Tag Archives: Incan Gold

11th August 2015

It was a quiet week, so unsure of how many people we would be, we started out with what was supposed to be something quick, our “Feature Game”, Port Royal.  This is a fairly light card game with elements of push your luck and and deck (or rather tableaux) building.  On their turn, the active player turns over the top card from the deck:  this could be a coloured Ship, or a Person.  The player then has two options, they can turn over another card and add it to the row, or take one of the face up cards.  They can continue turning over cards either until they choose to take one or until they go bust because they draw a Ship and the colour matches one that has already been revealed.

Port Royal
– Image used with permission of BGG contributor punkin312

When taken, the coloured Ships are immediately exchanged for money according to the number of coins shown on the card.  They also have a military value which is where the People cards come in.  The People cards cost money, but in general, yield both victory points and special powers.  For example, Sailors and Pirates give players a military strength.  If their strength matches that of a Ship, the active player may repel the Ship to avoid going bust.  There are also Settlers, Captains and Priests which are used to fulfill the requirements of Expeditions.  Expeditions are cards that are immediately put to one side when drawn and allow players to increase their number of victory points by trading People cards for the higher value Expedition card.

Port Royal
– Image used with permission of BGG contributor jsper

There are other People cards too.  For example, the Governor awards players two extra coins if there are five or more cards on the table, and the Admiral allows players to take more than one card. Once the active player has taken their turn, then the next player can choose to take a card from the remaining face up cards, paying the active player one coin for the privilege.  Once everyone has had the chance to take a card, play passes to the next player.  The game end is triggered when one player hits twelve victory points and play continues until everyone has had the same number of active player turns.

Port Royal
– Image used with permission of BGG contributor punkin312

The game has obvious elements of “push your luck card turning” like Incan Gold, dual purpose cards like Bohnanza, tableau building like 7 Wonders and Dominion, and set collecting like Splendor.  However, it also has other interesting features.  One of the most interesting aspects was the way that the appearance of some cards is delayed because they are tied up as currency.  This meant that in our game, the Tax Man didn’t appear at all for the first half of the game and then appeared several times in quick succession.  Similarly to Bohnanza, the composition of the deck also changes.  In Bohnanza, the deck shrinks dramatically and as all the rare cards are turned into money their rarity increases.  In Port Royal, it is the People cards that become rarer as they are played into harbours, and ships, which start off quite scarce, become increasingly common increasing the chances of going bust.

Port Royal
– Image used with permission of BGG contributor msaari

Black and Purple started out collecting Settlers, Priests and Captain cards, hoping for an opportunity to upgrade the victory points with Expedition cards.  Blue and Burgundy eschewed Expeditions and instead went for the expensive People, with powerful actions.  That said, Burgundy struggled at the start, going bust in the first two rounds which left him penniless and hampered his ability to buy anything at all.  Meanwhile, Green was fighting just to get the cards he wanted before someone else pinched them.  Eventually, Purple took her second Expedition card and triggered the end of the game, but nobody else was close enough to threaten her position; Burgundy took second on a tie-break with Green, who both finished with nine victory points .

Port Royal
– Image used with permission of BGG contributor punkin312

The rules booklet was not the best, however, and there were a number of questions we had that went un-answered.  For example, we were unclear on how to combine the Admiral with either the Jester or the Governor.  The question was, since the Admiral allows a player to take two cards, does that mean they apply the Jester/Governor special powers twice?  On reflection, we felt the way we played (by a strict reading of the rules) was incorrect as it meant the combination was exceptionally powerful.  Similarly, could a player repel a card if it was the first of a colour to be drawn, or is it only the second card that can be repelled?  On balance, although it was a long way from being the “quick game” we expected, we all enjoyed it and felt it was a good game.  Green in particular was quite taken with the effect the dual-use of the cards had on the draw deck and everyone had had thoughts on how they could have done better, but it was fitting that the one who currently has to wear an eye-patch won the pirate game!

Snowdonia: The Daffodil Line
– Image used with permission of BGG contributor tonyboydell

After some debate, we decided that we wanted to play a deeper game next which meant we were quite limited as we didn’t have many five-player games.  We all enjoy Snowdonia, so since we’ve all played it before we thought we could fit it into the time we had left despite the prolonged setup time (not helped by the fact that Blue’s box contains most of two copies).  Unfortunately, we got side-tracked by the possibility of playing one of the alternative scenarios.  We started setting out The Daffodil Line and then we realised it only played four, so as the game is very tight anyhow we decided not to try to stretch it to five and broke the shrink-wrap on Britannia Bridge instead.

Snowdonia: Britannia Bridge
– Image used with permission of BGG contributor tonyboydell

Snowdonia is a very tight, worker placement game, where players have just two workers and an optional third if they have the required train and coal.  The game simulates building a railway, with players first choosing actions in turn order, then carrying out the actions in “action order”.  The actions include collecting resources from the stockyard, clearing rubble from the route, building track, and building stations.  There are points for most things, but one of the actions is to take contract cards which give players extra points for completing a set number of given tasks (e.g. laying three sections of track).

Snowdonia
– Image used with permission of BGG contributor ansi

There are a number of interesting aspects to the game.  Firstly, the weather.  Snowdonia is well known for its rain, fog and very occasional sun, and this has an effect on the rate players can perform tasks.  Secondly, the author, Tony Boydell, is known to dislike resource hoarding and has built in a mechanism to discourage it.  At the start of each round, resources are drawn from a bag and placed in the stockyard.  There are also a small number of white cubes in the bag – for each one that is drawn the game carries out an action.  Since resources are limited, if players hoard them, the chance of drawing white cubes increases and the game speeds up, perhaps unpredictably.

Snowdonia
– Image used with permission of BGG contributor winterplum

Britannia Bridge (or Pont Britannia in Welsh) is the bridge across the Menai Strait between the the mainland of Wales and the island of Anglesey and the scenario simulates building a railway from the mainland to Holyhead on Anglesey.  Thus, before players can build any track, they have to build the bridge.  Uncharacteristically the weather remained quite sunny, though as it was Anglesey rather than Snowdonia, perhaps that was to be expected.  This kept the dig rate up and the track-bed was cleared in record time.  However, although four white cubes came out in fairly quick succession, after that, they seemed to lurk in the corners of the bag, so much so that we checked they were there twice.

Snowdonia
– Image used with permission of BGG contributor winterplum

Black and Purple both built locomotives early giving them the distinct advantage of the optional temporary labourer.  Black used his to move his Surveyor collect contract cards and Blue decided to obstruct his plans by taking the some of the most lucrative (but most challenging) contracts.  Everyone else looked at the short track and some of the high scoring options and decided to go for points.  Blue, Green and Burgundy decided to wait until the maintenance was done before buying a train, but since the white cubes were so slow, by the time it happened they all decided the game was too far advanced for it to be worthwhile.

Snowdonia: Britannia Bridge
– Image used with permission of BGG contributor tonyboydell

Although Black got an early train (The Dawn Raider) and made good use of his extra worker, he was unable to used his special ability as it depended on white cubes being drawn.  Purple took the nine point train and also used the extra worker to move her surveyor.  Burgundy scored a massive number of points by building bits of stations and the game sort of stalled with one track left to build and nobody very keen to build it.  Green eventually got fed up and felt everyone else was picking up points faster than he was, so he decided to end the game.  Blue somehow managed to scrape it all together in the last round building the last siding she needed to fulfill her thirty-one point contract for four track sections and grabbed a six point contract which she had already fulfilled.  These, together with other bits and pieces this gave her a total of seventy-nine points, just two ahead of Black (who also completed three contracts) and someway clear of Burgundy who took third place with sixty-six points.

Snowdonia
– Image used with permission of BGG contributor winterplum

Although we enjoyed the variation and the Bridge undoubtedly changed the start, the different scenario didn’t change the game very much:  contract cards were still very powerful and ultimately made the difference though Burgundy did incredibly well just building stations.  In short, the weather and its effect on the “dig rate” together with the lack of white cubes made a much larger impact on the game than the Bridge.   And that can happen in any game of Snowdonia.

Snowdonia
– Image by BGG contributor aleacarv

Learning Outcome:  The weather has a big influence on building a railway, wherever you choose to build it.

18th April 2015 @ “The Mix”

The drop in gaming session at The Mix in Wantage was a great success.   It started quietly, but there were lots of new people there and lots of games were played.  Green arrived first and was setting up tables when Blue and Pink arrived.  By the time the first punters arrived PitchCar, Riff Raff and Camel Up had been set up and other games were out ready to be tried.  Before long Purple and Black had also arrived and there was a steady stream of games being played including Toc Toc Woodman, Escape: The Curse of the Temple and Cube Quest, and a steady stream of pieces flying across the room.  Old favourites like Dobble, Incan Gold, The Great Balloon Race and Carcassonne also got an outing as well as the Lego game, UFO Attack.

The Great Balloon Race
– Image by boardGOATS

Thanks to everyone who came, both visitors and gamers – it was great to see it so well attended.  Everyone seemed to enjoy themselves, so it’s definitely something we’d be interested in doing again in a few months time.

15th July 2014

This week we started with a quick game of Kittens in a Blender.  This is a light card game, if one with a slightly ghoulish theme.  The idea is that on their turn, players must play two cards from their hand of six cards.  If they choose to play a kitten card it can go onto the counter in the middle of the table; into the relative safety of the box, or straight into the blender to await its fate.  Other cards allow Kittens to be moved one space from the box to the counter or the counter to the blender vice versa.  And then there are the blend cards, which cause any kittens in the blender to be blitzed, the kittens in the box to be permanently rescued and the kittens on the counter to move to the blender to become the next in line for “kitten smoothy” (if they aren’t rescued in time).  Players score points for every kitten of their own colour that they rescue, and lose points for those that meet a less pleasant end.

Kittens in a Blender

Yellow started out picking on Blue and Orange kittens and, well, Red ones too.  So before long, everyone retaliated and the fur began to fly as it all got ugly quite quickly.  Orange managed to do the least to offend everyone else and finished miles ahead of everyone else with fourteen points while everyone else struggled (or failed) to finish in paw-sitive figures.

Kittens in a Blender

Everyone else was here by now, so next up was our “Feature Game”, the new Spiel des Jahres winner, Camel (C)Up.  There has been much debate about the correct name as the box is ambiguous.  It was originally released as “Camel Cup”, presumably to reflect the Australian camel race, however, the Spiel des Jahres citation clearly calls it “Camel Up”, which at first sight seemed strange, however, once we started playing it became clear why this name was appropriate.  The game consists of a race of five camels and players effectively bet on the leader and eventual outcome of the race.  Thus, on their turn players can do one of four things:  use the cool pyramid dice shaker to move a camel; bet on which camel will be in the lead at the end of the round; bet on the final outcome of the race (i.e. which camel will cross the line first triggering the game end, or which will be in last place when that happens), or place their oasis tile which can earn the owner money as well as help or hinder a winning/losing camel.

Camel Up

There are a couple of clever things about the game.  Firstly, the dice shaker:  this is a pyramid-shaped device, made out of card and held together with an elastic band.  The idea is that players shake it, turn it upside down and push the slider to let out just one die.  Although it malfunctioned a couple of times, in general, it works well.  As there are five dice (one per camel) and when a die is “rolled” it is removed from the shaker for the rest of the round,  this is used to determine the length of the round (or “leg”).  Next, when a camel moves onto another camel’s space it is stacked on top of it, then if the bottom camel moves, the top camel takes a ride.  This means that a riding camel can get an extra move, and stacks can contain any number of camels, so if a camel is lucky it can pick up a lot of extra moves.  Finally, the way the betting is handled means that players don’t have to worry about stakes and odds.  To bet on the outcome of a leg, players simply take a tile of the appropriate colour.  Since these are stacked with the highest value first, if that camel comes home first, that player gets more at the end of the round.  Similarly, the betting on the end of the race is done by players choosing a card from their hand of five (one per camel) and placing them in the “to win” stack or the “to lose” stack.  The earlier they are placed, the more the player wins (if they get it right of course!).

Camel Up

The game began with the the Blue and White camels getting a slight head start.  White made a surge forward and everyone made a dash for the White betting tiles, until one player put a mirage in front of it…  For some reason, although all the other camels had no difficulty jumping the mirage, the White one really struggled and quickly went from the front to the back, a problem exasperated as every other space now had a mirage tile on it.  The Yellow Camel managed to catch a couple of rides, and before anyone could do much about it, it was across the line, with it handing the win to the only two players who had played it before.

Camel Up

Time was getting on and we only had time for a short game before some of us had to leave, so we played Incan Gold.  This is a game we played quite a bit a year or so ago, but hasn’t  made it to the table in a while.  Basically it is a push your luck game, where players are mining for gold and gems.  Each player enters the mine and a card is drawn and placed to make a path; the value of the gems on the card is split equally amongst the players in the mine with any left overs placed on the card.  Players then get the option to leave the mine (sharing all the left-overs as they go), or stay in the hope of getting more treasure.  The snag is that in addition to gem cards of varying values, there are also “nasty cards”.  You can draw lots of different nasty cards, but if s second of the same time type is drawn, the mine collapses and anyone left in loses whatever they had collected in that round.  In this game, it was a tale of “nasty cards” as the first three rounds had at least two nasty cards in the first five every time.  So it was all a bit scrappy with everyone nervously leaving early.  Then, somehow, Orange managed to pull off a bit of a coup and got out of the mine with lots of booty, just before it collapsed.    It turned out the lead was unassailable and Orange pulled off her second victory of the night.

Incan Gold

Now much depleted in numbers, we decided to continue with the Spiel de Jahres theme and finished with a game of Splendor (one of the runners up).  We played this a few weeks ago and like  Camel Up, it is quite a simple game, but is much more strategic.  The idea is that players are gemstone dealers and can use gem-chips they have collected to purchase cards.  In turn, these cards allow players to buy more cards of a higher value, some of which come with extra prestige points.  The end of the game is triggered when the first player reaches fifteen points.  Black ran off with an early lead, however, while Purple struggled a little, Blue managed to catch up with a couple of high scoring cards.  By this time Green had got his engine working properly and started to catch Black.  It finished a very close game, but Black just managed to hold on, beating Green and Blue by one and two points respectively.  Inevitably we finished with a discussion as to whether we Camel Up or Splendor was the better game.  We concluded that while Camel Up was fun, with seven it was too chaotic so that the “sweet-spot” was probably four or five and it would probably be great fun with a family under those conditions.  For us, however, we enjoyed Splendor much more and it will no-doubt make a return.

Splendor

Learning Outcome:  Camel racing is fun, but trading gems is Splendid!

25th June 2013

This week, we started off playing a slightly neglected old favourite, No Thanks!.  It seemed like ages since we played it last, but it turned out that it was less than two months ago that it last got an outing.  Since it is a quick card game where rounds take just a few minutes, it was ideal to play until everyone had arrived.  Next we, we played the “Feature Game”, Incan Gold, which is another game we’ve played previously.  In this game players are going down a mine and trying to get out with as many gems as possible before it collapses.  One player made a bit of a killing in the opening round, but she failed to hang onto the lead and was pipped by just two gems at the very end.

Incan Gold

It was a bit of an evening for games we’ve played previously, as next we played Alhambra (which was a “Feature Game” at the end of last year).  This is a tile laying game where players have to collect sets and score points for having the most in any one set.  Scoring takes place twice during the game and once at the end, and each time the number of points increases.  This time, Blue (who won last time), got a terrible run of the cards and Red who had missed it last time, had an amazing game winning by a very large margin.

Alhambra

Racing fish may not seem like an obvious choice for a game theme, but it turns out that it actually works really well.  We played Salmon Run just two weeks ago and although we enjoyed it, we were all a bit tired, so we decided to give it another go this week.  For variety, however, we changed almost all the boards, using  S2, 3M, 4E, 5E & F2.  This time, Black got going much quicker than everyone else and headed left followed by Red while White went right.  Black decided not to worry about fatigue cards and just run for it, while Red and White were more cautious.  Black’s tactics seemed to pay off, however, as he made it to the spawning pool first and nobody else could quite make it in time.

Salmon Run

Our final game game was Forbidden Desert which we also played last week, however it is a new release this year and it was a very close game last time, so we felt it deserved another outing.  This time we didn’t have a Water Carrier, but we managed to make good use of the tunnels and the Navigator’s ability to move other players three spaces for the cost of only one action.  These with the Archeologist’s ability to clear extra sand meant we ran out comfortable winners.  We’ll have to ramp up the difficulty next time!

Forbidden Desert

Learning Outcome:  Doing well the first time you play a game doesn’t mean you’ll do well the second time…

14th May 2013

The first game we played this week was our “Feature Game”, the card game, Saboteur which is a little like a cross between two games we’ve played before:  Avalon and Incan Gold. In this game players are dwarves working together mining for gold, with the catch that there could be a saboteur in their midst…  Since nobody had ever played it before, the first round was a bit of an experiment for all of us and we all started out “honest” playing path cards and maps.  However, suspicion arose a when one player claimed to have run out of useful paths and had to play a broken pick-axe, with inevitable reprisals.  Unfortunately, he HAD been honest and there were no saboteurs, but as we just managed to get to the gold, it didn’t really matter.

Since we felt we were starting to get the hang of it, we went went for a second round and this time correctly identified the saboteur and pinned him down with a pile of broken picks, lanterns and wagons while we dug up the gold.  When we picked on the same player for the third time, however, he was understandably distressed and protested his innocence.  Nevertheless, since he had very obviously shut off one of optional tunnels we had been carefully building, the pleading fell on deaf ears and failed to prevent the hail-storm of broken tools, only for it to become apparent that, once again, he was innocent.  When we asked why he had behaved in such a treacherous way, he forlornly explained that he was trying to stop us going the wrong way as he knew where the gold was.  Next time I suppose we might listen to him…

Saboteur

Next, we played the Scandinavian Ticket to Ride, a game we were all reasonably familiar with.  This is a really beautiful edition of “the train game”, but with slight twists to the usual rules.  White and Purple took the first few points, but Black joined in quickly and play continued pretty much evenly.  Black ran out of trains first which stymied Purple’s attempt to get the long track into Murmansk, however, we were all within ten points or so when we went into the final scoring.  Unfortunately, it turned out that Black and Purple had accidentally conspired to block White making her take a sizeable detour.  This had consequences for the number tickets she could complete.  Black and Purple jointly took the Globetrotter bonus with five completed tickets each, but it was the magnitude of the completed tickets that made the difference and Black ran out the winner by some fifty points.

Ticket to Ride:  Nordic Countries

Next we returned to semi-cooperativity with a quick game of The Great Balloon Race.  This is a great little race game (albeit with a ridiculously large box), where players have three different coloured balloons and the first to get them all home wins.  The snag is that nobody knows who owns which colour and it is highly likely that players will share at least one balloon with other players.  We last played this back in October and Blue and Orange got a bit victimised.  This time it was Blue and Pink…

The Great Balloon Race

Finally, we squeezed in a game of Ice Flow.  This is a really pretty strategy game where players direct teams of three explorers that are trying to get from Alaska to Siberia, climbing pack-ice, dodging polar bears, catching fish and occasionally jumping in for a quick swim.  Although this is a new game to boardGOATS, we were all familiar with it, so with a quick reminder of the rules we were off, jumping from ice floe to ice floe.  The game has a bit of a tendency for players to get stuck unable to get fish or rope, but we were wise to this and managed to control the resources quite successfully.  Black got an explorer home first, followed by a couple of Red meeples, however, while Black’s last piece dodged a hungry polar bear, Red managed to get his final one home for the win.

Ice Flow

Learning Outcome:  A clever move can sometimes be mistaken for a guilty one, however much you protest.

19th February 2013

Most people had arrived by about 8pm, so we started off with the “Feature Game”, For Sale. This is a quick, fun game consisting of two rounds: in the first players buy properties by auction; in the second they sell them again for the greatest profit possible.  There were the usual mix of bad calls and lucky gambles, but the win was well deserved.

For Sale

Since one of the players had to leave early, we decided to have a quick game of Incan Gold before she left. This is one of the first games we played back in October last year and is a light, “push your luck” game.  The idea is that players are exploring a mine collecting treasures as they go, but if the mine collapses before they get out, they loose everything.  Another run-away victory and, since she had won both games, the winner decided it was definitely time to leave and give the rest of us a chance…

Incan Gold

So we all moved on to another bidding game, called The Speicherstadt.  This is an interesting game set in post-Hanseatic League Hamburg.  At its heart, it has a curious auction mechanic where players take it in turns placing markers to indicate which contract, ship or firefighter cards they would like.  The first person to declare an interest in a card then has first refusal, but the cost is proportional to the total number of people interested in the card.  If the first player decides it is too expensive, then the card offered at a discount to the other players in the order they declare their interest; the later the player, the larger the discount.  Although it wasn’t obvious a the time, this was won by a massive margin based on collecting the Counting Offices, fulfilling a couple of lucrative contracts and an unhealthy interest in fire-fighters…

The Speicherstadt

The final game of the evening was Fleet.  This is another game that we hadn’t played before and also had financial management at its heart albeit with a fishy flavour.  Each round starts with players bidding for fishing licenses.  As well as allowing players to launch boats corresponding to the license type, they also provide their owners with a handy bonus.  Cards are multipurpose, as they can be played as boats, captains or used as currency. This game was also won by a large margin, appropriately by the fisherman with by far the largest fleet of boats.

Fleet

Learning Outcome:  Sometimes an interest in men in uniforms helps, although girls always love a sailor.

billyGOAT’s Birthday Boardgame Bash

It was billyGOAT’s birthday and he decided that what he really fancied was a day playing games with his mates.  So, on a slightly damp afternoon in December, friends from far & wide converged on Challow Village Hall.

The first game up was a six player game of Pillars of the Earth.  This turned out to be a rather long game and took most of the afternoon.  However, since it was one of billyGOAT’s choice games, it was fitting that he ran out the worthy winner.  Meanwhile, games of Discworld: Ankh-Morpork, Riff Raff, Apples to Apples Kids, Dixit, Hamsterrolle, The Great Balloon Race, Ramses Pyramid, Bohnanza, Incan Gold and Shopping List all went on as the masons slowly built their cathedral and the children played with the Scalextric and decorated biscuits.

Pillars of the Earth

Shortly after 6pm, everyone sat down together for a meal of Chinese takeaway (including dumplings) which was followed by a marvellous Jamaica Cake for those who had any space left.  Then, the games recommenced with parallel games of Lord of the Rings and Formula D while games of Billy Biber (aka Log Jam), Dobble (aka Spot It!) and Loupin’ Louie kept the children occupied until it was time for them to go home to bed.  Unfortunately, Lord of the Rings had to be terminated prematurely and the Fellowship failed to make it to Mordor.

Lord of the Rings

Despite its apparently poor reputation to the contrary, the six player game of Formula D on the other hand finished in timely fashion and players moved on to a quick nine player game of The Resistance: Avalon.  With a lot of new players everyone was a little quiet and Mordred’s Minions won easily.

Avalon

By this time, the numbers were beginning to dwindle a little, but there was still time for a quick six player game of Roman chariot racing with Ave Caesar where everyone competed to show due respect to the Emperor.  billyGOAT’s horse, “Dobbin”, made a very slow start, however, it managed a late charge for the line eventually coming second behind “Glue-pot Boy”, who had led from the off.

Ave Caesar

The last game of the night was another game of Avalon, this time with only seven players and victory went to Merlin and the Loyal Servants of Arthur. Then we had to tidy up the kitchen, sweep the hall and hand the keys back.  A good time was had by all and everyone went home tired, but happy.

Finally, many thanks to everyone who helped out in the kitchen during the event, and kept food and drink flowing, while others played; it would not have been possible without them.