Tag Archives: Food Chain Magnate

22nd January 2019

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

Auf Teufel komm raus
– Image by boardGOATS

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

Auf Teufel komm raus
– Image by boardGOATS

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

Auf Teufel komm raus
– Image by boardGOATS

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

Auf Teufel komm raus
– Image by boardGOATS

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

Auf Teufel komm raus
– Image by boardGOATS

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

Auf Teufel komm raus
– Image by boardGOATS

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

Auf Teufel komm raus
– Image by boardGOATS

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

Marrakech
– Image by boardGOATS

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

Marrakech
– Image by boardGOATS

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

Marrakech
– Image by boardGOATS

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

Splendor
– Image by boardGOATS

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

    Cities of Splendor
– Image by boardGOATS

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

Splendor
– Image by boardGOATS

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

Splendor
– Image by boardGOATS

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

Bohnanza
– Image by boardGOATS

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

Bohnanza
– Image by boardGOATS

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

Bohnanza
– Image by boardGOATS

Splendor was still on-going, so Blue persuaded Mulberry to stick about for one more short game, NMBR 9.  This was another one she’d not played before and Blue felt it would appeal to her natural spacial awareness.  The idea is that one player turns over cards in the deck one at a time, and everyone takes the indicated card and adds it to their tableau, ensuring that the edge touches one of the other tiles. Once a few tiles have been placed to form a base layer, then tiles can be placed on top of other tiles as long as there are no overhanging parts, and the tile sits squarely on more than one other tile and it shares an edge with at least one other tile on that level.  The higher the tiles are placed the more they score (tile value multiplied by the “floor” number).

NMBR 9
– Image by boardGOATS

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

NMBR 9
– Image by boardGOATS

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

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.

20th October 2015

While Burgundy, Magenta and Blue waited for their supper to arrive, they began a quick game of Bellz!, the “Feature Game”.  This is a very simple manual dexterity game, albeit one that is very well presented.  The pouch opens out to form a soft bowl containing bells in four different colours.  Each colour includes bells in three different sizes; the aim of the game is to be the first person to have picked up all the bells of just one colour using the stick which has a magnet in each end.  On a player’s turn they can pick up multiple bells or chicken out and stop at one, but if they pick up any bells that don’t match the colour of those they have already collected then that turn is forfeit.

Bellz!
– Image used with permission of BGG contributor joeincolorado

It is certainly more difficult than it looks and there is a little bit in the way of tactics as the magnetism gets weaker further away so with skill it is possible to daisy chain bells and only pick up certain bells.  There is also a strong magnet one one end of the “wand” and a weaker one on the other.  Th rules are not completely clear (and are completely in German in any case!), and gamers inevitably ask whether the bowl can be moved and how much shaking is allowed, which were things we house-ruled.  We had had about two turns each when Green arrived and joined in.  Food arrived and we were still struggling so we carried on as we ate.  Burgundy ran out the eventual winner with Blue following close behind leaving Magenta and Green to fight it out for the last bell.  Grey and Cerise promptly turned up and, as it is an eye-catching game, also had a go with Cerise taking the honours.

Bellz!
– Image used with permission of BGG contributor punkin312

This was followed by a discussion of the Essen game fair including some of the games seen and purchased by Blue and Pink.  By far the majority of the toys they picked up were expansions for games we’ve played before including:

Colt Express: Horses & Stagecoach
– Image used with permission of BGG contributor sdetavern

There were several new games too though, in particular:

There were also older games, some of which we’ve been interested in for a long time.  For example Rockwell was a big game at Essen two years ago, and Green and Blue have expressed an interest in both at the time and since.  Somehow either the price wasn’t right or it wasn’t available at the right time, until now when a good deal beckoned. Blue and Pink picked up a number of small games as well.  These are often hard to get hold of except at places like Essen and are sometimes a hit, and sometimes not so popular, but as they are relatively inexpensive and take up little space in the luggage, they are what makes the fair special.  Finally, there were the promotional items, extra copies of which Blue handed round.

Rockwell!
– Image by BGG contributor Rayreviewsgames

Eventually we decided it was time for a game, and with six the decision is always whether to split into two groups or not.  Green suggested Eketorp for six, but Blue really wasn’t keen, so eventually we opted for Codenames, a new social deduction team game based on the meanings of words which had received a lot of good reports before Essen.  Green pulled a face at the idea of “a word game” and Burgundy commented that social games were not really his thing, even Blue who bought it wasn’t terribly keen because it had sounded un-promising when she read the rules.  Cerise was almost enthusiastic though and Magenta pointed out that it shouldn’t take long, so we gave it a go.

Codenames
– Image used with permission of BGG contributor punkin312

The idea is that there is a grid of twelve cards and the players split into two teams, with even numbers of male and female, we did the childish thing and played boys vs. girls.  The leader of each team is the Spymaster, and as Grey had popped out for a second, we volunteered him to be one so it was natural that Cerise should be the other.  The Spymasters’ job is to get their team to reveal the cards/words that correspond to their team of “agents”, by giving clues.  The clue must be a single word followed by a number which reflects how many words are indicated by that clue.  For example, the clue, “trees: three” could be used to indicate the words “oak”, “ash” and “elm”.  Members of the team then touch cards that they think are their agents; they must indicate at least one, but may try up to one more than the number in the clue.

Codenames
– Image used with permission of
BGG contributor aleacarv

The Girls started off badly finding a neutral and the Boys started off well quickly getting a three card lead.  Before long, the Boys started to get a bit stuck with movie clues and the Girls began to catch up.  As Magenta pointed out afterwards, it was important to listen to both the clues and the discussion of the other team as you can get extra clues.  And so it proved in the end.  With the teams tied, the clue was “Regents; two”.  Blue and Magenta misheard and thought Cerise had said “Regions”.  The Boys struggled on their turn too though, and suddenly the Girls had another chance.  When Green had repeated Cerise’s clue during the Boys’ discussion, Blue had suddenly realised the Girls’ mistake and they were able to find “Park” and close out the game.  Although it is not really our sort of game, everyone was very complimentary about it and as a group we enjoyed it much more than we thought we would.  We could all think of people who would like playing it and now that we know how it works, it would be much quicker to play next time too, making it a surprisingly fun filler with the right group.

Codenames
– Image used with permission of BGG contributor punkin312

With that done, we had to decide what to to play next and, with too many for Cosmic Encounter, inevitably Eketorp was raised again.  Grey was very enthusiastic, but Blue really wasn’t keen, especially as it can drag with six players.  Much to Blue’s delight and eternal gratitude, Magenta tactfully suggested that, despite being a Viking, she could play something else with Blue and Burgundy.  With that, Green happily started explaining the rules.

Eketorp
– Image used with permission of BGG contributor Ceryon

Eketorp is a game where players attempt to gather resources to build their Viking stronghold on the Swedish island of Öland.  In this game players try to second guess which resources the others don’t choose, with a battle and a potential extended stay in the hospital as the reward for failure.  The game itself is played in several rounds.  First material is distributed across the board according to the card revealed at the start of the round.  The players then decide, in secret (behind their player screens), which areas to send their Vikings to.  Vikings can either go to one of the seven resource or brick areas, reinforce the defence of their own village, or attack one of the other players’ villages.   Players then reveal their choices  and place their Vikings on the central board.

Eketorp
– Image used with permission of BGG contributor cuazzel

Depending on how the various Vikings meet, peace may be preserved or battles may ensue.  Vikings on a material field live in peace if there are sufficient building bricks, i.e. there is the same number of building bricks (or more) than there are Vikings wanting them.  If there are insufficient bricks available, then there will be a battle.  Battles also take place on a siege field in front of a player’s castle for the right to lay siege if several Vikings are positioned there.  Battles always take place in a particular order. Firstly, the starting player engages in a battle, then everyone else takes turns until all battles and sieges have been resolved.

Eketorp
– Image used with permission of BGG contributor helioa

Battles are fought using cards chosen from a starting hand of four.  Each player choses a card in secret and then they reveal them simultaneously with the highest card winning.  The difference in value between the two cards determines the battle difference which indicates which area of the hospital the loser ends up in.  In the case of a tie, both parties go to the hospital.  The clever bit is that once a battle has been fought, players swap cards and place the new card face down in front of them.  Once a player has played all their cards in battles, they take the cards in front of them to form a new hand.  In this way, the game is self-balancing so that a player who has a bad card draw at the start will have a better hand later in the game and vice versa.

Eketorp
– Image used with permission of BGG contributor cuazzel

If village siege is successful, then the attacker gets to pillage bricks from the village wall.  Bricks may only be taken from the walls that are two bricks high and the  total point value of the bricks taken may not exceed the battle difference.  Bricks can only be removed from top to bottom and the attacker can then take one of these bricks home (with the remainder going back into the reserve).  Once all battles have been resolved all the winning Vikings can take their bricks home and add them to their village wall.  Each wall comes in six parts and a maximum of three bricks can be stacked in each giving a maximum of eighteen in total.  Once a brick has been used, it cannot be moved at a later date.  The bricks are nominally made of different material and are worth different amounts at the end of the game (green, or grass is worth one whereas grey or stone is worth four for example).  The end of the game is triggered when one player reaches the maximum of eighteen bricks.

Eketorp
– Image used with permission of BGG contributor
Capitaine Grappin

At the start, with no village walls to attack or defend, and all Vikings fit and healthy, the central resource pools were particularly busy places.  After many attacks and counter attacks, eventually all were either victorious and claimed resources, or were licking their wounds in differing levels of the Viking hospital (talk about a beds crisis!).  Green took the early lead at this point. Round two was much quieter, with less than half the Vikings available to go brick hunting, so everyone was relatively successful with their choices.

Eketorp
– Image used with permission of BGG contributor DrGrayrock

Over the course of the next couple of rounds, the game board became more crowded and there was even the odd cheeky raid on a village.  By this time, Grey had managed to create a nice evenly built village wall, one or two bricks high made up of both grass and wooden bricks (worth one and two points respectively) – easy pickings in a fight, but less threatening too. Green was a bit lopsided, concentrating on building with a range of brick colours mostly on one side in order to limit the attack directions.  Cerise however had quietly managed to built quite a good wall round a large part of her village with a lot of clay and stone bricks (worth three and four points).  So, the next two rounds were characterised mostly by Grey and Green attacking for Cerise’s wall.  The first attack by Green was successful, but only enough to nab the top green brick, hardly a dent at all and netted only one point.  Grey’s attack was a stalemate.

Eketorp
– Image used with permission of BGG contributor Garry

In the final round, Cerise found herself surrounded on all sides with Green and Grey attacked from one side each.  Again only Grey was successful enough to break down part of the wall though.  Then for the final battle of the game, Grey and Green had to go head to head for the right to attack Cerise from the third side – it was a draw and Cerise was safe!  As Cerise was the only one who had managed to build a wall at least three high all the way round she picked up the five point bonus and proved herself the superior Viking with a score of forty-four leaving Green and Grey some way behind, fighting it out for the wooden spoon.  In the end, Grey decided he didn’t like the game after all, because had Cerise beat him!

Eketorp
– Image used with permission of BGG contributor
Capitaine Grappin

Meanwhile Blue, Burgundy and Magenta conducted a brief audit of the games available and Burgundy’s eyes lit up at the idea of trying out the new Ticket to Ride Map Collection as he had played a lot of Ticket to Ride and prided himself on being quite good at it.  Magenta is also no slouch either however, and was also keen as she had won her last three games of Ticket to Ride: Europe.  Similarly, Blue has slightly unjustly acquired a reputation for beating people at Ticket to Ride, and although she hadn’t played it much recently, she had won her demonstration game at Essen and had enjoyed it too, so was very happy to give it another try.  Although everyone was keen to try the UK map, to avoid giving Blue an unfair advantage, the Pennsylvania side was chosen.

Ticket to Ride
– Image by boardGOATS

The basic Ticket to Ride game is really very simple.  On their turn the active player can do one of three things:  pick up two coloured train cards from the face up display or the face down draw deck; place plastic trains on the map using cards to pay and scoring points; or draw ticket cards, which name two places and give points at the end of the game if the player has built a route between them, but score negatively if not completed.  From there, each different version makes small changes to the rules, for example, some editions include tunnels and/or ferries and sometimes there are extra cards or bonus points etc..  So, the first problem was trying to remember which of the specific rules are applicable to the base game and then integrate them with the new rules for the Pennsylvania map.  In particular, this was whether we should be using the double routes and how many points the different routes should be worth since there was no score table.  Eventually, we decided to use single tracks (ala three player Ticket to Ride: Europe) and scored routes as follows:

  • Single car:  One point
  • Two cars:  Two points
  • Three cars:  Four points
  • Four cars:  Seven points
  • Five cars:  Ten points
  • Six cars:  Fifteen points
  • Seven cars:  Twenty-one points

The seven car route from Cumberland to Baltimore engendered a lot of discussion, as there aren’t any routes of that length in Ticket to Ride: Europe.  Burgundy was fairly sure they were worth eighteen points in Märklin, but the increase in points from six to seven cars seemed very uneven compared with the change from five to six cars.  In the event, it didn’t make much difference, but checking the rules online later confirmed that Burgundy was right and it should have been eighteen.

Ticket to Ride Map Collection: Volume 5 – United Kingdom & Pennsylvania
– Image by boardGOATS

Burgundy was quite pleased with his starting tickets getting three east-west routes that he thought could largely be coincidental.  His delight faded to despair, when in the first turn, Blue took the route from Altoona to Johnstown and quickly followed it by adding the Altoona to Dubois, in quickly completely scuppering his plans.  Magenta was equally unimpressed that double routes were not in use when Burgundy and Blue quickly completed all the connections to Johnstown rendering one of her tickets impossible within the first few turns.  From there, the game quickly descended into a knife-fight in a phone box with everyone scrabbling to make their starting tickets and it looking very much like nobody was going to succeed.

Ticket to Ride Map Collection: Volume 5 – United Kingdom & Pennsylvania
– Image by boardGOATS

As Burgundy pointed out though, tickets were not going to be so important in this game as there were a lot of points available from the Shares.  This is a new feature specific to this map.  The idea of these is that most routes also have one or more company logos shown next to them on the map.  When these routes are completed, players choose which company they would like to take a share certificate for.  The companies are different sizes with some companies having a lot of certificates available while smaller company others have fewer.  At the end of the game, each player’s stock holdings are evaluated and points awarded.  The bigger companies are worth more points, however, it is harder to get the majority stake in these.  In the case of a tie, the share certificates are numbered and the points go to the person with the one taken first.

Ticket to Ride Map Collection: Volume 5 – United Kingdom & Pennsylvania
– Image by boardGOATS

The shares certainly did have a massive impact on game play.  Normally in Ticket to Ride, players achieve their first routes and then start picking up tickets, trying to maximise the number of longer routes as these give the best points return for the cards and trains, but, that wasn’t how this game went.  Although Blue bravely picked up some more tickets and was promptly followed by everyone else, this was the only time anyone did this as everyone got in everyone else’s way so much it was just too risky.  Since achieving tickets was proving so challenging, everyone started trying to pick up share certificates which meant building small routes as these were the cheapest and easiest way to get them.  Then suddenly, Burgundy declared he was out of trains and the game came to a quick end which only left the scoring.

Ticket to Ride Map Collection: Volume 5 – United Kingdom & Pennsylvania
– Image by boardGOATS

Although Burgundy had moaned about how badly he had done, neither Magenta nor Blue realised just how badly until it came to scoring tickets.  It’s true that the first ticket scored him ten points, but all the others were incomplete losing him nearly all the points he had accrued from placing trains.  Magenta also had a ticket she had failed to achieve, but it hadn’t cost her nearly so dearly.  Blue on the other hand had somehow managed to make all her connections and therefore also picked up an extra fifteen points for the Globe Trotter Bonus.  Unfortunately for Burgundy, although he had done well on the shares, the horror-show that had been the tickets had put him right out of contention and he was nearly lapped (though not quite!).  Although Magenta had shares in more companies, the combination of the extra tickets and the fact that Blue had managed to hang on to the majority in a couple of the larger companies made the difference.  Blue finished on one hundred and ninety eight, just over thirty points ahead of Magenta in what was a very tough game.

Ticket to Ride Map Collection: Volume 5 – United Kingdom & Pennsylvania
– Image by boardGOATS

With Grey and Cerise gone, that left us with time for a quick filler to finish.  11 Nimmt! and Deep Sea Adventure were both in the frame, but Green liked the sound of Qwixx, which had been nominated for the Spiel des Jahres in 2013, but was beaten by Hanabi.  The game sounded interesting though there was very little to it.  On their turn, the active player rolls six dice, four coloured and two white.  Each player has a score sheet with four tracks:  the red and yellow tracks go from two to twelve and the blue and green tracks go from twelve to two.  Once the dice have been rolled, all the players may cross off a number of any colour that corresponds to the sum of the white dice, if they choose.  The active player may additionally cross off one number corresponding to the sum of one of the coloured dice and one of the white dice.  They can choose which of the white dice they are going to use, but the die colour must match the colour of the track.

Qwixx
– Image used with permission of BGG contributor joeincolorado

The snag is that players must progressively cross off numbers to the right, i.e. once they have crossed out the red five for example, they cannot go back and cross out the red four.  Also, while all the other players can freely choose whether or not to use the white dice, the active player must cross out something on their turn or take a penalty (minus five at the end of the game).  Finally, if someone wants to cross out the last number on any track (twelve for red and yellow, two for green and blue), they must first have crossed out at least five other numbers on that track, at which point the die corresponding to that colour is locked and the colour is closed for all players.  The game ends when two dice have been removed from the game or when one player has accrued four penalties.  Scores are awarded for the number of crosses in each row according to the triangular number sequence also used in Coloretto (one, three, six, ten, fifteen, twenty-one, twenty-eight, etc.), so every additional cross is worth an ever increasing amount.

Qwixx
– Image used with permission of BGG contributor punkin312

The game started with everyone being very cagey and not taking the option of scoring the white dice as they were too high, but eventually, some people were braver than others and different patterns began to emerge.  Initially, the game looked very promising with the potential interplay between different effects, like the probability distribution for two dice, balancing the high scoring potential with not getting stuck and picking up penalty points.  Blue was even wondering whether it would be necessary to get another scoring pad.  However, being gamers, we all played to a very similar strategy and, before long, the inevitable happened, with everyone stuck waiting for the most unlikely dice rolls (two and twelve).  As a result, Burgundy who got there first started picking up penalties closely followed by Green.  The game ended when Burgundy picked up his fourth penalty point and we added up the scores.  Magenta, who had only taken the one penalty finished five points ahead of Blue with Burgundy and Green nearly twenty points behind thanks to all their penalties.  And then the inquisition began.

Qwixx
– Image by boardGOATS

We all really like the game at first because of the way the probability interacted with the constraints on number selection, however, we quickly found that it felt very random because the game was self-balancing.  As their game finished, each player was going to be hoping for lucky dice rolls.  Since twelve and two are relatively unlikely which would have a delaying effect, during which time, anyone who had not got quite as far was going to be able to grab a couple of extra crosses.  The random nature of rolling dice meant that ultimately, the effect of any strategy or tactics applied during the game were vastly outweighed by the randomness of the dice at the end.  Although we felt it was probably a good game for children to have fun with, as a game, it was very surprising it was nominated for the Spiel des Jahres.

Qwixx
– Image used with permission of BGG contributor punkin312

Learning Outcome:  Sometimes it is good to play games outside your comfort zone.