While they were waiting for their dinner to arrive, Blue and Pink squeezed in yet another in their on-going head-to-head series of Abandon All Artichokes matches. The idea of the game is that players start with a deck of ten artichoke cards from which they draw a hand of five cards. Then, on their turn, they take one card from the face up market, play as many cards as they can, before discarding their hand to their personal discard pile. When, on drawing their new hand of five cards a player has no artichokes, the game ends and that player wins. Pink and Blue have played this cute little “deck shredding” filler game a few times recently and, after an initial flurry of Blue winning, Pink got the hang of it and won a couple of games.
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Last time, Blue got her revenge and Pink said that now Blue had won again, that would probably be that. This game showed that was not so, and while this had all the potential for being a tight game, Blue claimed victory by carefully stacking the top of her deck ensuring an artichoke-free draw despite having three left. With food over and everyone else rocking up, it was time to decide who was going to play what. There was a lot of enthusiasm for Die Wandelnden Türme, which was the “Feature Game“, after people had seen it from a distance last time.
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As it plays better with more people and there were only eight people in total, the group split into a five and a three, with Pine, Green, Black, and Lime joined by our special guest from Nottingham, Magnolia. The game is a fun little family game where players start with a handful of Wizards placed on top of the little Towers arranged round the board, and a hand of three cards. On their turn, the active player gets two actions: play a card or cast a spell. Playing a card which allows them to move one of their Wizards a set number of spaces forward, or move a tower a set number of spaces. When Towers move, they take any resident Wizards with them but can also land on top of another Tower and trap any pieces that were on the roof.
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A player that catches other pieces in this way gets to fill a Potion Flask. They can then spend the Potions to cast spells. In the base game the spells available are “move a Wizard one space forward” or “move a Tower two spaces forward”, but others are available and change the feel of the game a little. Players are trying to land all their Wizards in the black, Raven Castle and fill all their Potion Flasks—when someone succeeds, that triggers the end of the game. It is a fun and entertaining game where players Wizards get variously trapped and if they have a bad memory, can find they lose them in the circus of dancing towers.
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Although Pine kept losing his wizards last time (captured under the towers), this week everyone managed to keep track of them most of the time. Only Lime got muddled at one point when a tower was moved and he expected one of his wizards to be underneath, confusion only reigned until his next turn though, when he found it again. Lime was first to get a wizard into the Ravens’ Castle, quickly followed by Pine. A little while later Pine and then Magnolia got their second wizards in the castle, by using two of their potions for an extra move, then Green got his first wizard “home”. Black’s wizards still hadn’t caught up with the tower, and he wasn’t managing to fill any of his Potion vials either.
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With everyone too busy keeping track of their own game, Pine made up for last time’s confusions by filling his final potion vial and dropping his last wizard into the Ravens’ Castle to end the game. Although there is no second place in this game unless you can get all your wizards into the Ravens’ Castle filled all their Potion vials, Green was closest with all four potions and none used. Magnolia took the last place on the podium, also finishing with four potions, but he had used two of them. Aside from Pine, no-one had more than one wizard in the tower, in fact, everyone had exactly one.
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Black’s game was somewhat stymied by the fact all his wizards were trapped under towers so he couldn’t move them, and his cards didn’t allow him to move towers. This is the downside of Die Wandelnden Türme: there is some luck of the card draw and when that goes awry players can find themselves stuck, but as it is a short game it’s not too much of an issue and it is a fun little game. Green remarked how Terry Pratchett-esq it felt with wizards chasing towers and towers chasing wizards.
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Die Wandelnden Türme is such a quick game that the others were still busy and the group of five looked round for something else to play. At Pine’s suggestion, they decided to go for a popular classic: Ticket to Ride: Europe. This is a well known family of games that everyone was familiar with so there was no need to go through the rules at any length: on their turn, players take two cards from the market, or spend cards to place trains on the central map. Players score points for placing trains, but also completing route tickets. Players receive these at the start of the game but can also draw more in lieu of a turn. They must be careful though as any incomplete at the end of the game score negatively.
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There were some extra pieces and some unexpected cards in the box so Black perused the rules in the box trying to work out how they worked. Blue piped up from the other table that they were for the Dice and Europa 1912 Expansions, but the group decided to leave them out and just stick with the base game. A little kerfuffle broke out when Pine chose to play as Green for the second game in a row, which caused Green to be sad puppy dog. Green decided that maybe he would use Pink’s special Pink set instead, only for Pine to relent and choose black, leaving green available for Green after all. With Pine being black, Black chose Yellow, so Lime was blue and Magnolia was red…
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Green popped away for a couple of minutes and in his absence, Pine laid his first, two train route, to kick off the scoring. Half way through the round Green noticed that Pine had laid his trains on a tunnel. Although Stations had been clarified at the start of the game (they can be used to connect cities to avoid negative points from tickets), Tunnels hadn’t been mentioned. So, Green brought the subject up and everyone realised they hadn’t noticed it was a Tunnel. When a player chooses to “build” one of these, they turn over the top three cards of the draw deck and if any match the colour the player used to build it, they have to pay extras (the idea being that building tunnels is expensive and unpredictable).
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It was felt that it wouldn’t be fair to force the tunnel check on Pine retrospectively as he may not have chosen to lay the train in the first place if he’d realised he might need more. However, Lime was uncertain how Tunnels worked and the explanation didn’t seem to clear it up. So, in the end, Pine drew the three train cards to demonstrate how this worked and on the last card found he needed an extra card. He had a Locomotive card (wild) so used that and thus, the turn was corrected and all was now clear. However, having seen the consequences, both Pine and Lime said they might have chosen different tickets had they realised how Tunnels work.
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The next trains to go down were all around Germany—because one was placed it drew out the rest in order to secure routes that were rapidly filling up. Pine was the first to lose out on this and used his first station to piggy back a route. After this initial flurry, trains were placed at a more relaxed pace, but all around Western Europe. Eventually Magnolia broke out eastwards to Kyiv, quickly followed by Lime. Lime didn’t stop there, however, he carried on to Kharkiv and thence to Rostov. Magnolia and Lime had this area to themselves for much the rest of the game.
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Green was the first player to complete his routes and draw new tickets, but groaned as he looked at them commenting that they were awful and difficult to complete. There was little sympathy for him round the table, however, he chose one card and pushed on. Quietly he started collecting green cards and Locomotives. After collecting his third Loco, Lime became suspicious of Green’s plans. After yet another Loco Lime mentioned that it must have been his fifth one (he was in fact correct on that) and wondered out loud why he needed so many and whether he could be stopped.
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By then everyone had twigged that Green (who’s route had taken him from Cadiz to Stockholm) was aiming for the big eight train Tunnel along the top from Stockholm to Petrograd. When he went for it, no green cards or Loco’s turned up—most of them were in his hand so it was unlikely—and the twenty-one points he received took him from the back of the field to the front. Soon after this Green and Black placed their first stations, which meant everyone had placed exactly one, and everyone all piggy-backed on each other in a daisy chain. The station usage didn’t stop there as Magnolia and Black would both use one more before the end.
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As the game drew to a close it seemed to slow down as no one could get the colour cards they needed, until eventually Lime and Green gave up and just started placing random tracks just for points. These two were leading the points race as well, even though Lime had been complaining all the way through that things just weren’t going right for him and he didn’t know what he was doing really. Despite all this, it was Lime who ended the game by placing four of his last five trains. Everyone then had their last chance shot and it was time for the final scoring.
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A quick run through the route scores again to double check showed that the group had been pretty good at keeping them right. It looked like Green had the longest set of connected trains and was ahead on points as well. Working from the back of the pack to score the Tickets, Pine had several but he had discarded his long route and moved temporarily into second place having suffered from missing out on the Tunnels rule at the start. Then Black and Magnolia both surpassed a hundred and then Lime leap-frogged to the front. Lastly Green’s tickets looked to have sealed him victory only to realise that he had forgotten to connect to Berlin.
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Green took the longest train, by a wide margin, which took him into third place, ruing his silly mistake without which he would have taken a narrow victory. In the end, victory went to Lime, even though he claimed all the way through he did not know what he was doing and it was all going wrong—definitely shades of Burgundy! Magnolia was second, but first to fourth were all withing about ten points of each other in what had been a close and quite epic game. With that, Magnolia, Green and Lime took an early night while Black wondered over to see what Pink, Purple and Blue had been up to.
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They had started out with Ivor the Engine, a charming little game that we used to play quite a bit but hasn’t had an outing since before the global pandemic hit. The idea is that the players are helping Ivor to collect lost sheep and complete tasks for his friends. On their turn, the active player takes a sheep from their current location (if there is one) and then can move their wagon to an adjacent location and play Job cards. The Job cards are the meat of the game: they can either provide a special action, such as extra moves and adding sheep to the board, or allow you to complete a Job if you are at a location where there are no sheep.
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Once the active player has completed their movement and any card play, they take a Job card from the market. The catch is that jobs can only be carried out at the correct location and there is a hand limit of four cards, and taking a card is mandatory. This makes the game very tight and some of the actions available on the cards have the potential to make the game quite vicious. The game ends when one player reaches a set number of sheep and then players count up their sheep, add any gold and any end-game bonuses they might have picked up, with the player with the most sheep-points named Ivor’s Best Friend Forever.
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This time, Pink and Purple got in each other’s way in the west leaving Blue to collect sheep alone in the east. The disadvantage of this is that it took a lot of turns to clear the locations of sheep so that she could play the nice set of Job cards she started with. On the other hand, Pink was causing Purple all sorts of problems very effectively trapping her in Grumbly Town. Purple tried to get her revenge at the end by dumping a load of sheep into the location he was at and thus stopping him from playing a Job card there. However, he just played a different card to claim the sheep and ended the game anyhow, taking victory by seven points from Blue in second.
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Once Ivor was over, the trio moved on to Kingdomino—another game we used to play quite a bit, but hasn’t had an outing since we returned to face-to-face games. This is a very clever little game that won the Spiel des Jahres award five years ago. The idea is that players take a numbered, double-ended tile and add it to their kingdom. At least one end of each tile must extend an area of terrain or be placed adjacent to their central castle. Additionally players’ kingdoms must fall within a five-by-five grid. At the end of the game, each terrain scores for the number of spaces it occupies multiplied by the number of crowns depicted in it.
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There are additional points available for objectives, but although there are some interesting objectives available in the Age of Giants expansion, the trio decided to stick with the originals: ten extra points if their castle is in the centre of their kingdom and five if they manage to play all their tiles. So far, so simple. The clever part of the game is that the tiles are numbered according to value and chosen according to an ordered market. In this way, players who choose the least exciting tiles get to choose first in the next round, while players who get the best tile will end up with no choice.
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Unfortunately, playing with only three means that some tiles do not come out and a player can find they do very badly through no fault of their own if Lady Luck deserts them. This time Blue was the unlucky one, though it wasn’t helped by some poor play (perhaps associated with the arrival of a certain puppy who delighted in chewing her ear). Purple was did better, but the runaway winner with seventy-three points (more than twice as many as Blue), was Pink. This was thanks to a large cornfield, which by itself scored almost as many points as Blue’s whole kingdom.
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As the epic game of Ticket to Ride was still on-going on the neighbouring table, Blue, Purple and Pink felt there was time for one more game and, after a little discussion, they settled on Splendor. This was the game Burgundy played extremely well and was almost unbeatable at, so we always remember him when we play it. It is very simple: on their turn, the active player takes gem chips, or uses chips to buy gem cards. The cards act as permanent gem chips, allowing players to buy more expensive cards. Some cards also give points with the most expensive cards giving the most points.
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Players can also get bonus points for claiming “noble” tiles—these go to the first player who collects a certain combination of gem cards. This time, Blue went first. As always, some players struggled to get the cards they wanted, and while Pink had an awful lot of cards, somehow he wasn’t able to make anything of them. The game ends when one player gets fifteen points and Blue, who had got a bit of a head start, could see that the other two were struggling. So, when Black joined them, he was just in time to see her end the game, taking the only noble and a high value points card in the last couple of turns.
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Learning Outcome: Do not meddle in the affairs of Wizards, for they are subtle and quick to wander.