Tag Archives: Las Vegas

10th July 2018

While those eating finished, we welcomed an old friend from the Didcot Games Club on his first visit, and began the evening began with a quick game of an old classic, High Society.  Designed by Reiner Knizia, this is a light bidding game with a catch, in the mold of games like For Sale, No Thanks!, Modern Art, and perhaps our old favourite, Las Vegas.  First released over twenty years ago in the designer’s heyday, a beautiful new edition has recently been published by the Cumnor Hill-based company, Osprey Games.  In High Society, everyone starts with the same set of money cards, each numbering from 1,000 up to 25,000 Francs.  The game is all about correct valuations. Players take it in turns to bid for the luxury objets d’art for sale, however, when they increase their bid, they add money cards to their personal bidding pile, and there is no concept of change.  Thus, as the game progresses, players have fewer and fewer bidding options  as they spend their money cards, and are increasingly forced to big large amounts potentially for relatively low value items.  Some of the objects for sale are not so much art, as artless, and can halve a player’s score, lose them points, or even cause them to discard something they purchased previously and the first person to withdraw, “wins”, while everyone else pays whatever they wagered.

High Society
– Image by boardGOATS

The other twist is at the game end which occurs abruptly when the fourth “end game” card comes out.  At this point, the player with the least money at the end is eliminated regardless of the value of their luxurious objects.  Despite the age of the game, a lot of people were new to it, and as the valuation of the luxuries is the key, some people found knowing how much to bid challenging.  As is the case with this sort of game though though, until the scores were actually calculated nobody knew who was winning, especially as the money was tight at the bottom.  Purple and Black (or “The Dark Destroyer as Ivory called him”) had pots of cash, but Red was just eliminated ahead of Yellow.  That left the final count:  Black was by far the most efficient, with a score of fourteen, two more than ivory – quite remarkable given the amount of cash he had left at the end.  It was Yellow though, who having just escaped elimination, finished some way in front with nineteen points.

High Society
– Image by boardGOATS

With everyone fed and High Society over, we split into two groups: one to play the “Feature Game” (which was to be Keyflower) and the rest to play something else.  As always, the issue was what the other game was to be and almost everyone was happy to play Keyflower, but for some, the final decision depended what the other game was to be.  The problem was that the choice of the second game depended on who was going to play it.  Eventually, Purple broke the deadlock when she said she would be happy not to play Keyflower.  With Red having requested it in the first place, and it being Blue’s favourite game, it was just a matter of who would fill the remaining seats.  In the end, Pine, Burgundy and Ivory joined Red and Blue, leaving Yellow, Black and Purple to play Calimala, an area-influence driven, worker-placement game set in the Republic of Florence during the Late Middle Ages.

Calimala
– Image by boardGOATS

This is an unusual game with variable setup to keep it fresh.  The idea is that on their turn, players place one of their workers on one of the twelve worker spaces.  Each one of these is adjacent to two of the nine action spaces. If there is already a worker disk present on the space, once the active player has carried out their actions, then the other player gets another turn.  This continues until a player places the fourth disk on a stack: actions are carried out for the top three disks and the fourth is placed on the first available scoring tile which is then triggered.  Each player has some worker disks in their own colour and a small number in white.  Coloured disks give players a maximum of two actions on three occasions (i.e. a total of six), while white disks give four actions when played, but none later in the game.  The actions include acquiring resources (brick, wood or marble), building (ships, trading houses or workshops), create artwork, produce cloth, transport cloth, and contribute to the building of the churches.

Calimala
– Image by boardGOATS

The fifteen scoring phases are built on the actions, rewarding players for the amount of cloth they have shipped to a given city or combination of cities for example, or for their contribution to a specific building, or their contribution to the building effort of a given resource.  In each case, the player with the most scores three points, the player in second place scores two and the player in third gets just one point.  In case of a tie there is a complicated series of tie-breakers.  The game ends when either all fifteen tiles have been scored, or everyone has placed all their workers (in which case any remain tiles are scored).  It was another close game:  “The Dark Destroyer” scored heavily for the cloth in the Port Cities (Barcelona, Lisbon and London), while Purple scored for the trading cities (Troyes, Bruges and Hamburg).  Calimala is one of those games that rewards players who score “little and often”, and it was Yellow who managed to score most frequently.  There were a lot of tie-breaks however, particularly between Yellow and Black and it was probably the fact that Yellow did better in these that tipped the balance, as he finished just ahead of Black with a winning score of forty-five points.

Calimala
– Image by boardGOATS

Keyflower was still under way, so the players looked around for something quick to play and picked one of Yellow’s favourite games, Red7.  On the surface, this is a fairly simple game, but underneath it is much more complex.  The game is played with a deck of forty-nine cards, numbered one to seven and in seven different colour suits.  Each player starts with seven cards in hand and one face up on the table.  The player with the highest value card is “winning” because the rule at the start is that the highest card wins.  On their turn, each player can play one card from their hand into their tableau in front of them, or play a card into the centre which changes the rules of the game (a little like Fluxx), or they can do both.  If they cannot play a card or choose not to, they are out of the round.    In the event that there is a tie and the highest face value is displayed by more than one player, the tie is broken by the colours with red higher than orange and so on through the spectrum to violet.

Red7
– Image used with permission of BGG contributor punkin312

The colours also dictate the rules, so any red card played in the centre will change the rules to “the highest” wins.  Similarly, any orange card played in the centre changes the rules so that the winner is the person with the most cards of the same number.  In each case, if more than one player satisfies the rules, the tie is broken by the card that is highest (taking into account both number and colour).  Thus, if the rule is “the most even cards” and there are two players with the same number of even cards in front of them, the player with the highest even card is the winner.  At the end of their turn, the active player must be in a winning position, or they are out of the round. The round continues until there is only one player left.

Red7
– Image used with permission of BGG reviewer EndersGame

We last played this a few years back when we made rather heavy weather of it.  Part of the problem was that there were several of us and we were all new to it.  This meant we struggled without someone to lead the way.  With Yellow very familiar he was able to show everyone else how to play.  Inevitably, this meant he won (giving him a hat-trick).  The game was played over five rounds and at the end of each round the player who was left at the end kept their highest cards.  With Yellow so much more familiar with the game than anyone else, it was inevitable that he would be able to build on this, and he made the most of it.

Red7
– Image used with permission of BGG contributor punkin312

By this time, the next table were just coming to the end of their game of Keyflower, and we had all found it unusually hard going, that is to say we all struggled to find anywhere to score points.  The premise of the game is quite simple:  over four rounds (or seasons) tiles are auctioned using meeples (or Keyples) as currency.  The clever part is that to increase a bid, players must follow with the same colour.  Keyples can also be used to perform the action associated with a tile, any tile, it doesn’t have to be their own, but each tile can only be used three times in each round and, again, players must follow the colour.  The aim of the game is to obtain the maximum number of victory points at the end.  However, the highest scoring tiles aren’t auctioned until the last round (Winter), so players have to keep their options open.  On the other hand, the tiles that are auctioned in Winter are chosen by the players from a hand of tiles dealt out at the start, so players can choose to take a steer from that, or, if things go badly wrong, decide not to include certainly tiles.

Keyflower
– Image by boardGOATS

These games are nearly always memorably epic and this was definitely no exception.  The game started of with Ivory declaring that while he loved it, he thought it was maybe “a bit broken” because in his experience, there was one winter tile that would guarantee a win to the player that got it.  Blue and Burgundy thought they knew he was referring to “The Skill Tile Strategy” and agreed it was powerful, but felt it wasn’t over-powerful.  Blue said she thought it was only a guaranteed win if everyone else allowed it.  Pine suggested that playing the game would give Ivory another opportunity to gather evidence to see if this was the case.  As soon as the winter tiles were dealt out, it was clear that Ivory had one of the tiles that rewarded players with lots of Skill Tiles, and everyone knew what his strategy was going to be.

Keyflower
– Image by boardGOATS

Spring started and it quickly became clear that it was going to be a fight.  Initially, Blue went for the Peddler which converts yellow Keyples into Green ones, but Pine thought that sounded good, and outbid her.  Next she went for the Miner which gives two coal, upgradable to three, but Red outbid her on that.  Somewhat in error she tried to get the Woodcutter which gives two wood (upgrading to a wood and a gold), but Burgundy outbid her.  Ivory also got in on the act, beating her to the Keystone Quarry, which meant Blue finished spring with no Village tiles at all.  At least she didn’t over-pay for anything though, and it meant she had plenty of Keyples to bid with for Summer, at least in theory.  The lack of tiles meant she didn’t have a strategy though, while everyone else was beginning to build theirs.

Keyflower
– Image by boardGOATS

With summer came a whole new set of interesting tiles, for Ivory, that included the Hiring Fair which gives two tiles in exchange for one (upgradable to three tiles for one).  Given that Ivory had telegraphed his plans, and that Burgundy took one for the team during Concordia last time (when he took the Weaver and gave everyone else a chance), Blue felt it was her turn and she made it her business to outbid him, even though this gave her a tile she had very little use for.  As the only one with any meeples to speak of, Blue managed to pick up three boats relatively cheaply too.  She didn’t have it all her own way though, as Pine took the Farrier (extra transport and upgrade ability) and Ivory took the Brewer who turns skill tiles into Keyples.

Keyflower
– Image by boardGOATS

Unusually, there had been a lot of bidding for the end of season tiles and it came to a peak in autumn with everyone jostling for position for the final round.  The other tiles were generally less popular, however, and most people were trying to keep their Keyples to themselves where possible, hoarding them for the final round.  And it was in the final round that it all came to a head.  Everyone had to put in at least one tile, but nobody seemed terribly keen to put any in.  Blue had contrived to win the start Keyple at the end of autumn, and started by bidding for the Key Guild tile which had been put in by Ivory.  Inevitably this descended into a bidding war, which Blue won.  The Key Guild tile gives ten points for any five skill tiles, so Blue was finally able to use her Hiring Fair to get points. Having had his plans scuppered, Ivory moved on to messing with Pine’s plans, while Red engaged Burgundy in a bidding war for the Jeweller tile (which increases the value of gold from one point to two), and lost.

Keyflower
– Image by boardGOATS

It had been a  really tough game with points really hard to get hold of, and that was visible in the scores.  It was very tight with just six points covering Red, Burgundy, Ivory and Pine and all of them in the low to mid forties.  Blue finished with sixty-one however, thanks largely to her twenty points for her skill tiles and sixteen for her boats.  It had been a very stressful game, that led to a considerable amount of discussion.  Ivory felt the fact that Blue had won using skill tiles confirmed that they were over-powered, but Pine and Burgundy were less certain, so the jury is still out.  Blue said that every game was different and the point was that it was up to other players to stop the person who is making a beeline for skill tiles, in fact, that was exactly what she had done to Ivory, as he put that tile out in winter.  The discussion would have continued, however, it was getting late and people began to leave.

Keyflower
– Image by boardGOATS

Pine, Burgundy and Blue felt there was just time for a quick game of NMBR 9.  This little game has been a real success within the group, mostly at the start as a warm-up game, but occasionally as filler too.  Pine took the deck of cards and began turning them over, with everyone else taking the number shaped tiles and adding them to their tableau.  It was another tough, tight game, but Blue managed to squeeze one of her eights on to the fourth level giving her twenty-four points for that tile alone.  Aside from that, the levels and therefore the scores were very similar, so Blue took victory by twenty-one points from Pine in second place.

NMBR 9
– Image by boardGOATS

Learning Outcome:  Sometimes it is better to keep your plans to yourself.

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.

Spiel des Jahres Nominations 2018

Almost every time we’ve played Azul, the topic of conversation has moved on to the Spiel des Jahres and how it would be a travesty if it did not receive at least a nomination. It was with this in mind that we read the Spiel des Jahres nominations when they were announced this morning.  There are three nominees in each of the three awards:  a children’s game award (Kinderspiel des Jahres), the “Advanced” or “Expert” Kennerspiel des Jahres, and the main Spiel des Jahres (often interpreted as the “Family Game” award).  In addition, for the first time since 2010, there is also a special award for Pandemic Legacy: Season 2 by Matt Leacock & Rob Daviau, reflecting Pandemic, Forbidden Island and Pandemic Legacy: Season 1 that were all nominated, but failed to win a prize, and have had a significant influence on cooperative and legacy games as a whole.  The other nominees are:

  • Kinderspiel des Jahres
    Kinderspiel des Jahres 2018Emojito! by Urtis Šulinskas
    Funkelschatz (aka Dragon’s Breath) by Lena & Günter Burkhardt
    Panic Mansion (aka Shaky Manor) by Asger Harding Granerud & Daniel Skjold Pedersen
  • Spiel des Jahres
    Spiel des Jahres 2018Azul by Michael Kiesling
    Luxor by Rüdiger Dorn
    The Mind by Wolfgang Warsch

Firstly, more than half of the nominees were designed by either Wolfgang Warsch, or Michael Kiesling, so huge congratulations to them.  In our view, Azul richly deserves it’s nomination and it would be no surprise if it ultimately wins the award.  Of the other two nominations for the “red pöppel”, The Mind has received quite a lot of attention, and is a bit like a cross between Hanabi and The Game (both of which have been acknowledged by the Jury in the past, in 2013 and 2015 respectively).  Luxor has a good pedigree as it is designed by Rüdiger Dorn (also designer of The Traders of Genoa, Goa, Istanbul, and one of our group favourites, Las Vegas), but it is a bit more of an unknown as it has only just come out.  Usually the Kennerspiel Prize winners are a good fit to our group, but this year they are also largely unknown to us, so there is clearly a lot to discover before the winners are announced in Berlin on 23rd July (Kinderspiel des Jahres winners will be announced in Hamburg on 11th June).

Spiel des Jahres
– Image from spieldesjahres.de

 

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.

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.