accusations of dodgy shuffling which the guilty parties strongly refuted, but led to a strange start, with chilli beans getting sort of stuck.  Red spent nearly the whole game with no cards, yet everyone wanted to trade with her, an ominous sign, it is the player who trades most and best who wins.  Meanwhile, Green sat on a black-eyed bean field for a while, then they all came all at once, the product of more dodgy shuffling perhaps?  It was a close game with Burgundy ending with thirteen and Blue just ahead with fourteen, but the signs were true and Red won with a grand total of fifteen “beangeld”.

Bohnanza
– Image by boardGOATS

Red and Magenta left for an early night so Magenta could nurse her cold and the rest of us moved onto the, “Feature Game” which was Endeavor, a game that Green has been desperate to play for a very long time.  It is nominally about exploring, however, the slightly dry artwork, though clear, does give it a bit of an abstract feel, though ours was seasoned with a little bit of international atmosphere as we were playing with Dutch Buildings.  The game is played over seven rounds, each of which consists of four phases:  Building, Population, Income and Action.  The idea is that players have four status tracks which correspond to Industry, Culture, Finance and Politics, which roughly correspond to the four phases and dictate what players are allowed to do at each stage.

Endeavor
– Image by boardGOATS

Players begin by choosing a building from the range allowed by the player’s current industry level.  Some buildings provide an increase in one (or more) of the four status tracks, some provide actions, while some of the most others do both.  Once everyone has taken it in turns to to choose a building, they then move population markers from their general supply to their harbour according to their current culture level.  A strong population is important because that ultimately limits the number of actions players can take on their turn.  The income phase allows players to move some of their workers from buildings back into their harbour as dictated by their current level on the income track.  These add to the population players have available to do things with, while also making space on the buildings so that the action is available for re-use.

Endeavor
– Image by boardGOATS

The first three phases of each round are mostly just preparation and book-keeping; the guts of each round are in the final phase, where players take it in turns to carryout an action of their choice.  There are five basic actions: Taking Payment, Shipping, Occupying, Attacking, and Drawing Cards.  In order to carryout an action, players must activate an appropriate building by moving a population marker from their harbour to the building.  In the case of shipping, occupying and attacking, the actions are carried out on the central, communal player board.  To ship, after activating an appropriate building, players can move one of the population markers to one of the six shipping tracks and take the token that was on the space.  These tokens are useful as they add to the status tracks, but some also give a free action.  Shipping is also important as it gives players a presence in a region which is necessary for occupying, attacking and drawing cards.

Endeavor
– Image by boardGOATS

When a player places the last token on a shipping track, he takes The Governor card off the top of the pile in the region and the region is considered “open”.  This means that players who already have a presence in the region can also occupy the cities within the region. This gives both tokens and victory points, but where a player occupies a city that is connected to another city they already occupy, they get an extra token, which can be very valuable, as well as providing extra points at the end of the game.  This makes position very important, but if someone occupies a city that another player wants, one option is attacking.  This is carried out in the same way as occupying, but is a separate action and costs an additional population marker.  Occupying a region also adds to a players presence in the region: players can also draw the top card from a region’s stack and add it to their player-board, so long as their total presence in the region is higher than the card number.  Cards are important as they also add to the status tracks as well as provide victory points, however there is a card limit which is enforced when a player passes at the end of the round and any status track points gained with the card are lost when cards are discarded.

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

Once everyone has completed one action phase players continue taking it turns until everyone passes.  Thus, the final possible action is taking payment which is the simplest action and allows players to move one of their population markers back to the harbour so that they can re-use the building in the same round. In addition to the five basic actions, some of the more expensive buildings provide a choice or even a combination of two of the basic actions.  After seven rounds, points are awarded for cities, for connections between cities, for progress up status tracks, cards, some special buildings, and any left-over population markers.

Endeavor
– Image by boardGOATS

Although the game was more complex than many that we play, and only Green had played it before, so it took a while to explain.  In the event, it was not actually as complex as we all thought at the start, but it took most of us a while to work out what we were trying to do.  The first few rounds are quite quick as there aren’t a lot of options, however, they are very important as they set the foundations for the later rounds.  With people new to it though, we mostly had no idea what we were doing at the start, but quickly picked up the rhythm of the game.

Endeavor
– Image by boardGOATS

Pine struggled at the start having had a bad day, but he made reasonable ground going down the slavery route and finished just behind Blue and Green.  It was Burgundy, however, who had managed to build his culture early in the game and capitalised on it later finishing twelve points clear with sixty seven.  While packing up, Blue, Green and Burgundy reviewed the game a little and tried to see where Burgundy had really picked up his additional points.  First we noticed that Blue couldn’t count and had missed ten points putting her second.  This meant that although we had finished with similar points for the status tracks, it was really the cities that Burgundy had occupied and connections he’d made that made the difference.  We had enjoyed the game though and thought we needed to play it again.  Although the game has essentially the same ingredients (the region cards and buildings are the same every time), we felt the starting token layout would actually have a much larger impact on game play than we had originally thought and would give it a surprising amount of replay value.

Endeavor
– Image by boardGOATS

Learning Outcome:  Some people need to take their shoes and socks off to count to more than ten!