Tag Archives: Everdell

15th September 2020 (Online)

Green and Lilac were first to roll up, with pizzas and a large basket full of wild mushrooms.  While they finished their supper, everyone else rolled in and joined the largely aimless chit-chat before Blue started to explain the rules for the “Feature Game“, Patchwork Doodle.  This is another “Roll and Write” style game in the “communal colouring in” vein.  As such it is quite similar to the Second Chance (which we played last time), but with different scoring and a little more planning.

Second Chance
– Image by boardGOATS

Both games are based on the Tetris idea where shapes depicted on cards are drawn in a grid.  In Second Chance, the cards are revealed two at a time and players choose one to draw on their grid.  If they can’t add either, they get one card just for themselves; if it fits they stay in, if they still can’t draw it, they are out.  When the last card is turned over or the final player has been eliminated, the winner is the player with the fewest empty spaces.

Second Chance
– Image by boardGOATS

In Patchwork Doodle, eight cards are revealed at the start, so everyone can see all the cards that will come out in the round.  The chief seamstress then rolls a d3 die to move the factory foreman, and players all draw the shape he lands on.  The round ends after six of the eight shapes have been used.  After each round there is a scoring phase and, the final score is the sum of the three totals minus the number of empty spaces.

Patchwork Doodle
– Image by boardGOATS

In addition to the change in scoring, everyone has three special actions: they can use a shape either side instead of the one selected, make a single cut and draw one of the two resultant shapes, or fill a single one-by-one square.  Additionally, there is a fourth action which allows everyone to use one of the other three actions a second time.

Patchwork Doodle
– Image by boardGOATS

The interesting, and indeed difficult bit to understand, is the scoring.  Players score the number of squares in (usually) their largest square, plus one point for each row or column it is extended.  Thus a five-by-three rectangle will score eleven points (nine for the three-by-three square, and two points for the extra two rows).  Usually the largest continuous rectangle will give the most points, but sometimes that is not the case and players have to work out what will give them the biggest points haul.

Patchwork Doodle
– Image by boardGOATS

Once everyone had got to grips with the scoring and asked all their questions, Pink rolled the die and silence descended as everyone concentrated on their colouring in.  At the end of the first round, Pine, Lilac and Ivory had their noses in front achieving a five-by-five square while others were struggling to get much less.  By the second round, people were getting the hang of things and it was clear that Ivory was the one to beat, although Green had a bet on Lilac as she was doing a lot better than he was.

Patchwork Doodle
– Image by boardGOATS

By the final round, there was a peaceful calm as people engaged their inner toddler.  The scores were a little bit incidental as Mulberry won the prize for “The most inventive work with just two colours” and Lilac just pipped Black and Pine for the neatest and “staying within the lines”.  Pink stumbled at the end going for artistic impression over scoring, putting the penultimate shape in the corner instead of filling the hole in the middle.  Blue top scored with one hundred and twenty, just beating Ivory, largely thanks to the fact she had only one unfilled space.

Patchwork Doodle
– Animation by boardGOATS

Mulberry commented that the communal colouring in was very calming, and Lime said that although he had really enjoyed it, the next game looked too complicated given that he had been up since 4am, and was finding it hard to focus.  The next game, Cartographers, certainly was a step up, so despite having done really well in Patchwork Doodle, Lilac also decided to duck out.  Cartographers is another “Roll and Write” game, but has slightly more of a “boardgame feel” to it.  In fact, part of the reason it we chose it was to celebrate the fact that it had just been announced that Cartographers was runner-up in the 2020 Deutscher Spiele Pries.

Cartographers: A Roll Player Tale
– Adapted from image by BGG contributor
Johnny Dangerously

The game is played over four seasons during which cards are revealed showing Tetris-like shapes which players draw on their player board.  The difference is that this time, the cards show options giving players an element of choice, either between two different shapes or in the colour to be used.  The colours represent different terrain types, and there are mountain spaces and ruins spaces also pre-printed on the map.

Cartographers: A Roll Player Tale
– Image by boardGOATS

At the beginning of the game, goal cards are identified for each season; a selection are available which gives games a lot of variety.  Two of these are scored at the end of each round in a similar way to Isle of Skye, another game that is quite popular with the group, but of course one that we can’t really play at the moment.  These scoring cards are really the driving force of the game, essentially creating a set of criteria that players try to follow when adding pieces to the map.

Cartographers: A Roll Player Tale
– Image by boardGOATS

This time the scoring cards were “Stoneside Forest”, “Shoreside Expanse”, “Great City” and “Lost Barony”.  These can be really quite variable, for example, the first of thesegave players points for each mountain space connected to another solely by forest.  In contrast, the “Shoreside Expanse” rewarded players for each block of farmland not adjacent water and for each block of lake not adjacent to arable, or the edge of the map.  The Great City, however gave points for each square in players’ largest cities and the lost Barony was reminiscent of Patchwork Doodle giving points for the largest completed area in a square.

Cartographers: A Roll Player Tale
– Image by boardGOATS

The other interesting addition is the “Ambush” cards.  In the “Rules as Written”, one of these is added at the start of each round and when they appear, players pass their map to their neighbour who adds the shape in the most inconvenient place they can.  These then give players negative points for each empty adjacent space.  This doesn’t work well with remote gaming, so we play these using the solo rules where the shape starts in one corner and and moves stars following the edge, progressively spiralling towards the centre until it finds a space that it fits in.

Cartographers: A Roll Player Tale
– Image by boardGOATS

Although we played Cartographers a few weeks back, quite a lot of people missed out, so we decided to add the “House Rule” that we wouldn’t add Ambush cards for the first round to give players a chance to get started. This works nicely, however, because they are removed from the deck once they have appeared, adding one less makes their appearance much less likely.  For this reason, in future we would probably just add two at the start of the second round as they certainly add quite a lot to the game.

Cartographers: A Roll Player Tale
– Image by boardGOATS

Once the edge case rules had been clarified, Blue started revealing cards.  Each card has a time counter in the top left corner where the number is roughly based on the number of spaces the shape fills.  This helps to control the rate the board fills at and maintains the level of tension throughout the game.  This time, the first round included quite a few large pieces, one of which was forest which enabled those who spotted it to connect two mountain squares and score a quick six points.  Otherwise, the first round was all about players trying to find good places to place lots of fields and water ensuring they didn’t touch and starting a large city to set up the next round.

Cartographers: A Roll Player Tale
– Image by boardGOATS

The next round was all about the first Ambush card: the Gnoll Raid.  Pink had a near perfect place to put it, tucked neatly round the Rift Lands space he’d placed on his ruins in the previous round.  As he looked pleased with himself, others applied the complicated Ambush rule and variously sounded please or unimpressed depending on how much work it had left them with and how many negative points they had to mitigate.

Cartographers: A Roll Player Tale
– Image by boardGOATS

The third round was fairly quiet as there was no Ambush, increasing the chance of one appearing in the final round.  The last round started very slowly and gently with lots of very “low time” cards appearing and everyone sounding initially unimpressed, then quite pleased as they discovered pleasing ways of filling spaces to help satisfy the “Lost Barony” scoring card.  Then, just when everyone was nearly nearly home safe and sound, we were ambushed by the penultimate card of the game: the Bugbear Assault.

Cartographers: A Roll Player Tale
– Image by boardGOATS

The Bugbear Assault is two one-by-two columns with a gap down the middle, making it quite hard to place at the end of the game.  Mulberry was unable to place it and therefore got away unscathed, but others like Burgundy, Purple and Black found they were suddenly four or five points worse off than they had been a moment earlier.  The final piece was also difficult to place being large and awkward, and then it was just the final scores.

Cartographers: A Roll Player Tale
– Animation by boardGOATS

It was really tight at the top, with Pine and Pink taking second and third respectively, separated by just a single point.  Ivory, however, who had lost out by four points to Blue in Patchwork Doodle, managed to take victory by the same margin, winning with the same total of one hundred and twenty points.  With that, Ivory departed for the night, and Pine and Green said they would follow.  Before he went, however, Green shared an image of kookaburra which looked a bit like a goat provided you mistook it’s beak for an ear…

Goat or Bird?
– Image by boardGOATS

The chit-chat moved on to the Jockey and what it was like there now.  Black, Purple, Blue and Pink had enjoyed a meal and a distanced game of Wingspan there and Ivory had joined Blue and Pink for games of Everdell and the new mini Ticket to Ride, Amsterdam.  In both cases the pub had been quite quiet, but had felt very safe, partly because there was so much space and partly because the staff had done an excellent job of cleaning.  The pizzas were just as good as always, and it was really good to see the staff again.

Wingspan
– Image by boardGOATS

Green commented that he was now quite bored with “colouring in”, so Pine’s parting shot was “Blue’s doing a great job”.  Blue agreed that there had been “colouring in” for two weeks running, but that it would be different next time when they would likely be playing Welcome To…, and sadly, there wasn’t really that much alternative to “Roll and Write” that we hadn’t already tried.  Burgundy added that nobody could play what they wanted all the time anyhow, especially at the moment.  And with that, there were five left to accommodate, who switched to play something more interactive on Board Game Arena.

Coloretto
– Image by boardGOATS

After a bit of discussion and general ambivalence, those left eventually opted for Coloretto.  This is a very light and simple set collecting game that we all know the rules for:  turn over a card and place it on a truck, or take a truck.  Despite the simplicity of the rules, the game itself is very clever and can be played positively, or aggressively taking cards others want.  The winner is almost always the player who best balances these two elements.

Coloretto
– Image by boardGOATS

This time, the three of the first four cards to be drawn were Rainbow coloured Jokers.  These are such valuable cards that first Black, then Blue, then Purple took them on their own leaving Burgundy and Pink without a look-in.  From there, Burgundy started collecting sets of blue and brown chameleons, while Pink started work on collecting a rainbow—totally not the point of the game.  Black took a cart that Blue wanted, so she took one that Burgundy wanted and the tit-for-tat rippled through the group.

Coloretto on Board Game Arena
– Image by boardGOATS from boardgamearena.com

It was quite tight at the end, and by that point almost everyone had joined Pink with five different colours.  Not that it did him much harm as he finished with a very creditable twenty-four to give him second place, just behind Burgundy who finished with twenty-eight.  With that, he decided it was bedtime and that left four…

Coloretto on Board Game Arena
– Image by boardGOATS from boardgamearena.com

After a bit of debate, the now dwindling group settled down to a game of Kingdomino.  We have all played this game a lot, so it was remarkable that we managed to make such a meal of it.  The game is very simple, but punches above its weight in terms of depth.  The key part is the domino market.  There are are two rows sorted by value; on their turn, the player takes their tile from the first row and moves their meeple to their chosen tile in the second row.  Since tiles are taken in order from least to most valuable, players are trading value for turn order and thus, choice in the next round.

Kingdomino
– Image by boardGOATS

In other words, if a player chooses the least valuable tile, on their next turn they will play first and therefore have first choice and can pick from four tiles.  Alternatively, if they choose the most valuable tile, they will play last in the next round and will have Hobson’s choice.  The dominoes are placed in the players’ kingdoms with players scoring points for each terrain type, where the number of points is the number of crown features multiplied by the number of squares in the area.

Kingdomino
– Image by boardGOATS

Unfortunately, Blue, who set up the table chose the rules and picked the seven-by-seven variant, and the bonuses for completing the kingdom and for placing the starting tile in the centre.  Sadly, as the expansion has not yet been implemented on Board Game Arena, the seven-by-seven variant is only available for the two-player game.  There is no warning about this, and Blue was slow to realise, screwing up one tile placement and then was unable to complete her kingdom or get her castle in the middle.

Kingdomino on Board Game Arena
– Image by boardGOATS from boardgamearena.com

Just as Blue was realising and the extent of her problems, and failing to put them right, Burgundy was busy building a very fine kingdom that would rival “Far Far Away” and when everyone else was unimpressed with the tile draw commented, “Well, all those are good for me.”  The immediate response was, “Just as well, since you don’t have a choice…”

Kingdomino on Board Game Arena
– Image by boardGOATS
from boardgamearena.com

Meanwhile, Black put a tile in the wrong place and made a wonderful growling noise, something between a cross dog and an angry bear.  Then discovered the cancel button and cheered, only to discover that the piece he wanted wouldn’t fit after all and howled with disgust.  The Silent One definitely wasn’t silent this time!  In fact, he thought he would have beaten the winner, Burgundy, if he hadn’t placed a single tile the wrong way round, so we decided to play again.

Kingdomino on Board Game Arena
– Image by boardGOATS
from boardgamearena.com

This time, Black started going for lakes but had competition from Purple who was also after lakes, but augmented them with forest.  Burgundy went for marshland and Blue actually managed to complete her kingdom and get her castle in the middle this time.  It was much closer, and all the kingdoms were much more mixed.  The winner was Purple though, who just edged Black.  Everyone was really pleased, especially when the Board Game Arena presented her with a trophy for her first win at Kingdomino.  And that seemed like a good way to end the evening.

Kingdomino on Board Game Arena
– Image by boardGOATS
from boardgamearena.com

Learning Outcome:  Colouring in nicely is an important board gaming skill.

Deutscher Spiele Preis 2019 – Time to Vote

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

Azul: Stained Glass of Sintra
– Image by boardGOATS

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

Key Flow
– Image by boardGOATS

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

Deutscher Spielepreis 2019
– Image from spiel-messe.com

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

30th October 2018

The evening began with the inevitable post-Essen chit-chat and games-mule deliveries (though most of it hadn’t been unpacked so that’s something to look forward to next week too).  Burgundy was very pleased with his substantial pile of Concordia expansion maps though (including the new Venus expansion and older Britania/Germania, Gallia/Corsica packs), and Pine was thrilled to hear there was a copy of Echidna Shuffle on its way for him too.  With food delayed, and a lot of people already arrived, we decided to get going with the  “Feature Game”.  Prior to Essen, we had planned to play Key Flow, however, that was still packed and there hadn’t  been time to learn the rules, so instead the “Feature Game” chosen was Peppers of the Caribbean.  This is  a cute little set collecting card game with a very loose pirate theme.  Each card features a number, a colour and a type of food.  The idea is that there is a face up market and on their turn, players can either take cards from the market, or play cards.

Peppers of the Caribbean
– Image by boardGOATS

To take cards from the market the active player must first discard a card and can then take all the cards of that colour or all the cards of that food type into their hand (discarding down to seven if necessary).  Alternatively, they can play a set of three or four cards where all the cards have different colours and different food types.  Of these, two cards are discarded and the remaining cards are kept for scoring.  At the end of the game, players sum up the face value of the cards in their pile of kept cards, and the highest score is the winner.  There are one or two fine details, for example, as well as “chilli cards” there are also rum cards which feature two colours and no food.  These have a high value (six, compared with one to four for the chilli cards) and can help people make sets more quickly.  However, as they have two colours, this means there can only be one rum card in a set and the maximum set size is then three, so only one card can be kept reducing the scoring opportunity.  There are also bonus points cards which are drawn largely at random from a pile—some of these are end-game bonuses and others reward the first player to reach a goal (e.g. be the first player to have all four different food types in front of them).

Peppers of the Caribbean
– Image by boardGOATS

Blue and Pink had played the game a couple of times in their hotel bar at Essen and on the train home.  They had found it a diverting little game with two players and had wondered how it would play with more people.  Somehow it is one of those games that is slightly confusing at the start and things were made more challenging as we began with three players and ended up with five as more people arrived, meaning the rules got explained several times from different points.  As a result there were slow starters and “fast twitch” players.  It was close at the top though with Burgundy and Ivory some way ahead in a tight finish which Ivory took by just three points.  Although everyone would probably play it again, it was clear that the game would be better with fewer players where there would be less fluctuation in the market and everyone would have more of a chance to get what they want.  It only became clear some time later that there had been a mix-up somewhere along the line and although the side of the box said it was suitable for five, the bottom and the website indicated that the game was only intended to play a maximum of four anyhow…

Peppers of the Caribbean
– Image by boardGOATS

Just as the game was coming to an end, Black and Purple arrived in need of some R&R after what had been a trying day.  They had also brought some of their Essen Loot (including a copy of Las Vegas for Red), and the Essen discussion began again.  Black and Purple had been at the fair for the full four days and felt that a minimum of two was needed to see everything, but three days was a more realistic time.  Blue and Pink had been there for just two days as they can’t cope with the crowds for more than that.  Even they are considering a Thursday-Friday-Sunday strategy for next year though as there are now six halls (some very large indeed), and they felt they had missed a lot of things that they had wanted to see this year.  That said, a lot of games sold out including the expansions for Altiplano and Great Western Trail (Altiplano: The Traveler and Great Western Trail: Rails to the North), Mini Rails (again!), Hanamikoji, Food Chain Magnate, Roll to the Top, Majolica, Spirit Island, Echidna Shuffle, Ceylon and headline releases Teotihuacan: City of Gods, Architects of the West Kingdom, Newton, The River and Everdell.  Some of these went ridiculously fast, for example Everdell apparently sold out in six minutes on Saturday despite its not insubstantial price tag of €70.

Essen 2018
– Image by boardGOATS

Purple and Black were particularly pleased with Solenia, which they had played at the fair and then managed to grab one of the last few copies available.  A beautiful game with a totally over-produced large yellow airship and cards with a hole in the middle, it wasn’t long before it became clear that it was going to be one of the games to make it to the table. The pretext is that several millennia ago, the tiny planet Solenia lost its day-and-night cycle:  its northern hemisphere was forever plunged into darkness, and its southern hemisphere was eternally bathed in bright sunlight. Players travel the world delivering the rarest gems and stones to the “Day People” and take wood and wheat to the “Night People” who need them to survive. In return players receive gold stars and the player with the most of these at the end of the game is the winner.

Solenia
– Image by boardGOATS

In each round, players take it in turns to play one card from their hand onto an empty space on the five-by-five game board. Cards can be played either on a “Floating Island” or a “Floating City”.  Cards played on Floating Islands will give as many resources as the value of the card played of the type corresponding to the City.  Cards played on Floating Islands enable players to fulfil a delivery tile by delivering the resources depicted on it.  Cards must be played adjacent to the airship in the centre of the playing area or adjacent to one of the players previously played cards.  When someone plays a zero card, the airship advances one space along the modular board.  At the end of that turn, the back piece of the game board is removed and players receive resources based on the cards they have on this strip of the playing area.  This strip is then turned over (turning night to day / dawn to dusk or vice versa), and it is placed on the front edge of the game board, and thus the airship moves across the planet.  This constantly changing board rolling from day to night and back to day again gives the game a unique feel.

Solenia
– Image by boardGOATS

Although resources were far from scarce (unlike other resource management games), it still has quite a bit of resource management thanks to a strict resource limit on a players personal board.  Thus, the real problem came in deciding which were the most important resources to keep, a little bit of area control/route planning, and a few paths to victory points. The constantly changing nature of the game doesn’t lend itself to a developing narrative though having played it before, Black and Purple had an edge over Green.  This wasn’t helped when Green misunderstood one of the cards and tried to do something clever to multiply his points.  The first attempt failed, but on the second try he thought he had achieved more points and then the misunderstanding came to light—the bonus points only applied to the card itself not to all types of terrain he had cards on.  It would not have changed the placings though.  It was very tight between Black and Purple until Black managed to gather together three pairs of day and night bonus chits, which hadn’t been looking likely until the last couple of turns.  With that, he just sneaked his nose in front, winning by three points.  Overall Solenia is a clever game that takes a run through to get a feel for how it works and then you then just want to play again—it certainly won’t be long before it gets another outing.

Solenia
– Image by boardGOATS

Meanwhile the other four were giving Azul: Stained Glass of Sintra a try.  This was another Essen release, and one  that had generated a lot of “buzz” in advance as it was produced by the same team that originally published this year’s double award winner, Azul.  Blue, Purple, Black and Pink had all tried it while in Germany and found the scoring sufficiently different and interesting that they had collectively come back with two copies.  Initially the conversation centred around the clear plastic tiles that, largely dependent on age, reminded some people of Spangles (“The sweet way to go gay”) and others of “Tunes” (“Help you breath more easily” and thus “Book a second-class ticket to Nott-ing-ham”) .  Once the subject had moved away from 1980s confectionery, attention focussed on the new game and its similarity and contrast with the original Azul.  As in the original, players take all the tiles of one colour from a “factory” and put the rest in the middle, or they take all the tiles of one colour from the middle.  Tile placement and scoring is rather different however.  All the tiles taken in a turn are placed in a single column of the player’s personal player board.  This board is modular with the double-sided strips laid out  at random so everyone has a different starting setup.

Azul: Stained Glass of Sintra
– Image used with permission of boardgamephotos

Above the board each player has a figure, their Glazier, who marks one strip.  Tiles must be placed in the strip immediately below the Glazier, or in a strip to the right of the Glazier.  The Glazier gives players another option on their turn too, as players can choose to reset his position to the left most strip (instead of taking tiles).  Scoring is very different, with players getting points when strips are completed. The number of points scored is the sum of the score depicted below the strip, plus the score for any strips to the right that have already been completed.  There is also a colour bonus—each round has a colour drawn at random at the start of the game, and any tiles that match the colour for the round score extra.  Once a strip has been completed, it is flipped over; after it has been filled a second time it is removed, reducing the players placement options.  This provides a subtle catch-up mechanism that takes effect towards the end of the game.  Any left over tiles that cannot be placed yield a penalty (as in the original Azul game), but this is also different.  In addition to the positive score track, there is also a negative score track where the steps start off small and then get larger; penalties are accrued for left-over tiles and also for being first to take a tile from the middle (and with it the Start Player token). There are also end-game bonus points with two variants available, one colour dependent and the other rewarding completing adjacent strips. All in all, the game is definitely a step up in complexity, making it more of a challenge for those who have played Azul extensively.

Azul: Stained Glass of Sintra
– Image used with permission of boardgamephotos

As most of the group fall into that category, we had high hopes that Stained Glass of Sintra would be a good fit.  It certainly offers a new challenge, though it was clear that the fact Blue had played it before gave her a significant advantage.  For example, the timing of repositioning the Glazier is very critical.  It doesn’t necessarily prevent a player getting a load of tiles they don’t want (as everyone can reposition their Glazier and the problem will come back round), but players don’t want to be stuck with their Glazier far to the right at the start of a new round as that limits their choice when the options are at their best.  Similarly, player don’t want to reposition their Glazier too frequently as this reduces the number of tiles they take and therefore affects their score.  Behind Blue it was very tight for second place with just five points covering Pine, Burgundy and Ivory.  It was Pine who got his nose in front though, by keeping his negative score down and concentrating on his end-game bonuses.  Unfortunately, the game is not as nicely produced as the original: the broken glass tower is made of very thin card (more like thick paper) as is the score board.  The “glass” pieces are also somehow not as nice as the resin tiles in the original and the colours are less distinct as well.  These negatives are a real shame as they take the edge off what would otherwise be a excellent reimplementation of the superb original game.

Azul: Stained Glass of Sintra
– Image used with permission of boardgamephotos

Green and went home for an early night leaving five others plus Pine who wanted to play something “in about forty-five minutes”.  Deciding what to play took so long that there nearly wasn’t time to play anything at all, but after three new games, everyone was in the mood for something “comfy”, and eventually Bohnanza appeared.  Pink’s new “Fan Edition” was still packed, as was the Jokerbohnen mini-expansion that Blue had acquired.  She had not brought her Spanish copy either, so it was the “boring” Rio Grande Games edition.  Familiarity sometimes has its place though, and this was one of those times. Nobody needed a reminder of the rules (plant the first bean in hand; optionally plant the second; turn over two cards and plant or trade them; trade from hand, and draw cards placed at the back of the hand), but the setup varies for different numbers.  It wasn’t long before we were underway, however, and Purple quickly began to amass a  crazy number of Red Beans.  It felt like nobody else could really compete although Black came very close finishing with thirteen coins, one behind Purple.

Bohnanza
– Image by boardGOATS

Learning Outcome:  New is very exciting, but that comfy pair of old slippers still has its place.