Tag Archives: Everdell: Bellfaire

24th January 2023

Blue and Pink were first to put in an appearance and availed themselves of the burger offerings at the Jockey before everyone else began to arrive.  Ivory turned up cradling his enormous copy of the Collectors’ Edition of Everdell, complete with its Bellfaire expansion (as well as pretty much everything else available).  And from then on, it was a matter of deciding who was going to play what.  As Ivory began building the Evertree, Green commented that he’d really enjoyed playing it last time and would like to play it again, but wanted to give everyone else the opportunity.  Everyone else similarly followed this gentlemanly gesture, but in the end Ivory took first Teal, then Green and finally Purple to the end of the table and started the mammoth task of unpacking.

Everdell
– Image by boardGOATS

As they began setting up, the other four began deciding what to play.  After suggestions that largely fell on deaf ears, Blue eventually began unpacking World’s Fair 1893.  This is a clever little game that integrates area majority and set collecting mechanics.  The idea is that players choose a segment of the board and place a population marker in it before taking all the cards in that section.  Three cards are then added to the board, with the first added to the section cards have just been taken from and one each added to the next two segments.  Cards come in three types:  Character Cards, Midway Tickets and Exhibit Cards.

World's Fair 1893
– Image by boardGOATS

Character cards can be used to move cubes about or add extra cubes and are played by the active player between placing their token and taking the cards from that section.  When the Ferris wheel car has travelled all the way round there is an interim scoring stage.  Midway tickets are exchanged for one point, with the player who has the most earning bonus points.  Exhibit Cards are exchanged for tokens:  each of the five segments of the board are evaluated and the player with the most population tokens gains a couple of bonus points and the opportunity to trade up to three exhibit cards for matching coloured tokens. The player who comes second also gets points and can exchange fewer Exhibit Cards for tokens.

World's Fair 1893
– Image by boardGOATS

The tokens are combined into sets at the end of the game with the larger sets worth more points; sets containing all five different coloured tokens are worth fifteen points, with sets of four worth ten, and three, two and one worth six, three and one point respectively.  Played over the three rounds, the winner is the player with the most points at the end of the game.  Blue didn’t do a great job of explaining the point of tokens, so in the first round, Lime focused on collecting Midway Tickets, lots and lots of Midway Tickets taking lots of points and the bonus too.

World's Fair 1893
– Image by boardGOATS

Pink, on the other hand, had played it before and better understood the relationship between Exhibit Cards, Tokens and points at the end of the game.  That said, he seemed to have a bit of a mental block on how to use the his character cards (after placing a population token, but before taking cards).  Bertha Palmer seemed to cause a particular problem and her function had to be explained at least three times before the message got through.  Through the second and third round, Lime continued to collect Midway Tickets while Blue, Pink and Pine tried to manipulate the majorities in the areas for which they wanted tokens for.

World's Fair 1893
– Image by boardGOATS

Lime kept doing well in the green Agricultural region, but was unable to get the cards to match.  This is the catch with the game:  in order to obtain tokens in a specific colour, players need the majority of population markers in that region, but also need to gain Exhibit cards to match, which quite likely are only available from other segments.  Pine commented that he thought this game should be played with ties cancelling each other out like in Las Vegas—funny, that that would have left him in pole position in several key areas that he needed…

World's Fair 1893
– Image by boardGOATS

As the game came to an end, the question was whether anyone would have enough sets of tokens to catch Lime with his huge pile of coins from his Midway Tickets.  It looked like Pink might make it with his two sets of five giving him thirty points, but he fell two points short.  Blue however did slightly better with sets of five, four, three and two and finished with sixty-two points, five more than Lime.  When Pine asked how Pink collected so many tokens, Pink’s response was, “Never underestimate the value of coming second…”

World's Fair 1893
– Image by boardGOATS

Everdell was very much still underway and although time was marching on, there was still time to play something else.  So a decision was made very quickly as Blue got out Les Aventuriers du Rail Express.  “Les Aventuriers du Rail” is the french name for Ticket to Ride, and this “Express” version originally released only in French and Italian, was a “light” version of the game, positioned somewhere between the “City” editions (like New York, London, Amsterdam etc.) and the full sized games.  Thus it plays quicker than the full sized game, but is longer than the City editions, and has a maximum of four players like the smaller games

Ticket to Ride: Switzerland
– Image by boardGOATS

The basic principle of all the games is the same however:  on their turn players either take two coloured carriage cards from the market, pay sets of cards to claim a route and place plastic pieces on the map, or draw tickets giving cities that players need to connect to score points.  Each edition has its own special rules and this one has a shared ticket:  London to Istanbul.  The first player to connect these cities gains twenty points with the second getting fifteen and so on.

Les Aventuriers du Rail Express
– Image by boardGOATS

Additionally, instead of Locomotive (Wild) Cards being included in the Carriage Card market, they are always available from a separate face up deck with players taking one card on their turn instead of two).  It didn’t take long before the group had checked they had the right number of trains and had identified the special rules for this version of the game.  Blue went first, but Pine was the first to place trains on the map, at which point everyone else realised they were going to have to go hard and fast to compete.

Ticket to Ride: Europe
– Image by boardGOATS

Blue also placed an early train, but Pink opted for the “expert strategy” espoused by Black, to pick up tickets early.  The idea is that knowing the destinations you need to connect early is an advantage, but this is offset of course, by the fact that it gives everyone else an extra turn to claim some of the routes you might need.  This time, unbeknownst to the others, Pink got lucky with long overlapping routes and, as a result picked up another batch of tickets.  Pine tried to follow the ticket strategy, but got less lucky.

Les Aventuriers du Rail Express
– Image by boardGOATS

Blue thought the London to Istanbul ticket was quite a good option as it was almost zero risk since it wouldn’t cost her if she failed to complete it, it was also relatively complementary to her starting tickets.  This strategy meant she had to go through the middle of Europe and, as a result, got caught up in the three-way punch-up with Lime and Pine centred on Strasbourg.  Pine came off worst, but unquestionably, Pink came off best as he eschewed central Europe, instead focusing on taking the route to Warsaw via Berlin which also included two slightly more lucrative five car connections.

Les Aventuriers du Rail Express
– Image by boardGOATS

Blue claimed the London to Istanbul route first and with it twenty points, followed by Lime who had completely forgotten about it in his tussle to make his other tickets.  Blue was then left with a choice:  pick up tickets or try to end the game quickly.  Knowing Pink and Pine in particular had a lot of tickets to complete and with plastic trains beginning to run low, she opted for the latter.  Unfortunately for her, Pink had already nearly finished his tickets and was able to complete his last one on his final turn.  That just left the scoring, and it wasn’t really close with Pink finishing with eighty-two and Blue the best of the rest some fifteen points behind.

Les Aventuriers du Rail Express
– Image by boardGOATS

On the next table, Ivory, Green, Teal and Purple played the “Feature Game“, the Bellfaire expansion to Everdell, the winner of the Golden GOAT just before Christmas.  Everdell is a fairly simple game in principle, with players either placing a worker to collect resources or then using the resources to pay to play cards from their hand into their tableau.  The game is very smooth to play, well balanced and has beautiful artwork.  One of the things that makes it different to many other games is that when a player runs out of actions (or earlier if they choose), they can end their season and reclaim all workers and start again.  This is important because some of the action spaces can only be occupied by one critter at any one time.

Everdell
– Image by boardGOATS

The cards come in different types, but one of the key aspects is that critter cards can be played by paying their cost or as a bonus for playing the associated construction card.  For example, if a player builds a Courthouse, they can play the Judge at the same time if they have it in their hand.  Cards give players special powers, extra resources, actions and points at the end of the game.  Each player’s tableau can only hold a maximum of fifteen cards; when a player cannot perform any more actions (or does not wish to) they pass and their tableau is completed.  Everyone else carries on playing and the game continues until everyone has passed with the winner being the player with the most points.

Everdell
– Image by boardGOATS

The Bellfaire expansion adds a little bit of variety to the game, in particular the Market, a Bonus for one of each card category, and a randomly selected Beauty Bonus for the most purple flower cards.  The group also included the Extra! Extra! and Legends cards with the Corrin Evertail cards (from the Mistwood expansion).  One of the joys of Everdell is selecting playing pieces. With sixteen different creature meeples to choose from there is something for everyone.  Ivory  was quick to nab the purple coloured Platypus, Teal selected grey Hedgehogs, Purple chose red Squirrels and Green wanted the green Lizards.

Everdell
– Image by boardGOATS

On pulling out all the Lizards from the Box, Green declared that one of his meeples was disabled. It was missing the bottom half, its legs and its tail, poor thing!  To give this one an easy ride green selected it for later use as part of the Autumn cache.  As expected Ivory got off to a flying start.  While Purple was the first to leave winter and head into spring, Green and Teal were not far behind. Ivory, however, seemed to be able to keep going in Winter for many turns after everyone else had left.  He had been quite lucky with the card draw and was able to pair critters with his buildings to a much greater extent than everyone else.

Everdell
– Image by boardGOATS

Teal noticed that Ivory had completed all the card categories and could claim the bonus tile, but he kept quiet and instead was the first to claim a bonus tile: for having three forest tags.  A short while later Green also noticed that Ivory could claim the bonus, but he, perhaps due to silliness or perhaps innate honesty, did not keep quiet.  Ivory had not noticed, so promptly claimed it on his next turn.  No-one else was able to fulfill that requirement for quite some turns.

Everdell: Bellfaire
– Image by boardGOATS

The Bellfaire Market allows players to choose to either gain resources, or to trade them.  When gaining resources, players choose one token, gain the resources and cards, then move that token to the “trade” side of the market.  When trading, players pay resources and discard cards to gain three points and any two resources, before moving the token back to the “gain” side.  This time, players used the market to collect initial resources, but once they had all been used, no-one seemed to show much interest in trading to bring them back into play.  Trading did happen a couple of times later in the game, but no-one could really see the benefit of the trading versus collecting resources outright, especially since two of the randomly drawn extra forest spaces included the ability to trade cards or wood for “any” resource.

Everdell
– Image by boardGOATS

The pattern of Purple going into the next season first and Ivory going last remained all the way through Spring and Summer.  Ivory did slow down somewhat though, and did not enter Autumn much later than Teal and Green.  By this time, most the group had managed to play at least one of their Legends cards and were beginning to use them to good effect.  Green’s Ranger Strey Softpaw which enabled him to use two already used forest action spaces for one worker was generally remarked as a very useful legend card.  Maybe that was how he was able to catch up a little, but one of the key challenges he struggled with was being able to get the Critter and Construction pairs.

Everdell
– Image by boardGOATS

Once Autumn came round, it was time for the poor disabled lizard to play a part on Green’s behalf.  That part was, to cries of being cruel, to go straight to the Cemetery so he could select a card to play for free—unfortunate critter!  Although Ivory kept going longer than anyone, he already had all fifteen cards played, and found himself unable to do much else, even though he still had workers left.  Purple finished early with a similar problem, although she was unable to afford any more cards even with gathering from her last worker.

Everdell
– Image by boardGOATS

Eventually, everyone finished their final season and in the final scoring, Ivory scored big on the card totals.  Green did quite well and finished a few points ahead of Teal, though Purple suffered as she had not been able to play as many cards.  Ivory also scored well on other bonuses and Teal and Green were similarly matched with several bonuses, except that Teal managed to accrue more coins and score Journey points.  As a result, Teal took second, though Ivory was way ahead of everyone else.

Everdell
– Image by boardGOATS

Learning outcome:  We’ll have to brush up the Everdell skills if we ever want a chance of beating Ivory in future.

15th November 2022

With lots of absentees including Pink, Lemon, Orange and Plum, it was a relatively quiet night, but there were still nine and that left a difficult decision as to how to split up the group.  The “Feature Game” was Everdell, and although it only really plays four, Ivory had the new, Complete Collection which includes the Bellfaire expansion which adds two more players.  Three players seemed a little on the small side, so a four and a five it was, and the five were keen to give Everdell a go.

Everdell
– Image by boardGOATS

Although Ivory had played Everdell with Pink and Blue in the summer of 2020, nobody had seen the new, Complete Collection which was a recent acquisition for Ivory, and what a box it was—It was humongous!   Everyone wondered how Ivory stored it.  That developed into a conversation about where people store their games, and it seems pretty much everyone uses a “Kallax” (though some people didn’t know that’s what they are called). However, it turned out the Everdell box is so big, it doesn’t fit onto a Kallax and Ivory stored it under his bed!

Everdell
– Image by boardGOATS

Everdell is a very good looking game, a card-driven, tableau building and worker placement game set in a woodland glade.  Players take the role of leader of a group of critters constructing buildings, meeting characters and hosting events by placing workers to get resources and spending them to play cards.  Everyone enjoyed the opportunity to choose their own wooden meeple animals out of a selection of over twenty different types.  Ivory went for the purple Platypuss, Purple went for a light purple Owl, Lilac went for orange Foxes, Teal chose the grey Hedgehogs , and Green wanted the Brown Bats.  By random selection using a mobile app, Teal was to go first.

Everdell
– Image by boardGOATS

It took a few turns to get the hang of the game, although it is not overly complex on the face of things.  It is one of those games where there are apparently lots of choices, but in practice they are clear and relatively simple:  players either place a meeple to get a selection of resources, or play a card into their tableau.  And then, when all possible choices have been exhausted, players move onto the next “season”.  The trick is working out how to extend the possible number of turns taken each season. Ivory was the only one of the group who had played it before, so had got it worked out.  Everyone else had moved into spring while he merrily carried on taking his turns in his winter!

Everdell
– Image by boardGOATS

Teal was the first to move onto spring, and this order continued through the rest of the game. At one point it looked as though everyone else would have finished completely, while Ivory was still in summer!  It didn’t quite work out like that, but Ivory did have several more turns after everyone else had finished.  The other trick to Everdell is to pair up the Critters cards with the Construction cards. By building a Construction, a player could then build the corresponding critter for free afterwards, thus giving them extra turns and extra bonuses.  Ivory did well in this, and his starting and early meadow cards fell his way.

Everdell
– Image by boardGOATS

Green and Purple also did well getting pairs of cards and playing them during the game. Unfortunately Lilac and Teal just couldn’t seem to get the pairings they needed. So it seems there is still a certain amount of luck in this game.  The other thing which surprised everyone was how quickly the group got through a very big stack of cards from the meadow draw pile.  After last time where we nearly failed finish Endeavor before the pub closed, the group set an alarm to give them a thirty minute warning before closing time as we were worried we may have the same problem this time.

Everdell
– Image by boardGOATS

By the time the alarm went off nearly two hours later, the game was all but finished—not bad for a new five player game.  Playing it again, the same group could probably do it in ninety minutes or less.  Would it get another outing though?  It certainly has cuteness factor in spades; it is interesting, and the game-play is not overly complicated; it has challenge in random variations, and many good looking expansions to enhance and change the experience. So, it will almost certainly get another outing and Ivory had better not put the box too far under the bed, as we’ll be wanting him to bring it along again in the new year.

Everdell
– Image by boardGOATS

After too much “cards with text” with Villainous last month, it was clear that Everdell was not a game ideally suited to Lime and Pine.  Instead, Blue said she had just the game for them: Cascadia.  Cascadia won this year’s Spiel des Jahres award, and had not yet had an outing within the group.  The game is very simple though:  players have a starting three hex terrain tile, and on their turn, they take a terrain hex and a wooden wildlife token and add these to their tableau.  Each terrain tile has one, two or three types of wildlife depicted on it, and the wooden tokens have to be placed on a terrain tile with matching wildlife symbol and that is more or less all there is to it.

Cascadia
– Image by boardGOATS

The interesting part is the scoring.  Players score points for the largest area they have of each of the five different types of terrain with bonus points for the player with the largest area of each.  That is simple enough, but they also score points for each of the different types of wildlife, and their scoring is different for each game.  The scoring depends on the location of each type of wildlife, for example, this time players scored for each set of three (and only three) adjacent bears.  They also scored points for each different type of wildlife between pairs of hawks.  Ribbons of salmon and groups of elk also scored as did foxes for each different type of wildlife surrounding them.

Cascadia
– Image by boardGOATS

The game play behind Cascadia isn’t very new or terribly original, with the tile laying elements giving a feel similar to games like Kingdomino, or even Carcassonne.  The variation in the wildlife scoring (with more wildlife cards available to add more variety), however, and the fact that the wildlife tokens are finite in number and are drawn from a bag, adds just a hint of something reminiscent of bag-builder games like Orléans or Altiplano.  As the group played and Lime and Pine got into it, Blue and Black started to appreciate the subtlety a little more.  The addition of special Keystone tiles that give players nature tokens when wildlife tokens are placed on them, also help players to mitigate the luck elements.

Cascadia
– Image by boardGOATS

This time, foxes seemed to hide in the corner of the bag when players wanted them, then when they didn’t, they all came out of hiding.  Pine, inevitably put in a good showing and, despite everyone trying to persuade him, Lime succeeded in ignoring the advice to join his two groups of bears together (which would render them pointless).  The scores for the terrain were quite close with a spread of just a handful of points.  However, while Lime, Blue and Black had similar scores for their wildlife as well, Pine was eight points clear of his nearest rival giving him a final score of ninety-eight, ten points clear of Blue who was the best of the rest.  Pine and Lime had clearly enjoyed the game though and it will almost certainly get another outing soon.

Cascadia
– Image by boardGOATS

Lime excused himself, leaving Blue, Black and Pine to play something quick, taking less than an hour.  Although every time we play it, Pine points out that Bohnanza is not quick, this time he was persuaded because there were only three players and he wasn’t given time to think about it too carefully.  Bohnanza is one of the group’s most popular games, yet it hasn’t had an outing for ages.  The game play is very simple, but very interactive with a strong trading element. The active player first plays one or two bean cards from their hand into their fields taking care to keep them in the same order and only play the cards at the front.  They then turn over the top two cards from the deck and plant or trade them.  Finally when everything else has been dealt with, they can trade any cards in their hand with anybody else.

Bohnanza
– Image by boardGOATS

Cards are played into fields—with more players, each person has two fields in front of them and may buy a third, but with three, everyone starts with three fields.  This is important as each bean field can only hold one type of bean at any given time.  Beans can be harvested at any time to give coins and the game ends after three turns through the deck.  There are a few clever things about the game.  Firstly, players cannot harvest a field with a single bean in it unless all their fields have a single bean in them—this prevents players just cycling through beans they don’t want.  The really clever part of the game is that the fact that bean cards turn into coins when fields are harvested.  As the rarer beans are more valuable, this means they get increasingly rare as the game progresses.

Bohnanza
– Image by boardGOATS

This time, Blue planted two lots of Garden Beans early in the game which meant there were none available later.  Pine and Black shared the Black-eyed Beans, Stink Beans and Red Beans between them.  Blue planted lots of Green Beans and took it in turns with Pine to experiment with Soy Beans.  By the end, there were really only Wax Beans, Blue Beans, Coffee Beans and the occasional Green, Soy and Stink Beans.  With three experienced people playing, it was always going to be a tight game.  Pine finished with thirty “Bohnentaler”, a couple of more than Black, and was quite disgusted to find he was pipped by Blue by a single point.

Bohnanza
– Image by boardGOATS

Learning outcome:  Ikea need to sell a bigger Kallax.