Tag Archives: Kingdomino

8th August 2017

With Burgundy and Blue still finishing their supper, Black, Red Purple and Pine decided to play a quick game of Coloretto.  Pine and Red needed reminding of the rules, and by the time that was done Blue was ready to join them, but Burgundy was still wading through his pizza.  When he commented that he was struggling because it was “really very cheesy”, Pine responded that, “You can’t order a four cheese pizza and then complain that its too cheesy!”  Most people agreed it was a fair point, but it didn’t speed him up.  In the end Blue and Burgundy joined forces and played together, not because it is a complicated game, quite the opposite – the game is very simple.  On their turn the active player either draws a chameleon card and places it on a “truck” or takes a truck (which means they’re out for the rest of the round). The idea is that players are collecting sets of cards, but only three will yield positive points, with the rest scoring negatively. The really clever part of the game is the scoring which uses the triangular number sequence (one point for the first card, three points for two cards, six points for three cards etc.), which rewards one large set more than two or even three small ones.

Coloretto
– Image by BGG contributor SergioMR

Blue & Burgundy started out collecting blue, and Black orange.  Purple on the other hand ended up with nearly every possible colour, which really isn’t the point!  In contrast, Red managed to restrict herself to just three colours, but didn’t really manage to get enough cards in each to compete with the big hitters, Black and Pine.  Black collected a full set of orange cards, but Pine had four purple cards and a joker to score highly.  In the end, Black took the game, just three points ahead of Pine.  With the first game over and Burgundy finally having finished his very cheesy pizza, it was time for the “Feature Game”.  This necessitated splitting into two groups, and that couldn’t be done until a second game had been chosen.  There was much debate, but Pine and Burgundy were keen to play Kerala.  Purple was reluctant, she said because everyone had been nasty to her last time.  Eventually, she was persuaded to play when Pine promised to be nice, and for the most part, everyone was very nice.

Kerala
– Image by boardGOATS

Kerala is one of the games Blue and Pink picked up at Essen last year. It is a fairly simple tile-laying game where each player starts with a single tile in their own colour with two wooden elephants perched precariously on it.  On their turn, the active player draws the same number of tiles from the bag as there are players and then chooses one before everyone else takes it in turns pick one.  Players then simultaneously place their tiles next to a tile with an elephant on it and move the elephant onto the new tile.  The tile can be placed in an empty space, or on top of a tile previously laid.  Thus, over the course of the game the elephants ponderously move over their play-area while players messing with the opponent to their left by leaving them with tiles they don’t want.  There are three types of tiles, Elephant tiles, Edge tiles and Action tiles.  Elephant tiles score points at the end of the game with players receiving one point for each elephant visible.”Edge” tiles have one side with a different colour; if these are adjacent to the correct colour the player scores an additional five points otherwise they can be ignored.  There are also two sorts of action tiles, which score no points but allows the player to move either a tile or an Elephant.

Kerala
– Image by boardGOATS

Everyone was very nice and offered everyone else advice on where to place tiles.  It wasn’t always helpful advice, but no-one was obviously hostile.  It was only as the game came to a close that everyone realised that they had forgotten some of the most important aspects of the scoring.  At the end of the game players require precisely one contiguous region of each colour (with two allowed for their own colour).  Somehow in the rules recap the bit about losing five points for each missing a colour had been missed.  It didn’t matter though, because everyone had all the colours so nobody was in danger of losing points even though some players picked up their last colour in the final round.  In the end it was a close game, but it was burgundy’s very stripey layout that had the edge and he finished four points ahead of Purple who took second.

Kerala
– Image by boardGOATS

Meanwhile, Black, Purple and Blue played the “Feature Game”, Honshū.  This is a light trick-taking, map-building card game loosely set in feudal Japan – almost like an oriental mixture of Pi mal Pflaumen and something like Carcassonne or Kingdomino.  The idea is very simple:  from a hand of six numbered map cards, players take it in turns to choose one and play it.  The player who plays the highest numbered card then chooses one, then the next player and so on until every card has been taken.  The players then add the cards to their city.  Each card is divided into six districts, each of which scores in a different way at the end of the game.  For example, the for every district in their largest city, players score a point.  Similarly, any forest districts also score one point.  More interestingly, the water district is worth nothing, but water district connected to it after that is worth three points.  Perhaps the most interesting are the factories which only score if they are supplied with the appropriate resources, wooden cubes that are placed on resource producing districts.

Honshū
– Image used with permission of BGG contributor msaari

Resources can also be used increase the value of cards when they are played allowing players to manipulate their position in the turn order.  Like Pi mal Pflaumen, this is a key part of the game as it enables players to ensure they get the card they want.  One of the biggest challenges is choosing the cards though.  When the cards are placed, players must take care to make sure that they either partially cover (or are covered by) at least one other card.  This, together with the fact that players are trying to expand their largest city and any lakes makes choosing and placing a card really difficult as there are many options to explore.  Nobody really had much of a clue as to what strategy they were trying to employ, and for the first three rounds, everyone ended up picking up the cards they’d played as these were the ones they’d thought about.  After the first three rounds, players pass their remaining three cards left and add another three; his is repeated after nine rounds when the cards are passed right.  So when at the start, when Black commented that he had lots of good cards and Red and Blue answered that they had lots of poor ones, in actual fact nobody really had much idea what good and bad cards were.  That quickly changed when Blue passed her left over cards on and Black discovered what a bad hand really looked like.

Honshū
– Image used with permission of BGG contributor William Hunt

Everyone found the game very strange, and a real brain-burner, dressed up in such an innocent sounding game.  There were more spells of players choosing the cards they had just played, so Red was really mifffed when Blue broke the tradition and took the one she had played and wanted for herself.  Towards the end, Black pointed out that while he had built a very compact island Red and Blue both had long thin islands.  This was the first time either of them had looked at anyone else’s island – a demonstration of how absorbed they had been in choosing cards.  After lots of turning cards round trying to decide where best to place them, it was time to add up the scores.  It didn’t really matter who won as everyone felt they were fighting to get to grips with the game, though it was Blue who’s island scored the most points, and Black and Red tied for second place.  Both games finished simultaneously and the Honshū crowd were in need of some light relief so we resorted to 6 Nimmt!.  This is a game that we have played a lot on Tuesday evenings, but seems to have been neglected of late.

Honshū
– Image used with permission of BGG contributor msaari

We reminded ourselves of the rules:  players simultaneously choose a card, then simultaneously reveal them before playing them in ascending order placing each on on 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 which tends to result in a cascade of points in the second round, and this time was no exception.  Purple and Blue started out well, but quickly made up for that in the second round.  Red and Mike started badly in the first half and Mike got worse in the second – they tied for highest scorers. Black started out low and although Pine did better than him in the second round, Black’s aggregate score of nine was seven points lower.  Black was the only one to stay in single figures and was therefore a worthy winner.  6 Nimmt! finished quite quickly and we were all feeling quite sociable, so despite having played it last time, we gave in to Red, the “Bean Queen”, who fluttered her eye-lashes and we agreed to play Bohnanza.  While people sorted out refreshments, we compared Bean rhymes, Pine came out with the best, borrowed from Bart Simpson,  “Beans, beans, the unusual fruit, the more you eat, the more you toot!”

Bohnanza
– Image used with permission of BGG contributor spearjr

Bohnanza is a card game where the key element is the fact that players have a hand of cards that they must play in strict order.  On their turn, the active player must play (plant) the first bean card in their hand (the one that has been there the longest) and may plant the second if they wish.  Then they draw two cards and place them face up in the middle of the table so everyone can see, at which point the bidding starts with players offering trades for cards they like.  Once both cards have been planted (either in the active player’s fields or somewhere else), then the active player can trade cards from their hand too.  All traded cards must be planted before the active player finished their turn by drawing three cards and putting them into their hand in strict order.  And it is the strict order that is the key to the game, however difficult it is for players to refrain from rearranging their cards.

Bohnanza
– Image used with permission of BGG contributor spearjr

This time, the game proceeded with lots of trading and everyone warning everyone else who dangerous it was give Red any favourable trades.  Nevertheless, everyone seemed to be forced to give her free-bees as she was the only person who could take them. In the dying stages of the game Pine was desperate to get his paws on some of Blue’s Wax Beans and was offering all sorts of lucrative trades, but they all evolved round Blue’s now complete field of Green Beans.  When she pointed this out he grumped that it was her own fault for building up the field to capacity, ” adding “That’s hardly sustainable farming now, is it?!?!”  With the last trade done, everyone began counting their takings. During the game everyone had given Red loads and loads of cards, mostly because they were forced to.  When the Bean Queen was inevitably victorious, Black commented that it was fine as we had all contributed so much that everyone could rejoice and share in the joy of her win.

Bohnanza
– Image by boardGOATS

Learning Outcome:  Beanz meanz fun.

25th July 2017

The evening began with Burgundy and Blue playing a non-Extreme version of The Game: ExtremeThe Game was one of our more popular games, but seems to have been somewhat neglected of late.  It is one of those simple games that we really enjoy as a group, and is unusual because it is a cooperative game, which we generally avoid.  The game consists of a deck of cards numbered two to ninety-nine, which are shuffled and everyone is dealt a hand (seven in the two player game).  On their turn, the active player must play at least two cards onto the four piles following a handful of simple rules.  Two of the piles start at one and every card there after have a higher number than the card on top; the other two start at 100 and the cards that follow must have a lower number.  The aim of the game is for all the cards to end up on the four piles, so timing is everything – play a card that is too low and someone could get shut out and be unable to play one of their cards.  This makes communication important: players can say anything they like, but must not give specific number information about the cards they hold.  There is one “get out of gaol” rule, sometimes known as “The Backwards Rule”, where players can play a card on the wrong deck, but only if the card is exactly ten different to the top card.

The Game: Extreme
– Image by boardGOATS

The Game: Extreme is just like the The Game, except that some of the cards have extra icons on them which limit the number of options available and consequently make being successful even more difficult.  Although we have played the full version, we have found that the basic game is usually quite challenging enough for us, so we chose to stick to the original game this time and ignored the extra symbols. Blue and Burgundy had just started when Pine turned up so he grabbed six cards (the number of cards in hand for three players) and joined in.  It was just as well that it was only the base game, because after Blue had an excellent start, everyone else thereafter had very middling cards, that is to say, they were all in the thirty to seventy region.  Then things got worse, because having been forced to move to the middle, everyone drew single digit cards and cards numbered in the nineties.  Everyone blamed Burgundy because he shuffled, but he had some of the worst timed cards of all.  Remarkably, the draw deck was eventually exhausted and there was a moment’s respite as layers only had to play the one card.  It wasn’t long before it was all over though, with Blue stuck with a large number of unplayable cards.  In the end there were eleven cards left unplayed – a lot worse than our best (we have beaten it in the past), but not so bad considering our truly dismal start.

The Game: Extreme
– Image by boardGOATS

With everyone who had been expected arrived, we moved on to the “Feature Game”, which, following it’s entirely predictable Spiel des Jahres win last week, was Kingdomino.  The game consists of dominoes featuring two terrain “tiles” with some tiles also depicting one or more crowns.  When the dominoes are placed, one end must either connect to another domino matching at least one of its terrain types or connect to their starting tile (which can be considered to be “wild”).  All dominoes must fit in a five-by-five space and if one or more dominoes cannot be placed according to these rules, then they are discarded. At the end of the game, each player multiplies the number of tiles in each contiguous region of terrain with the number of crowns on the tiles in that region and adds them up together with any bonuses to give their score.  We’ve played this a lot since Expo, and found it very enjoyable, so everyone was happy to give it another go.  With a total of seven people we split into two groups, the first was a group of three consisting of Black, Purple and Green.

Kingdomino
– Image by boardGOATS

With only three playing a dozen dominoes were removed and it was not until the end of the game that it became apparent that over half were pasture tiles.  As a result, it was unsurprising that Green managed to corner the market in pastures with four squares and two crowns leaving Black and Purple with only one tile and no crowns. In contrast, Purple ended up with all the swampland (with two squares and three crowns), while Black and Green only managed only a couple of tiles and no crowns.   Black’s wheat, woodland and water provided good solid scoring, while Green added two woodland areas and a small strip of water to his.  In a very close game with just four points between first and third, it was Purple’s extensive wheat field that made up the bulk of her winning score of forty-nine.  On the next table, with four players, none of the dominoes were removed, but that didn’t stop fate getting involved.  In this game, all the high numbered (and therefore valuable) dominoes came out at the start, making it very obvious who wanted what later in the game.  In the first game everyone had managed a perfect five-by-five grid with the castle in the middle so they all picked up the bonus points.  In the second game, Burgundy failed on both counts so started fifteen points adrift.  Despite this, he still finished with a very creditable fifty points and was only beaten by two points by Blue in what was also a very close game.

Kingdomino
– Image by boardGOATS

Both games finished more or less together and there was just time for a little chit-chat before we moved onto the next game.  Inevitably, people were interested in how Keyper had gone, when the group had been fortunate enough to participate in a play-testing session with the designer.  As a group, we love Keyflower and were keen to see how this one plays out.  Although the game is quite deep, it isn’t actually as complex as it seemed at first and the novel game boards that change throughout the seasons were described as “Genius” by Black while they simply fascinated Blue, reminding her of a Moomin toy she had picked up in Helsinki airport ten years before.  Pink on the other hand was captivated by the individual art on the MeepleSource Character Meeples in the deluxe edition.  The general consensus seemed to be that everyone was looking forward to playing it again on its release, which will probably be in a couple of months time.

Keyper
– Image from kickstarter.com

With drinks refilled there was the inevitable debate as to who was going to play what and eventually, Pine joined Black, Purple and Green for a game of Jamaica.  This was the group’s first ever “Feature Game” and as such is an old favourite; quick to learn and fun to play, but oh so difficult to do well in. Pine was new to it, so a run-down of the rules was in order.  Essentially a race game, the board depicts the island of Jamaica surrounded by a water race track where each space is a Port, a Pirates’ Lair, or “Deep Sea”.  For the most part, there is just one route, but there are a couple places where players can choose to cut a corner to get ahead, but there are always consequences.  Each player has a ship, a player board representing their ship’s hold a starting amount of food and gold together with a deck of action cards from which they draw three.  At the start of each round, the Captain rolls the two dice and places them in the middle of the board – one on a “morning” spot and the other on the “evening” spot. Each player then chooses one of their three action cards and places it face down in front of them.  Staring with the Captain, players then take it in turns to carry-out the two actions on their card, applying the number on the morning die to one of them and the number on the evening die to the other.

Jamaica
– Image used with permission of
BGG contributor Punkin312

The actions vary from sailing (forwards or backwards) to taking food, gunpowder or doubloons, and in each case the number of spaces or the amount of resource depends on the morning and evening dice.  When sailing the player must move their ship the exactly amount and then carry-out the action according to the space they land on: in Deep Sea, they must discard food; at a Port, they must discard gold; at a Pirate’s Lair they get to take any treasure that may be there (and they aren’t all good).  More seriously, if there is another ship on the space, there is a battle which is resolved with dice and gunpowder.  The game ends when one player makes it all the way round the island and back to Port Royal and players score points for how far they got, the number of treasures they stole and the amount gold they collected.  Random role meant he was the starting captain, but he was happy to go first.  The flotilla started slowly, but Pine and Purple soon found a little wind to get started, while Green and Black remained in port for a while longer.  Inevitably, Pine and Purple were soon fighting it out with Purple winning the first melee.

Jamaica
– Image by BGG contributor verminose

Purple also managed to steal the first treasure, which everyone quickly realised was a stinky one when she beat Black in battle and passed it along.  Black kept his ship smelling sweet by fighting and beating Pine soon after and passing it on again… From then on, even though Pine had managed to gain more bonus cards, no-one dared take one as booty, just in case!  By this time, Purple was full-sail ahead and also gained the “roll again in battle” card, Black found the luxury of an extra card in hand, and Green remained lingering far behind the others.  This soon changed within a couple of rounds, when a quick reverse for Green resulted in the plus-two cannon card and double high scoring forward brought him back into the fray.  With his eye on the treasure in the Pirate’s Lair as he sailed past, he knew he didn’t have enough to pay the harbour tax at the Port and would therefore be “forced” to go back a space to the Pirates’ Lair.  First he had to deal with Purple who was ominously lurking at the entrance to the harbour.  He bravely took her on and won, taking some gold as his prize, but then realised his mistake – now he could pay the tax and would not have to reverse to the unclaimed treasure!

Jamaica
– Image by BGG contributor verminose

Purple and Pine continued their tit-for-tat squabbling and Purple’s boat got heavier while Pine’s got lighter.  Black tactfully mostly avoided too many fights, leaving his hold almost empty for much of the middle of the game.  Green, on the other hand, took on Purple once again, and lost and with it went his plus-two cannon. Purple was beginning to look invincible with both fighting bonuses and a hold full of cannons to boot, but she did not do much fighting after that, since everyone else tried their hardest to avoid her!  Pine then came within a whisker of landing in Port Royal, which was just six spaces away, so everyone knew the end was nigh and every round was about maximising points. A six was rolled and everyone thought that would be it, but Pine decided to stay put and claim some more gold, then promptly lost some to Purple who joined him in Port.  With a three and a six rolled the end was triggered when Green just struggled across the line, gaining seven points, but losing five gold in duty at the Port.  Black stayed put and just piled in more gold while Purple and Pine both raced across the line.  It was close at the front, but Pine romped home with just enough bonuses to pip Purple by two points.

Jamaica
– Image used with permission of
BGG contributor The_Blue_Meeple

Meanwhile, on the neighbouring table, Burgundy and Blue were introducing Ivory to Orléans.  This is one of Burgundy’s favourite games and he was almost purring as he was setting up while Blue explained the rules.  The idea is that each player has a bag and, at the start of the round they draw workers from it.  Players then place their workers on it their market which has a maximum of eight spaces, before moving as many as they want onto their personal player board which dictate the actions they can carry out.  Once everyone has placed their pieces, players take it in turns to carry out their actions.  There are a variety actions, but a lot of them involve taking another worker that is added to the bag along with any workers that have been used.  Thus, the game is mechanically very simple: draw workers from a bag, plan which actions to do and then do them with points awarded at the end of the game.  This simplicity belies the depth of the game and the complexity that comes as a result of combining the different actions though.

Orléans
– Image by BGG contributor styren

In addition to taking a worker, the most actions come with a bonus; some of these help players manage their game, while others give players scoring opportunities.  For example, going to the Castle will give a player an extra “Knight”, but will also enable them to take an extra worker out of the bag on subsequent turns and so on.  Each of the Character actions has an associated track on the communal player board and the players move one step along these tracks each time they carry out an action receiving a bonus as they go; in general, the bonuses increase the further along the track players are.  Probably the biggest source of points, however, comes from a combination of traveling around France building Trading Stations, collecting “Citizens” and traveling along the development track.  This scores heavily because the total awarded is equal to the product of the number of Status Markers achieved along the development track, and the sum of the Trading Stations and Citizens.  This is not the only way to score points though, something that was very evident in this game when it came to scoring.

Orléans
– Image used with permission of BGG contributor jsper

The game started slowly, with everyone trying to fill their bag with useful characters.  Blue began by going to University which gave her a good start along the development track, though of course this meant nothing without Citizens and/or Trading Stations to act as a multiplier.  It also gave her a lot of grey Scholars, which she mostly put to good use in the Cloister to get yellow Monks, and before long her bag was a veritable monastery!  This meant she was forced to neglect other areas though.  Meanwhile, Burgundy had started by looking at the map of France and the lay out of resources and had noticed that there was a lot of wool and cloth on the eastern border, so he began moving and collecting resources with a vague plan to add a Tailor’s Shop or Wool Merchant to add more, though things didn’t work out quite like that when Ivory got in on the act and his blue Sailors decided to hide in his bag.

Orléans
– Image by boardGOATS

Ivory had begun by building the basics, starting with his Castle which gave him lots of red Knights and allowed him to draw more people out of his bag, then moving on to brown Craftsmen adding automation and then blue Sailors that provided lots of money.  This meant his development track was sorely neglected and he looked like he was going to be in trouble as places at the University ran out.  He had a plan for that though, and added the Observatory to his board which allowed him to move large distances along the Development track, something he used to great effect.   As the game drew to a close, event tiles continued to be drawn in pairs with the same event occurring in consecutive rounds – something Burgundy got the blame for again.  The fates got their revenge however, and Burgundy’s shy Sailors continued to hamper his plans while Blue headed down the west coast of France to build her final score.  In the final rounds there was a flurry of building and sending people to the Town Hall to pick up those few extra citizens.  The final score was close, very close, with everyone scoring in different areas:  Burgundy and Ivory had large piles of cash, while Blue was cash poor and made the majority of her points through the development track and Trading Stations.  Similarly, Ivory scored highly for his cloth, while Burgundy scored for his wool and Blue had the most cheese.  There were only eleven points between first and third, but Blue finished just ahead of Ivory in second place.

Orléans
– Image by boardGOATS

On the next table, Jamaica had come to an end, so with Burgundy tied up in the battle for France, Pine, Black and Purple fancied their chances at Splendor.  The game is very simple: players collect chips to buy gem cards which can, in turn, be used in lieu of chips.  More expensive cards are also worth points and the game end is triggered when one player reaches fifteen points (and the round is completed to give everyone the same number of turns).  Points are also awarded for “nobles” which go to the first player to get a specific combination of gem cards and the player with the most points at the end is the winner.  This time, although it started as a tight game, Black quickly got his nose in front and there he stayed.  Pine picked up a noble, but that was matched by Black and the writing was on the wall long before Black triggered the end of the game, finishing with a total of sixteen points, five more than Pine in second.

Splendor
– Image used with permission of BGG contributor henk.rolleman

With Orléans over, Ivory headed home leaving just enough time and people for one last quick game, another old favourite, Bohnanza.  The original bean trading game, the clever part of the game is that players cannot rearrange the cards in their hand and must play them in the order they arrive.  Thus, on their turn, the active player first plays the first card in their hand with the option of playing the second if they desire.  Once they’ve been planted, two cards are drawn which can be traded, but must be planted by someone.  The game is very free flowing with lots of table talk, which perhaps explains why it took a lot longer than planned.  Burgundy once again got the blame when cards grouped together, that didn’t stop Blue from getting in a tangle with Garden and Cocoa Beans, harvesting them only to draw one straight away.  Despite this, was a close game and finished in a three-way tie for first place, with Pine just one point behind in second.  Unusually, Burgundy trailed a long way behind, capping a hard fought evening that went unrewarded.  As he commented on the way out of the door though, while it had been an unsuccessful evening, it had still been enjoyable.

– Image by boardGOATS

Learning Outcome:  Losing can be fun, but don’t let Burgundy shuffle.

11th July 2017

It was another quiet night, with Ivory attending a course, Red recovering from partying too hard, Green and Violet learning about rocks ‘n’ stuff, and Pine delayed by work (swearing blind that his absence had nothing at all to do with how much he had hated 20th Century last time).  We had enough people though, with Turquoise putting in an appearance for the last time before travelling over-seas to visit family for the summer.  While Blue, Burgundy, Turquoise and Magenta waited for pizza, they decided to get in a quick game of one our current favourites, the Spiel des Jahres nominated Kingdomino.

Kingdomino
– Image by boardGOATS

Kingdomino first really hit the group radar after UK Games Expo when both Black and Purple, and Blue and Pink came back with copies.  Both couples enjoyed playing it when they got home and immediately introduced it to the rest of the group who have also taken quite a shine to it.  Despite this, neither Turquoise nor Magenta had managed to play Kingdomino, so Blue quickly explained the rules.  The game consists of dominoes featuring two terrain “tiles” with some tiles also depicting one or more crowns.  When the dominoes are placed, one end must either connect to another domino matching at least one of its terrain types or connect to their starting tile (which can be considered to be “wild”).  All dominoes must fit in a five-by-five space and if one or more dominoes cannot be placed according to these rules, then they are discarded. At the end of the game, each player multiplies the number of tiles in each contiguous region of terrain with the number of crowns on the tiles in that region and adds them up together with any bonuses to give their score.

Kingdomino
– Image by boardGOATS

It’s not a difficult game, but it is one where players can get themselves in trouble if they don’t play the early stages well.  So everyone helped out Turquoise, especially Burgundy.  In truth though, she didn’t really need it, instead, it was Blue who struggled with a complete inability to get any tiles with crowns on them.  Burgundy had mixed results with a mixed kingdom and Magenta made good use of what she got building a massive lake which with a few smaller features gave her a total of seventy-four, enough for second place.  With Burgundy taking Turquoise under his wing, the rest of us should have seen the writing on the wall, especially given how large the writing was!  Her massive, high scoring woodland gave Turquoise eighty-five points and clear victory.  Black, who had arrived with Purple in the closing stages commented that he could see how forests were potentially a game-breaking strategy, but that just meant we all now know what he will be trying to do next time we play.

Kingdomino
– Image by boardGOATS

With what was likely to be our full quota of players we then moved onto our “Feature Game”, Santo Domingo.  This is a light card game of tactics and bluffing with a pirate theme set in the world of one of our more popular games, Port Royal.  The game is a re-implementation of the slightly older game, Visby, which was only given a limited release.  The idea is that in each round player one character card from their hand which are activated in character order and then are placed on a personal discard pile.  The characters are designed to maximise player interaction, with their result dependent on cards that other players have chosen, similar to games like Citadels and Witch’s Brew.

Santo Domingo
– Image by boardGOATS

Thus, the first card is the Captain who can take a victory point (from a track on a central game board) up to a maximum of twice.  If more than one player has chosen to play the Captain, then players take it in turns.  The second character is the Admiral:  he can also take one victory point, but this time up to five times, giving him a maximum of five points, but this is only possible if there are enough points available.  Since points added to the track at the start of each round, players want to try to play their Admiral card in a different round to everyone else so that they can ensure they get the maximum number of points.  Alternatively, it could be looked at from the other perspective with players wanting to play their Captain at the same time as everyone else plays their Admiral so that they minimise the income other players can get.

Santo Domingo
– Image by boardGOATS

The third card is the Governor.  This card is different to the first two as it gives players goods (rather than points) for every other player who played either a Captain or an Admiral card.  So, for the Governor, players are trying to maximise their return by reading everyone else’s minds and saving their Governor for the round when everyone else is playing the Captain and the Admiral.  The fourth, fifth and sixth characters (Frigate, Galleon and Customs) are roughly analogous to the first three characters, except the Frigate and Galleon yield goods (instead of points) and the Customs card gives points (instead of goods).  Goods are very useful as they can be turned into victory points using the Trader (the seventh character card).  Timing is key here too though as the potential return increases for every round that nobody uses the Trader; the return also depends on the number of people to play the card though, so even if everyone waits and then plays the Trader at the same time, players may get less than if they had played a round earlier.

Santo Domingo
– Image by boardGOATS

The final card is the Beggar which allows players to pick up their discard pile so that they can re-use them in the following rounds.  Even this character has a timing element as player playing the Beggar are rewarded with extra goods for every Trader played in the same round and for minimising the number of cards they have left when they play it.  At the end of each round, players check to see if anyone has passed thirty points and if so, that triggers the end of the game where any residual goods are converted to points at the minimum rate and the player left with the most points is the winner.  Santo Domingo is one of those games that takes a little while to get the hang of, so the game started slowly with everyone feeling their way.  Blue and Magenta had played before and led the way, but Black and Burgundy were quick to follow.  It was a tight game with players taking it in turns to take the lead.  It is a quick little game and it wasn’t a long game though before Black triggered the end of the game by reaching thirty points.  Magenta just had the edge though and pipped him to the post finishing with thirty-three points, one more than Black.

Santo Domingo
– Image by boardGOATS

There was still plenty of time before Magenta and Turquoise had to leave, so we decided to give Las Vegas a go.  This was another one that was new to Turquoise, but we’ve played it a lot as a group and all enjoy it as there is plenty of time to relax and offer unhelpful advice to everyone else between brief bouts of activity.  The game itself is a very simple betting game.  Players begin their turn by rolling all their dice and then assign some of them to one of six casinos (one for each dice face) each of which has a jackpot drawn at random from a deck of money.  Players must place all the dice displaying one number to bet on the casino of that number, and when done, play passes to the next player.  Once everyone has placed all their dice the player who placed the most dice on a casino takes the highest value currency card, with the person in second place taking the next and so on.

Las Vegas
– Image used with permission of BGG contributor punkin312

The really clever part of this game is that before any money is handed out, any “draws” are removed.  This leads to a lot of barracking when dice are played as opponents try to encourage the active player to choose their favoured option.  As usual, we included the Big Dice from the Boulevard expansion which are double weight and count as two dice in the final reckoning.  We also included the Slot Machine mini-expansion from the 2015 Brettspiel Advent Calendar which acts a bit like a seventh casino, except that it can hold dice of any number, but dice of each number can only be added once (though a player must add all the dice they have of that number).  Since we tend to play the game unusually slowly which can make it out-stay it’s welcome, we also house-rule the game to just three rounds rather than the four given in the rules.

Las Vegas
– Image by boardGOATS

The first round had all the large value cards with every casino having jackpot of $90,000 or $100,000.  This really put the pressure on early as with six casinos (and the the Slot Machine) and six players, everyone was under pressure to win at least one to stay in the game.  Inevitably, someone didn’t and that someone was Magenta.  Someone else was obviously the beneficiary, and that was Turquoise.  There were plenty of slightly smaller amounts available as well, so things wouldn’t have been so bad if Magenta had picked up some of these.  Sadly she didn’t though and got her revenge by knocking over a glass of water and drowning the lot. Reactions were quick and the game is hardy, so a quick mop and dry followed by a firm press and everything was fine.

Las Vegas
– Image used with permission of BGG contributor punkin312

The second and third rounds were much more evenly spread out, but the jackpots were also smaller, which made playing catch up more difficult.  Much hilarity ensued when Magenta kept rolling “lucky” sixes, but couldn’t do much with them.  Despite such “good luck” without the fourth round, Magenta felt she was pretty much out of the game, but everyone else was in with a good chance.  There is a reason why winnings are kept secret though and as everyone counted out their totals, it was clear it was really close, with everyone within a few thousand dollars of each other.

Las Vegas
– Image used with permission of BGG contributor ckirkman

It was only when Turquoise gave her winnings though that everyone else realised they were actually competing for second place, some four hundred thousand dollars behind her.  It was just before Magenta and Turquoise headed off that Blue touted for interest in a weekend gaming session.  Together with Pink, she had been asked to play-test a new game, Keyper, and was looking for one or two more to make up the numbers.  Magenta and Turquoise were unavailable, but Black and Purple were keen to give it a go.  So, with that matter of business out of the way, Magenta and Turquoise left and everyone else settled down to one last game, Lanterns: The Harvest Festival.

Lanterns: The Harvest Festival
– Image used with permission of boardgamephotos

Lanterns is a straight-forward, light tile laying game, where players are decorating the palace lake with floating lanterns and competing to become the most honored artisan when the festival begins.  Each tile is divided into four quarters, each of which has a colour, red, orange, blue, green, purple, black and white.  On their turn, players choose a tile from their hand of three and add it to the central palace lake.  Every player then receives a lantern card corresponding to the color on the side of the tile facing them, with the active player receiving bonus cards for any edges where the colours of the new tile match those of the lake.  At the start of their next turn, players can gain honour tiles by dedicating sets of lantern cards, three pairs, four of a kind or seven different colours.  Each tile is worth honour points and the player with the most points at the end of the game wins.

Lanterns: The Harvest Festival
– Image used with permission of BGG contributor punkin312

This was another close game, made difficult by the lack of orange cards in the early part of the game.  Ordinarily, players can use favour tokens to make up a deficit like this.  Favours are rewards for placing special tiles that feature a “platform”, and pairs can be spent to enable players to exchange one coloured card for another.  It takes a while to collect favour tokens, however, so it is difficult to obtain and use pairs early in the game.  Spotting how the lack of orange cards was making life difficult for people, Blue began hoarding blue lantern cards, quickly followed by Purple who hoarded purple lantern cards.  It was another close game, though, with everyone finishing within five points of the winner.  In fact, Black and Blue finished level with around fifty honour points, but Blue took first place with the tie-breaker thanks to her two left-over favours.

Lanterns: The Harvest Festival
– Image used with permission of boardgamephotos

Learning Outcome:  Light games are best when they are as close as possible.

Spiel des Jahres Winners – 2017

The 2017 winner of the coveted German Game of the Year or Spiel des Jahres award is Kingdomino.  Kingdomino is a simple little tile laying game with elements borrowed from other games, in particular, Carcassonne and Dominoes.  These are combined to make a well presented family game where players taking it in turns to add to their kingdom by placing dominoes that depict different terrains types.  We have played Kingdomino several times on a Tuesday evening and everyone who has played it has enjoyed it.  Discussing it among the group, everyone has felt that it is a fun, light filler that is very accessible and is a worthy winner.  The Kennerspiel des Jahres was awarded at the same time.  This honours more challenging games and was first introduced in 2011 to make up for the fact that the main, Spiel des Jahres award had moved away from the slightly more involved fare (like El Grande and TIkal) towards lighter, more family friendly games (like Dixit and Qwirkle).

Kingdomino
– Image by boardGOATS

Unusually, this year the Kennerspiel des Jahres award went to a series of games:  EXIT: Das Spiel.  These are cooperative games that reproduce the experience of an escape room by providing a series of puzzles inside a game box.  There are currently five of these games, though the award is for the first three, The Abandoned Cabin, The Pharaoh’s Tomb, and The Secret Lab.  Unfortunately, as a group we rarely play cooperative games and are not huge fans of the modern trend for social deduction type games, which  means we are unlikely to play this soon on a Tuesday evening.  The Kinderspiel des Jahres award was announced last month and went to Ice Cool which is a beautiful dexterity race game with cool little “weeble” penguins and wooden fish pegs.

Ice Cool
– Image used with permission of punkin312

13th June 2017

Purple and Black were first to arrive and were finishing off their supper when Burgundy joined them.  While Burgundy waited for for his dinner to arrive, he joined Purple and Black in a quick game of Kingdomino.  This is a fairly light little game that has recently been nominated for this year’s Spiel des Jahres Award.  Kingdomino is a simple little tile laying game with elements borrowed from other games, in particular, Carcassonne and Dominoes.  These are combined to make a well presented family game that is in with a great chance of winning the award.  During the game, players taking it in turns to add to their kingdom by placing dominoes that depict different terrains types.

Kingdomino
– Image by boardGOATS

The dominoes comprise two squares each featuring one of six different terrain types: pasture, cornfield, woodland, sea, swamp and mountain.  Some tiles also depict one or more crowns.  When the dominoes are placed, one end must either connect to another domino matching at least one of its terrain types or connect to their starting tile (which can be considered to be “wild”).  All dominoes must fit in a five-by-five space and if one or more of dominoes cannot be placed according to these rules, then they are discarded.  At the end of the game, each player multiplies the number of tiles in each continuous region of terrain with the number of crowns on the tiles in that region and adds them up to give their score – the player with the highest score wins.

Kingdomino
– Image by boardGOATS

There are a couple of interesting little quirks.  Firstly, the dominoes are chosen by players in a very elegant way.  Each domino has a number on the reverse with the higher numbers roughly correlating to the more valuable ones.  At the start of the game four dominoes drawn at random are placed face up in ascending order and each player puts a coloured meeple on one of them.  These dominoes are played in ascending order, so the more valuable ones are played later.  At the beginning of round, another four dominoes are placed face up in number order creating a second row.  When a player carries out their turn, they take the domino under their meeple and add it to their kingdom and moving their meeple to the next row, choosing which domino to place it on.  In this way, players can choose a more valuable tile for the coming round but that is offset by having a later choice of tiles for the following round.

Kingdomino
– Image by boardGOATS

There is also matter of the distribution of the tiles.  Some terrains types, like cornfield, are quite common with few crowns available, however others (like mountain) are very scarce, but have most have more than one crown on them.  This is quite critical because a player could build up a very large area, which fails to score because it has no crowns.  Alternatively, a couple of squares of mountain (or marsh) can score relatively highly.  This effect was critical in this game as both Burgundy and Purple built up large areas of cornfield, but Burgundy managed to add four of the five crowns available to his which gave him substantial score. He had very little else though, and Black had built up areas of sea and woodland and Purple had added several small terrains to her large cornfield.  Largely thanks to his massive cornfield, Burgundy finished with a massive forty-two, almost twice that of Black in second place.  With Kingdomino over and Burgundy and Blue’s pizzas having arrived, the group split into three, with one group playing a new game, “London Meerkats”, one group playing the pizza making card game, Mamma Mia! and the last group eating pizzas (far too serious to be a game).

Kingdomino
– Image by boardGOATS

We first played Mamma Mia! about a month ago, and it went down so well, that Red fancied giving it another go this week prior to perhaps making a little purchase herself.  The idea is that players are trying to fulfill pizza orders by first putting topping cards in the “oven” and then sneaking their order cards in on top before another player does the same and claims the toppings for their order. So, each player has a deck of personal order cards and a random hand of toppings. On their turn, each player must place at least one topping card in the oven pile (all the same type) and may follow it with an order card if they choose.  The winner is the player who manages to complete the most orders.

Mamma Mia!
– Image by boardGOATS

Red and Pine had played Mamma Mia! last time (with the Double Ingredients mini expansion) and introduced Magenta and Turquoise to it.  Unfortunately, it is a slightly strange game and some of the rules didn’t quite make it somewhere along the line, not that it mattered though and Burgundy and Blue were thoroughly entertained by some of the snippets that drifted across the room. It seemed Pine in particular had strong opinions on what should go on a pizza, “How can you have four pineapples and one mushroom on a pizza?  That’s disgusting!”  On the other hand he was clearly less revolted by chili and  pineapple commenting, “That’s a nice combination!”  In the final round with Blue and Burgundy now spectating, Pine was clearly getting frustrated at being asked for the third time whether he had a card to add to his order, as he grunted, “No, I still don’t have one; why on earth would I want pepperoni – I’m a vegetarian!”

– Image by boardGOATS

With all the fun and a close game, the winner was almost a incidental, but once again, it was the Red, the “Pizzza Queen” who managed to complete all eight orders, one more than Magenta who finished with a highly creditable seven.  With pizzas cooked and eaten it was time for the “Feature Game”, Between Two Cities with the new Capitals expansion.  We’ve played Between Two Cities quite a bit, and when the expansion was available as a pre-release at the UK Games Expo at the start of the month, it was inevitable that we’d be keen to give it a go.  That said, Pine (clearly still suffering from a surfeit of pineapple and pepperoni), commented, “Here’s where an expansion takes a good game and makes it a worse.”  So it had a lot to live up to.

– Image by boardGOATS

Unfortunately, Turquoise had not played the base game before, however, of all games Between Two Cities is one game where a novice can get a lot of help due to its inherent nature.  The game is very simple as players draft buildings tiles, keeping two tiles each round and passing the rest on.  The novel part of the game is that instead of adding these tiles to one’s own city, the tiles are added to two cites, one on each side, each shared with a neighbour.  The winner is the player with the “best” second city (i.e. the player with whose lowest scoring city is the strongest). This peculiarity of the scoring means players are trying to balance their two cities and ensure the buildings they require a complementary.  The semi-cooperative nature meant that Red and Burgundy could help out Turquoise, and in fact, everyone could help eachother dealing with the complications of the expansion.

Between Two Cities
– Image by boardGOATS

There are three components to the Capitals expansion.  Firstly, each city now starts with a three-by-three starting tile with some pre-filled spaces and others that can  be filled by players.  This adds a tweak to the start of the round that we all agreed we liked, as well as making the game slightly longer as the cities occupied a slightly larger space.  The other two modules were slightly more controversial.  The new tile type, Civic buildings, might have been more popular if the icons hadn’t been so small that they were almost impossible to see in the slightly subdued lighting in the pub (which was worse than normal due to a blown bulb in exactly the wrong place).  Even those who could see them well though, were playing them in a very negative way.  These tiles give three points if placed near one specific type and six if next to two specific types, but one if not adjacent to either or if adjacent to a third specific type.  Unfortunately, the icons were too small to distinguish for anyone over about twenty.  Finally, there were district awards given to the largest districts i.e. contiguous areas of a pair of tile types.  Most people ignored these, largely due to the fact they were concentrating on trying to work out what to do with the Civic buildings.

Between Two Cities: Capitals
– Image by boardGOATS

One of the nicest parts of the Capitals expansion is that it includes a list of all the wooden monument meeples with their names, allowing players to identify better with their two structures.  Burgundy and Turquoise filled their shared city, the “Red Pagoda”, with lots of houses, parks and shops.  Since Burgundy was struggling to see the Civic buildings they completely eschewed them in favour of factories which they mostly managed to avoid placing next to any houses.  On Turquoise’s other side was the “World War Monument”, shared with Magenta.  This city scored less well, partly because it was competing with the “Red Pagoda” for park and factory tiles.  Magenta’s second city didn’t do much better, though at least it wasn’t in competition with her first city.  Sharing with Pine, the “Rialto Bridge” city combined offices with leisure and housing.

– Image by boardGOATS

Pine’s second city, the “Sydney Harbour Bridge” was shared with Red, and the profile almost exactly mirrored his first city.  It scored much better though partly thanks to the addition of a few Civic buildings and a couple of extra leisure facilities.  Red’s second city, “St. Basil’s Basilica” was shared with Blue and also featured several Civic buildings (as did Blue’s other city, well, someone was going to end up with them).  Despite completely missing out on shops which dented its housing score, “St. Basil’s” still scored quite well due to a lot of houses and parks.  The final city, the “Geekway to the West”, was shared by Blue and Burgundy and featured lots of shops, leisure buildings and houses as well as the Civic buildings, scoring well.

Between Two Cities: Capitals
– Image by boardGOATS

All the scores were a little moot, however, as the District Bonus scores were still to be allocated.  Only Blue had really paid attention to these at the start, and she had infected Burgundy and Red who she had been sharing cities with.  It was perhaps no surprise then that the “Red Pagoda”, the “Sydney Harbour Bridge”, the “Geekway to the West” and “St. Basil’s Basilica” all picked up bonus points which put them in first, second third and fourth place respectively.  That still left the winner to determine.  Blue, Burgundy and Red all had an interest in two of the top four cities.  Burgundy participated in the first and third placed cities giving him first place, and Red and Blue shared “St. Basil’s Basilica” in fourth so Red took second place on the tie-break.

Between Two Cities: Capitals
– Image by boardGOATS

Meanwhile, the next table had been playing London Markets (or “London Meerkats” as we  have taken to calling it).  This game was released at Essen last year following a KickStarter fund-raiser and is a re-themed revision of Dschunke, which was originally nominated for the Spiel des Jahres in 2002.  Green, Black and Purple had tried to play it at Didcot once before, but the set up and rules explanation had taken so long that they had only managed a few opening rounds before running out of time.  This meant they were all keen to try it properly, especially as it seemed to have an interesting and unusual mechanic.  In this, they were joined by Ivory who is always keen to try something new, especially the slightly more complex games.  Although “London Meerkats” is not actually that complicated, being a little different it takes a bit of time to understand how the components fit together.  At its heart, “London Meerkats” is an auction game, where players use goods to make a concealed bid for one of four options with the ultimate aim of having the most money at the end of the game.

London Markets
– Image by boardGOATS

In general, there are four items available in each auction, usually three giving a monetary reward and the fourth providing a special power card.  In a four player game, it is possible that each player bids for a different option and everyone moves onto the next round happy.  More often than not though, more than one person bids for one of the options, in which case at least one person is going to be disappointed and not just because they didn’t win, but also because all bids, even losing bids, go to the bank.  Worse, in the case of a tie, the winnings are split and rounded down, so when this is not possible, again, everyone involved comes out with nothing.  If there are items than nobody bid for, these are auctioned again, but it is even more risky this time as there are the same number of participants, but fewer targets.  They are also the items nobody bid for at the first attempt, so may be less desirable, leaving players with another difficult decision.  The interesting part of the game is how players acquire the goods to use in the bidding in the second part of the round.

London Markets
– Image by boardGOATS

The first part of each round is played on the board featuring London and five of her markets, Brixton, Borough, Portabello, Covent Garden and Petticoat Lane.  Each market exclusively provides textiles, soaps, coffee, porcelain apart from the last one which provides access to one of the others.  There are also three merchants who each start at one of the markets and two assistants who occupy locations on the banks of the river.  Players start by taking it in turns to select a merchant or one of the assistants and activating them, turning the token over so that only one person can carry out each action per round.  The merchants allow players to stack goods crates of their own colour in the market, collect goods cards (which are used for bidding) or collect money from the bank.  The latter number of cards or the amount of money depends on the number of crates visible when the action is used.  Since crates come in bars and are stacked, the number of crates visible changes throughout the game.

London Markets
– Image by boardGOATS

The merchants carry out the activity in the market they are in, whereas players who activate the the assistants can choose which of the two markets to carryout the action in with the action dictated by the assistant’s position on its riverside path.  Once everyone has carried out an action in the London Markets, players get two extra cards of their choice (or more if they have the right power cards) before the auction phase.  With almost everyone having recently played it (or at least a bit of it), the group relied largely on memory, which turned out to be a bit of a mistake, as part way through the game it became apparent that people had mis-remembered the rules in a number of small ways, which did distort the game in very unhelpful manner.

London Markets
– Image by boardGOATS

Black began by targeting the auctions for bonus cards, with Ivory going for the high value coffee, Green for low value cloth while Purple cornered the market in cheap lavender soap.  As the first few rounds went on, Ivory continued to pursue coffee and added a bonus card strategy too, claiming several extra pounds for having crates in a multiple markets. Green continued to do well in the auctions, Purple too, but with the lower value goods. Black seemed to miss out several times.  In round three, the first mistake reared its ugly head.  At several intervals during the game, there is an extra mini-action, the first of which is during round three.  We assumed the person who chose the first assistant would also get a bonus card on top of his action which Ivory used to great advantage. It was only after the half way mark that we realised the symbol on the board actually meant that everyone gets a bonus card that round.  Unable to fix this retrospectively with only one bonus card marker left we chose to continue as before. This would mean that Purple got the chance first and only Green didn’t get the bonus.

London Markets
– Image by boardGOATS

After round four, that we realised our second mistake. The two assistant actions are only supposed to be used in the two unoccupied markets, but we had played them as being available in all.  Since the first player marker had made one full rotation, we felt it had been fair and playing that rule properly hereafter would not penalise anyone unduly.  The game continued, Black managed to get the tie-breaker bonus card, meaning he would win any tied auctions and Ivory began to use his bonus cards to good effect.  Green was switching his auction goods quite well, winning several at high and low values, while Purple often found herself taking the short straw, losing a few.  By the half way money check mark, it was all very close with Green narrowly in the lead with £21 just £1 ahead of Ivory had £20 and Black and Purple just behind.

London Markets
– Image by boardGOATS

In the second half of the game, Black was finally able to start making good on his tie breaker, often to the demise of Green and Purple. Ivory was also able to really start building his position as he could now take four cards before each auction and exchange two more, meaning he could acquire a set of six of any type under almost any circumstances. It was about this that the third big mistake became apparent – some of the bonus cards could be held and cashed in later rather than having to be used as an immediate cash injection.  This meant players could work to get crates positioned in the appropriate market before cashing in a card, which would have helped those floundering quite a bit.

London Markets
– Image by boardGOATS

By about three quarters of the way through, it was obvious who the winner would be because he was raking in the cash and everyone else barely got a look-in.  Black had had a better second half, nearly doubling his score, while Green and Purple struggled, although Green fared worse of all as he barely managed a third of what he had taken in the first part of the game.  It was Ivory though that finished with £56, nearly £20 clear of Black in second, a huge margin of victory in what had seemed like a close game at half-time.  It was clear that the incorrect rules had a big impact on the outcome though, and as a result, and as we played it, it really meant that gaining an advantage would result in a increasing circle of benefit so maybe another try is in order, with all the correct rules.

London Markets
– Image by boardGOATS

Since “London Meerkats” finished before Between Two Cities, Purple and Black fancied another go at Kingdomino, this time with four players and Ivory and Green instead of Burgundy as the opposition.  There are also a couple of variants, in particular the option of adding a ten point bonus for finishing with the castle in the centre of the five-by-five grid as well as a five point bonus for players who successfully add all twelve dominos to their kingdom, so for a little variety, these were added to the final scoring.  This time Black’s Kingdom started out with a lot of woodland as he struggled to get anything very much, but kept his options open and managed to work in some other regions and get them scoring. He also managed to get his Castle in the middle and complete the whole set for a full fifteen point bonus.

Kingdomino
– Image by boardGOATS

Green started out with cornfields and meadows, soon adding woodland, swamp and water.  Although he kept it tidy with the castle in the middle, he was left with a terrible final double swamp tile that he just couldn’t place.  Purple was trying to play for the high value swamp and mountain tiles, but failed to maintain her five-by-five grid. She had misunderstood the rules and thought that she would score the bonus as long as the castle was surrounded by tiles. In the end her regions were generally small, but with lots of crowns.  Ivory, the “London Meerkats” Meister, went for a wet kingdom and produced a massive scoring lake and a couple of other regions, got his castle in the middle and completed the grid for a full set of bonuses and his second win of the evening.

Kingdomino
– Image by boardGOATS

With time getting on and people beginning to leave, there was just still time for another game and with Burgundy, Blue and Pine left, Splendor was always a likely target.  Burgundy had had an unbeaten Tuesday night run since January 2015 – well over two years and at least eight games, during which time both Pine and Blue had made several attempts to beat him.  The game is a simple one of chip  collecting and engine-building with a very loose gemstone theme.  Basically, on their turn, players can take gemstone poker chips, or use chips to buy a card.  Some cards have points on them and all can be used like the poker chips to buy cards (but without having to return them).  The cards also give players access to “Noble tiles” which also give points.  The winner is the player with the most points after someone reaches fifteen points.

Splendor
– Image used with permission of boardgamephotos

This time the nobles required three each of sapphire, opal and diamond; three each of sapphire, emerald and diamond; three each of sapphire, emerald and ruby; and four each of diamond and opal.  Pine started, but Burgundy was quick out of the traps, collecting diamond cards as there were a lot about at the start and they featured on three of the four Noble cards.  Blue followed quickly and went for sapphire cards as they were also strongly represented on the Noble tiles.  Pine was a little slower, but not far behind picking up opal cards.  Burgundy was first to take a Noble taking the sapphire, emerald and diamond Noble, just beating Blue to it.  He was working on the sapphire, emerald and ruby Noble, but Blue had her eye on that and it with both layers having three sapphire and three emerald cards, it was all down to who would be first to get three ruby cards.

Splendor
– Image used with permission of boardgamephotos

It was neck-a-neck, and it was Blue’s turn.  She only needed the one ruby card and there was one in the display,but unfortunately, although Burgundy could afford it, she couldn’t.  Grudgingly, she reserved the card for herself, hoping that she wouldn’t turn over another ruby card.  Sadly, she did reveal a ruby card, and since Burgundy loads of cards and lots of chips, he could afford it.  It was Pine’s turn first though and he could also afford the ruby card so he decided to add it to his tableau.  It was with bated breath that Pine reveled the replacement card.  Unfortunately for Burgundy it was not a ruby card which left the road open for Blue to take the Noble on her next turn.  It wasn’t all over though, there were two Nobles still available, and Burgundy went for the next one, however, Pine had other ideas and took both in quick succession.

Splendor
– Image used with permission of boardgamephotos

During the game, both Blue and Burgundy had been picking up a few point bearing cards, however, Blue also had two high scoring cards reserved and was looking to play one of these, a four point card requiring seven sapphires.  Knowing Blue’s habit of spotting what other players want and reserving it to obstruct them, Burgundy reserved a four point level three card that he could play next turn.  Unfortunately for him, this revealed a five point card that Blue could afford.  As the last player in the round, taking the card gave her fifteen points which immediately ended the game, and with it, Burgundy’s unbeaten run, finally.

Splendor
– Image used with permission of boardgamephotos

There was still time for a quick game of that “nasty card game”, 3 Sind Eine Zu Viel!.  This game is very simple:  there are three rows of cards (zero to thirty, thirty to sixty and sixty to ninety) and on their turn, the active player chooses a numbered card and adds it to the appropriate row.  If there are five cards in the row the active player must pick up cards: if the card added is the highest card in the row, the active player takes the card with the lowest number, otherwise they take all cards higher than the card added by the active player.  The cards all have a colour as well as a number, and the aim of the game is to get as close as possible to two of each colour, while three is one too many…

3 Sind Eine Zu Viel!
– Image by boardGOATS

About half way through the game, Pine asked whether the card marker was included in the five cards.  This prompted a quick rules check with the inevitable discovery that we had been playing it wrong.  We finished the game with our rules and although nobody managed a full set of seven cards, Blue and Pine both managed very creditable scores, with Blue five points clear.  Since the game is reasonably quick and we all wanted to know what difference the rules change made, we gave the game a second go.  We all felt it was different this time and maybe a little less prone to catastrophic card collections, not that that helped Burgundy.  For the second game on the trot he scored just seven, while Blue and Pine scored more but were even closer this time with Blue taking the second win, by just one point.

3 Sind Eine Zu Viel!
– Image by boardGOATS

Learning Outcome:  Games are generally better when everyone plays by the same rules, ideally the right ones…!

Spiel des Jahres Nominations 2017

Today, the Spiel des Jahres Award nominations were announced.  There are three awards, a children’s game award (Kinderspiel des Jahres) and the two that interest us more, the “Advanced” or “Expert” Kennerspiel des Jahres and the main award, the Spiel des Jahres (which is often interpreted as the “Family Game” award).  This year there are three nominees in each category:

We’ve discussed the possible nominations a couple of times within the group, but nobody really had much idea this year.  Part of this is because we’ve not really engaged with many of these, though Kingdomino did come up and we are planning to play Terraforming Mars on 30th May, so we will be able to make our minds up about that one then.  Fabled Fruit, Captain Sonar, Great Western Trail and The Grizzled also came up in our discussions and these were recommended by the Jury.  The winner of the Kinderspiel des Jahres will be announced in Hamburg on 19th June, with the Spiel and Kennerspiel des Jahres a month later in Berlin on 17th July.

Spiel des Jahres
– Image from spieldesjahres.de