Tag Archives: Forest Shuffle: Alpine Expansion

Golden Geek Awards – 2025

The winners of BoardGameGeek‘s Golden Geek Awards have been announced this month.  There are many Game awards, with the foremost being the Spiel des Jahres Awards and Deutscher Spiele Preis, Both of these are German in origin, with the Spiel des Jahres awards chosen by a panel of experts and the Deutscher Spiele Preis resulting from an open vote by games clubs, gamers and people in the industry.  In contrast, the Golden Geek Awards are voted on by the users of the BoardGameGeek websiteflavour which gives them a slightly different .  There are over a dozen categories, but winners include Arcs, Castle Combo, Harmonies, SETI and Flip 7 with Fromage, Let’s Go! To Japan, Captain Flip, Heat: Heavy Rain, and Forest Shuffle: Alpine featuring among the runners up.

– from youtube.com

23rd July 2024

Blue and Pink were still eating when everyone else rolled in and seemed quite content to chat.  It took Blue two attempts to get the first game rolling, with Jade leading Cobalt, Crimson and Plum to the other side of the room.  Pink moved to join Pine who wanted to play his new acquisition with Black and Purple, which left Blue and Lime to lead Byzantium, Sapphire and Cyan in the “Feature Game“, the Alpine expansion for Forest Shuffle.  This is was chosen to mark the announcement of the Spiel des Jahres Awards, as Forest Shuffle, featured on the recommended list and has been popular with the group.

Forest Shuffle
– Image by boardGOATS

Blue made a bit of a meal of explaining the rules, but really they are very simple.  On their turn, players either take two cards from the market and add them to their hand (with a hand limit of ten), or play a card from their hand into their tableau.  There are three different types of cards.  Tree cards are the central cards around which Critter cards are played.  Then there is the first set of Critter cards which are divided into two, left and right with an animal on each half.  Finally, there are Critter cards which are divided into two, the canopy at the top and the undergrowth at the bottom.  The Critter cards are half-tucked under the Tree cards, so only one animal, flora or fauna is visible.

Forest Shuffle
– Image by boardGOATS

The difficult part of the game is getting the cards to work together efficiently to give extra actions and, ultimately, points.  The Alpine expansion doesn’t change the game significantly, just adding more variety to the cards, adding more opportunities for scoring.  For example, it adds an extra Butterfly which give players more points if they have a complete the set.  This time, Blue started with a hand full or Hares, making her initial strategy obvious.  Sapphire was less fortunate, so Blue and Lime suggested that starting with Trees was always a good way to go as players can’t do anything without them.  He also had some Butterflies, so that was where he went next.

Forest Shuffle: Alpine Expansion
– Image by boardGOATS

Lime built up a collection of Birds, and since he advertised his strategy to the group, everyone else was able to take cards he wanted.  This is a key part of the game:  some cards give points for the number of something you have, so having more of both multiplies the score.  For example, Hares give one point for every Hare a player has.  Thus, one Hare gives one point, but Blue’s seven Hares mean that first Hare scored seven points.  More to the point, every other Hare also scored seven points giving her forty-nine points just for her Hares.  Meanwhile, Byzantium was going Bats, and Cyan was experimenting with Deer.

Forest Shuffle: Alpine Expansion
– Image by boardGOATS

The game ends when the third Winter card is drawn from the deck, so after the second, everyone got very nervy as they tried to complete all their plans and play all the cards they wanted to.  Each time someone drew a card from the deck, it was with bated breath.  The final stage seemed to last forever, and although the third Winter card wasn’t the last card in the deck, it was close, and when it was drawn the game ended immediately. And then it was time for the scores:  everyone assumed that Blue’s husk of Hares would give her victory, but it was actually quite much closer than they thought.  Although Blue finished with a hundred and sixty-five, Byzantium was only twenty points behind.

Forest Shuffle: Alpine Expansion
– Image by boardGOATS

Byzantium was ready to leave, but for everyone else there was just time for something really quick.  So as everyone else was still playing, the remaining four decided on a quick game of Coloretto.  This is an old game, but one that was on the Spiel des Jahres Award “Recommended List” in 2003.  Remarkably, Cyan and Sapphire were new to it, but it is a super easy and quick game to play, but with tactical decisions to make.  It is also one that can essentially be taught as you go:  either turn over the top Chameleon card and add it to one of the Trucks, or take one Truck.  Each Truck can contain a maximum of three Chameleons and once everyone has taken a Truck, the round ends.

Coloretto
– Image by boardGOATS

At the end of the game, players score each group of coloured Chameleons, with the largest three groups giving positive points and any others scoring negatively.  There are a small number of cards that just give straight points and balancing these with Chameleons is part of the challenge.  The end is triggered when the end of game card is drawn and then the round is played to completion.  This time, everyone kept their negative scores down, while Cyan went for the pure point cards, collecting fourteen points, more than half his score, by that route.  The winner was Lime, however, who was imperious and won by some distance with a total of thirty-three.

Coloretto
– Image by boardGOATS

Meanwhile, on the next table Jade was teaching Cobalt, Crimson and Plum the Spiel des Jahres 2024 nominee, In the Footsteps of Darwin.  The premise of this is that players are naturalists aboard the Beagle helping Charles Darwin finish his book On the Origin of Species, studying animals, carrying out cartographic surveys, publishing their findings, and developing theories. On their turn, players study an animal or take inspiration from a character by choosing one of the three tiles in the row or column marked by the Beagle, and placing it onto their naturalist’s Notebook. This may be an animal to study or a character from the Beagle’s previous journey and will give an immediate bonus or a scoring bonuses.

In the Footsteps of Darwin
– Image by boardGOATS

After placing the tile, the Beagle is moved round the market, with the distance dependent on the tile chosen and a new tile is drawn to fill the empty space on the journey board.  At the end of the game, the player who contributed the most to On the Origin of Species wins.  At it’s heart, In the Footsteps of Darwin is a fairly simple set collection and “make the most of what’s available” game. Players obtain an additional scoring objective when they place a tile on top of a previous one, covering up any icons, so a key part of the game is the conflict between points being gained verses points being lost.

In the Footsteps of Darwin
– Image by boardGOATS

There’s also quite a bit of luck invoiced, as a player may need one or two specific tiles that don’t come out, or that get taken by someone else before they have the opportunity to do so.  The group found it was very quick to play, taking just forty minutes including teaching.  Plum’s  starting goal was points for tiles in the upper right quadrant, but in the absence of tiles that fitted that criteria she focused instead on collecting Charts and Compasses as these score points equal to the number of these multiplied together.

In the Footsteps of Darwin
– Image by boardGOATS

One advantage of these is that once a Compass has been collected, the tile can be covered without loosing any points. Cobalt didn’t worry about that at all, covering loads of tiles to get more Theories banners which give points.  Ultimately, everyone’s score was pretty similar at the end of the first game but Jade took victory as he was most effective with the Chart/Compass scoring.  As it was so quick, the group decided to give it a second try—this the scores all improved.  This time the victor was Crimson, who was again the most effective with the Charts/Compasses, but also scored well in other areas, as did Cobalt who came second again.

In the Footsteps of Darwin
– Image by boardGOATS

From there, the group moved on to a game of Looot, which is too recent a release to have been acknowledged in the Spiel des Jahres awards.  It has been popular amongst the members of the group that have played it so far, however, and may well get an award next year.  In this game, players gain points by gathering resources and capturing buildings to try to develop their Fjord, fill their long ships and complete buildings. The winner is the player with the most riches and is crowned Jarl of the Vikings. The game is played over several rounds until each player has played all their Vikings, giving a maximum of thirteen turns, each with a simple structure.

Looot
– Image by boardGOATS

Players start by placing their Viking on a Resource tile on the central board adjacent to another Viking of any colour.  They then take the associated Resource and place it on their personal board.  If possible, they then use their Resources to capture a Building and place that on their board, take a Long Ship and also place it on their board, use a Shield, or complete a Construction Site and finally grab a Trophy.  Looot is quite a light game, but with enough decision space to be interesting.  Last time was a three-player game, but this time, with four, players get another map area, which the group arranged to give a wide play area.

Looot
– Image by boardGOATS

The board layout made it easier to get to more areas of the map relatively early in the game, but there was still plenty of competition for the Towers.  Like last time, Plum decided not to worry about all the home tiles and focused on gold, which was good, but not enough on its own.  Cobalt scored massively for Castles by getting plenty of them plus the equivalent Long Boats.  Cobalt started on that strategy largely by accident, before he had got a real understanding of game-play and a full appreciation of how they increased the Castle scoring and matched the requirements he could fulfill.

Looot
– Image by boardGOATS

Crimson had a nice balance of increased score for Towers and Houses, while Jade built up a huge pile of Wood.  Unlike last time, things didn’t just come together at the end for Plum, and nobody else could compete with Cobalt’s Castles and he took victory with one hundred and twenty-one, fourteen points ahead of Crimson in second.  It had been a good game though, and as players become more experienced, they will be increasingly able to determine the best scoring opportunity from the start and how to optimise the mini game that is building their Fjord. With experienced players, this could be quite ruthless with players trying to block each other and prevent objectives.

Looot
– Image by boardGOATS

In the third group, meanwhile, Pine was introducing his new acquisition, the old game, Tonga Bonga, to Pink, Black and Purple.  This is a sailing race game a bit like the 2008 Spiel des Jahres recommended Jamaica.  In Tonga Bonga, players pilot their ship around the archipelago with the goal of visiting four of the five remote islands and returning to Tonga Bonga Bay.  Each player has room for three sailors on their ship, each of which represented by dice and indicate how fat the ship will move.  At the start of the round, players decide how much they are prepared to pay for the sailors who will serve as their captain and first mate that round (the Cabin Boy always works for nothing).

Tonga Bonga
– Image by boardGOATS

Players then simultaneously roll their dice, and take it in turns assign their dice to the other players’ ships, in return for the money offered.  In a mechanism vaguely reminiscent of that in the really rather vicious game, Vanuatu, if a player tries to place a higher value die where someone has already assigned a die, the lower value one is displaced and bumped to a lesser and usually less lucrative role.  Thus, all things being equal, the ship offering the most money will get the highest value dice and the most moves, though of course, players can work together to disrupt this behaviour. One side of each die has a Seasick Sailor (effectively zero), so the maximum value dice are five.

Tonga Bonga
– Image by boardGOATS

Once all the dice have been assigned, players move their ships racing to reach the islands, leaving one of their tokens there.  Landing on an island, earns $25 from the bank, but the player has to pay $5 to each player who landed there ahead of them.  Pine explained the rules and before long, everyone was sailing.  Pink got a bit of a lead by using his winnings to buy more moves and visit more islands.  He had been feeling that the game was maybe a bit “broken”, but as is usually the case when a game feels like that, it was all down to the “rules malfunction”, but it wasn’t until the final round that the rules were “clarified”.

Tonga Bonga
– Image by boardGOATS

Instead of the winner being the player to cross the line first with any left over money used as a tie-breaker, once a player has visited four islands they return to Tonga Bonga Bay and trigger the game end—and whoever has the most money wins.  Pink crossed the line and claimed the moral victory, as he was playing by the original rules.  Everyone else was quite happy with the “updated rules” though, which left Pine the victor with Purple in second and Black just behind.  Pink blamed “Evil Pine” for the mishap, but was eventually won round with a bottle of dubiously flavoured cider.

Tonga Bonga
– Image by boardGOATS

Although the debate had been audible by the players at the neighbouring tables, ultimately it was all taken in good part and the game had been a lot of fun and showed its age less than Lifeboats that was played a few weeks back and was only five years older.  From there though, the group moved on to a game of the 2021 Spiel des Jahres winner, Kingdomino.  This is a clever little game where players are building a kingdom made out of double-headed, domino-like tiles.  As in Dominoes, the ends of the tiles have to match, or at least it has to match with one tile tile already in the player’s kingdom.

Kingdomino
– Image by boardGOATS

The really clever part of the game is the double market, where the tiles are taken in reverse order of value.  The double market means that when a player takes the tile for the current round, they choose which tile they will get in the next round.  Thus, taking the lowest value tile this round means they will have first choice next round.  Players score for each contiguous area of Terrain—the number of points is equal to the number of squares multiplied by the number of Crowns featuring in it.  This time, Pink concentrated on Wheat Fields and Sea, Pine focused on Sea and Meadow while Black concentrated on Woodland with a smattering of points from Marsh, Mountain and Wheat fields.

Kingdomino
– Image by boardGOATS

In contrast, Purple prioritised her four contiguous areas forfeiting the “Harmony” and “Middle Kingdom” bonus points for using all the tiles to give a square kingdom with a central castle.  Pine took victory with a massive seventy-three with Pink and Black tying for second with sixty points.  This group wasn’t done by any means and swiftly moved on to a quick game of Sushi Go!.  This is one of those games that takes a mechanism that is a relatively minor part of other games and distills it into its purest form in the game.  Coloretto does the same for the central market mechanism used in the 2007 Spiel des Jahres winner, Zooloretto, and Sushi Go! does it for the card drafting mechanism in the 2011 Kennerspiel des Jahres winning game, 7 Wonders.

Sushi Go!
– Image by boardGOATS

In Sushi Go!, players start with a hand of cards, keep one and pass the rest on, repeating until all the cards have been distributed.  As well as being a core mechanism in 7 Wonders, this “Card Drafting” is also often used to try to reduce the luck of the draw at the start of games like Terraforming Mars and Agricola (both also acknowledged by the Spiel des Jahres committee).  In Sushi Go!, players are using the card drafting to collect sushi and, most importantly Pudding!  The game is played over three rounds, with cards drafted to the left, then right and then left again, scoring points at the end of each round.

Sushi Go!
– Image by boardGOATS

This time, Pink and Black tied for the high-scoring first round, with Pine just behind.  Pine made up for it on the second round by taking it convincingly, however, with everyone else scoring very badly.  The third round was more even again, this time won by Black with Purple taking second.  That resulted in a three-way tie between Black, Pink and Pine, but at the end of the game, the player with the most Pudding cards gains six points, with the one with the fewest losing six points.  Unusually for Pink (as he has quite a sweet tooth), he had eschewed Puddings, while Black had the most giving him what ended up being a quite convincing victory.

Sushi Go!
– Image by boardGOATS

There was just time for a single round of Love Letter (a game from the 2014 Spiel des Jahres recommended list).  This is a sixteen card game where players start with a card, draw a second and then play one.  The idea is to try to be the last play in or the player with the highest value card when the deck runs out.  The theme is all about getting as close as possible to the Princess card, which has the highest value.  This led to a discussion about real princesses and how close people had been to them.  It turns out that Purple has met a real one, Princess Nina who lives in a massive house in Cheltenham.  During the game, Pink was the Princess, but was spotted and knocked out, leaving Black to take another win.

Love Letter
– Image by boardGOATS

Learning Outcome:  The Spiel des Jahres committee may reward lighter games, but they are good games.

11th June 2024

The pub was not as busy as last time, and in any case, Pink, Blue, Black and Purple were there in good time for food.  Once they had finished, they managed to squeeze in a quick game of Rome in a Day while they were waiting for food and eating.  This is a cute little tile-laying game Black and Purple picked up from UK Games Expo as few days back.  It is a bit like Kingdomino with the “I cut, you choose” mechanism to allocate the tiles.  The “I cut, you choose” mechanism is used in a number of other games like, Castles of Mad King Ludwig, Isle of Skye, and Dice Hospital, but it is a more fundamental part of games like San Marco, and particularly …aber bitte mit Sahne and New York Slice.

Dice Hospital
– Image by boardGOATS

In the case of Rome in a Day, Players start by taking five land tiles drawn at random and place two buildings on tiles one and two.  They then divide the five tiles into two groups—a bigger and a smaller one (in any ratio) and add a crystal to the smaller land set before offering them to their neighbour.  During the four rounds the game is played over this neighbour alternates, right, left, right, left.  So, each round, players choose a set from their neighbour and these and the tiles they were left with are added to their domain.  At the end of the game, any building that stands on or adjacent to land of its own colour will score for each tile in the group and then players score for the diamonds they have collected—the player with the most points is the winner.

Rome in a Day
– Image by boardGOATS

Like in Kingdomino where players score better for a medium number of crowns in a medium sized area than for a combination where one is large and the other small, players benefit more if they can surround one large area of coloured tiles with multiple buildings of the same colour.  The most successful at this was Pink who scored well for three coloured areas, the green Olive Groves, the blue-purple Vineyards and the yellow Wheat Fields, while the others didn’t score at all.  As a result of his ruthless scoring strategy, he finished with fifty four points, eight points clear of second place, which went to black by a single point.

Rome in a Day
– Image by boardGOATS

The game was just coming to an end when Jade, Sapphire, Plum and Byzantium arrived, followed by Pine, Ivory and Teal, and then the inevitable debate as to who would play what began.  In the end, Jade led a group of four including Black, Purple and Sapphire in the “Feature Game“, Courtisans (the French for Courtier as it is spelled with an “i” rather than an “e”), which also came from UK Games Expo.  The first game was essentially a learning opportunity where players tried to understand the learning the mechanics of the game.  On their turn, each player receives and plays three coloured Family cards.

Courtisans
– Image by boardGOATS

One card is played at the Queen’s table to sway a family’s influence in a positive or negative way depending on whether it is placed above the table or below—at the end of the game, those with more cards below than above will have “Fallen from Grace”.  The other two cards are then played, one in the player’s own Domain and the other in an opponent’s Domain. At the end of the game, each card a player has from an “Esteemed” Family is worth a point, while each card from an Family that has “Fallen from Grace” loses them a point.  Thus the cards can be worth positive or negative points, depending on the Family’s status at the end of the game.

Courtisans
– Image by boardGOATS

Some of the Courtier cards have a special power, for example, Nobles count as two cards, Spies are played face down and their allegiance is only revealed at the end of the game, Assassins can be used to eliminate other Courtier cards, while Guards are not affected by Assassins.  The game ends when the card deck has been exhausted and nobody has any cards left in hand.  Players then total up their score and add any points earned from successful Secret Missions (each worth three) and the player with the most points is the winner.

Courtisans
– Image by boardGOATS

Black went first chosen by an app and began feeling his way forward.  The group only realised there was a slight issue towards the end as they ran out of cards a bit early.  It was then that it was discovered that at some point Black had acquired a second hand which he had placed on the table beside him.  Despite only a few personal objectives being met mostly players scored scored well; the exception was Purple who was the only one to complete both objectives which added six points to her score at the end.  It wasn’t enough for victory though, that went to Sapphire who had fifteen points, with Jade a point behind in second.

Courtisans
– Image by boardGOATS

Having felt their way through the first game, the group decided to play again.  As the winner, Sapphire went first, and from the off, it was like everyone woke up together and all decided to attack.  This time, everyone completed at least one objective, but this second game was a lot more treacherous and this was evidenced in the scoring.  One of Jade’s objectives was to ensure at least one of the Houses had at least five cards bringing them into disrepute—Jade chose yellow which caused others problems.  It didn’t have as much of an effect as his second objective though,which was to have fewer red cards than the player to his left.  As a result of this, Black was the kind recipient of any red cards he acquired.

Courtisans
– Image by boardGOATS

While he tried to bring the reds into disrepute too, it wasn’t possible to do both.  So, despite his best efforts they still scored positively and probably helped ensure Black’s victory with seven points, four more than Jade himself.  The scores were much more diverse in the second game though with a range of sixteen points with the person at the back finishing with minus nine!  Although savage, it had been a lot of fun; Jade commented that the game felt a bit like a dance with lots of nuance.  Definitely one to play again, especially given the truly beautiful foiled cards which are a delight to play with.

Courtisans
– Image by boardGOATS

Meanwhile, Teal had picked up the Alpine expansion for one of his favourite games of the moment, Forest Shuffle, and was keen to give it its first outing.  He was therefore joined by Plum, Byzantium and Pink who were also keen to see how it changed things.  Forest Shuffle is mechanically a fairly straight-forward game, but playing it well is comparatively difficult as it requires good, robust strategies and an understanding of how to get the best from the cards.  The idea is that players start with a hand of cards and, on their turn draw two more from the market (or “Clearing”) or play one into their tableau.

Forest Shuffle: Alpine Expansion
– Image by boardGOATS

There are two sorts of card, Trees and “Critters”.  Before playing a Critter, players must have played a Tree, which then has spaces on all four sides.  Birds and Butterflies are played to the canopy (i.e. above tree cards), Fungi and Amphibians are played at the bottom of the tree (i.e. below them) and Mammals are played either side.  The clever part is that Critter cards are split so they show two critters (either left and right or top and bottom), so players choose which they would like to play, and where, tucking the other side under the tree, making the unplayed half invisible.

Forest Shuffle
– Image by boardGOATS

The new Alpine expansion for Forest Shuffle only adds some thirty six cards to the game and, since roughly twenty additional cards are removed during setup, in practice it adds just sixteen to the deck.  Of course, the cards are removed at random so many should be from the base game and the expansion adds new cards like the Mountain Hare, who scores as for the European Hare, but wants to stay alone so can’t share a space with another Hare.  There is an extra Butterfly and more Trees too, which make these easier to score and help to balance the game somewhat.  Additionally, there is the new Alpine Newt provides a new way of scoring, for players who have managed to pick up a lot of cards from the Alpine expansion cards.

Forest Shuffle: Alpine Expansion
– Image by boardGOATS

This time, Plum went for Trees in a big way with loads Horse Chestnuts which give more points the more you have on them up to forty-nine for seven or more.  While she didn’t quite make the full seven, she scored a total of forty-eight for her Trees, fifteen more than the nearest player (Byzantium) and more than double what anyone else took.  They, of course, got points elsewhere though.  Pink, for example, went for Butterflies and, with the additional Phoebus Apollo Butterfly, took thirty-five points for them alone.  Byzantium opted for a deer strategy and received a total of sixty-one points for all his Critters.

Forest Shuffle: Alpine Expansion
– Image by boardGOATS

The winner was Teal however, with everyone else totally overcome by “The Lynx-Effect”, where each Lynx he had gave ten points as long as he had a Roe Deer to keep them fed.  Perhaps his victory was to be expected as he has played the game quite a bit with family, but his finishing score of a hundred and fifty was some way ahead of Pink and Plum who tied for second place with a hundred and nineteen.  Overall, the Alpine expansion adds some pretty artwork and made a few of the alternative strategies a lot more viable, reducing the apparent dominance of Wolves and Deer which it has often been claimed are overly powerful.

Forest Shuffle: Alpine Expansion
– Image by boardGOATS

With the Courtisans and Forest Shuffle groups sorted, that left just three players without a game.  Since Ivory and Pine both missed out on playing Little Town last time and neither wanted a particularly late night the decision was made to eschew Key Flow in favour of the lighter, quicker, tile-laying game.  Play is very simple:  players take it in turns to place their Workers in a space on the central board and then activate the eight spaces around them.  These eight spaces could be Buildings, but may also be Trees, Rocks or Lakes pre-printed on the board giving resources (Wood, Rock or fish respectively).  With three players, there are four Workers in each of four rounds and the player with the most points at the end is the winner.

Little Town
– Image by boardGOATS

Little Town has had a few outings, but was the “Feature Gamelast time, with two games played simultaneously, both with the starting tile set up.  This time, a random tile setup was used drawn from the full set that included the Pier, the Marketplace, the Bar, from the variant set as well as the Shop, the Workshop, the Goldmine, the Bakery, the Pawnshop, the Quarry and Wheat Fields from the basic set.  The twelve Buildings were completed by the Temple, the Cornucopia, and the Sushi Bar from the Goodie Buildings mini expansion.  Blue and Pine both complained that their Objectives were considerably more difficult than Ivory’s as he claimed all his quite quickly.

Little Town
– Image by boardGOATS

Eventually though, all three managed to complete all their Objectives.  Pine misunderstood the fact that each Worker needs to be fed at the end of every round, rather than just at the end of the game.  As it was a genuine error, rather than cripple his game at the end of the first round, Blue and Ivory let him pay with other resources leaving his unfortunate workers to gnaw on bits of stone, wood and coins.  Other than that, the game proceeded according to the rules.  Ivory majored on trying to convert Fish into points, while Blue tried to do the same with Wheat and Pine played the merchant, building the Gold mine and the Shop.

Little Town
– Image by boardGOATS

As the game came to a close, Ivory had a substantial lead with forty-two, ahead of Blue in second with thirty and Pine with eighteen.  This was without any of the points from the buildings (which Blue had a lot of) or from leftover money (of which Pine had an enormous pile).  As it turned out, money is not worth much at the end of the game, and although Blue’s buildings were worth considerably more than Ivory’s, she still fell two points short of his final total of fifty-seven.  So although we’ve still not been able to use the “sixty point tokens” we were only a handful of points shy.

Little Town
– Image by boardGOATS

The others were still playing, so after some discussion, Blue, Pine and Ivory decided to give the 2022 Spiel des Jahres nominee, SCOUT, an outing.  This is a clever little card game with two key features: firstly, as in Bohnanza, players can’t rearrange their hands, and secondly, the cards have different values depending which way up they are.  Like Tichu or Haggis, SCOUT is a climbing game, that is to say, on each turn players are aiming to beat the previous score.  In SCOUT, that means players have to play a higher value or larger meld, or a longer run or one of a higher value (and a meld of the same size always beats a run).

SCOUT
– Image by boardGOATS

These cards are played from hand, but have to be consecutive.  In the event that a player can’t or doesn’t want to play cards from their hand (aka “Showing”), they may instead take a card from either end of the current winning set and add it to their hand anywhere, and either way up (aka “Scouting”).  Additionally, once per round, players can “Scout and Show” which is take a card and then also play cards.  The round ends when either nobody in the round has been able to Show or a player plays their last card and has nothing left in hand. At the end of the round, players lose a point for every card they have left, and this is taken from the total from their scoring cards and points earned when others Scout from their display.

SCOUT
– Image by boardGOATS

With three players, there were three rounds, the first of which was finished by Pine, though Ivory nearly managed to check out, leaving Blue with a large handful.  The second round was much closer with Blue playing a nine-card run (though as cards in front of players at the end don’t score, and very quickly nobody could beat it, she didn’t get the advantage she felt she deserved).  The final round was taken by Pine again, but it was also close again.  The total favoured Pine, who finished with a total of twenty-six, a clear victory with Blue just pipping Ivory to second place by a single point.

SCOUT
– Image by boardGOATS

Forest Shuffle and SCOUT were both still going when the Courtisans finished, so they quickly set about playing a light filler that Jade had picked up from the Hachette UK stand that he had worked on at UKGELine-it, is another card game, played with a deck that consists of cards in four colors, numbered one to a hundred and six “Bet” cards (numbered three to five), which are shuffled together and laid out to create a market consisting of slightly more cards than there are players.  Players then take it in turns to take a card and either add it to their hand or add it to the row of cards in front of them (their Line).  There is a hand limit of two and the row must continue either increasing or decreasing.

Line-it
– Image by boardGOATS

If a player can’t add the card to their hand or their Line (because it would break the ascending/descending pattern), they have to score their Line, then play that card to start a new Line.  After drafting a card, players may choose to add one card from their hand to their Line and then score it. When scoring, if there is a Bet card in the Line, if there are more cards added since the Bet card than the value depicted on the Bet card, players get chips equal to the value of the Bet.  If the Bet is lost, the player takes negative points instead. Finally, three cards are discarded from the Line and the others turned over and placed in the player’s scoring pile.

Line-it
– Image by boardGOATS

Once each player has had a turn, all remaining Bet cards are discarded, and the other cards are placed under the Jackpot token that corresponds to their colour—these can be claimed whenever a player adds the third card of the respective color to their Line.  The game ends when the draw deck depleted, and each player plays one last card from their hand, then scores their line and tallies their points, the player with the most points is the winner.  As he had won the second game of Courtisans, Black went first.

Line-it
– Image by boardGOATS

Black and Purple both took (and completed) Bet cards early in the game, whereas Jade didn’t even take because his Lines weren’t right when the Bet cards were available because just didn’t make sense.  Purple won the first jackpot of the game which was a tidy little stack of blue Diamond cards and Sapphire also picked up Jackpot cards later in the game.  The game plays quite quickly and smoothly and this time out, it was close, well, close between Black, Jade and Purple—Sapphire was streets ahead, finishing with twenty-six points, a long way clear of Black in second with fifteen.

Line-it
– Image by boardGOATS

Learning Outcome: UK Games Expo is a good source of new games.