Tag Archives: Las Vegas: The Slot Machine

6th August 2019

With a party just arriving, Blue and Khaki took a gamble on Burgundy being on his way, and ordered his ham, egg, ‘n’ chips for him on the understanding that they’d have a second course if he failed to turn up in time.  Blue, then eschewed her usual pizza in favour of fajitas which she then proceeded to throw down her front.  Pine, meanwhile, arrived fractionally too late to order food at all.  Burgundy arrived just in time to avoid everyone playing musical food and eating his dinner, so Pine ended up eating everyone else’s chips instead.  With the substantial matter of food dealt with and the arrival of Purple and Black, the group moved on to games.  There was some discussion about playing one large game or two smaller, three-player games, but the latter won out, with the “Feature Game”, Century: Spice Road, the first game on the table.

Century: Spice Road
– Image by boardGOATS

This being a similar engine builder type game to Splendor and Burgundy keen to play, Pine could see the writing on the wall and decided to leave Blue and Khaki to it.  The game itself is actually quite different to Splendor.  In Splendor, players take gems and use them to buy cards which then deliver permanent gems enabling them to buy other cards, and eventually get cards that also give points.  In Century: Spice Road, players are spice traders and take cards from a conveyor belt and then use these cards to get spices and then use the spices to buy scoring cards.

Century: Spice Road
– Image by boardGOATS

The clever part is the fact that there are four spices available, turmeric, saffron, cardamom and cinnamon, with cinnamon worth the most, and turmeric the least.  Thus, the activity cards, variously enable players to take spices, upgrade them, or convert them into other spices.  Players place their spices in their caravan, which holds a maximum of ten spices.  Like Splendor, the game is all about building an efficient engine, though in this case, it uses deck building, so a key part is making sure that as many cards as possible are used before the deck is picked up, which costs a turn.  Similarly, any conversions can be carried out as many times as desired when the card is played, so timing is everything.

Century: Spice Road
– Image by boardGOATS

Burgundy went first and it wasn’t long before he took his first points, leading Pine to comment from the next table, comparing Burgundy taking the lead to Bayern Munich taking a five-nil lead ten minutes in.  Burgundy replied that he wasn’t winning… yet.  It wasn’t long before Blue and Khaki scored themselves, though rather than equalising, it was more a case of reducing the deficit.  It was around this point that Blue made a big play, going for a card that allowed her to upgrade three spices (compared to the initial two in the cards everyone started with), but she immediately regretted it as she paid through the nose to take it (the card at the end of the conveyor belt is free, but taking newer arrivals costs one spice per card space nearer to the deck).

Century: Spice Road
– Image by boardGOATS

This mistake was compounded by the fact that Blue didn’t really use the card as she had more efficient ways upgrading her spices.  Meanwhile, Burgundy and Khaki were building up their pile of scoring cards, with Khaki ominously taking a lot of the oldest scoring cards, and with it a large number of the rather pretty bonus metal coins.  The game moved really quickly – it’s not really multi-player solitaire, but everyone had plans, so play moved on very quickly with only sporadic breaks when people had to make decisions, so it wasn’t long before everyone was getting close to taking the critical sixth scoring card which triggers the end of the game.

Century: Spice Road
– Image by boardGOATS

It turned out that all the high scoring cards had come out at the beginning and towards the end, everyone was waiting and hoping someone else would take a low scoring card and leave them with something more exciting.  Blue had the chance to kill the game early and prevent Burgundy and Khaki taking a sixth card, but she thought Burgundy was setting his sights higher than he was.  So in the end it was Burgundy who took his sixth card to trigger the final round and everyone finished with the same number scoring cards, though Burgundy’s were generally of much higher value.

Century: Spice Road
– Image by boardGOATS

It was really close for second place, with Blue taking it by just one point, but Burgundy finished eleven points clear with eighty-six, fulfilling Pine’s prophecy (based on his unbeatable prowess at Splendor) that he would win.  Blue was left ruing the fact she hadn’t ended the game when she had the chance, but in reality Burgundy would probably have won anyhow as he’d only taken a low scoring card end, giving him fewer points than his margin of victory.  However, we’d all enjoyed the game, as it plays quickly and doesn’t out-stay it’s welcome as well as being quite nicely produced.  It does look like it is going to be one of those games that nobody else will want to play with Burgundy though.

Century: Spice Road
– Image by boardGOATS

Meanwhile, on the next table, Pine had joined Black and Purple to play the rather beautiful Bosk.  This is a fairly simple little game that has had a couple of outings recently and has proven quite popular.  The game plays over two seasons, spring, where players grow their saplings, and autumn, where the trees then drop their leaves.  Summer and winter are scoring phases.  In summer, players score points for each row or column where they have the largest total and in winter, players score for having the most leaves in each area.

Bosk
– Image by boardGOATS

This time, with players becoming more familiar with how the game works, it was really tight.  Although the scoring in the first half always seems important, it isn’t really, and is usually quite close.  It is a game where small margins are always important though.  So while the wooden squirrels were doing acrobatics in the middle of the table, players’ trees were shedding leaves all all over the forest.  When it came to scoring, it was very “tit-for-tat” with one player scoring best in one area and then another playing scoring best in the next area.  In the end, it was Black who just managed to sneak the win, two points ahead of Pine.

Bosk
– Image by boardGOATS

With both games finishing simultaneously, and everyone being keen to play together, we decided to introduce Khaki to one of our favorite games, Las Vegas.  This is a great betting game which is quite unlike anything else.  The idea is that there are six casinos, each with a pot of money in one or more notes.   On their turn, each player rolls a handful of D6 dice and place some on one of the casinos.  The player with the most dice on a casino once all dice have been played takes the highest denomination note in the pot.

Las Vegas
– Image by boardGOATS

As with all the best games, it is the little rules that make the difference.  In this case, there are two “catches”.  Firstly, the player must place all of one number on one of the six casinos, so if they rolled a two and six fives, the must place the two on the “Two” casino, or all six fives on the “Five” casino.  Secondly, when everyone has run out of dice, any dice that tie are eliminated, which means there could be three players with four dice each, and one player with a singleton and the singleton wins.  A new edition of the game has just been announced, Las Vegas Royale, but rather than implement the changes to the rules released with the new edition, we played in our usual, highly enjoyable way.

Las Vegas
– Image by boardGOATS

The game is supposed to be played over four rounds, but we find it can outstay it’s welcome a little for players who are out of the running, so we house-rule it to three rounds instead.  We also add “The Biggun” dice and the Slot Machine from the Boulevard expansion.  The big dice count for two in the final reckoning, which adds a little bit of variety to the game, while the Slot Machine gives players an alternative to placing dice in the casinos.  Each number can only be placed once in the slot machine, but the player must place all their dice of that number (as usual).  In the event of a tie, the total number of pips, and then the highest value dice are the deciding factors.  This a relatively relaxing game to play with friends with short burst of thought interspersed with a lot of table chat and general encouragement and exhortation to make a mess of things for someone else.

Las Vegas: The Slot Machine
– Image by boardGOATS

In the first round, Khaki rolled a handful of fours, so made a play for the “4” casino.  Following it with more fours secured his position, so when he rolled more fours in the second round he was encouraged to go for it again.  By the final third round, everyone was placing subconscious bets on whether he would try again, which of course he did, ultimately winning the “4” casino in all three rounds.  In fact the last round was the deciding factor, ultimately coming down to the last couple of dice, which lost Pine and Burgundy a lot of cash.  It was Blue and Purple, mostly flying under the radar that took the honours with $330,000 each, finishing joint first, and opting to share victory rather than invoking the tie-breaker.

Las Vegas
– Image by boardGOATS

There was still plenty of time, but clearly everyone was in a holiday mood and fancied playing light fare, so we decided to finish with an old favourite, Bohnanza.  Kahki had not played it before, so was given a quick run-down of the rules.  The important thing, is that players must not re-order their hand – this is so automatic in card games that new or not, everyone always reminds everyone else immediately after the cards are dealt.  On their turn, players then play the first card from their hand into one of the two “bean fields” in front of them.  They may optionally play a second, but then the top two cards from the deck are turned over.  These must be “planted” before anything else can happen, but they can be planted in the active player’s field or can be traded for something and planted in a field belonging to another player.

Bohnanza
– Image by boardGOATS

Once the trades have been dealt with, the active player can trade with other players, swapping cards in hand, and then finally tops up their hand by drawing a set number from the deck (dependent on the number of players). There are many clever things about this game, but one of the most important is that when fields are harvested, some of the beans are turned over and become coins which are kept by the player, with the rest moving to the discard pile.  The reason this is important is because some beans are rarer than others and rare beans give a better yield.  This means the balance of the deck changes during the game with rare beans becoming rarer, while there is a glut of common beans.  The winner is the player with the most coins at the end, which is usually the player who best surfed this changing balance.

Bohnanza
– Image by boardGOATS

The game is very sociable and always played in good nature, with players generally offering and accepting reasonable trades, and not being obnoxiously obsessed with winning.  This time was no exception, although Burgundy did refuse Pine’s totally reasonable offer to take a pint for a Red Bean.  Purple made good progress early on, with a large number of Black-eyed Beans while others struggled to make much progress at all.  As a result, when the deck was depleted for the first time round, there were very few cards in the discard pile making the second round extremely short.  The third was even shorter, made worse by the fact that Blue lost the plot and shuffled the last few cards in with the discard pile

Bohnanza
– Image by boardGOATS

When, in the last turn of the game, Purple turned over two Green Beans which Blue wanted, she offered her whole hand, sizeable hand to purple in exchange.  Purple being a kind-hearted, generous sort, graciously accepted, much to Black’s disgust.  The offer was partly to make up for the screw-up with the deck in the hope that Purple would be able to score some points, but of course did Blue no harm either.  In the end it nearly cost Purple the game.  Often the game ends in a multi-way tie, sometimes for first, but more commonly for second place.  The pair of Green Beans that Blue received gave her one extra point, breaking what would have been a three way tie for second with Black and Khaki, putting her one coin behind Purple, the winner with fourteen.

Bohnanza
– Image by boardGOATS

Learning Outcome:  Don’t play Splendor OR Century with Burgundy unless you fancy a pasting.

2nd April 2019

The evening began with a lot of people eating, the return of Mulberry’s daughter, Maroon, and the arrival of someone new, Lime.  So while the usual suspects finished their supper, everyone else played a game of Incan Gold (aka Diamant).  This is a light, “push-your-luck” type game, where players are exploring a mine by turning over cards, sharing any Gems these reveal.  After each card has been revealed, players simultaneously choose whether to leave the mine or stay and see another card revealed.

Incan Gold
– Image by boardGOATS

Unfortunately, as well as gem cards, the deck also includes Hazards like scorpions, snakes, poison gas, explosions and rockfalls.  When a particular Hazard is revealed for a second time, the mine collapses.  Anyone still inside the mine at this point loses all the gems they’ve collected during the round, while those that left early keep their winnings and stash them in their tent.  So, the trick is that as players leave, the share of the gems grows larger, but so does the risk of collapse. Additionally, there are also Artifact cards.  When one of these is revealed nobody gets any gems until they leave, but if they leave alone, they not only get the Artifact, but also any remainders from the division of spoils associated with the Gem cards revealed earlier in the round.

Incan Gold
– Image by boardGOATS

The game is played over five rounds, and like all push-your-like games like this, players who are unlucky in the first round often feel they are out of the game.  This is particularly true where one player does really well in the first round as they have can play safe and can afford to leave the mine early to consolidate their position.  However, this time there were a lot of players and everyone was somehow encouraged to stay in the mind keeping things close.  As the game progressed however, the pack began to split and a small group of leaders began to emerge.  In the end, Mulberry’s wind-ups failed to put Pine off his game and he finished with more than twice her total, winning the game with twenty-five Gems.  Purple was a close second though, with Maroon not far behind in third.

Incan Gold
– Image by boardGOATS

With food and the first game finished, it was time to decide who was going to play the week’s “Feature Game”, Dinosaur Island.  This is a worker placement game set in a dinosaur theme park.  Although it’s not named specifically, the colour, theme, artwork and feel is clearly intended to evoke an impression of the most famous dinosaur theme park, Jurassic Park,  despite having ten people and the Totally Liquid expansion available (which provides the pieces for a fifth player), we decided it was likely to be a long game and that sticking to four or fewer might be wise, and so it proved.  The rest of the group were half-way through their chosen game, Las Vegas, before the dino-group had even finished setting up, never mind the rules run-through.

Dinosaur Island
– Image by boardGOATS

Las Vegas is one of our most popular games, and the idea is very simple, on their turn, the active player rolls their dice and uses them to “bet” in one of the casinos.  “Betting” is done by placing all the dice of one value on the corresponding casino.  On their next turn, the player re-rolls their dice and does the same again.  Each casino has a pot of cash and after the last dice has been placed, the player with the highest “bid” at each casino (i.e. the player who placed the most dice), wins the largest denomination note.  Similarly, the player who placed the second largest bid taking the second highest denomination and so on.  The catch is that before the order is determined, any dice involved in a tie are completely removed, so a bet of a single die can win, even though there could be several higher bets, which makes the game great fun.

Las Vegas
– Image by boardGOATS

We usually play with the extra high denomination notes and the “Big Dice” from the Boulevard expansion, as well as the Slot Machine mini-expansion.  The “Big Dice” add to interest in the decision making when pacing bets, as they are double-weight, and count for two dice.  The Slot Machine, on the other hand, gives another place for players to bet, but instead of having a specific number, players can place all their dice of one number as long as each number is only placed once.  At the end of the round, the player with the most dice in the Slot Machine takes the highest denomination note from the pot, but in the case of a tie, the total number of pips on the dice are taken into account, then the highest value dice.

Las Vegas: The Slot Machine
– Image by boardGOATS

Once again, Pine was caught in a tussle, this time with Purple, which culminated in him placing four sixes to beat her “three-of-a-kind”, just to annoy her.  Green almost always does badly at this sort of game and this was no exception, although the game was reasonably close this time.  Mulberry and Maroon, mother and daughter tied for third place, but it turned out that the squabble between Purple and Pine might actually have had a real impact on the final result as they toughed it out for first place.  In the end, those four dice might have been critical as Pine beat Purple by a measly $30,000 – a substantial amount to most of us, but a relatively small sum in this game where most players win quarter of a million dollars or more.

Las Vegas
– Image by boardGOATS

Dinosaur Island was still going on and was looking like it still had some way to go (though they had finally started).  Mulberry, Maroon and Pine all wanted an early night, but Green and Lime decided to keep Purple company for another game, which eventually turned out to be Walk the Plank!  This is another popular game and Green and Purple felt it was essential to introduce Lime to it.  The game is a programming game with a pirate theme.  The idea is that each player has a hand of cards and at the start of the round “programs” their turn by deciding which cards they are going to play, then they take it in turns to action one card per turn.  The point is, although players have to choose three cards at the start of the round, by the time the final cards are played the game has changed so much that any plans made at the start will have gone completely to wrack and ruin.

Walk the Plank!
– Image by boardGOATS

So, players start with three pirate meeples each and the aim is to push everyone else off the ship, along the plank and off the end thus sending them to visit Davey Jones’ Locker.  Once again, Green was picked on by the others and was the first to lose all three of his pirateeples to the kraken, and therefore took on the role of the Ghost Meeple.  The Ghost is confined to the ship, has a restricted set of actions and only gets to carry out one per round.  Unfortunately, the game doesn’t play so well with two, and as a result when it got down to a couple of meeples each for Purple and Lime they got bogged down in a bit of a stale-mate.  This didn’t make it any less fun though.  In the end it was a Ghostly Green who helped push Purple’s final meeple off the boat and Lime did the rest giving him his first win; hopefully we can look forward to many more in the coming weeks.

Walk the Plank!
– Image by boardGOATS

Meanwhile, on the neighbouring table the other four were playing the week’s “Feature Game”, Dinosaur Island.  Although it took a long time to set up and explain, Dinosaur Island is not actually that complex a game.  The game is played over four phases.  In the first phase, a set of beautiful bespoke dice are rolled and players play their scientist meeples to choose dinosaur “designs” or DNA resources associated with the available dice, or increase their DNA storage.  In the second phase, players can use their funds to buy upgrades to their technologies from the market place, which basically improves the quality of the actions players can take in the next phase.   The third phase is the core, “worker-placement” round.  This is when players can “build” dinosaurs, reinforce their security, convert DNA into other types of DNA etc.

Dinosaur Island
– Image by boardGOATS

In the final, fourth round, players open their park to the public, drawing visitor-meeples blind, out of a bag.  The visitors come in two types, yellow, paying visitors and pink “hoodlums” who don’t pay and are very good at avoiding getting eaten.  The total number of visitors is dependent on the total excitement rating of the dinosaurs each player has in their park; the more dinosaurs a player has and the more exciting they are, the more visitors a player has and therefore the more money they receive in gate receipts.  However, the more exciting dinosaurs also need better security which is expensive.  If a park’s security is insufficient, the dinosaurs get out and start eating the visitors – each surviving visitor scores the park owner a victory point while visitors that are eaten cost victory points.

Dinosaur Island
– Image by boardGOATS

There are a couple of little tweaks that give the game a lot of replay-ability.  For example, there are eleven “plot twist” cards which introduce slight variations to the rules keeping things fresh.  For example, turn order is normally dictated by the number of points each player has, but the group played with a “plot twist” that meant the player order was always the same, with the first player progressing clockwise one place each round.  There are also thirty-nine end-game goal cards of which a small number of cards are selected for each game, when a set number of these have been completed by at least one player, this triggers the end of the game.  Any number of players can complete these objectives and receive the points associated with them, but once one player has completed an objective, it will become unavailable at the end of the round.  Thus all players who achieve an objective will do so in the same round.

Dinosaur Island
– Image by boardGOATS

This time, the group, played with the aquatic dinosaurs from the Totally Liquid expansion, partly because they alleviate the incessant “neon pink-ness” of game, but mostly just because they are cool.  Blue began by getting a bit carried away with the coolness of swimming dinos and started out taking a plan for a very exciting Megalodon largely simply because she had heard of it, and without thinking through the consequences. Having read the rules in advance, Burgundy had a much better handle on the challenges associated with the game and made a beeline for the special Dino Security upgrade which enabled him to increase the security in his park a second time per round at no extra cost.

Dinosaur Island
– Image by boardGOATS

Black also understood the importance of threat and security and decided to try to deal with the problem by keeping his threat level down.  One unfortunate side-effect of this is that most low threat dinosaurs are un-exciting and attract fewer visitors.  It all became a bit academic though as his threat level spiraled out of control.  Blue, realised she had made a bit of bish and needed to do something to enable her to start producing Megalodons without getting all her visitors eaten and hemorrhaging points.  So she decided to concentrate on upgrading her technologies hoping to net the bonus seven points from the end-game objective rewarding players for having four upgraded technologies.  Black quickly realised he couldn’t keep up with Blue’s developments and as it wasn’t going to happen for him focused his efforts elsewhere.

Dinosaur Island
– Image by boardGOATS

Meanwhile, Ivory had bagged the popular T-Rex dinosaur plan and was producing them in large numbers.  He, like Black also got heartily sick of pulling “hoodlums” out of the bag instead of paying visitors.  Black bought himself a technology to deal with the problem, but Ivory chose a different route, employing an expert who arrested any hoodlums in his park with the net effect that they became less prevalent for everyone else as well.  Experts are expensive though and not everyone could afford one, or felt they were worth the money.  Certainly they are more valuable if they are employed early in the game so players get their money’s worth

Dinosaur Island
– Image by boardGOATS

Everyone got points from the end-game objectives, but as the game came to a close it was clear who was in pole position.  Although his security wasn’t quite sufficient the huge number of visitors turning up every round put Ivory in front by some twenty-plus points.  In contrast, it was very close for second place however, with just five points between second place and the wooden spoon.  The nature of the game means keeping tabs on points, security, threat and excitement levels is quite a fiddly business. Since it was possible to throw a very small blanket over the three competing for second place, it is quite possible that the scores weren’t accurate, nevertheless, the Black finished in second place in what had been a very enjoyable game.

Dinosaur Island
– Image by boardGOATS

Learning Outcome:  Security is very important and should not be neglected.

31st December 2018

The evening began with Pine’s arrival, and he helped Pink rearrange the furniture for PitchCar while Blue added the finishing touches to supper.  PitchCar is a brilliantly simple, dexterity car racing game—players take it in turns to flick their wooden cars, and the first one to get round the track three times is the winner.  Before long Burgundy, Purple and Black had arrived and pieces from the base game and five of the first six expansions were all over the place and everyone was diving in trying to make an interesting looking track.  There was a problem though, the problem we always have, which is a shortage of straight sections.  It was then that Blue produced another expansion from under the sofa:  the “Long Straights“.  These are exactly what they sound like, two, very long, plank-like, straight sections that are a pain to store and difficult to transport, so rarely get used.  They have the potential to add a very fast section to the track though, so this time we used both with a tight hairpin in between them to add interest.

PitchCar Track 31/12/17
– Image by boardGOATS

Like last year, instead of making a circuit, we made a single long race track weaving around plates of crudites, mugs of tea, and trays of “pigs in blankets”.  There was a big debate whether to use The Cross as a cross-roads or back-to-back corners.  In the end, the double corners won, the track was complete and we had a push off to see who would start at the front of the grid.  Black won with a magnificent flick, followed closely by Purple.  Blue stalled on the grid and the only one to come off worst was Burgundy who came off the track and defaulted to the back of the grid.  The race began:  Black and Purple continued strongly and everyone else shuffled about in the middle order with Burgundy bringing up the rear.  Then Burgundy adjusted is driving style slightly and gradually began to work his way through the field.  Meanwhile the wheels dropped off for Purple who had briefly taken the lead, but suddenly seemed to lose the knack of flicking, and gradually, the rest of the pack overtook her one by one.

PitchCar
– Image by boardGOATS

Almost everyone had trouble going over the bridge, but particularly Blue, Pink and Purple.  Eventually they made it over though and shot down the rail to the hairpin some failed to make the corner, but the long straights added a bit of speed and excitement.  The tunnel ended up being a relay race with Black getting stuck under the bridge, only to be pushed out by Blue, who in turn also got stuck and was freed by Pink.  Similarly, he was freed by Burgundy and Burgundy was liberated by Pine.  And that order was maintained all the way to the finishing line, despite Blue needing several shots at crossing it without overshooting.  Green and his lady-friend, Lilac, had been held up though were expected any second; food wasn’t quite ready either so we ran the race in reverse starting with Purple, the last player to cross the line in  the first race.

PitchCar
– Image by boardGOATS

Inevitably, we’d only just started when Green and Lilac arrived, so they just joined in.  In fact by this time, Blue had actually managed to go backwards and was further behind the line than others were in front of it.  With the larger pack, this time round the race was even more eventful with Black managing to park his car in a plate of crudites just missing a bowl of salsa and Pink repeatedly bouncing off the edge of the mouth of the tunnel obstructing everyone else behind him.  Bizarrely, although the tunnel caused mayhem, the bridge was much less of a problem this time though with Pine leading the way by deftly bunny-hopping over it and almost everyone else just following his example.  Leading over the bridge was a huge advantage, and though Blue threatened to catch him, he maintained his position to the finish.  With food ready and waiting, the track was progressively dismantled as those bringing up the rear made their way to the finish line.  Although it only gets an outing two or three times a year, PitchCar is always great fun and the seventh expansion, “The Loop” which is due in the new year, looks like it will add even more madness to the game.

PitchCar
– Image by boardGOATS

With PitchCar over and the track in a heap in the corner, food swiftly appeared in the guise of enchiladas with corn on the cob, nachos and some strange yellow, habanero salsa that reminded Pine of wallpaper paste.  Supper was accompanied by more special crackers, little parcels, Herb Alpert and the Tujuana Brass, and finished with ice cream, and then it was on with the games; after a little debate first up was Ca$h ‘n Guns.  This is push your luck game with a gangster theme played over a series of eight multi-player duels over their ill-gotten spoils.  The player with the largest haul after eight rounds is the winner, as long as they are still alive of course.  Each player has a character standee, a foam gun, and a clip of three bullet cards and eight blank cards.

Ca$h 'n Guns
– Image by boardGOATS

At the start of each round, everyone simultaneously chooses a whether to “load” their gun with a bullet or a blank, and on the count of three, points it at one of the other players.  On a second count of three, they choose whether to remain in, or withdraw taking their shot with them.  Anyone whose target is still standing reveals whether their gun was loaded with a live bullet or a blank.  Anyone who received a shot takes a plaster signifying their wound and is out of the rest of the round; three wounds and they are eliminated from the game.  All players remaining then take it in turns to take a loot card from the centre of the table—there are eight cards, so the number of cards each player gets depends on how many players have survived the “duel”.

Ca$h 'n Guns
– Image by boardGOATS

The game can be quite brutal, and this was no exception, indeed, Black was out in the second round and Green quickly followed.  Pine pointed out that everyone on his side of the table had been injured while Blue, Pink and Burgundy were all uninjured.  Purple decided to fix that and faced off with Burgundy, both ending up injured as a result.  Lilac proved a dangerous adversary as she collected extra bullets from the loot and ended up with a full set going into the final rounds.  Blue injured Burgundy and coped a bullet in return.  After Black’s and Green’s dismissal, everyone was more circumspect and didn’t gamble as readily with their lives, so all the other players survived to the end of the game.  That just left the small matter of the scores.

Ca$h 'n Guns
– Image by boardGOATS

Pine and Purple had both been collecting gems, but had finished up with the same number so neither picked up the $60,000 bonus for having the most.  Blue had started out collecting artwork, but there wasn’t much available.  It became clear why, when the loot for the final round was revealed:  almost all of it was art.  It was tough in the final round; Blue was taken out by Burgundy, which effectively removed her from the running.  Pink had been doing well as the Godfather, but had taken a couple of hits in the latter stages and was also taken out of the final round.  Pink finished with $110,000 and second place.  The final round was attritional and there were few people left to share the swag.  Most of the artwork ended up going to Pine and with it first place overall thanks to a final total of $123,000 worth of loot.

Ca$h 'n Guns
– Image by boardGOATS

There was still time till midnight, and it was a toss-up between two of our favourite light games, 6 Nimmt! and Las Vegas, in the end we went for dice over cards and played Las Vegas.  This is a very simple game, but a lot of fun. The play area is made up of six casinos, each numbered one to six with a jackpot drawn at random from a deck of money cards.  With eight players, each jackpot totals at least $90,000 and comprises one or more notes.  On their turn, players must use all the dice of one number to bet on the casino of that number by placing them on that casino tile.  Once everyone has placed all their dice the player who placed the most dice on a casino takes the highest value currency card. The player with the most money after four rounds is the winner.  The snag is that before any money is handed out, any dice leading to a draw are removed. It is this rule that makes the game interesting, raising the decisions above the trivial.

Las Vegas
– Image by boardGOATS

We usually play with a few “House Rules”:  we replace one of each player’s dice with a big, “double weight” die from the Las Vegas Boulevard expansion; we include the Slot Machine, and only play three rounds.  The Slot Machine is a little different to the Casinos as players place all their dice of one number on the tile, but each number can only be placed once.  Unlike the Casinos, if there is a draw, then the player with the total number of pips wins, and if it’s still a tie, then the player with the highest value die wins.  The game is very robust to interruptions which is just as well as we took a break at midnight for toasts to the new year and to Ivory’s new arrival (we are looking forward to his return in March).  Prosecco and sparkling apple juice were accompanied by the village fireworks, an exceptional panettone and mince pies and eventually everyone made it back to the table and the game resumed.

Las Vegas: The Slot Machine
– Image by boardGOATS

Perhaps it was the interruptions, but Black’s game went almost as badly as it had in Ca$h ‘n Guns, and he won nothing at all in the first two rounds and not much in the third.  It turned out that Purple and Burgundy didn’t do any better as all three finished with just $100,000.  That was better than Green however, who made a paltry $20,000.  Pink started off really well, but at the start of the second round we realised he was using one more die than anyone else.  After paying a $10,000 penalty, he finished with $240,000, $10,000 more than Blue.  Lilac, on the other hand, took more in the first round than Blue or Pink took in the whole game and finished with $410,000.

Las Vegas
– Image by boardGOATS

Normally $410,000 would be more than enough to guarantee a win, but Pine, who took three $70,000 notes in the final round alone finished with a massive $510,000, a personal and probably group record.  With the game over, Green took Lilac home to nurse her sore throat and everyone else finished their drinks and chatted for a while.  Everyone who had been there commented how much they had enjoyed The Gallerist at the ninth “Monster Game” session a few days earlier.  Although it had taken ages and was very complex, it wasn’t a real brain-burner and everything had been done well.  The rule book was good, the board was clearly laid out, the player-aids were helpful, the pieces were great and the box was really top quality—in fact, it was almost the complete opposite of Agra, which struggled through at the previous “Monster Games” event.  The second game, Reef, had also gone down well, but everyone was particularly keen to give The Gallerist another go.

Las Vegas
– Image by boardGOATS

Learning Outcome:  GOATS enjoy a good party just as much as the next ruminant.

12th June 2018

The evening started with a couple of quick rounds of Love Letter, while Pine and Burgundy finished off their dinner.  This is the a quick “micro game” played from a deck with only sixteen cards.  Each player starts with just one card in hand drawing a second on their turn, choosing one to play.  The aim is to try to eliminate the other players from the game, with the last player the winner.  Red started the first round and immediately knocked out Burgundy by guessing his hand.  When Pine swapped his Countess card for the Princess though, he took the first round.  The second was also won by the Princess, but this time Red was the beneficiary, despite being side-tracked discussing work with Blue.

Love Letter
– Image by boardGOATS

With food essentially dealt with, it was time to discuss who was going to play the “Feature Game”.  This time it was Echidna Shuffle, a very simple pick-up and deliver game with a couple of clever little quirks and fantastic over-produced pieces.  This was a game Black and Purple played with Blue and Pink at UK Games Expo last week; they liked it so much they nearly came to blows over who was going to get a copy, and it sold out on Friday afternoon as well.  Everyone else had heard about it, and despite the fact that it played six, it was hugely over-subscribed, so Blue, Burgundy and Ivory took themselves off to choose something else to play.  For many, Echidna Shuffle looked like a game with hedgehogs—the wonderfully chunky and gorgeously styled models could be either.  As there are more hedgehogs than echidnas in the UK, that’s what everyone associated them with, so every time someone said “Hedgehogs” there was a chorus of “Echidnas!” in response.

Echidna Shuffle
– Image by boardGOATS

The idea of the game is that each player has three tree-stumps on board, and three insects in-hand; players have to get all three of their insects to their tree-stumps by riding them on the backs of echidnas. Each echidna and each stump can carry just one insect, with stumps removed from the game once they are occupied.  The active player first rolls the dice, and then moves the echidnas.  There are a lot of echidnas and not a lot of free spaces, so players have to shuffle the echidnas round the board, first passing their insect pick-up point, then trying to move that echidna to a tree-stump. Someone commented that “Echidna Skiffle” might have been a better name, but Pine pointed out that while they might look like hedgehogs, none of them looked like Lonnie Donegan

Echidna Shuffle
– Image by boardGOATS

The total number of spaces moved is dictated by roll of a die, and this is perhaps one of the cleverest parts of the game: players only roll the die on alternate turns with intermediate turns evaluated from the dice board giving a total over two turns of nine.  Thus, if someone rolls the maximum, a seven, the next turn they get just two.  Similarly, if they roll a small number, say a three, then they get a six on the next turn.  This clever trick means nobody gets screwed over by the dice, but there is still a nice, randomisation effect to the movement.  There are two sides to the board, the normal “Summer Leaf” side, and the manic “Winter Snowball Fight” side.  On this occasion, we played the “simple” board with a full complement of six players.

Echidna Shuffle
– Image by boardGOATS

Red got one of her bugs home first and it remained that way for several turns, before everyone else caught up quickly, leaving only Green bugless.  Red and Magenta then led the way with their second insect before Green finally got one of his home.  There followed a steady levelling-up with each player getting their second insect home, while everyone took care to make sure that Red and Magenta were prevented from getting their third critter to it’s stump.  Meanwhile Green and Pine were really struggling a second bug home, eventually leaving Pine the only one with only a single safe insect.  By this time, the game had turned into a group calculated effort to stop each other from getting their third insect home.  Consequently, Pine was feeling very left out as his echidnas kept falling victim to everyone else’s attempts to stop the others.

Echidna Shuffle
– Image by boardGOATS

Eventually, Pine joined the party, and everyone was struggling to get one final insect home and put everyone out of their pain.  A move by Purple appeared to leave the door open for Black to trundle his final echidna to his last stump in two moves, but for some reason he moved his echidna in the wrong direction on the first move, leaving it to do another loop before he could get it back, and that was the end of his chance.  The game continued for a while longer, like a never-ending six-player game of chess;  everyone circling each other, with their insects stuck in eternal echidna traffic jams until finally Pine broke through to an open leaf road, and an unstoppable position.  At least three other players were unable to get their insect to their own stump without playing “King Maker” for someone else, so Pine emerged the victor having spent so long stuck at the back of the field early on.

Echidna Shuffle
– Image by boardGOATS

Discussing the game afterwards, we realised that with the “simple” board and six experienced gamers who thought perhaps a little too much about the game, it had ended up in an almost “Tic-Tac-Toe” impasse.  This had lengthened the game, making it take much, much longer than it should have done.  As a result, players vowed to use the more complex board “Snowball Fight” board and maybe look for other ways to prevent the stalemate, like using the “extra moves” variant, especially when playing with lots of people.  It would be well worth finding a way to make it play a little quicker as we all had fun with the game which had very nice pieces. A game we can all share with our non-gaming friends and families too, which gave it a big thumbs up from the group, most of whom don’t really care whether they are hedgehogs, echidnas, or even porcupines

Echidna Shuffle
– Image by boardGOATS

On the next table, Blue, Burgundy and Ivory, had eventually chosen to play Dice Forge, a game they had enjoyed once before but felt they had unfinished business with.  The game is a dice building game, with a similar feeling to deck building games like Dominion and bag building games like Orléans, or cup building games like Roll for the Galaxy.  In these games, the aim is to try to mitigate the effects of luck by stacking the deck, bag, cup to improve the odds; in the case of Dice Forge, it is the dice themselves that players are modifying.  Each player starts with two dice, similar to those in some of the Lego games, where the faces can be removed and changed.  Beyond this, the game is actually quite simple.  On the active player’s turn, everyone rolls both their dice and accumulates resources accordingly.  On their turn, the active player can then also spend their resources to either upgrade dice, or to move their pawn from their central “Starting Portals” to one of the “Islands” on the board and take a “Heroic Feat” card.  Dice upgrades and cards all have a cost, with the best having the highest costs.

Dice Forge
– Image by boardGOATS

One of the key strategy elements is where to put dice upgrades, and how to improve the dice.  For example is it best to save up for the most expensive upgrades, or given the fact that the game only lasts ten rounds, is it better to upgrade dice at every possible opportunity?  Similarly, is it best to upgrade one dice preferentially, to try to ensure that something good will come out every time, or is it best to sprinkle good stuff on both dice and hope that the dice Gods will smile…  On the other hand, cards can be more effective, so it can be better to concentrate on getting them, but only if the means to buy them can be accumulated quickly and efficiently.  This time Blue decided to concentrate on building up one die and try to keep her points tally ticking over.  Burgundy tried a different approach and went for cards, but struggled to get the “Sun Shards” he needed to execute his plan.  Meanwhile, Ivory serenely surfed the resource roller-coaster, buying cards and upgrading his dice seemingly at will.

Dice Forge
– Image by boardGOATS

The game came to a close with the tenth round, finishing just as the echidnas were finishing their elegant waltz.  Blue, who had been working up to a twenty-six point card had he plans quashed when Burgundy caused her to roll one of her dice and she ended up loosing six of her valuable Moon Shards.  This was all the more damaging as she had been waiting patiently for her turn with a full quota wasting any dice rolls that gave her more.  That meant that Ivory could take the last card on his turn, leaving Blue to try to find other ways of making points with her final turn.  And then it was just a case of quickly adding up the scores:  Blue had accrued more than twice as many points with her dice than Burgundy, who had in turn amassed a large pile of cards giving him more than twice as many points as Blue via that route.  It was Ivory though who was the clear winner, the same number of points from his dice as Blue, and almost the same number of points from his cards as Burgundy.

Dice Forge
– Image by boardGOATS

It wasn’t late, but with Green, Red and Magenta heading off for an early night, that left six to play something else.  Ivory had enjoyed his first and only game of Las Vegas so much that he was keen to give it another go and everyone else was happy to join him. It is a very simple game with players rolling their dice and assigning some of them to one of the six numbered casinos.  Once everyone has placed all their dice the player who placed the most dice on a casino takes the highest value currency card.  The really clever bit is that before any money is handed out, any “draws” are removed, which leads to a lot of table talk and “helpful suggestions”.  As usual, we added the Slot Machine (which is like a special seventh casino); some elements from the Boulevard expansion, including extra high value money cards and the large, double weight dice, and house ruled the game to three rounds.  Some people did well on the first round, some well on the second, some on the third, but once, again, it was Ivory who finished with $400,000, just a head of Blue and Purple, proving that last time wasn’t just beginner’s luck…

Las Vegas
– Image by boardGOATS

Learning Outcome:  Some dice games aren’t all about luck.

1st May 2018

When we played Mini Park a couple of weeks ago, we had all found it a little underwhelming.  At the time we had felt it might be better with fewer people, so as it was a very short game, while we were waiting for food to arrive, we decided to give it another try. The game is a hexagonal tile-laying game where players choose one character which dictates the end game scoring.  We played the “advanced” game which has slight changes to the scoring and pairs each scoring character at random with a second character.  The latest version of the rules suggest that these subsidiary characters should be kept secret, but we felt that would make things a little bit too random.  We did adopt the simpler in-game scoring though.

Mini Park
– Image by boardGOATS

This time there were only three players, so everyone got two characters instead of one:  Burgundy took the people (Man and Child); Blue took the wildlife (Fish and Bird), and Magenta got everything else (Cyclist and Cat).  Unquestionably it was better this time round.  The Fish was still very powerful, but this time it was largely luck of the draw as Blue took it early and then managed to draw lots of pond tiles, netting her a massive forty-five points, with Magenta getting twenty-two.  The Cyclist was a lot less powerful this time though, and combinations of main character and subsidiary had a much stronger effect as well.  For example, while Blue had two of the strongest main characters, her subsidiaries were the weakest; on the other hand, Magenta and Burgundy had a much more even distribution of points across the board.  The end score was much closer this time, and despite the obvious high Fish score, it wasn’t the foregone conclusion of last time.  Nevertheless, wildlife won in the end with Blue finishing on eighty-six, ten ahead of Magenta in second place.

Mini Park
– Image by boardGOATS

With Mini Park and food over, it was time to play something more serious, and we moved on to the “Feature Game”, Lords of Xidit.  This is a reimplementation of the simultaneous programming game, Himalaya, which has a very unusual scoring mechanism.  The game is set in the fantasy land of Xidit, which is under attack.  The last hope for restoring peace lies with the Kingdom’s noble heirs, the Idrakys, who must travel the Kingdom recruiting brave soldiers and restoring the threatened cities.  The game board is a map of Xidit, depicting the cities, on which double-sided tiles are placed, showing either recruitment or threats.  The game is played over twelve years with each year consisting of players giving their Idrakys six secret orders using a special player board, and then executing them in order.  There are three possible orders for the Idrakys:  moving along one of the three road types; in a city, either recruit a Unit or eliminate a threat (depending which side the tile is showing); or wait.

Lords of Xidit
– Image used with permission of BGG contributor punkin312

The catch is that if the action is possible, it must be carried out, so if the order is move along a green road, that is what it must do.  Similarly, if a player’s Idrakys is in a city where the tile is recruitment face up, they must recruit a Unit.  The Units come in five different types, in order of increasing power: Peasant Militia; Archers; Infantry; Clerics, and Battle Mages which are orange, green, grey, white and purple respectively.  When the city tiles are Recruitment side up, they hold five Units, in predetermined colours, and when recruiting, players can only take one Unit and it must be the least powerful available.  These Units can then be used to defeat a Threats in exchange for Gold Sovereigns, placing their Bards or add Stories to the city’s Sorcerers’ Guild Tower if it is their own.  When a Threat or Recruitment tile is removed, another is drawn from the respective stack and placed on the appropriate city.  If there are insufficient tiles in the Treat stack, then the Titan tiles are turned over, to the Raging Titan’s side—these are super-aggressive Threats that are not associated with a city and can be eliminated in a similar way to other Threats.

Lords of Xidit
– Image used with permission of boargamephotos

At the end of the fourth, eighth and final (twelfth) year, there is a Military census where, beginning with the Peasant Militia (and continuing with the others in turn), players secretly hold a number of Units in their hands before a simultaneous reveal.  The player with the most of Units receive a reward; players are not obliged to reveal all their Units of that type, indeed, bluffing can be a good idea when trying to mislead players at the end of the game.  This is because the final census is followed by a series of assessments, where the weakest player in each one is eliminated until one player is left.  Each assessment ranks the players based on either their Wealth, their level of Influence with the magical community, or their Reputation across the Kingdom.  The last player remaining at the end of the assessment stage is the winner.

Lords of Xidit
– Image used with permission of BGG contributor punkin312

The game looks complicated, but was actually surprisingly easy as long as the Threat/Recruitment piles are managed effectively.  Game play is also very quick, much to everyone’s surprise: it never took too long to work out what the six actions were going to be and even when someone took a bit longer than usual it was never excessive.  Carrying out the actions was very quick too—players barely had time after completing one action before it was time for the next.  As such this game does not suffer from “Analysis Paralysis” and there never seemed to be any down time, unusual for a game like this and a welcome change.  The other curiosity was that even though there is never anything hidden (although items are hidden behind a players screen, they are collected in the open, so it is entirely possible for players to keep track of how each other are doing) no-one had any real idea of who was actually winning.

Lords of Xidit
– Image used with permission of BGG contributor punkin312

There were the occasional blunders as someone miscalculated and carried out the wrong action (such as going to a city to recruit just after someone took the last unit), or as in the case of Pine towards the end, looking at the wrong Idrakys counter when working out route and actions for the turn.  On the whole though, everyone was were able to plan the sequence of commands each “year” without difficulty.  The key to this game, however, is probably keeping a close eye on which Threat/Recruitment tiles are due to come out in the next couple of turns to try to plan an efficient route and arrive at the right city at the right time.

Lords of Xidit
– Image used with permission of BGG contributor punkin312

The unique elimination based scoring system worked well, keeping everyone guessing who would win right to the end. By the end of the game, Green and Black had both managed to build all their towers (the final round of elimination scoring), while Pine had the least. The Bard tokens (the penultimate elimination round) seemed relatively close, but Burgundy and Pine had both been fighting over the hidden central citadel so that outcome was unknown.  Before these two assessments could be addressed, players have to survive the elimination round for gold coins, and these are hidden.  Green had got off to a good start and gained a lot of gold at the beginning of the game; given his strong position in with respect to towers and bard tokens on the board he looked like the front runner. Unfortunately, he had neglected to collect gold later in the game and ended up with the least, just one less than Black, so was out in the first elimination round.

Lords of Xidit
– Image used with permission of BGG contributor duchamp

Then there was a discussion as to whether Green’s Bard tokens should be taken off the board and disregarded now he had been eliminated.  The answer didn’t seem to be in the rules, but it was at that point that we realised we should have scored everything first and then gone through the elimination checks so Green’s bard tokens remained.  Towards the end of the game, there had been a flurry players placing Bard tokens and, as a result Green again had the lowest Bard score, but since he had already been eliminated, Black was the next to go, leaving only Pine and Burgundy in the Sorcerers’ Guild Tower elimination round.  We knew that Black and Green had the most, but as they had both been eliminated it the best of the rest, and that was Burgundy. This was a surprise to everyone as he and Pine would have been knocked out much earlier, demonstrating that playing to win (i.e. concentrating on the final elimination) is not the way to play this game.

Lords of Xidit
– Image by BGG contributor JackyTheRipper

Overall everyone really enjoyed it:  it was fast, fun and there were a few surprises too. Nobody of us felt it was award-winning, but it was certainly one we would play again, and probably more than once.  Meanwhile, on the neighbouring table, everyone else was playing Castles of Mad King Ludwig, a tile laying game where players are building an extravagant castle for King Ludwig II of Bavaria, one room at a time.  Rooms selected randomly are sold off in batches with one player, the Master Builder, setting the prices for each room in the batch.  Payment is made to the Master Builder (similar to the auctions in Goa), but as they are the last player to buy, there is a large element of “I divide, you choose” (similar to games like …Aber Bitte Mit Sahne).  Thus, the idea is that the Master Builder wants to arrange the tiles such that rooms desired by the other players are expensive, but generally not too expensive, and similar to Goa, having a lot of money is powerful, but when you spend it, you give that advantage to the active player.  The other interesting mechanism is controlling the room layout so that rooms that work well together are daisy-chained yielding the most points.

Castles of Mad King Ludwig
– Image used with permission of
BGG contributor punkin312

When a room is placed, points are scored for that room, but also the room it is attached to.  Most of the points are dependent on the type of room they are connected to, so, a large purple living room with (say) six doors, will score every time a room is added to it.  If it scores two points for every “blue sleeping room” that is connected to it, it will score two points when it is first placed (next to a sleeping room, but four when the next is added to it, then six and so on.  However, the difficult part is trying to find six blue rooms that also score when they are placed next to a purple living room.  Balancing the synergistic effects are really what make the game interesting.  When a room is completed, there is a bonus, this can be extra points or some other advantage like an extra turn or money etc..

Castles of Mad King Ludwig
– Image used with permission of BGG contributor punkin312

At the end of the game there are also bonus points for the player who best fulfils the requirements for the “King’s Favours” as well as points for personal bonuses.  The game uses a card-deck to determine which rooms are drawn and when it is exhausted it triggers the end-game.  One last round is played before all the bonuses are calculated and the winner is the player who finishes with the most points.  Although we played this quite a bit a couple of years ago, it has been neglected of late, and as a result, we had to recap the rules.  The problem with it is, the scoring when rooms are placed is a little counter intuitive, so a bit like Roll for the Galaxy, it is a game we often struggle with at first.  In fact, when it first came out, Blue and Magenta played it a few times, but only realised how the game “worked” when they played with a new player who just intuitively understood how to score heavily, and gave them a trouncing.  Although Blue had somehow forgotten again, it turned out that Magenta had not.

Castles of Mad King Ludwig
– Image used with permission of
BGG contributor punkin312

Blue started off buying a tile in error and thereafter was forced down a orange utility room strategy:  these tend to give fewer points when placed, but give bonus cards that score at the end of the game.  Clearly it was a game that wasn’t going to go well for Blue as, forced to which card to keep, the first card she discarded gave bonus points for money, and after a couple of rounds, it was clear this would have scored heavily for her if she had kept it. Purple had also played the game a few times before and also suffered the mental block associated with scoring.  She tried to build a lot of downstairs rooms and gardens, but again wasn’t able to get the room placement scoring to work for her.  Ivory was completely new to the game, and could be forgiven for not grasping the subtleties, but he was still in second place before the end game scoring and was clearly collecting blue sleeping rooms for an end-game bonus.

Castles of Mad King Ludwig
– Image used with permission of boardgamephotos

Early on, Magenta had managed to place a large purple Vestibule that scored four points for every adjoining yellow food room.  The key is, not only does each food room score four points, but they score every time another room is added.  With four doors and three of them leading to food rooms, this room alone scored her more than twenty-five points, which might have explained why Magenta was nearly twenty points clear before the end game scoring.  The final round was triggered when we ran out of room cards and that was followed by the Favour scoring.  Purple scored best here, picking up points in every category, but doing particularly well for her downstairs rooms.  The final scoring was the orange bonus cards.  Everyone thought that this was where Blue would make up ground as she had a fist full of them.  Unfortunately for her, none scored very well and some didn’t score at all.  Magenta had managed to pick up a few at the end of the game which scored well, meaning she finished some twenty-five points clear of everyone else who finished in a little group with a spread of just three points, with purple just beating the other two to take second place.

Castles of Mad King Ludwig
– Image used with permission of BGG contributor punkin312

Both games finished at around the same time, and there was just enough time for something fun and not too long, so we opted for another game of one of our favourite, relaxing, light dice-chuckers, Las Vegas.  Despite the fact that we play this game a lot, Ivory had somehow missed out.  We thought it might be because he often leaves early and we often play it at the end of the evening.  Since he was sticking about this time, we all felt an introduction was essential.  The rules do not sound inspiring, and Ivory didn’t look terribly impressed.  On their turn, each player begins by rolling their dice, then assigning some of them to one of the six casinos.  Each casino is numbered one to six and has a jackpot drawn at random from a deck of money that comprises anything from one to eight notes; the player with the most dice in a casino takes first choice, then the second and so on.

– Image by boardGOATS

There are two little rules that make the game work: firstly, players must place all the dice of one number, and secondly, before any money is handed out, any dice involved in a draw are removed.  It is these rules that make the game interesting, raising the decisions above the trivial.  Although the base game only plays five, we add the Boulevard expansion, which adds more players, more high value notes, and big dice, which are “double weight” so increase the stress when bidding.  We also add the Slot Machine, where each number can be placed once, but only once, so it gives players another nice alternative to the conventional casinos.  The rules the player with the most money after four rounds is the winner, but the fourth round often drags, especially if you don’t feel you are in with a chance, so we generally house-rule it to three rounds. Despite his obvious misgivings, it wasn’t long before Ivory was chucking dice with everyone else and having great fun.  Unusually, Green, Blue and Burgundy scored quite well, but Pine thought he had it with his $370,000 until Ivory revealed is massive $440,000.  Definitely beginners luck…

Castles of Mad King Ludwig
– Image used with permission of BGG contributor ckirkman

Learning Outcome:  Sometimes experience pays, other times beginners benefit.

3rd April 2018

Blue and Pink arrived first and, as they were early, they decided to get in a quick game of NMBR 9, while they waited for food and more people.  This is a game which is rapidly becoming one of our go-to fillers primarily thanks to it’s almost non-existent setup time.  This time, Blue turned over the cards, and Pink scratched his head a lot as he tried to work out what to do with his tiles.  Once a few tiles have been placed to form a base layer, then tiles can be placed on top of other tiles as long as there are no overhanging parts, and the tile sits squarely on more than one other tile.  This is essential as the higher the tiles are placed the more they score.  Unfortunately, the rule Pink forgot about was that tiles must be placed such that at least one edge touches a previous tile on that level.  “Cheating” didn’t do him much good though, as Blue won by more than thirty finishing with a massive eighty-one thanks largely to placing a seven on the fourth tier.

NMBR 9
– Image used with permission of BGG contributor punkin312

Although a few of our regulars were missing (Green, Red and Ivory), they were ably replaced by a couple of our irregulars in Pink and Turquoise.  So while we made sure there were no more stragglers and Burgundy finished his inch thick slice of ham, we played another quick filler game, this time of 6 Nimmt!.  This has long been a favourite in the group, thanks to the fact that it plays a lot of people coupled with the hilarious way that a tenuous control of the game can catastrophically turn into chaos.  It is one of those games that is more difficult to explain than to play, but essentially each player has a hand of cards and simultaneously everyone chooses one to play.  Simultaneously, everyone then reveals their card and each card is added in turn to the end of one of the four rows of cards on the table.  Beginning with the lowest each card is added to the row with the highest number that is still lower than the active card.  The snag is, if anyone’s card is the sixth to be placed in a row, the first five are “won” and and the card becomes a new starting card.

– Image by boardGOATS

As well as a face value (one to a hundred and four), each card also has a “nimmt” value: most are one, but there are some as high as seven.  The player with the fewest nimmts at the end is the winner.  It has been somewhat neglected of late though, and has only been played once this year by the group, and then only just (it was the early hours of New Year’s Day), so it was definitely time for another outing.  Normally we play two rounds, dealing out approximately half the deck each time, but with so many of us all wanting to play, we decided to go for a single round and deal ten cards each.  This time Black and Purple were fighting it out for the unofficial wooden spoon, but that honour was reserved for Turquoise with a quite fantastic thirty-one.  At the other end, both Burgundy and Blue thought they might have got it with just three and one respectively, but it was Pink with a nice round zero who pipped them to it.

– Image by boardGOATS

Once the food and the nimmts had been dealt with and it was clear that no-one else was coming, the inevitable squabble began over who wanted to play the “Feature Game”.  This week it was Fabled Fruit, a very light worker-placement and set collecting card game with a “Legacy” element to it.  As such, the game is very simple, but develops as you play.  The idea is that the game starts with six “Locations”, each of which is formed by a deck of four cards.  On their turn the active player moves their meeple to one of the locations and either carries out the action shown on the cards in the deck or buys one card for the amount shown.  The locations provide access to “fruit cards”, which are the currency in the game and are used to buy the location cards.  Each location has a different action, for example, the first location enables the active player to draw two cards from the top of the fruit deck.

Fabled Fruit
– Image by boardGOATS

On the other hand, Location Five allows the active player to draw cards until they have a hand of three—useful if they started with no cards, but not so helpful if they had a handful. At Location Six, the active player can turn over as many cards as they like, keeping all the unique cards they turn over, but go bust in a Port Royal sort of way if they turn over a duplicate card.  Since there are five different fruits, this action quickly becomes increasingly risky.  There are other actions, some of which add a bit more interaction, like giving a player a banana card and getting two cards in return or drawing one card from the fruit deck and then exchanging three fruit cards with another player.  A little more interaction comes from the fact that visiting an occupied location costs a fruit card: since location cards typically cost four or five fruit cards, this is expensive, especially with low player counts, but playing with the full complement makes this almost unavoidable from time to time.  Aside from this though, there is very little interaction and the actions for the starting locations are quite mild.

Fabled Fruit
– Image by boardGOATS

The interesting part is how the game develops, since a new card is added to the game every time a location card is bought.  Each location holds just four cards, so for every cards that are bought, a new location is introduced, and once all the cards for one location have been bought, that location and therefore that action is no longer available.  The really clever part of the game is the “Legacy” element:  the end game condition, becomes the start condition for the next game.  For this reason, we decided to play the game three times so we could see and appreciate how it evolves.  The rules were easy enough to explain and Turquoise, Magenta and Burgundy were keen to give it a go, so they joined Blue and Pink leaving Black, Purple and Pine to find something else to play.  It wasn’t long before the Fabled Fruit players were happily collecting fruit cards and occasionally turning them into juice by buying location cards.

Fabled Fruit
– Image by boardGOATS

It is a game of very fine margins, though and it wasn’t long before almost everyone had two Location cards tucked away and were fighting for one more to win.  In truth it wasn’t a long fight as Pink made his experience with the game tell and took the first round.  Then instead of resetting the game, we checked we still had the right number of cards out, and started again with the new set up.  So this time, we started with the market which had been introduced during the first round.  This is a face up display of five cards that players can interact with.  The Locations that were available allowed players to trade cards with the market, but also trade one strawberry, for any three non-strawberry fruit cards in the market.  This hugely increased the value of strawberries and, with the high value of pineapples (which could be traded for five from the deck) and bananas (which could be used to take cards off another player), it meant that players were holding more and more cards.

Fabled Fruit
– Image by boardGOATS

This all changed in the third round, however, when Location Ten appeared which allowed the active player to take two fruits from the player with the most cards.  Nobody liked falling victim to that one very much, but everyone took advantage where they could.  With just Pink taking the second round as well as the first, it was all about trying to stop him taking a clean sweep.  In the end it was really tight.  Everyone gets the same number of turns, so when it was clear that Pink was once again in a position to trigger the end by purchasing his third card, it was a question of whether anyone could stop him.  Although Turquoise who started the round had been steadily improving, there was nothing she could do, nor Burgundy who went next.  As Pink then played his master-move and picked up third Location card, the question changed to whether Blue and Magenta would be able to join him.  Both had enough cards, but but Magenta, was unfortunately standing on the only card she could buy, so in the end, the final round was shared by Blue and Pink.

Fabled Fruit
– Image by boardGOATS

Meanwhile, on the next table, Black, Purple and Pine had started off with Azul.  This, like NMBR 9, has been an immensely popular game since it first appeared on the group’s radar at Essen last year.  The game is almost entirely abstract, with a very loose “artists decorating a wall in the Palace of Evora” theme, but somehow, that doesn’t seem to matter as the game play is good and the production values very high.  In summary, the active player can either take all the tiles of one colour from one of the factory displays (putting the rest in the central market) or take all the tiles of one colour from the market in the centre of the table.  They then place the tiles they took in one of the five rows on their player board.  The catch is that although they can add more tiles to a row later in the round, once a row is full, any left-overs go into the negative scoring row. The round ends when all the tiles have been picked up, and one tile from each full row is added to the player’s mosaic and scored.

Azul
– Image used with permission of boardgamephotos

Tiles placed singly score just one point, but if they become part of a row or column, they pick up points for each tile in the row or column, so clever players can make tiles score over and over again.  The game ends when one player gets a complete row, so it takes at least five rounds, and then bonus points are awarded for completed columns or rows and full sets of five of a colour.  Purple wasn’t concentrating, so failed to get any bonus points, while Black and Pine picked up a few negative points.  Pin had a disastrous final round when he was forced to pick up six red tiles but could only place two of them meaning the rest all scored negative points, a total of minus thirteen for that round.  It didn’t do him too much damage though as he finished with thirty-eight, ten points clear of the others who were in a battle for second that Black won by a single point.

Azul
– Image used with permission of BGG contributor Toynan

Next the trio moved on to Sagrada.  This is another popular “game of the moment”, with very similar feel to Azul, but this time using dice and players are building a stained glass window by placing dice on a grid of dice on their player board.  Each board has some restrictions on where certain coloured or numbered dice can be placed there and players take it in turns to take dice from a pool and add them to their window.  Depending on the difficulty of the starting grid, players start with a small number of favour tokens which act as “get out of jail free” options and allow them to use special tools to manipulate some of the dice, either during the “drafting” phase, or sometimes those already in their “window”.  Points are awarded for fulfilling certain criteria, depicted on cards drawn at random at the start of the game.  Although completing the window can be challenging in its own right if the dice don’t roll well, it is the objective cards that are the key to the game.

Sagrada
– Image used with permission of BGG contributor punkin312

Each player has their own private objective which scores for the number of pips displayed on dice of a given colour in that player’s window. There are also three public objectives which everyone can use to score points; this time these gave points for complete sets of all five different colours, complete sets of all six numbers, and for columns that contained different numbers.  The game starts with each player choosing a window from two double-sided cards dealt at random.  The hard ones come with a lot of favour tokens and these can be critical as they can be used to move and re-roll dice or other special actions depending on what special tools are available.  This time they were particularly important, as everyone kept rolling sixes which wasn’t what they really needed.  Purple in particular made full use of all her favour tokens which helped keep her in the game.  When it came to scoring, it was quite close, with players taking similar scores on the separate public objectives. The small differences added up, however, and Pine finished in front with a nice round fifty, a handful of points ahead of Black in second place.

Sagrada
– Image used with permission of boardgamephotos

Fabled Fruit still hadn’t finished, but was well into its third round, so Purple, Black and Pine, looked round for something familiar and quick to play, and their collective eye fell on Kingdomino.  The rules didn’t need much recap: take a domino and add to the kingdom and then place a meeple on one of the dominoes on display for the next round.  When placing the dominoes, one of the two ends must connect to terrain of the same type already in the kingdom, or connect directly to the start tile.  Points are awarded at the end of the game by multiplying the number of tiles in an area of terrain by the number of crowns in the area.  All dominoes must fit in a five-by-five space (or be discarded) and bonus points are awarded for successfully placing all tile and finishing with the start tile in the centre.

Kingdomino
– Image used with permission of boardgamephotos

It is a very clever little game, and tile placement is clearly critical, but one of the most important aspects is the trade off between turn order and tile value.  Each domino has a numerical value and they are set out and taken, from low to high, so players going for the more valuable tiles are trading this value against their position in the turn order.  This was key for Pine who failed to get the crowns he needed and when he did couldn’t add them to the terrain he wanted.  This was exacerbated by the fact that with only three players, some tiles never appear which can upset the balance of the game.  All in all, Pine had a complete “mare” of a game, crowned by the fact that he failed to place all his tiles and didn’t get his castle in the centre of the kingdom either.  It was a game he wanted to forget, but was close between Black and Purple.  Black had the edge though and finished with a grand total of seventy.

Kingdomino
– Image used with permission of boardgamephotos

Nobody wanted a late night, but everyone fancied finishing with something light, and with so many people Las Vegas is always a good option.  This light dice game is really easy to play and doesn’t require much in the way of concentration, so is great to wind down with.  On their turn, each player begins by rolling their dice, then assigning some of them to one of the six casinos.  Each casino is numbered one to six and has a jackpot drawn at random from a deck of money;  the catch is that to place a “bet”, the player must use all the dice of one number that number.  Once everyone has placed all their dice the player who placed the most dice on a casino takes the highest value currency card. The really clever bit is that before any money is handed out, any “draws” are removed, which leads to a lot of barracking.

Las Vegas
– Image used with permission of BGG contributor joeincolorado

We also always add the Slot Machine from the 2015 Brettspiel Advent Calendar, which is like a seventh casino, except that it can hold dice of any number, but each number can only be added once (though a player must add all the dice they have of that number).  We also add some elements from the Boulevard expansion, including extra high value money cards, the “biggun” (which replaces one die per person with a larger, double weight die worth two of the little ones) and extra dice so more people can play.  Finally, we always house rule the game so we only play three rounds instead of four—although we love it, with four rounds it can outstay it’s welcome for those who feel they can’t catch up.

Las Vegas
– Image by boardGOATS

It’s never easy to tell how people are doing as the money is stored face down and the denominations vary from $10,000 to $100,000, so someone with a large pile may be very rich or just have a lot of “notes”.  And Purple certainly had a lot of notes as she popped out to the conveniences and came back to find a massive money pile.  Everyone was so impressed that several others optimistically tried the same trick, but unfortunately they didn’t quite have the knack.  It was an exciting game though; with so many people playing there were a lot of draws and lots of bids ended up cancelling out others, often with three people involved and a fourth very lucky “loser” picking up the spoils.  In the final counting, Pink proved that while he was good at collecting fruit, he was rubbish at collecting money.  At the other end of the scale meanwhile, Black and Purple were again fighting it out for first place, but a tie on $340,000 each was eventually resolved in Purple’s favour.

Las Vegas
– Image used with permission of BGG contributor ckirkman

Learning Outcome:  Aesop doesn’t have a monopoly on Fables.

28th December 2017 – boardGOATS do the Quiz

As we meet at The Jockey every week, last year at Christmas we decided to enter a team for their Quiz night between Christmas and New Year.  We didn’t have a large team, but Blue, Pink, Pine, Violet and Violet’s mum were in attendance and had managed to win for the GOATS at the first attempt.  Flushed with that success, we decided to give it a go this year too. This time there were seven of us with Pine bringing along his mate, Azure.  As before, we booked a table for 8pm and, as usual, pizza was largely the order of the day with a burger, tagliatelle and scampi for those who decided not to follow the tradition.  While we were waiting for food to arrive, Green asked whether Red was going to be about over Christmas as he had some Gruyère for her. Unfortunately Azure misheard and asked who Trevor was.  Much hilarity ensued as Pine got himself in a terrible mess explaining who Red was and why he thought she wouldn’t be interested in someone called Trevor, but would love a block of cave-aged cheese!  To spare his further blushes, someone quickly suggested we played a game, which seemed like a good idea.  With so many people and so little time, the choice was limited, so we went with Tsuro.

Tsuro
– Image used with permission of BGG contributor aleacarv

Tsuro is a very simple game to teach and play, and, although it has nasties such as player elimination, it is so quick to play that these things don’t really matter.  The idea is that each player has a “Stone” which starts on a marker at the edge of the board and a hand of three tiles.  On their turn, the active player then places a tile on the next square in such a way as to create a path in front of the stone.  They then move their stone (and any others affected) along the path to the new end.  The game continues with players taking turns to place tiles and move stones trying to keep their stone on the board and avoid colliding with any other stone; the last stone left is the winner.  This time, it was a cagey start as everyone was very careful.  It wasn’t until the draw deck had been depleted, that the first players were eliminated, with Pine  forced to play a tile that caused him to collide with Blue removing both from the game.  Purple and Azure were next leaving three players until Black was forced to take himself off the board and Green with him, leaving Pink the sole survivor.

Tsuro
– Image used with permission of BGG contributor kilroy_locke

While we were eating Green asked about the “Monster Games” session the night before.  The evening had started with Kingdomino, and included NMBR 9, Azul and 6 Nimmt!.  The highlight had been El Grande, however, a game that we enjoyed on a previous “Monster Games” session.  This time, however, we decided to add the Grand Inquisitor & the Colonies expansion.  This adds an extra couple of elements to the game (but still no Portugal, much to Pink’s disgust).  Both Blue and Black quite liked the Grand Inquisitor component and would happily play with it again, but neither were very keen on the Colonies aspect, despite the fact that Blue had been able to use it to great effect towards the end of the game.  Pine had the last word on the subject though when he commented that he’d found it amusing that everyone had known before the start that Black and Blue were competing for first place, while everyone else was trying to avoid coming last.  It was perhaps just as well that the landlord chose that moment to hand out the paperwork for the picture round…

El Grande
– Image used with permission of BGG contributor kilroy_locke

We started off badly, but quickly improved with a perfect score in the second round.  We maintained steady progress, but the team that beat the “Eggheads” would take some catching.  As the Quiz progressed it was clear that we would need a really good score in the “Who Am I?”, anagram and picture rounds to be in with a chance.  We got all three anagrams, but the “Who Am I?” was a bit of a disaster as we worked out who it was (“the big bloke from The Chase“), but couldn’t remember his name.  It turned out that that was actually enough information, but we only found that at the very end, so only got one point (his name is Mark Labbett).  Although we put in a reasonable picture round, it wasn’t good enough to make up the difference and we finished in a respectable second place.

Quiz December 2017
– Image by boardGOATS

With the Quiz over, we reverted to what we do best and went back to playing board games, or in this case, a dice game, as we finished the evening with Las Vegas.  The game itself is a very simple betting game.  Players begin their turn by rolling 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. The really clever bit 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.

Las Vegas
– Image used with permission of BGG contributor ckirkman

As usual, we included the Big Dice from the Boulevard expansion and the Slot Machine mini-expansion from the 2015 Brettspiel Advent Calendar.  The large dice are double weight and count as two in the final  reckoning.  The Slot Machine acts 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 play the game unusually slowly, we generally stop after just three rounds rather than the four recommended in the rules, and today was no exception.  Reducing the number of rounds meant that everyone had to make each round count to stay in the running, especially in such a close game.  Three players took over $300,000, with Green just $10,000 ahead of Black.  It was Blue who finished first, however, thanks largely to her judicious use of the slot machine which ensured a healthy return in the first two rounds.  And with that, it was home time for everyone, including Trevor the Cheese.

Las Vegas
– Image by boardGOATS

Learning Outcome:  Shy bairns get nowt.