Blue and Pink were the first to arrive to the news that The Jockey was under new management. Pine soon followed and after a bit of chatter, the three of them settled down to the first “Royal Themed” game, Love Letter. This is a very quick little game played with a deck of just sixteen cards. The idea is that players have a hand of one card and, on their turn draw a second and choose which one to play. The cards each have a special action and a number—the actions allow players to eliminate each other and the player with the highest number at the end is the winner.
![]() |
– Image by boardGOATS |
Powerful cards can lead to early gains, but are risky as they make players targets, however, relying on weaker cards for too long will give a guaranteed loss. This time, Pink was taken out twice in consecutive rounds by Guard cards with Pine and Blue sharing the spoils. In the third round, it was down to Blue and Pine again and Pine ran out the winner. Although with three players the winner is usually the first to win five rounds, as Green and Lilac arrived with Orange and Lemon, the trio called it a halt there.
![]() |
– Image by boardGOATS |
Ivory, Black and Purple turned up as well and as they arrived, everyone remarked on the new smart table decor. We were only waiting for Lime, but when Pine suggested he might not be coming, his text enquiry was met with the response, “OMG, it’s Tuesday not Monday, will be there in twenty minutes!” So, while the group were waiting, they decided to start with the “Feature Game“. To mark the passing of Her Majesty Queen Elizabeth II, this was Corgi Dash, a re-theme of the 1986 Spiel des Jahres winner Heimlich & Co.. Corgi Dash was published as a “Jubilee Souvenir” earlier this year, by Tony Boydell; although we had a copy picked up at the UK Games Expo, as it was a special occasion we had enlarged the board to make it easier to play in a large group.
![]() |
– Image by boardGOATS |
The game is very simple: on their turn, players roll a die and distribute the pips amongst the “corgis” to move them round the board. When one of the corgis reaches the throne (either in the Throne Room or the Kennels), each dog scores with the one that triggered the scoring getting nothing. The Throne then moves to the next location, and the corgis continue to dash towards the Throne. Each player secretly “owns” one of the dogs and after one dog reaches a score of thirty, everyone secretly guesses which dog belongs to which player. The game ends when one dog reaches forty points. Players then score for their dog and receive five additional points for each identity they guessed correctly.
![]() |
– Image by boardGOATS |
Blue, Pink, Ivory, Purple and Pine got going first. In their game, the blue dog (well, meeple actually) got picked on early which marked it out as the dog with no owner. Unfortunately, the blue dog turned out to belong to Pine and it was the grey dog who had no owner, which became more apparent towards the end when everyone concentrated on their own hounds. The black dog was the first to get to thirty and then the only one to get to forty too. Ivory was the only one to guess more than one owner correctly, but it didn’t make any difference as the black dog’s score was twenty more than any other, making it’s owner, Pink, the clear winner.
![]() |
– Image by boardGOATS |
On the neighbouring table, Green (who had played Heimlich & Co. a very long time ago, explained the rules to Lilac, Orange, Lemon and Purple. They finished their game early, guessing after two scoring rounds and scoring after the third. Green’s dog did by far the best picking up thirty-two points, twelve more than any other hound. Orange did exceptionally well at guessing who had each dog, getting three right, but it wasn’t quite enough to take the lead and he finished two points behind Green, both some way clear of the field with Lemon a distant third.
![]() |
– Image by boardGOATS |
Corgi Dash was very quick to play leaving plenty of time for other games. With all the happenings around Buckingham Palace and Westminster over the last week, “London themed” games seemed appropriate, so while everyone else played Ticket to Ride: London, Ivory, Blue and Lime took themselves off to the other side of the room to squeeze in a game of Key to the City: London. This is a reimplementation of one of Blue’s favourite games, Keyflower. Lime, however, had not played either game, so Blue and Ivory had to explain the rules first.
![]() |
– Image by boardGOATS |
Like Keyflower, Key to the City: London is based on an a series of tile auctions where players bid with meeples. The rules for bidding are simple: players can bid on any tile, but if there is already a bid, they must follow with the same colour and increase the value. In addition to bidding for tiles, players can also activate a tile in their Borough, a tile in someone else’s Borough or even a tile that is currently up for auction. Again though, players must follow colour if the tile has already been activated or has an active bid, further, every time it is activated it costs one additional meeple.
![]() |
– Image by boardGOATS |
At the end of each round, all meeples in winning bids return to the bank and players take any tiles they’ve won and add them to their Borough. All meeples on tiles in a player’s Borough go back to that player, and any meeples used to activate tiles up for auction go to the winner of the tile. Tiles are worth points at the end of the game. Some are just worth points out-right while others are dependent on tiles they are connected to and all are worth more if they are upgraded. Connections are acquired by activating specific tiles; tiles are also upgraded by activating them and paying any associated cost.
![]() |
– Image by boardGOATS |
The winner is the player with the most points at the end of the game. While the mechanics of the game are fairly straight forward, like Keyflower the art of the game is combining them to score well. The Connections are the main difference between Key to the City and Keyflower, but there are several other smaller differences like the round endings, for example. In Keyflower, players bid for boat tiles which dictate how many meeples they get at the end of each round, but in Key to the City, when players choose to end their round place their boat in a position on the river. The earlier a player “checks out”, the earlier they can place their boat and the more meeples they can get—and meeples are scarce, very scarce, in both games.
![]() |
– Image by boardGOATS |
This time, Ivory with the Buckingham Palace player screen and start tile, went first. He began by winning Paddington Station which gave him telecoms (black) and electricity (grey) cable connections. He went on to couple this with St. Pancras, Kings Cross and the Royal Academy which gave points when connected with electricity cables and Marble Arch and Monument which gave points for telecoms cable connections. Lime understood the fundamentals, but was struggling with how to fit them into the game, so when he picked up Battersea Power Station which provided water (blue) and gas (yellow) pipe connections, he was encouraged to pick up the London Eye and Canary Wharf to go with it which ultimately proved good choices.
![]() |
– Image by boardGOATS |
Blue lost out in a couple of early bidding wars, so ended up with the Barbican instead, giving her underground tunnels (red) and waste pipe (brown) connectors and later Charing Cross (more underground tunnels and grey electricity cables). Maybe she’s spent too long with Pink, but she mostly chose to eschew sewage pipes and electricity pylons, instead focusing on trains, using them to make connections with the Royal Opera and the Globe Theatre. Unfortunately, there was a little “rules malfunction” in the early part of the game with a misunderstanding of one of the scoring icons. Instead of players scoring for connectors of the colour indicated connected directly or indirectly to a tile, players should only score for each tile connected to the scoring tile.
![]() |
– Image by boardGOATS |
The “rules malfunction” was spotted quite early, so although it added a little to Lime’s confusion, everyone had enough time to correct things before scoring took effect. In the final round, Ivory bid for the Natural History Museum which gave him points for monuments, and London Zoo giving him two points for each blue meeple he was left with at the end of the game. He then activated a few last tiles and set sail. Lime engaged in making lots of utilities connections, and bid for the British Museum and the Royal Festival Hall (giving two points for each tile won in the final round and three points for each tile connected by all six utilities respectively).
![]() |
– Image by boardGOATS |
Blue took the V & A Museum (giving points for sets of skills tiles) and the Science Museum (giving points for tiles with six connections). Then she made a mistake: with Ivory out and Lime running low on meeples, she had the opportunity to either out bid Ivory for London Zoo, or compete with Lime for the British Museum and in a fit of stupidity went for the latter. Blue’s error might have proved critical though as winning the zoo would not only have given her twelve points, but also taken twelve from Ivory. As it was, in the final count, Ivory took victory with a hundred and seventeen to Blue’s ninety-six and Lime’s seventy-eight.
![]() |
– Image by boardGOATS |
Meanwhile, on the other side of the room two games of Ticket to Ride: London were underway. Ticket to Ride is one of our current favourite games and the London variant, being one of our “local” editions is particularly popular. The game plays in the usual way with players taking cards from the market, using them to pay to place trains on the map and claim routes, or taking Tickets which give points at the end of the game if the two destinations are connected. Each map has an extra rules “tweak” and in case of the London edition players get bonus points if they visit all the places in a borough.
![]() |
– Image by boardGOATS |
When Pink asked Pine who the people were on the box there was a general aura of shock when he claimed not to recognise Emma Peel (though he did correctly identify Her Majesty Queen Elizabeth II). Their game with Purple and Black started off very confrontationally in the centre of the board and carried on in much the same vein as the game developed from there. Pink took Pine’s dubious advice to take more tickets, but failed to score them. Pine got his comeuppance though when Black just pipped him to the line beating him into second place by a single point, while Purple took third.
![]() |
– Image by boardGOATS |
The other group managed to rattle through the game really quickly too as everyone knew what they were doing. Orange completed all his Tickets and triggered the end of the game. For everyone else it was a more frustrating game. Lilac was convinced she was going to lose as she had failed to complete one of her tickets finding herself blocked, but in the end finished second, significantly ahead of Green and Lemon. Green had tried the “gamers tactic” (espoused by Black on previous occasions) said all the best Ticket to Ride players do, namely collecting more tickets at the start of the game.
![]() |
– Image by boardGOATS |
This went OK until about half way through when he got blocked on his best route, then while trying to re-route got blocked again, forcing him to try a third option. This was blocked too and he was locked out of his key station, finishing with three incomplete Tickets. Lemon had tried the same strategy (collecting tickets first), but also ended up with a couple not completed. As a result, Orange wiped the floor with everyone else finishing with a score nearly three times that of his nearest competitor: a convincing victory.
![]() |
– Image by boardGOATS |
Key to the City: London was still underway, so, given Her late Majesty’s well known love of the gee-gees, the two groups got together to play Turf Horse Racing. It was a while since anyone in the group played it, so Green reminded everyone of the rules. The idea is very simple, players have three counters to use for betting, two small and one large, double weight one. In the first stage, players take it in turns to use these counters to bet on horses. In the second stage, players take it in turns to roll the die and move a horse to determine the outcome of the race.
![]() |
– Image by boardGOATS |
The game works because the die has three horses heads with one of each of the other icons, and each horse moves a different amount depending on what is rolled. Since each horse has to move before a horse can be moved again, players can choose to make a positive move for one of their own horses, or nobble someone else’s. Although the rules as written give the maximum number of players for Turf Horse Racing as six, the group thought it would stretch to more due to the way it is played. And given the hilarity that ensued, that seemed a really good decision.
![]() |
– Image by boardGOATS |
It was decided that due to there being so many players, perhaps three bets per player would create too many horses with multiple bets, so it was house-ruled to two bets only each: one big and one small. The extra bet tokens needed were taken from Ticket to Ride: a scoring disc and a bus. Pine was the sole “investor” in Roamin’ Emperor’s fortunes. Pink, trying to get his revenge for being misled in Ticket to Ride, cajoled everyone to choose this purple horse to move only one space, much to Pine’s annoyance. Pink got his way, but then got his comeuppance when someone made his chosen horse, Lagoon Lady, also move only one.
![]() |
– Image by boardGOATS |
After the first round it was Silver Blaze blazing a trail up front, closely followed by Mostown Boy and Raven Beauty. This theme kept repeating with Lagoon Lady and Roamin’ Emperor moving only one space a turn, until finally Pine struck gold and was able to shoot his horse forward by a massive fifteen spaces and get it into the leading group. It was a close race, and eventually Silver Blaze was overhauled and brought back into the pack. As the race entered it’s final furlongs Lagoon Lady was still languishing behind. Although it had made up some ground, Roamin’ Emperor was making better progress but also starting to fall back. One more “mega surge” would have been enough to put it within spitting distance of a win, however, that was not to be.
![]() |
– Image by boardGOATS |
In the end it was The Red Baron who crossed the line first, with Silver Blaze second and Desert Prince third. Adding up the betting totals, Lemon took home the biggest winnings with eight, with Lilac just one behind in second and Black a comparatively distant third. The conclusion was that Turf Horse Racing can definitely be played with eight, but maybe a little more tinkering is needed. Perhaps keeping the three bets, but with seven horses, the start player moved around the table very slowly—something to think on and investigate further perhaps.
![]() |
– Image by boardGOATS |
Learning Outcome: Her Majesty had a point—dogs and horses can be a lot of fun.