Tag Archives: Hare & Tortoise

5th March 2019

The evening started with lots of chit-chat including discussions about the smell of weed (the cheap stuff is called skunk for good reason apparently), a Czech bloke who was eaten by his illegally kept lion and the fact that Pine was feeling very poorly (which ultimately turned out to be a nasty case of cellulitis rather than man-flu). Meanwhile, lots of pancakes were eaten and there was a mix-up between Blue’s and Green’s leading to much hilarity.  The return of Ivory after a a couple of months on “sabbatical” heralded the long awaited Key Flow, as the “Feature Game”.  Key Flow is a card game version of one of our favourite games, Keyflower, and before Ivory left we promised we would save it for his return.

Key Flow
– Image by boardGOATS

Purple and Black quickly excused themselves from playing Key Flow, and with Blue, Burgundy and Green joining Ivory, the group divided into two with unusual alacrity.  Blue and Burgundy explained the rules, which though related to Keyflower (and by extension, Key to the City: London) with familiar iconography and similarly played over four seasons, give the game a very different feel.  Key Flow is a very smooth card drafting game, so players start with a hand of cards and choose to one to play and hand the rest on to the next player.  The cards come in three flavours:  village buildings, riverside buildings and meeples.  Village cards are placed in a player’s village, in a row extending either side of their starting home card.  Riverside tiles are placed in a row below, slightly off-set.  Meeple cards are used to activate Village cards by placing them above the relevant building.

Key Flow
– Image by boardGOATS

As in Keyflower, buildings provide resources, skill tiles, transport and upgrades.  They also provide meeple tokens which can be used to increase the power of meeple cards or activate a player’s own buildings at the end of the round.  Arguably the clever part is how the meeple cards work.  At the centre of each card there are a number of meeples which dictate the power of the card.  A single meeple card can be played on any empty building; a double meeple card can be played on an empty building or one where one other card has already been played.  If two cards have already been played, a triple meeple card is required to activate it a third and final time.  Alternatively, a lower power meeple card can be played with one of the meeple tokens, which upgrade a single meeple card to a triple meeple card.  Double meeple cards can also be upgraded, but each building can only be activated a maximum of three times per round.

Key Flow
– Image by boardGOATS

The really clever part is that the meeple cards have arrows on them indicating where they can be played:  in the player’s own village, in the neighbouring village to the right, the village to the left, or some combination.  In the four player game, this means everyone has access to the buildings in three of the villages, but not the fourth (located opposite).  And in this game that was critical for Blue.  As in Keyflower, players begin the game with a small number of winter scoring tiles (cards in Key Flow), which can be used to drive their strategy.  In Key Flow, each player additionally chooses one at the start of the final round, so they know they are guaranteed to keep one of these and can invest more deeply in one strategy.  As a result, Blue was caught in a difficult situation.  As the game developed, Burgundy and Ivory both collected a lot of skill tiles; Blue was also interested as she had received the Scribe winter card at the start which gives seven points for every set of three different skill tiles.

Key Flow
– Image by boardGOATS

Unfortunately for Blue, she could only get pick-axe skill tiles and Green sat opposite, had the Hiring Fair which would have allowed her to change some of them, but the seating position meant she couldn’t use it.  Ivory had other plans, however, and was busy picking up pigs and sheep.  Burgundy was producing gold and Green was producing wood.  Everyone was hampered by a paucity of coal as the Key Mine and miner cards were among those removed at random at the start of the game.  The game progressed through the seasons, and the game is very smooth, with more restrictions on the decisions and less of the negative, obstructive bidding that often features in Keyflower, making it a bit quicker to boot, though the setup is a little tedious.

Key Flow
– Image by boardGOATS

Blue and Green were not in the running which was notable as they usually both do well with Keyflower, but both had struggled to get the cards or skill tiles they needed for their strategies.  In truth, though the theme is similar and the iconography and some of the mechanisms are the same, the two games are really very different, so perhaps it was not so surprising after all.  It was very, very close between Ivory and Burgundy at the front though, with just two points in it.  Ivory had no points from autumn cards, but a lot of upgrades and lots of points from his winter tiles.  In particular he scored well for his Truffle Orchard, which rewards players for having a lot of pigs and skill tiles, that he coupled with the marvelously named Mansfield Ark which allows pigs to be replaced with sheep.  In contrast, Burgundy had fewer upgraded buildings, but a lot of autumn cards that scored points for him, especially his Stoneyard.  It wasn’t enough though, and despite Green dumping his winter tile to try to limit Ivory’s scoring options, Ivory just beat Burgundy into second place—Welcome back Ivory!

Key Flow
– Image by boardGOATS

While Blue and Burgundy explained the rules to Key Flow and set up the decks of cards, the other debated what to play.  Auf Teufel komm raus came out of the bag and then went back into the bag when Purple decided she didn’t want to play it, only for it come back out again in response to the chorus of protests, and this time make it onto the table.  This is a game we played for the first time a few weeks ago and enjoyed though we struggled with constantly making change due to a shortage of poker chips that make up the currency.  Thanks to the very kind people at Zoch Verlag, now furnished with a second pack of chips, it was time to play again.  The game uses “push your luck” and bidding in combination to make a simple but fun game.

Auf Teufel komm raus
– Image by boardGOATS

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.This time, despite her reluctance to play it, Purple started very quickly and held the lead for most of the game.  Like last time, Mulberry skulked at the back, and abused this position to overtake Pine at the end by making a pact with the Devil.  Black stayed hidden in the pack for the majority of the game and then, in the final round pushed the boat out and gambled big.  In this game going large can lead to a spectacular win or equally spectacular loss.  This time, the gamble paid off and Black raked in a massive three-hundred and eighty points taking him just ahead of Purple in the dying stages of the game.

Auf Teufel komm raus
– Image by boardGOATS

With Auf Teufel komm raus over and Key Flow still underway, Purple was able to choose a game she wanted to play, and picked Hare & Tortoise.  This is an old game, the first winner of the Spiel des Jahres award, forty years ago. The game is a very clever racing game where players pay for their move with Carrots, but the further they move the more it costs.  The icing on the cake are the Lettuces though:  each player starts with a bunch of Carrots and three Lettuces—players cannot finish until they have got rid of all their Lettuces and nearly all of their Carrots.  On their turn the active player pays Carrots to move their token along the track; each space has a different effect including enabling them to eat Lettuces, but each will only hold one player’s token at a time.

Hare & Tortoise
– Image by boardGOATS

Competition for these Lettuce spaces is always fierce, but that’s not the only stress, as efficiency is key, players who move too fast consume their Carrots too quickly and have to find a way to get more, which slows them down.  The winner is the first player to cross the finishing line, but that’s only possible if they’ve eaten all their Lettuces and almost all of their Carrot cards.  Last time we played Hare & Tortoise, it was six-player mayhem and a real scrabble as a result.  This time with just four, it was still a scrabble, but not quite as intense.  Black got his nose in front and managed his timing very effectively so was first to cross the line.  Pine and Mulberry were close behind, the latter just two turns from crossing the line herself.

Hare & Tortoise
– Image by boardGOATS

Hare & Tortoise finished at about the same time as Key Flow; Pine had looked like death all night and Mulberry had an important meeting in the morning so both left early.  Ivory, on the other hand, said he would stay for another game so long as it was short, so the rump of the group settled down to an old favourite, 6 Nimmt!.  Everyone knew the how to play: players simultaneously choose a card, then simultaneously reveal them before playing them in ascending order placing each on the row ending with the highest card that is lower than the card being played.  When the sixth card is added to a row, the first five are taken and the number of heads contributes to the player’s score, lowest score wins.  We tend to play a variant over two rounds with half the deck in each round and not resetting the table in between.

6 Nimmt!
– Image by boardGOATS

This time, Blue continued her poor run of form and top-scored in the first round with twenty-six, closely followed by Purple with twenty-two.  With a round to go, Burgundy, Ivory, Green and Black were all still in with a shout though.  Unusually, the second round went very similarly to the first, with Purple top-scoring with thirty-one (giving her a grand-total of fifty-three), Burgundy and Ivory getting exactly the same score as they had in the first round, and Green finishing with a similarly low score.  Only Black and Blue had significantly different scores, and while Black’s second round score destroyed his very competitive position from the first round, nothing was going to put Blue in with a chance of winning.  It was Ivory, again, who was the winner though, with a perfect zero in both rounds—two games out of two on his return (while we are very pleased to see him back again, we’ll have to put a stop to this run!).

6 Nimmt!
– Image by boardGOATS

Ivory decided to quit while he was ahead, leaving five to play Sagrada with the expansion.  Sagrada is a similar game to Azul, using dice instead of tiles and with a stained glass theme (which was slightly controversially also used in the recent Azul sequel, Stained Glass of Sintra). In Sagrada, each player has a grid representing a stained glass window.  At the start of the round, a handful of dice are rolled, and players take it in turns to choose one and place it in their window.  Once everyone has taken one die, everyone takes a second in reverse order (a la the initial building placement in Settlers of Catan).  This leaves one die which is added to the Round Track—the game ends after ten rounds, i.e. when after the tenth die has been placed on the Round Track.

Sagrada
– Image by boardGOATS

When players place dice, they must obey the restrictions on the window pattern card selected at the start of the game.  This time we played as well as two cards from the main decks (Gravitas for Purple and Firmitas for Black), we also used three promos: Vitraux (Blue), International Tabletop Day (Burgundy), and Game Boy Geek (Green; ironic as he’d never had a Game Boy in his life!).  This doesn’t score any points they come from the objectives:  public, which are shared and private which are personal.  This time, the public objectives awarded points for columns with different colours, rows with different colours and columns with different numbers.  The original game only included enough material for four players, but the recent expansion provided the additional pieces for the fifth and sixth, and four of the five private objectives came from there, giving those players the total face value of dice played in specific places.

Sagrada
– Image by boardGOATS

In addition to the private objectives, the group also decided to use the private dice pools.  When these are used, players only take one die from the draft (instead of two), taking the second from a pool rolled at the start of the game.  The final part of the game is the tool cards, three of which are drawn at random.  These can be used by players to help manipulate dice after they’ve been rolled or placed.  This time the tools were the Grinding Stone, Lens Cutter and Tap Wheel which enabled players to rotate dice to the opposite face, swap a drafted die with one from the Round Track and move two dice of the same colour that matches one of the dice on the Round Track.  To use these Tools, players must pay in tokens that are allocated at the start of the game according to the difficulty of their window pattern card.  Any of these left over at the end of the game is worth a point, but otherwise, points can only be scored by completing the objectives, and any dice that cannot be placed score negative points.

Sagrada
– Image by boardGOATS

The problem with this game is that it is extremely easy to get into a pickle and end up placing dice illegally.  Blue, who was a bit all over the place due to a night shift on Monday thought she would be the culprit, but it was Black who fell foul of the rules, and several times too.  Each mistake only cost him one point though, and in some respects it is better to have to remove dice than compromise plans.  Although she didn’t make any mistakes, Purple was concentrating so hard on placing all her dice she completely forgot to work on the objectives.  Misplaced dice tend to be indicative of other problems though and Blue was absolutely determined not break the rules this time, having made a complete pig’s ear of the game just over a year ago at New Year.  As a result she concentrated so hard that she gave herself a headache.

Sagrada
– Image by boardGOATS

In the end, arguably it was worth the sore head as Blue not only avoided any illegal die placements, but also managed to get sets of different colours for all five columns in her window. Green managed four out of his five columns though and did well on some of the other objectives too.  Burgundy hadn’t done so well on that objective, but had done better on others, especially his own private objective.  It was very close for second, with Burgundy just one point behind Green’s sixty six, but Blue, headache and all was well in front with over eighty.  As they packed up, the group discussed the inclusion of the private dice pools and the effect of the extra player.  Blue felt the dice pools gave a better chance to plan, while Black felt they made the decision space more complex and slowed the game down.  Certainly, with five there’s a lot of thinking time and it can be very frustrating to see others ahead in the turn order take all the “best” dice, something that seemed worse with more players.

Sagrada
– Image by boardGOATS

Learning Outcome:  It’s great to welcome people back when they’ve been away!

8th January 2019

The evening began with everyone comparing lurgies:  Blue and Burgundy were blaming Purple for theirs (contracted in Didcot last week), while Purple and Pine blamed Lilac (contracted at New Year).  With food delayed we decided to play a quick game of one of our old favourites while we waited, 6 Nimmt!.  Unbelievably, this fun little card game is celebrating its twenty-fifth birthday this year, yet its still just as popular as ever with our group.  That said it was a little while since we last played it, and with our guest, Maroon (Mulberry’s Daughter), new to the game we had a quick rules summary first.  It’s very simple, with players simultaneously choosing a card to play which are then simultaneously revealed.  Starting with the lowest number played, players add their cards to one of the four rows in the central display.

6 Nimmt!
– Image by boardGOATS

Each card is added to the row that ends with the highest number that is lower than the card they played.  If the card should be the sixth card, then instead of adding the card to the row, the active player takes the row into their scoring pile and their card replaces the row, becoming the first card.  The aim of the game is to end with the lowest score, but that is much easier said than done.  With so many people involved it was guaranteed to be mayhem and there were only enough cards in the deck for one round instead of the two that we usually play.  The game is all about timing.  Usually there is one player who gets their timing wrong, and once it starts to go wrong, it tends to go very, very wrong.  With so many people we were expecting absolute carnage, but perhaps because there were so many of us, the damage was spread out and the highest score was Red with a reasonably respectable twenty-nine.

6 Nimmt!
– Image by boardGOATS

It was close at the front though with five players within six points.  Unusually for 6 Nimmt!, Burgundy managed to avoid picking up piles of cards, and he finished in first place with eight nimmts, just two ahead of Black with ten.  Food hadn’t quite arrived, and largely out of inertia, we decided to give it another go.  Something went a bit wrong with the first deal as there weren’t enough for everyone to get the eleven cards they’d got the first time round.  To begin with, Pine got the blame for misdealing, but it quickly became clear it was not his fault and some cards were missing.  There was a lot of confusion for a moment, until Blue revealed that she had a stash of cards that she’d forgotten to return.

6 Nimmt!
– Image by boardGOATS

This time, the game followed the more usual pattern, with Purple managing to collect a massive pile of cards some with lots of high-scoring, pretty colours, totalling a massive forty-seven points.  Lots of players thought they were in with a chance of winning though, Blue and Mulberry both finished with eight, but they were beaten by Green with two.  It was then that Burgundy revealed that he’d managed to avoid picking up any cards at all this time, giving him victory in the second game too.  It was time to decide who would play what, in particular, who was going to play the “Feature Game”, Hare & Tortoise.  Although Blue had finished eating by this time, and Burgundy was coming to the end of his enormous pile of ham, egg and chips as well, they had played the game at the recent Didcot meeting so they left everyone else to play it.  After lots of discussion, they were eventually joined by Pine and had to decide what they were going to play.

Hare & Tortoise
– Image by boardGOATS

Hare & Tortoise was much quicker to get started though.  This is a relatively old game which won the inaugural Spiel des Jahres award in 1979 and was first released in 1973, making it over forty-five years old.  The game is a very clever racing game where players pay for their move with Carrots, but the further they move the more it costs.  Thus, to move one space it costs one Carrot, but to move five spaces it costs fifteen and to move ten it costs fifty-five.  On their turn the active player pays Carrots to move their token along the track; each space has a different effect, but will only hold one player’s token at a time.  It is this that makes the game something of a knife-fight in a phone box, as players obstruct each other (often unintentionally) causing other players to move more or less than they would wish.  The icing on the cake are the Lettuces though:  each player starts with a bunch of Carrots and three Lettuces—players cannot finish until they have got rid of all their Lettuces and nearly all of their Carrots.

Hare & Tortoise
– Image by boardGOATS

To get rid of a Lettuce, a player must land on one of the “Lettuce Spaces”,  and then spend the next turn eating the Lettuce before they can move on again.  With only four of these spaces available and players needing to land on three of them and spend two turns there on each visit, they are always in high demand, but especially with high player counts.  As well as enabling players to get rid of Lettuces, these spaces also help them replenish their Carrot supply.  And this is another clever trick this “simple little race game” uses that makes it special:  the number of Carrots a player gets is dependent on their position in the race.  This means a player who is in the lead benefits from having an unobstructed path in front of them, but they only get ten Carrots on leaving a Lettuce Space.  In contrast, the player in last place in a six-player game gets sixty Carrots, and Carrots are scarce so this difference is not to be snuffled at.

Hare & Tortoise
– Image by boardGOATS

Lettuce Spaces are not the only opportunity to get Carrots though.  A player on a “Carrot Space”, for example, will earn ten Carrots for every turn they wait on that space.  Another way of getting Carrots are though the number spaces—a player who is on one of these at the start of their turn will get Carrots if the number matches their position in the race.  Of course, the game would not be complete without “Hare Spaces” and “Tortoise Spaces”.  The latter are the only way a player can move back along the track, and this can be invaluable when trying to get rid of Lettuces.  Moving backwards also gives Carrots, with players getting  ten Carrots for every space regressed.  Hare Spaces are completely different, with players landing on these drawing a “Hare Card”.  These are “Chance Cards”, some good, some not-so-good and some really, really bad.  The aim of the game is to be the first to cross the finishing line, but even this is unconventional, with players having to have eaten all their Lettuces, consumed almost all their Carrots, and make the exact number of moves.

Hare & Tortoise
– Image by boardGOATS

For those who were new the game it only took a round or so to realise the subtle cleverness of it, the ability to choose one’s own position on the track is vastly tempered by the usefulness of the available squares with so many other players taking up the first few spaces.  Red started the game and immediately went for a Hare card. That didn’t do a lot except tell everyone exactly how many Carrots she had, which was not difficult to work out after just one turn.  Green also decided that the Hare cards were also worth a go, but his was a bad one, and he lost half his Carrots!  For his second turn he decided he had not taken enough punishment and went for the next Hare as well and also got the “Show your carrots” card.  As the first three had all been bad, the odds had to right themselves, so when Maroon went for the fourth Hare card it was much nicer to her.  Purple, who knew the game, understood the importance of having eaten all her Lettuces and started munching on the very first available Lettuce space.  Green and Red hadn’t fully understood the rules, so did not realise until they were a long way round the board; Red thought she only had to get rid of one Lettuce and Green had missed it completely.

Hare & Tortoise
– Image by boardGOATS

By that time Green only had three lettuce squares available and Red had only two, so was going to have to use the Tortoise spaces to move backwards.  Meanwhile, Purple’s early pit stop for Lettuce put her near the back at the start of the game, but slow and steady she moved through the pack and then began to charge ahead as everyone else had to manoeuvre for that penultimate Lettuce Space.  So in the early part of the game, Green and Purple were languishing at the back, but that meant they soon had Carrots a-plenty (from the multiplication factors) and were soon racing to join the pack.  Mulberry found herself in a pickle with a Hare card when she had to give ten Carrots to each other player.  Suddenly she had very few Carrots left and really needed to get something from the next Carrot space, but Green had his eye on it too.  Green was just about to make the leap, but, much to Mulberry’s relief, found something better to do.  Although she got her Carrots, they weren’t coming in very quickly at just ten a turn, until someone pointed out that she could go backwards to a Tortoise space and collect several more in one go.

Hare & Tortoise
– Image by boardGOATS

Eventually, luck changed for Green who had ended up with a fistful of Carrots and he joined Purple near the finishing line and the last Lettuce space.  But who was going to be able to rid of their excess Carrots first and get across the line?  Both Green and Purple had rather too many Carrots and were left pootling about at the front of the race, while Red and Black were languishing at the back still trying to get rid of their Lettuces.  Maroon was steadily moving along, but it was Mulberry, who charged back through the pack and, without any lettuces left, hared past the Purple and Green tortoises to snatch the victory.  Nobody could really be bothered playing for the minor places, but a quick check suggested that that Purple would have been next in what is still showing a worthy game, and might still be in the running for a Spiel des Jahres even now were it a new publication.

Luxor
– Image by boardGOATS

Meanwhile, Pine, Burgundy and Blue had eventually decided what to play, opting for one of the 2018 Spiel des Jahres nominees, Luxor.  This is a clever hand management and set collecting race game from Rüdiger Dorn, designer of a wide variety of games including The Traders of Genoa, Goa, Istanbul, Karuba and one of our all time favourites, Las Vegas.  These games have very little in common with each other and Luxor is different again. In this game, players exploring the temple of Luxor collecting treasure as they go.  Players start with two “Indiana-Jones-eeples” and move them round the board by playing cards from their hand.  The clever part of this is that players have a hand of five cards, but like Bohnanza, must not rearrange the order.

Luxor
– Image by boardGOATS

On their turn, the active player can play one of the cards at either end of their hand, i.e. the first or last card.  They use this to move one of their meeples, along the twisting corridor towards the tomb at the centre of the temple.  If they can, they carry out an action based on the space they land on, then replenish their hand from the draw deck, adding the card to the middle of their hand.  This hand-management mechanism is one of several clever little touches that elevate this game beyond the routine.  Another is the movement mechanism:  players move, not from space to space but from tile to tile.  Some of the tiles are in place throughout the game, but when a player claims a treasure tile, these are taken from the board into the player’s stash.  This therefore provides a catch-up mechanism as the path to the tomb effectively gets shorter as the game progresses.

Luxor
– Image by boardGOATS

Players can claim treasure tiles when they have enough of their “Indiana-Jones-eeples” on the tile.  Each tile gives points individually, but there are three different types of treasure and players score points for sets; the larger the set, the more points they score at the end of the game.  Treasures aren’t the only tiles players can land on though.  There are also “Horus” tiles (which allow players to add more interesting cards to their hands or take key tokens), Osiris tiles (which move players forward) and Temple tiles (which give players a special bonus).  These non-treasure tiles are never removed providing stepping stones as the treasure tiles disappear.

Luxor
– Image by boardGOATS

Players strive to be the first to enter the temple chamber which will win them one of the two sarcophagi.  When the second player enters the temple chamber, they win the second of the sarcophagi and trigger the end of the game with play continuing to the end of the round before scoring.  There is a smorgasbord of points available with players scoring for how far their meeples have made it towards the temple, for scarabs they may have collected en route, and any left over keys or sarcophagi they have, as well as for the sets of treasure they collected.  The balance of these points change dramatically with player count – with two, treasure is everything, but with more, there is increased competition.

Luxor
– Image by boardGOATS

Burgundy shot out of the blocks like a hare, with Blue and Pine doing their best to try and follow.  Burgundy had got a set of three necklaces before Pine had managed a single treasure and despite the fact that the game was hardly started, he was already hoping that “slow and steady” might win the race.  It wasn’t long before Blue collected a few jewelled statues and Pin had a couple of fine vases, and finally the treasure hunt was on its way.  Burgundy’s “Indiana-Jones-eeples” were stealing a march  and making rapid progress, while Blue had managed to get one left one behind.  Despite the built-in catch-up mechanisms, it seemed there was little Blue or Pine could do to arrest the inexorable march of Burgundy.

Luxor
– Image by boardGOATS

Eventually, Blue sent a scout in ahead, and she was the first to enter the temple chamber, picking up the first sarcophagus.  It wasn’t long before Burgundy followed though taking the second and triggering the end game.  Blue and Pine tried to make as much as they could out of their last turns, but it was too little too late.  Each treasure token comes with a small number of points which are supposed to be scored when the treasure is collected.  Previous experience suggests players are so excited at finding treasure that they forget to collect these points, so we added a house-rule, and saved collecting these until the end of the game.  Since the points are similar in value, they give a rough idea of how players stand.  It was only when these were counted that Blue and Pine realised just how far behind they really were, with Burgundy taking forty-one compared with Pine’s twenty-eight and Blue’s twenty-two.

Luxor
– Image by boardGOATS

From there matters only got worse.  Burgundy’s “Indiana-Jones-eeples had made it further into the temple than anyone else’s and he had larger treasure sets too.  His final score was a massive one hundred and eighty-three, nearly fifty more than Blue and seventy-five more than Pine.  It’s all about getting the right cards Burgundy explained as the group tidied up.  “Mmmm, I had the right cards, just not in the right order,” muttered Pine in response, a comment that pretty much summed up the entire game.  It was much, much later however, that we realised we’d got the scoring very wrong.  Players are supposed to score for the number of complete sets of three treasures, rather than for the the magnitude of each set.  While this would have made a huge difference to the game of course, it probably would not have changed the overall outcome as Burgundy was in total control throughout.  Nevertheless, we should give it another try soon, this time with the correct rules…

Luxor
– Image by boardGOATS

With both games finishing pretty much simultaneously,the question was what to play next.  Mulberry and Maroon went home to nurse their jet-lag taking Red with them, leaving six.  Pine said he would stay for something short (and short didn’t include Bohnanza), but would be happy to watch if others wanted to play something longer; Green said he could also do with an early night and didn’t mind watching either.  Inevitably, that created indecision and it was only when Green decided to go and Pine started a two minute countdown that Blue eventually made a decision and got out No Thanks!.

No Thanks!
– Image by boardGOATS

No Thanks! is one of our oldest, “most favourite-est” games that we’ve sort -of rediscovered, giving it a few outings recently; as Blue shuffled she considered how clear and simple the cards were, and how well they were holding up given their age.  The game is very simple too:  the first player turns over the top card and chooses to either take it or pay a red chip and pass the problem on to the next person.  The player with the lowest total face value of cards is the winner.  There are two catches, the first is that when there is a run, only the lowest card counts, and the second is that nine cards are removed from the deck of thirty-four before the game starts.

No Thanks!
– Image by boardGOATS

Burgundy, Purple, Pine and Blue were in the business of collecting cards hoping to build substantial runs.  It was just as the game was coming to a close that Pine collected a card and a handful of chips fumbling as he did so and thought he’d dropped one.  He was sat on a bench between Black and Burgundy, so rather than disturbing everyone immediately, there were only a couple of cards left so he decided to leave finding it until the end of the game.  Blue and Pine fared better in their card-collecting than Burgundy and Purple, but Black had kept his head down and finished with just one run and with it the lowest score,  We recounted all the chips a couple of times and there was definitely one missing, sop as Blue packed away everyone else started playing Hunt the Game Piece.  It’s not often that we play this, but, we have had a couple of epic games, including one where a token ended up some thirty feet from where we were playing and the other side of a pillar.  This edition, the “No Thanks! Red Chip Version”, was particularly special.

No Thanks!
– Image by boardGOATS

After about five minutes hunting, one of the bar-staff asked, “Oh, what are you looking for?” and then added, “I love it when you play this!” and joined in.  Fifteen minutes later, there was still no sign despite looking in lots of nooks and crannies, checking trouser turn-ups and shoes, and emptying all the bags in close proximity.  Then Purple said, “I can see something red down here…” as she shone the light from her mobile phone between the cracks in the floor-boards.  And there indeed, nestling about half an inch below the suspended floor, only visible when the light was exactly right, was the small red chip.  It was exactly where Pine had been sitting and must have dropped straight through the gap between the floorboards and fallen over so it was lying flat, nestling in the fluff and totally inaccessible.  So Purple won, but it was Game Over for the time being.

No Thanks!
– Image by boardGOATS

Learning Outcome:  Sometimes Bohnanza is quicker than that other “short” game…