Tag Archives: Gingerbread House

13th December 2022

With this being the annual GOATS UnChristmas Dinner, almost everyone was present for a festival of food and fun, when Blue and Pink arrived with a small car full of party.  There were lots of volunteers to help bring everything in and before long, pizza boxes were being handed round along with crackers stuffed full of bling and GOAT Award voting forms.  The glittery Wingspan eggs from the crackers were especially popular, partly because so many people have a copy, everyone liked the idea of adding them to their game.  As the last of the pizza boxes were being passed around, people started to think about this year’s GOAT awards.

Wingspan
– Image boardGOATS

There was lots of umming and ahhhing as people tried to remember which game was which, but eventually the votes were in and people chatted while the returning officers (Pink and Green) did their counting thing.  Then Green announced the winners.  The GOAT Poo prize for the worst game of the year went to Villainous – The Worst takes it All and the Golden GOAT went to Everdell.  Three epic games, one of Viticulture, one of Tapestry and one of Turf Horse Racing were nominated for “Moment of the Year”, but that somewhat poignantly went to the 2021 UnChristmas Dinner which was the last meeting attended by Burgundy, and the last game he played with us, Santa’s Workshop.

Golden GOAT - 2022
– Image boardGOATS

Eventually, we all started thinking about playing games.  Ivory and Indigo were keen to play the “Feature Game“, Merry Madness: The Nightmare Before Christmas, while Jade had specially requested a game of Gingerbread House.  Eventually, largely due to logistics and lethargy (perhaps caused by too much pizza), everyone stayed pretty much where they were and played something with the people they were sat next to.  First underway was Green, Lilac, Pine, Teal and Lime, largely because they were playing a game they were all familiar with, Carcassonne, albeit the Winter Edition.

Carcassonne: Winter Edition
– Image boardGOATS

The Winter Edition is essentially the same game as the original “Blue-box” Carcassonne, but with snowy art work.  Thus, players take it in turns to draw and place a tile, add a meeple if desired/possible and then remove any meeples that are ready to score.  As in the original, the features on the tiles include city segments, roads and cloisters. Players score two points for each tile in a city or road they own if it is completed during the game, or one point at the end if incomplete. Similarly, Cloisters score nine points when completely surrounded or one point for the central tile and each surrounding it at the end of the game.

Carcassonne: Winter Edition
– Image boardGOATS

The clever part of the game is that while players cannot add a meeple to a feature that is already owned by another player, features can be joined together and then shared so that both players score.  Green and Lilac had played the same game last year at Christmas, with Der Lebkuchenman (aka Gingerbread Man) mini expansion which consists of additional Gingerbread Man tiles mixed in with the base game; when drawn, the player moves the brown Gingerbread Meeple to an unfinished city of their choice.  Before he is moved, however, the current city containing the Gingerbread Man is scored with each player receiving points for the number of meeples they have in the city multiplied by the number of tiles in the city.

Carcassonne: Winter Edition
– Image boardGOATS

Thus, even players that have only one meeple in the city when their opponents have more score a few points.  This year, in addition to Der Lebkuchenman, the group also added Die Kornkreise (aka Crop Circles) mini expansion. Although they were happy with the Gingerbread Meeple, they were less sure about the crop circles—they looked more like funny shaped snow “angels”.  The expansion consists of six extra tiles which allow each player to place a second follower on a feature that they have already-claimed or return an already-placed follower back to their supply.  Of course, the group did not play the rules quite right, however, initially thinking that each person had a free choice of which action to take and whether to take it or not.

Carcassonne: Winter Edition
– Image boardGOATS

It was only just after the second tile was placed that they realised it was the active player that chose the action (add an extra Meeple to the specific terrain type or pick up a Meeple) and everyone else had to do the same (they decided that if the player had no Meeple in an appropriate area then they just skipped the action).  As a result of the Kornkreise, Lime  ended up with three Farmers on the same tile, which at least it guaranteed him that particular field!  The Crop Circle expansion also led to the biggest coup of the game.  Lilac had started a city with her first tile and Pine positioned himself to muscle in on it a couple of turns later.

Carcassonne: Winter Edition
– Image boardGOATS

Their cities were joined, but they just could not get the city closed before Teal then joined the fray.  This became a very long city and then in the last quarter of the game, Lime also managed to add himself into the action on this game winning city.  Then the final Crop Circle tile came out for Teal. He decided he wanted everyone to add a Meeple to a city, which he, Pine and Lime were able to do. Unfortunately Lilac (who had started the city right at the beginning of the game) had no Meeples left, so couldn’t and found herself locked out of the scoring  at the end of the game as it was never completed.

Carcassonne: Winter Edition
– Image boardGOATS

It was a game where no-one seemed to be able to get the tiles they wanted. Green regularly selected from the pile nearest to him, but only ever got roads. When he tried from different piles, he still got roads and when others selected from the “Green” pile, they got cities!  Pine started to choose tiles from within the middle of the stack, raising cries of “cheat” from Green and Lilac. Pine’s argument was that the tile was still random, which was hard to disagree with and Lime started doing the same later on as well.  In the final scoring, Lime surprisingly edged everyone out for the win, with Teal and Pine not too far behind.

Carcassonne: Winter Edition
– Image boardGOATS

It had been fun though and the Winter edition is certainly the prettiest version of Carcassonne, so Green and Lilac are already looking forward playing it again next Christmas.  Meanwhile, on the next table, Blue, Pink, Ivory and Indigo were playing the “Feature Game“, Merry Madness: The Nightmare Before Christmas, a very quick and light dice chucking game where players are trying to gather together all the spooky-themed gifts in Sandy Claws’ Christmas Bag.  It really is very, very light and quick:  simultaneously players roll their three dice and do what they say (in a similar style to Escape: The Curse of the Temple).  The three dice are different: one shows which of the six gift types is moved, another shows how many, one, two or three, and the final die indicates where: to the player on their left, right or of their choice.

Merry Madness: The Nightmare before Christmas
– Image boardGOATS

The group played with the “Making Christmas Toys” variant.  Players started with the same number of each of the different toys.  The idea is to get rid of all the toys that don’t match the one depicted on their “Wish List” (shown on their player mat).  If they roll the toy on their Wish List, they take that toy from the player indicated, whereas for every other type they roll, they gift one of that type to the recipient indicated.  There really wasn’t a lot to it, and basically the game was all about who was most awake (possibly correlated to the person who had eaten the least pizza).  Blue won the first round, and Pink took the second.  Blue finished the game when she took another two rounds and, although it had been silly fun, it was time for something else and Purple joined the foursome from the next table.

Merry Madness: The Nightmare before Christmas
– Image boardGOATS

Meanwhile, Purple had been explaining Gingerbread House to Plum and Jade and their partners Byzantium and Sapphire, respectively.  In this game players are witches in the Enchanted Forest, building their gingerbread house and attracting hungry fairy tale characters with colorful gingerbread.  Each player has a board with a three-by-three grid of building spaces.  There is a face down stack of rectangular tiles with the top three turned face up (a little like the train cards in Ticket to Ride).  These tiles each feature two squares, similar to Kingdomino tiles.  On their turn, players draw one of the face up tiles and place it on their player board, then carry-out the effect of the symbols they covered up.  The most likely symbol is one of the four different types of gingerbread, which means they collect a token of that type.

Gingerbread House
– Image boardGOATS

Careful placement of pieces is important because if a player is able to cover the same two symbols in one one turn, the player gets the effect three times instead of twice.  Once a tile has been placed, the active player can use some of their gingerbread tokens to capture fairy-tale characters.  If placing tiles completes a level, the active player may also take a bonus card.  The group found the game simple enough once they got going, but it took a while to get there.  The “wilds” caused problems from the first and the group weren’t sure whether covering two at once meant doing three of the same thing.  After re-reading that bit of the rules, it was decided the extra actions didn’t have to be the same, and as a result, Plum was able to make more of her final turn. 

Gingerbread House
– Image boardGOATS

It was close, but despite his super-charged final turn, Byzantium finished two points clear of Plum with Jade coming in third.  Everyone had really enjoyed the game, though, so much so that Jade and Sapphire are now on the lookout for a reasonably priced copy!   Although it took a little while to get going, once Plum, Jade, Byzantium and Sapphire were playing, Purple was at a bit of a lose end.  Nightmare Before Christmas didn’t take long though, so when it was over, Purple joined Blue, Pink, Ivory and Indigo for a game of the husky sled-racing game, Snow Tails.

Snow Tails
– Image boardGOATS

The idea is that each player has a sled led by two dogs.  They start with a hand of five cards drawn from their personal deck.  On their turn, they can play up to three cards as long as they all have the same number.  There are three places a card can be played, two drive the dogs, and one activates the brake.  The idea is that a sled’s speed is the sum of the dogs’ speed minus the current value for the brake.  in addition, the difference between the dog values is the sled’s drift, which causes the sled to move left or right. At the end of their turn, players draw back up to five cards.

Snow Tails
– Image boardGOATS

In general, if players hit something, they pick up a dent card which goes into their hand, blocking space and limiting their options.  The game is quite simple, but as always, how and when to apply the “drift” caused some confusion; Pink certainly benefited from the rules malfunction, but others probably did as well.  The group started out with the “Treemendous” track, but it seemed to take an age to get the game going and everyone was concerned that they might not finish before midnight.  So, about half-way through the game, the track was truncated removing the the final bend and finishing with a straight section just before the finish line.

Snow Tails
– Image boardGOATS

Ivory stole a march in the first couple of turns and looked like he was going to leave everyone miles behind, but when he rammed the first corner it let everyone else catch up.  Ivory was still the first out, but Pink was now not far behind going into the first stand of pines and was taking a different line.  By this time, the damage to Ivory’s sled was starting to take its toll, and Pink was able to take advantage of his balanced sled (his dogs pulling evenly giving him a bonus equivalent to his position in the field) and moved into the lead.

Snow Tails
– Image boardGOATS

It was then that the act of shortening the track played into Pink’s dogs’ paws.  With just the finish line in front, his dogs stretched their legs, he released the brake and shot through the second stand of pines taking out a couple of saplings on his way through.  Everyone could see what was going to happen, but nobody could do anything about it, and Pink crossed the line miles ahead of Ivory who would, no doubt, have taken second had the group played on.  Everyone else was far behind, still working their way through the first plantation.  It had been fun, but it was time for home, so with many “Happy Christmases”, everyone headed off into the cold dark night.

Snow Tails
– Image boardGOATS

Learning Outcome:  Turkey, bacon, sausage, cranberry sauce and stuffing really do make a Pizza taste like Christmas Dinner!

Golden GOAT Award Winners – 2019

The second Golden GOAT Award was announced at the boardGOATS 2019 “Un-Christmas Dinner” on Tuesday.  As last year, we also gave an award acknowledging our least favourite game of the year, known as the “GOAT Poo” prize.  Only games played at a GOATS games night since the 2018 Un-Christmas Dinner could be nominated, and, in a slight change to the rules from last year, everyone had three points to hand out for the Golden GOAT Award (plus a bonus if wearing Festive Attire), and everyone could nominate up to two individual games for the GOAT Poo Prize.

Boom Boom Balloon
– Image by boardGOATS

This year there were a number of popular nominees, including Gingerbread House, Lords of Vegas, Villagers and Tokaido, with Boom Boom Balloon getting several honourable mentions for being very silly, but a lot of fun.  There was some surprise that Terraforming Mars, Keyflower and last year’s Golden GOAT winner, Altiplano, had all not been played (we must make sure we rectify  that next year).  This was perhaps a measure of how strong the field was, and many people commented that there wasn’t a stand-out “bad game” for them.  Tapestry was a strong candidate for the unofficial “GOAT Marmite-factor” Award receiving nominations for both prizes and added controversy, with a suspicion that its nomination for the GOAT Poo Prize was based purely on the appearance of complexity rather than any actual experience.

Tapestry
– Image by boardGOATS

The winner of the “GOAT Poo” award was 7 Wonders, with nearly a third of the group nominating it; it is clearly another Marmite game though as there were plenty of people keen to jump to its defense.  The clear winner of the Golden GOAT 2019, however, was Wingspan, with Key Flow an equally clear second (the Silver GOAT perhaps?).  Both are excellent games and very deserving choices; we look forward to playing them more next year.

Golden GOAT - 2019
– Image by boardGOATS

30th April 2019

For a while, it looked a lot like the “Feature Game”, Lewis & Clark , wasn’t going to happen – it’s a longer game and one that requires a specific type of gamer.  Of the usual candidates for this sort of game, Burgundy had given notice that he was feeling under the weather, so wouldn’t be coming; Blue was in attendance but was feeling a bit off-colour too; Black wasn’t in the mood for something heavy; Mulberry was recovering from jet-lag so needed an early night, and Green and Ivory hadn’t arrived by 8pm.  Inevitably though, we were just deciding what else to play when Green and Ivory turned up and looked keen to give Lewis & Clark a go.

Lewis & Clark
– Image by boardGOATS

With Blue joining them, that left Black, Purple, Mulberry and Pine (who was celebrating coming off his antibiotics again), to come up with something to play.  While everyone played musical chairs, suggested games and admired Blue’s shiny new copy of Roll for the Galaxy: Rivalry (freshly muled from the US by Mulberry), the foursome decided to play Azul: Stained Glass of Sintra.  This is the new implementation of last year’s Spiel des Jahres winner, Azul, which features the same market, but with glass pieces instead of ceramic tiles.

Azul: Stained Glass of Sintra
– Image by boardGOATS

The differences are more than cosmetic though – instead of placing their pieces in a row and moving them onto a grid, pieces are placed directly into the player’s window.  This is modular consisting of the double-sided strips laid out at random so everyone has a different starting setup.  There are restrictions on how the pieces can be placed though:  tiles must be placed in the strip immediately below their Glazier meeple, or in a strip to its right.  The Glazier is then placed above the strip the tiles were placed in,, so he gradually moves to the right. Instead of taking tiles, players can choose to reset the Glazier’s position, moving him back to the left most strip.

Azul: Stained Glass of Sintra
– Image by boardGOATS

Players get points when strips are completed scoring the sum of the score depicted below the strip and 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. Any left over tiles that cannot be placed are placed into the glass tower and yield a penalty with players moving along a negative score track which has small steps at the start that gets larger. When the market is empty the round ends and the round indicator tile is also dropped into the glass tower which is emptied when the .  There are also end-game bonus points with two variants available, one colour dependent and the other rewarding completing adjacent strips.

Azul: Stained Glass of Sintra
– Image by boardGOATS

Mulberry was new to the game and had not even played the original Azul, despite it having been so popular within the group.  Pine, Purple and Black had, of course, played the original game many times, but were less familiar with the Stained Glass of Sintra variation and Pine at least had played it just once.  It was a tight game and it wasn’t clear who was going to win until the end of the sixth and final round when it became apparent that Black was in a good position to make a killing and probably take an insurmountable lead.  Unfortunately, for him, he snatched defeat from the jaws of victory by putting his red glass pieces in the wrong place.  Pine meanwhile had made  a bit of a mess of things elsewhere which left him a score of minus ten for his unused tiles, but this wasn’t enough to knock him of the top of the podium where he sat two points ahead of Black in second and a few more ahead of Mulberry in third.

Azul: Stained Glass of Sintra
– Image by boardGOATS

Mulberry needed an early night to help with the jet-lag and Lewis & Clark was still underway, so the remaining three decided to play a recently released game, Gingerbread House.  In this game players are witches in the Enchanted Forest, building their gingerbread house and attracting hungry fairy tale characters with colorful gingerbread.  Each player has a player board showing a three-by-three grid of building spaces with a symbol on each space.  They also have a pile of rectangular tiles each featuring two squares showing two symbols, a bit like dominoes, which are placed face-down in a stack with the top three turned face up (a little like the train cards in Ticket to Ride).  On their turn, players draw one of the face up tiles and place it on their player board, then carry-out the effect of the symbols they covered up.  The most likely symbol is one of the four different types of gingerbread, which means they collect a token of that type.

Gingerbread House
– Image by boardGOATS

Sometimes a player wants to cover two squares on different levels, in which case “stair” tiles can be used as a spacer; players can also receive these as an effect of placing tiles, or they receive two stair tiles if they forfeit their turn.  Other effects include the opportunity to swap one type of gingerbread for another or cage a fairy tale character.  If the two symbols covered are the same, the player gets the effect three times instead of twice adding a positioning element to the tile placement.  Once a tile has been placed, the active player can use some of their gingerbread tokens to capture fairy-tale characters, either from the face up character line or from their “cage” trap near the gate of their cottage.  If placing tiles completed a level, the active player may take a bonus card (up to a maximum of three).

Gingerbread House
– Image by boardGOATS

Pine, who had not played the game before went for a very tall house combo, taking a “Chimney” bonus tiles which reward players with eight or more levels (complete or incomplete) and a “Treasure Chest” bonus which would give points if his had at least four complete levels.  Black started off capturing the most valuable fairy tale creatures and then added the “Magic Wand” bonus card which gave him even more points.  Purple meanwhile, also concentrated on the characters she was capturing, taking the “Cauldron” bonus, which rewarded her for catching non-human characters.  Black’s strategy was very effective and, although the characters are hidden once they are taken, so it was no surprise that he was well in front, scoring as many points for his characters alone as Purple and Pine scored in total.  It was really close for second place, however, but Pine just pipped Purple by a single point.

Gingerbread House
– Image by boardGOATS

Meanwhile, on the next table, Ivory, Green and Blue had been playing the “Feature Game”, Lewis & Clark.  This is a resource collecting race game, with a deck building element.  Players are explorers trying to get from St. Louis to Fort Clatsop, traveling up the Missouri River over the Rocky and Bitterroot Mountains through Montana and Idaho, and down the Columbia River to the Oregon coast.  Players do this by playing character cards from their hand which provide actions including gathering resources, traveling or converting primary resources into secondary resources.  There are several very unusual things about the game.  Firstly, each card has a power as well as an action.  Whenever a character card is played it must be empowered either by playing a second card and using it’s power rating, using natives, or a combination of both.  This dictates how many times the action is carried out (up to a maximum of three).

Lewis & Clark
– Image by boardGOATS

Once a card has been played, either as an action or to activate another card, they are placed on the player’s personal discard pile, so there is also an element of deck-building to the game, with more characters available through the “Journal” .  Of course, the most exciting cards are those with the highest rating, so using them to activate other cards may be efficient, but means that action will not be available until the deck is recycled.  This is another interesting and clever aspect of the game:  each player has their “Scout” and their “Camp”, and they move their scout along the rivers and through the mountains and then, when they “make camp”, they move the camp to join the Scout and pick up all their used cards.  This is a similar mechanism to that used in K2 where players have tents to shelter in, however, in Lewis & Clark the key part is that there are “time penalties” that penalise inefficiencies, like any unused character cards.

Lewis & Clark
– Image by boardGOATS

As well as the cost associated with inefficient use of their characters, there are also penalties for hoarding resources.  In order to travel players need buffalo (or bison…?), canoes, and horses, Acquiring canoes and horses require other resources and these must be transported to the new camp by boat—the more resources a player has when their camp moves, the more costly it will be.  Each player’s expedition also has a number of natives, and these also travel by boat.  Players start with five boats three that will hold resources and two for the natives; transporting two resources and one native is free, but the costs increase significantly when more travel.

Lewis & Clark
– Image by boardGOATS

Another interesting mechanism used in the game is way players gather some of the resources.  Each player starts with action cards that generate the four primary resources, wood, equipment, fur and food (depicted by buffalo, or bison—what’s the difference?  You can’t wash your hands in a buffalo…).  These have a brown, grey, pink or yellow icon associated with them and each character card depicts one of these.  When a player plays, for example, a lumberjack card, they get wood equivalent to the number of visible brown icons visible in front of them, but also those displayed by their each of their neighbours.  Thus, if a player has two wood icons in front of them, and their neighbours have another two each, they would get up to six wood (enough to make four canoes), and if they activated that card three times, that would increase to eighteen.  If both neighbours decided to make camp, however, they would pick up all their cards and playing that lumberjack activated once would then only yield two wood.  Thus, timing is critical and one turn can make all the difference.

Lewis & Clark
– Image by boardGOATS

Instead of playing a character card, on their turn, players can take a village action by placing a native on the board.  Some of these locations, like the Hunter space, can only hold one native, so the player can only take the action once and nobody else can visit the Hunter to get food and fur until the space has been vacated.  Other spaces like the Canoe Maker, can be visited many times, so a player who has a lot of wood can turn them into up to three canoes.  Natives can also visit the Shaman, which enables players to repeat another player’s Character card.  This turned out to be really important as spaces are only emptied when a player plays their Interpreter card.  The Interpreter calls all natives on the board to a powwow in the middle of the village and then as many of these natives as desired can be recruited for that player’s expedition.

Lewis & Clark
– Image by boardGOATS

Once per turn, before or after the compulsory action (playing a Character card or deploying a native in the village), players can make camp and recruit new Characters from the face up cards drawn from the Journal deck.  Each character has an intrinsic cost in equipment, as well as a cost in fur dependent on it’s position in the Journal.  There is a potential for hands to become full of unwanted cards, however, it is possible to use one card to pay part of the cost.  Additionally, there is a location in the village, “Farewell” that players can use to discard cards and also refresh the Journal.

Lewis & Clark
– Image by boardGOATS

Although the game seems to take an inordinately long time to play, it is not actually that complicated.  Essentially, players are trying to gather resources and use these to recruit helpful Characters and acquire secondary resources (horses and canoes) and then use these to travel along the rivers and through the mountain.  Although it seems simple, planning and timing is absolutely critical—getting it wrong can easily mean that a Scout finishes his round behind his camp so that the expedition fails to move forward.  The location of the mountains can mean that even a successful forward movement may be inefficient as The Commander (the movement Character card everyone starts with) only allows players to use canoes to move four spaces along the river and horses to move two spaces in the mountains.

Lewis & Clark
– Image by boardGOATS

Ivory went first and began by collecting resources, followed by Blue and then Green.  Blue was the first to move and headed off up the river from St. Louis and then made camp.  Ivory and Green weren’t far behind, but when they came to make camp the time penalties they accrued meant they actually went backwards.  This is not always such a bad move in this game if it is due to building a robust engine for later in the game.  So in the first few rounds it looked like Blue had a massive lead, but that didn’t last as the others began the chase.

Lewis & Clark
– Image by boardGOATS

Blue was first into the mountains and then realised she had mis-read her expedition leader  card and found that horses would only move two spaces each through in the mountains, not four (like canoes).  The mountains are key to the game and particularly changing ovement and avoiding wasting moves.  Green thought he had it sussed with his Cut Nose Character card, but hadn’t checked the rules and just assumed that it would allow him to move one space through the mountains without needing any resources.  That would have made it a very powerful card, as trading for horses to get through the mountains requires three nonequivalent primary resources per horse (which moves two spaces).  He was very disappointed and, like Blue had to completely reconsider his options.

Lewis & Clark
– Image by boardGOATS

Meanwhile, Ivory had a plan to get his expedition through the mountains.  His combination of the Black Cat and Coboway Character Cards meant he could collect any missing resources he needed easily and then use them to move fast through the mountains.  Inevitably, with Blue mired in the mess she had made, Ivory galloped into the lead, but he still had the Colorado river to negotiate before he could get past fort Clatsop and make camp.  For this he needed natives, but so did Blue.  Unfortunately for Blue, the fact that Ivory was ahead of her in the turn order meant he was able recruit more natives and it wasn’t long before his expedition paddled past the finishing line, and, despite a large time penalty, made camp on the Oregon coast, a very worthy winner in what had been a very enjoyable game.  Definitely one to play again.

Lewis & Clark
– Image by boardGOATS

Learning Outcome:  Many native Americans have unpronounceable names.