Pink and Blue were the first to arrive, bringing guests from eastern Europe, Orange and Lemon. Orange and Lemon were new to our sort of board gaming. After an explanation of what mushy peas are, food and some chit chat, others started arriving. The “Feature Game” was the Moor Visitors expansion to Viticulture. Teal had been keen to play the Tuscany board and the plan was to play both together. So when he and Ivory had arrived, they took themselves off to the other side of the room with Pink and started setting up.
![]() |
– Image by boardGOATS |
Viticulture is a worker placement game about planting vines, harvesting grapes and making wine. The idea is that the game is broken into seasons and years, and players take it in turns to place their workers in the various locations on the board to carry out the associated actions Although it is not in and of itself an especially innovative game, it is very polished and smooth, and a joy to play. There are a couple of little elements within the game of note. Firstly, each location can take a limited number of workers dependent on the number of players. To grease the wheels a little though, each player also has a “Grande” worker that they can place anywhere, even in a “full” space.
![]() |
– Image by boardGOATS |
Players start the game with four cards from which they choose two, a mama and a papa and these dictate players’ starting conditions: money, number of workers, buildings and cards. There are four different types of card, Vines, Contracts, and summer and winter Visitors. Players can only plant vines in the summer, and then only if they have sufficient land and any necessary buildings. From there, grapes can be harvested in the autumn and placed in players’ crush pads and thence combined to form wine and stored and aged in their cellar. Wine can then be used to fulfill contracts in exchange for points. Although this is the main source of points, it is not the only one.
![]() |
– Image by boardGOATS |
Some of the Visitor cards give special actions that can be used to generate points, as can buildings like the Windmill and the Tasting Room and some of the Visitor cards. At the end of each year, players get their workers back and age their grapes and wines as well as collecting residual payments (income). The Moor Visitors expansion adds extra visitor cards which are just mixed into the deck providing more variety. The Tuscany expansion mixes things up more, by changing the seasons in which the actions occur, particularly adding actions to spring and autumn. It also provides a couple of extra mechanisms, including the “Influence” action, special buildings and specialist workers.
![]() |
– Image by boardGOATS |
This time, there was the initial random draw of the start tokens to “see who’s cock comes out first”, and then the game got under way. Ivory and Teal both trained one of their workers to be “Special Workers”. These act as normal workers, but have a special ability when used in a particular way. Each game, two of these are drawn at random from a deck, and when players train workers, they can make that worker a specialist for an additional fee. The specialisms are open to all players, though each player can only have a maximum of one worker with each skill set.
![]() |
– Image by boardGOATS |
The Special Workers this time were the Soldato who bullies other players into paying to use the same action space, and the Sommelier which gives an additional opportunity to age grapes. Ivory went for the military option while Teal selected one of his workers to learn about serving wine. Elsewhere, Pink’s strategy was centered around the use of his Fruit Dealer card from the Moor Visitors expansion. This gave him a point (or money) every time he harvested a specific field. Teal built a Café which allowed him to turn grapes into money or points. Everyone also began with what seems like the accepted strategy of selling off land to gain funds in the early part of the game, buying it back later as required.
![]() |
– Image by boardGOATS |
Ivory made an early move to stake his claim on the influence map, using the Influence action to place his Stars. When placing Star tokens, players get a bonus reward for doing so. In this way, it effectively provides an alternative way to access some “actions” when they are not available on the main board. At the end of the game, the player with the most Stars in each region gets one or two bonus points. After placing all six of their Star tokens, players can still use the Influence action by moving them to swing control of regions (but without gaining the instant reward). As the game progressed, everyone else muscled in on the Influence action too, and by the end of the game, Pink had the edge.
![]() |
– Image by boardGOATS |
It was an extremely tight game. With the Tuscany expansion, the end is triggered when someone passes twenty-five points. This time, everyone was very watchful, determined not to get caught out like last time when an early break by Teal unexpectedly ended the game leaving Ivory and Pink unable to play their big final plays. As a result, everyone finished the game with exactly the same number of points—twenty-six. That meant the advantage Pink had on the Influence map made the difference, leaving him three points ahead of Ivory and Teal who shared second place both finishing with twenty-eight points, in what had been an epic game between three experienced players.
![]() |
– Image by boardGOATS |
While Pink, Ivory and Teal took themselves off to set up Viticulture, everyone else introduced themselves to Orange and Lemon, and gaming was forgotten for the moment. Eventually, this non-Viticulture group separated into two halves, one playing Imhotep while the other (including Orange and Lemon), beginning more slowly, with lighter introductory games. Imhotep is a fun family game that won a nomination for the Spiel des Jahres award in 2016. We’ve played it a few times since then, but like so many games, it had a two year hiatus thanks to the global pandemic.
![]() |
– Image by boardGOATS |
In Imhotep, players move large wooden “stone” blocks by boat to build five monuments. The game is quite simple to play: on their turn, the active player can acquire blocks from the quarry, load blocks onto a boat, sail a boat to a monument and add blocks to it, or play an action card. Each monument scores points in different ways, and the player with the most points after six rounds is the winner. The game was new to Lilac and Lime, but they quickly got the hang of it—it is quite easy to learn the functions, but deciding the best way to play is where the challenge comes in.
![]() |
– Image by boardGOATS |
Lilac started out making a play for the Obelisks and quickly took a commanding lead there with four stones by the end of the second round, with one each to Black and Lime. Lime decided to go for Statues in the market place, which everyone else ignored and so he too managed to get an early lead in them with three by the end of the second round. Black wanted to get his group of five stones into the Burial Chamber, which Green (who had previously announced that he was thirty-fifth world-wide in the Board Game Arena rankings) had spotted and tried hard, but ultimately unsuccessfully to block. Green managed to get a few larger regions himself in the process though.
![]() |
– Image by boardGOATS |
The Pyramids got steadily built, but unusually for Imhotep the Temple was ignored for most of the game. It wasn’t until the sixth round that any stones were placed there. The scores for the Pyramid (and towards the end, the Temple as well), kept everyone close together—there was usually only three or four points from first to last place, with the order changing frequently as the game progressed. Coming to the last couple of rounds, Lilac was challenged by Lime and Black in the Obelisk, but Lime and Lilac (both new to the game), missed the stones in one of the last boats, which Black watched closely.
![]() |
– Image by boardGOATS |
On Black’s turn he moved a two stone boat with only his and Green’s stone to take the lead and give Green a bump from last place to equal third with Lime. Lilac may have lost out in the Obelisk, but she managed to gain a full five stone region in the Burial chamber, plus a couple of other odd stones. Black got his five but no more. Everyone got a final points bonus from a green card, although Black and Lime’s were for the Temple and only scored a single point. Lilac took a big score of seven for the Burial chamber card.
![]() |
– Image by boardGOATS |
Green also scored well for the Obelisk (five point) and for the Pyramids (six points), as earlier in the game Lime had shifted a three stone boat to the already filled Pyramid preventing the other players scoring more than a single point each. In the final tally it was very close between Lime and Green, but Green pipped him by a single point, finishing with fifty points to Lime’s forty-nine. The game finished at exactly the same time as the other group finished their second game.
![]() |
– Image by boardGOATS |
Purple and Blue had been introducing Orange and Lemon to some of the group’s favourite filler games. They started out gently with Tsuro, aka “The game of the Path”. This is super quick and simple, with players choosing to play one of the three cards in their hand on their turn, and placing it to extend the path their stone is on. The winner is the last player still on the board, with players eliminated when their stone is unavoidably moved off the board or collides with someone else’s.
![]() |
– Image by boardGOATS |
There was a certain amount of people “feeling their way” at the start, but with only four players there’s a lot of space on the board at the start. Players can exploit this and set themselves up with a nice little corner to work in, curating their tiles and avoiding getting themselves into difficulty. That didn’t last long though, and came to an end when everyone wound up sat on the same tile. Purple was the first to go, soon followed by Blue. From there, there was a bit of a head to head, before Lemon “offed” Orange and claimed victory in her first game.
![]() |
– Image by boardGOATS |
Imhotep was still going and Viticulture had only just started, so Blue and Purple decided to introduce Orange and Lemon to the tile laying game, NMBR 9. The idea is that players take a random tile and place it in their area—tiles must be joined to the others, and if placed on top of other tiles they must additionally be entirely supported and by two or more tiles. At the end of the game, when two of each tile, numbered zero to nine have been played, the game ends. Players score points for each tile multiplied by the “floor” it is on. Thus ground floor tiles score nothing, but any tiles on the second level (the first floor) will score their face value, and so on for higher levels.
![]() |
– Image by boardGOATS |
Although the rules are quite simple, in practice the game is one that can really make your brain hurt. In this sense, it was a significant step up from Tsuro, though still quite a short light game. This time, the tile order did not help players at all with high numbers coming early and at inconvenient times. Players concentrated on building a sound foundation in the hope of better tiles to follow. In the event, this worked better for some than others, and, as a result, it was very close between first and second. Lemon, with seventy-two points ran out the winner once again, just two points ahead of Blue in second place.
![]() |
– Image by boardGOATS |
With both groups finished at the same time, there was a lot of chatter, before eventually the groups joined to play something together. Orange had played Saboteur before, and with such a large group, it seemed an obvious game to play. There was a quick reminder of the rules for those who had not played it before or who were new to it. A hidden traitor card game, it is one where there is a lot of banter with players accusing each other left, right and centre. The group is split into two teams—Lovely Dwarves and Evil Saboteurs. The aim of the game for the Dwarves is to find the gold, while the clue is in the name for the Nasty, Evil Saboteurs, who are trying to stop them.
![]() |
– Image by boardGOATS |
On their turn, players either play a card, or discard a card. There are two types: tunnels and actions. Tunnels are played in the central area and must extend the existing tunnel network. Action cards are special cards including map cards (which allow players to take a peak at a target card and report back on whether it is gold or not), rockfall cards (which allow players to remove a troublesome tunnel card), and tool cards. This last category is where the fun comes. Players can prevent others from digging tunnels by “breaking” their tools. Mostly this is because they think someone is on the opposite team, but occasionally it is just “because”.
![]() |
– Image by boardGOATS |
This time, Lime started by picking on Pine for what turned out to be no very good reason. Pine claimed the gold was in the middle (very early) and five others checked it and concurred. Pine had a lovely “Saboteury” hand, but emphatically claimed he wasn’t. And indeed, he wasn’t which meant Lime had to apologise to him at the end as he’d picked on him throughout. Blue picked on Green—because “He’s always a Saboteur, Right?”—except he wasn’t either. The guilty parties were Lemon, Lilac and Purple, but it was a fairly easy win for the Dwarves for whom Lime brought victory home.
![]() |
– Image by boardGOATS |
It had been a lot of fun, so everyone was keen to have another go. After she had been on Team Evil the first time round, Pine perhaps unfairly targetted Lilac who was wholly innocent the second time. The same could not be said of Purple who was a Saboteur twice in a row. After picking on him the first time, Blue had to make peace with Green as they were on the same side in the second game (and not the “right” one either). It is essential for Saboteurs to work well together, and although they did and it was close, it was not quite close enough and Lemon found the gold for the Dwarves. There was time for one last round, and if the second round was close, the final round was even closer.
![]() |
– Image by boardGOATS |
While the Dwarves were worrying about who might be the three Saboteurs, Lime and Black managed to sow the seed of confusion when with Lime claimed that the gold was in the middle and Black agreeing. Later it turned out that this was actually coal and although Lime showed his true colours early, it wasn’t until he was joined by Black that the Dwarves realised they’d been duped. Concerned about the third Saboteur, Blue just managed to find the Gold before they ran out of cards. Lime and Black had done really well as Saboteurs though, especially as it turned out there were only two of them. It had been a lot of fun, but with Viticulture at an end, several people wanting an early night and it now having got quite late, everyone decided to leave it at that.
![]() |
– Image by boardGOATS |
Learning Outcome: It’s never too early to start making enemies.