Tag Archives: Little Town

29th April 2025

The evening began with a quick game of the popular Blackjack based game, Flip 7.  This is a quick, push-your-luck card game along the lines of Port Royal where players turn over cards and gamble on not revealing the same number twice taking it in turns to decide whether they want to “flip” or ” stick”. The catch is that each numbered card appears in the deck that number of times (i.e there is one one, two twos and so on). Flipping over seven different cards in a succession gives fifteen bonus points.  There are also some action cards in the deck, “Flip Three”, “Freeze”, “Second Chance” and modifier cards which give extra points. The game ends when players have reached the pre-agreed total.

Flip 7
– Image by boardGOATS

Ivory was keen to get in a little practice as “Little-Ivory” was getting it for his birthday in the next few days.  Although the game plays up to eight (with one box), there were just the four as Ivory was joined by Jade, Sapphire and Mint.  Mint went bust early and Sapphire started fast, but the victor was Ivory who didn’t go bust at all during the game.  With that over quite quickly Jade and Sapphire were joined by Pine, Plum and Byzantium to play the “Feature Game“, Creature Comforts.  In this game, players spend Spring, Summer, and Autumn gathering different resources from the forest and spending them to collect items that will home a more inviting place while the world outside is covered in a layer of snow in the Winter.

Creature Comforts
– Image by boardGOATS

Creature Comforts is a worker placement game with a twist:  the workers can be placed at various locations, but dice of specific values (or sum-totals) are required to activate the locations. Thus, the players need access to dice of specific values when it comes to triggering those workers.  Jade explained the rules to Pine, Plum, Byzantium and Sapphire, some of whom were new to the game.  Played over twelve months, at the start of each month or round, a Traveler “event” card is revealed which either applies an instant effect or one that lasts the duration of the month.  Simultaneously, players then roll their two Family dice and place them on their Home Boards.

Creature Comforts
– Image by boardGOATS

Then, players simultaneously place their Workers at their choice of the twelve locations.  Although the locations can hold any number of Workers, players can only place a single worker at each one.  Each location will either require a dice of a specific value or multiple dice that add to a given sum (or have a particular requirement e.g. feature all odds or evens).  The catch is that at this point, players only know the values of the two dice that they have access to, their Family dice.  So, placing Workers requires some astute planning mixed with some luck when the four communal Village dice are rolled next, by the start player for the month.  Players then take it in turns to allocate the six dice at their disposal to activate as many of the locations their Workers are at as possible.

Creature Comforts
– Image by boardGOATS

Each Worker that a player cannot activate gets them a Lesson token, which can be used to modify dice values in later turns (for only that player).  Finally, players finish their turn by crafting any creature comfort cards they can, keeping in mind that only three can be carried over to the next round.  After eight months (six if playing a shorter version of the game), players can craft any left-over cards they might have in their hand if they can afford to and then score for their Comfort Cards, Improvement Cards, for empty Cottage spaces and left-over resources.  The first problem was that there were a lot of locations to get to grips with.  Pine, who was new to the game, struggled initially, but by the end was wanting to play again soon!

Creature Comforts
– Image by boardGOATS

Sadly, although the game was a lot of fun and enjoyed by all, it was marred by the fact that “Last Orders” was called sooner than expected.  This meant the last couple of rounds were played at something of a rush and points were missed and some of the scores might not have been correctly counted.  There are a lots of odd points to be counted, but the bulk come from the eponymous Creature Comfort cards.  Byzantium top-scored for these with forty-three points, some ten more than anyone else, so it was no surprise that he ran out the winner by a sizeable margin, with everyone else left fighting for second.  That battle was won by Sapphire with Pine taking third.

Creature Comforts
– Image by BGG contributor hipopotam

Meanwhile, Mint introduced Blue and Ivory to the really cool, three-dimensional game, Planet.  This is quite a simple game, but really clever:  each player receives a dodecahedral planet core with twelve pentagonal spaces and a magnet in the centre of each one.  On their turn, players choose a pentagonal tile with different terrains (Mountain, Ice, Forest and/or Desert) on them and stick it to their planet. The player who fulfills the most conditions for the appearance of certain animals gains its card.  There are public, animal objectives and each player has a private objective, their “Natural Habitat”.

Planet
– Image by boardGOATS

Players score points for the size of their Natural Habitat, and also for each animal card they claim.  Animals that live in an area that is not the player’s Natural Habitat score extra points which creates sort of opposing incentives to cover the planet with Natural Habitat tiles while also creating the right conditions to score animal cards.  And as the Planet fills up, this gets more and more complex.  Although everyone loved it, the game didn’t quite click for Blue, but it was close between Ivory and Mint.  There were only two points between them in the final totals, with Ivory taking his second victory of the night with twenty points.

Planet
– Image by boardGOATS

From there, the trio went on to play the Golden GOAT Award winning game, Stamp Swap.  In spite of the theme (which didn’t really set anybody’s imagination on fire), this has proved to be a really popular game within the group—it is just very smooth and doesn’t outstay its welcome.  Everyone had played it before, so there was only the barest minimum of a rules run-down.  The game takes place over three rounds, each split into two parts:  Firstly players take it in turns to choose from a central pool, then players divide their pile into two and the first player chooses one pile from another player to take, who keeps their other pile and chooses one from another play—and thus the piles of stamps are swapped.

Stamp Swap
– Image by boardGOATS

Players score points at the end of each round for their achievements and at the end of the game, for the face-value of the stamps and for end game objectives.  Despite everyone having played it before, there was a rules malfunction that might happened before and could have made a significant difference, to Mint and Blue especially.  Each player has an “Exhibitor” which gives players a point for each stamp they have of a given theme.  The group scored this at the end of the game, however, it is supposed to give points at the end of each round.  Everyone played by the same rules, so Ivory was the deserved winner with a hundred and eighteen points, but the scores would have been closer if the Exhibitors had been played correctly.

Stamp Swap
– Image by boardGOATS

On a night when there were four tables, the third consisted of Pink, Black, Pine and Purple, started with a game of Little Town.  This is a really cute little game of Worker placement, resource collection and management, and building tile placement.  The game lasts for four rounds, during which players collect resources (wood, stones, fish, and wheat) from the eight surrounding squares by placing Workers on central map.  Players can then build buildings using these resources, players can then gain the effect of the building by placing a Worker next to it.  Placing a Worker next to a building owned by another has a cost though, and the player must pay a coin before you can collect resources.

Little Town
– Image by boardGOATS

Players collect victory points using the powers of buildings, by constructing buildings, and by achieving objectives dealt at the beginning of the game. This time, Pink played a really pragmatic game essentially simply repeatedly activating the Well and the Bar (giving him two and three points each respectively).  As a result, the game was a bit of a land-slide with Pink taking victory with thirty-nine points, eleven ahead of Black in second with Pine a few points behind that.  With everyone else otherwise engaged, the group went on to play a quick game of Ticket to Ride: New York.  This is one of the first of the very small editions of Ticket to Ride, in fact, the first of the “Cities“, as it was preceded only by the Demo version.

Ticket to Ride: New York
– Image by boardGOATS

The game is played much the same as the full version of Ticket to Ride, with players taking coloured cards from the market and spending them to place pieces (in this case taxis) with the aim of completing tickets.  Black took the most points for the Tourist Attractions he made connections with, but had a bit of a ‘mare elsewhere, failing to complete a large pile of tickets which left him losing fifteen points.  This almost entirely wiped out the rest of his points, but it was relatively close between the others.  Pink was once again the victor though, taking the most points for placing taxis and for his tickets giving him a total of thirty-four points, with Pine taking second place just ahead of Purple.

Ticket to Ride: New York
– Image by boardGOATS

The fourth table consisting of Green, Teal, Salmon and Flint, only played the one game, but it was one of the most beautiful of recent times:  Earth.  This is a card-driven engine-builder where players are building themselves an ecosystem.  Often compared to Wingspan, although there is a lot to understand, the game itself is not actually all that complicated. Players are building a four by four grid of Flora and Terrain cards which represents their island; during the game they will plant flora, water it and allow it to grow.

Earth
– Image by boardGOATS

On their turn, players do one of four things: Planting (paying the cost in Soil tokens), Composting (gaining Soil and placing cards from the deck in their discard pile), Watering (place Sprouts and gain Soil) & Growing (draw new cards and place growth tokens).  A bit like Puerto Rico, once the active player has chosen which action they are taking, everyone else gets to do a subsidiary, slightly weaker version of the same action.  For example, when Planting, the active player plants two cards, draws four and keeps one, while the other players plant one and draw one.

Earth
– Image by boardGOATS

Once everyone has completed the action for the turn, everyone activates all the cards in their island that match the colour of the action chosen, starting with the card in the top left and working across each row in turn.  So, not only is it important which cards are played, but also where they are located in the player’s island.  At the end of the game (which is triggered when one player has completed their island), players score points for each Flora card, any Trunks and Canopies they have grown, their Sprouts and their pile of “Composted” or discarded cards.  Players also score points for achieving objectives on the Fauna cards revealed at the start of the game and for completing their island first.

Earth
– Image by boardGOATS

This was another game that turned out to be a bit of a land-slide.  The base scores for the islands was pretty consistent, but as with many games, it’s about what you do with the cards you get that makes the difference.  Green “Composted” fewer cards, but scored more for his Sprouts.  Players had ups and down, but otherwise it was fairly even.  The biggest difference, however, was the number of Leaf Tokens on the Fauna board—Green had more than twice as many as anyone else with sixty.  As a result, his total of two-hundred and forty-four was nearly fifty more than that of Teal who took second ahead of Flint in third.

Earth
– Image by boardGOATS

Learning outcome:  Rushing the end of a game can take the shine off it.

11th June 2024

The pub was not as busy as last time, and in any case, Pink, Blue, Black and Purple were there in good time for food.  Once they had finished, they managed to squeeze in a quick game of Rome in a Day while they were waiting for food and eating.  This is a cute little tile-laying game Black and Purple picked up from UK Games Expo as few days back.  It is a bit like Kingdomino with the “I cut, you choose” mechanism to allocate the tiles.  The “I cut, you choose” mechanism is used in a number of other games like, Castles of Mad King Ludwig, Isle of Skye, and Dice Hospital, but it is a more fundamental part of games like San Marco, and particularly …aber bitte mit Sahne and New York Slice.

Dice Hospital
– Image by boardGOATS

In the case of Rome in a Day, Players start by taking five land tiles drawn at random and place two buildings on tiles one and two.  They then divide the five tiles into two groups—a bigger and a smaller one (in any ratio) and add a crystal to the smaller land set before offering them to their neighbour.  During the four rounds the game is played over this neighbour alternates, right, left, right, left.  So, each round, players choose a set from their neighbour and these and the tiles they were left with are added to their domain.  At the end of the game, any building that stands on or adjacent to land of its own colour will score for each tile in the group and then players score for the diamonds they have collected—the player with the most points is the winner.

Rome in a Day
– Image by boardGOATS

Like in Kingdomino where players score better for a medium number of crowns in a medium sized area than for a combination where one is large and the other small, players benefit more if they can surround one large area of coloured tiles with multiple buildings of the same colour.  The most successful at this was Pink who scored well for three coloured areas, the green Olive Groves, the blue-purple Vineyards and the yellow Wheat Fields, while the others didn’t score at all.  As a result of his ruthless scoring strategy, he finished with fifty four points, eight points clear of second place, which went to black by a single point.

Rome in a Day
– Image by boardGOATS

The game was just coming to an end when Jade, Sapphire, Plum and Byzantium arrived, followed by Pine, Ivory and Teal, and then the inevitable debate as to who would play what began.  In the end, Jade led a group of four including Black, Purple and Sapphire in the “Feature Game“, Courtisans (the French for Courtier as it is spelled with an “i” rather than an “e”), which also came from UK Games Expo.  The first game was essentially a learning opportunity where players tried to understand the learning the mechanics of the game.  On their turn, each player receives and plays three coloured Family cards.

Courtisans
– Image by boardGOATS

One card is played at the Queen’s table to sway a family’s influence in a positive or negative way depending on whether it is placed above the table or below—at the end of the game, those with more cards below than above will have “Fallen from Grace”.  The other two cards are then played, one in the player’s own Domain and the other in an opponent’s Domain. At the end of the game, each card a player has from an “Esteemed” Family is worth a point, while each card from an Family that has “Fallen from Grace” loses them a point.  Thus the cards can be worth positive or negative points, depending on the Family’s status at the end of the game.

Courtisans
– Image by boardGOATS

Some of the Courtier cards have a special power, for example, Nobles count as two cards, Spies are played face down and their allegiance is only revealed at the end of the game, Assassins can be used to eliminate other Courtier cards, while Guards are not affected by Assassins.  The game ends when the card deck has been exhausted and nobody has any cards left in hand.  Players then total up their score and add any points earned from successful Secret Missions (each worth three) and the player with the most points is the winner.

Courtisans
– Image by boardGOATS

Black went first chosen by an app and began feeling his way forward.  The group only realised there was a slight issue towards the end as they ran out of cards a bit early.  It was then that it was discovered that at some point Black had acquired a second hand which he had placed on the table beside him.  Despite only a few personal objectives being met mostly players scored scored well; the exception was Purple who was the only one to complete both objectives which added six points to her score at the end.  It wasn’t enough for victory though, that went to Sapphire who had fifteen points, with Jade a point behind in second.

Courtisans
– Image by boardGOATS

Having felt their way through the first game, the group decided to play again.  As the winner, Sapphire went first, and from the off, it was like everyone woke up together and all decided to attack.  This time, everyone completed at least one objective, but this second game was a lot more treacherous and this was evidenced in the scoring.  One of Jade’s objectives was to ensure at least one of the Houses had at least five cards bringing them into disrepute—Jade chose yellow which caused others problems.  It didn’t have as much of an effect as his second objective though,which was to have fewer red cards than the player to his left.  As a result of this, Black was the kind recipient of any red cards he acquired.

Courtisans
– Image by boardGOATS

While he tried to bring the reds into disrepute too, it wasn’t possible to do both.  So, despite his best efforts they still scored positively and probably helped ensure Black’s victory with seven points, four more than Jade himself.  The scores were much more diverse in the second game though with a range of sixteen points with the person at the back finishing with minus nine!  Although savage, it had been a lot of fun; Jade commented that the game felt a bit like a dance with lots of nuance.  Definitely one to play again, especially given the truly beautiful foiled cards which are a delight to play with.

Courtisans
– Image by boardGOATS

Meanwhile, Teal had picked up the Alpine expansion for one of his favourite games of the moment, Forest Shuffle, and was keen to give it its first outing.  He was therefore joined by Plum, Byzantium and Pink who were also keen to see how it changed things.  Forest Shuffle is mechanically a fairly straight-forward game, but playing it well is comparatively difficult as it requires good, robust strategies and an understanding of how to get the best from the cards.  The idea is that players start with a hand of cards and, on their turn draw two more from the market (or “Clearing”) or play one into their tableau.

Forest Shuffle: Alpine Expansion
– Image by boardGOATS

There are two sorts of card, Trees and “Critters”.  Before playing a Critter, players must have played a Tree, which then has spaces on all four sides.  Birds and Butterflies are played to the canopy (i.e. above tree cards), Fungi and Amphibians are played at the bottom of the tree (i.e. below them) and Mammals are played either side.  The clever part is that Critter cards are split so they show two critters (either left and right or top and bottom), so players choose which they would like to play, and where, tucking the other side under the tree, making the unplayed half invisible.

Forest Shuffle
– Image by boardGOATS

The new Alpine expansion for Forest Shuffle only adds some thirty six cards to the game and, since roughly twenty additional cards are removed during setup, in practice it adds just sixteen to the deck.  Of course, the cards are removed at random so many should be from the base game and the expansion adds new cards like the Mountain Hare, who scores as for the European Hare, but wants to stay alone so can’t share a space with another Hare.  There is an extra Butterfly and more Trees too, which make these easier to score and help to balance the game somewhat.  Additionally, there is the new Alpine Newt provides a new way of scoring, for players who have managed to pick up a lot of cards from the Alpine expansion cards.

Forest Shuffle: Alpine Expansion
– Image by boardGOATS

This time, Plum went for Trees in a big way with loads Horse Chestnuts which give more points the more you have on them up to forty-nine for seven or more.  While she didn’t quite make the full seven, she scored a total of forty-eight for her Trees, fifteen more than the nearest player (Byzantium) and more than double what anyone else took.  They, of course, got points elsewhere though.  Pink, for example, went for Butterflies and, with the additional Phoebus Apollo Butterfly, took thirty-five points for them alone.  Byzantium opted for a deer strategy and received a total of sixty-one points for all his Critters.

Forest Shuffle: Alpine Expansion
– Image by boardGOATS

The winner was Teal however, with everyone else totally overcome by “The Lynx-Effect”, where each Lynx he had gave ten points as long as he had a Roe Deer to keep them fed.  Perhaps his victory was to be expected as he has played the game quite a bit with family, but his finishing score of a hundred and fifty was some way ahead of Pink and Plum who tied for second place with a hundred and nineteen.  Overall, the Alpine expansion adds some pretty artwork and made a few of the alternative strategies a lot more viable, reducing the apparent dominance of Wolves and Deer which it has often been claimed are overly powerful.

Forest Shuffle: Alpine Expansion
– Image by boardGOATS

With the Courtisans and Forest Shuffle groups sorted, that left just three players without a game.  Since Ivory and Pine both missed out on playing Little Town last time and neither wanted a particularly late night the decision was made to eschew Key Flow in favour of the lighter, quicker, tile-laying game.  Play is very simple:  players take it in turns to place their Workers in a space on the central board and then activate the eight spaces around them.  These eight spaces could be Buildings, but may also be Trees, Rocks or Lakes pre-printed on the board giving resources (Wood, Rock or fish respectively).  With three players, there are four Workers in each of four rounds and the player with the most points at the end is the winner.

Little Town
– Image by boardGOATS

Little Town has had a few outings, but was the “Feature Gamelast time, with two games played simultaneously, both with the starting tile set up.  This time, a random tile setup was used drawn from the full set that included the Pier, the Marketplace, the Bar, from the variant set as well as the Shop, the Workshop, the Goldmine, the Bakery, the Pawnshop, the Quarry and Wheat Fields from the basic set.  The twelve Buildings were completed by the Temple, the Cornucopia, and the Sushi Bar from the Goodie Buildings mini expansion.  Blue and Pine both complained that their Objectives were considerably more difficult than Ivory’s as he claimed all his quite quickly.

Little Town
– Image by boardGOATS

Eventually though, all three managed to complete all their Objectives.  Pine misunderstood the fact that each Worker needs to be fed at the end of every round, rather than just at the end of the game.  As it was a genuine error, rather than cripple his game at the end of the first round, Blue and Ivory let him pay with other resources leaving his unfortunate workers to gnaw on bits of stone, wood and coins.  Other than that, the game proceeded according to the rules.  Ivory majored on trying to convert Fish into points, while Blue tried to do the same with Wheat and Pine played the merchant, building the Gold mine and the Shop.

Little Town
– Image by boardGOATS

As the game came to a close, Ivory had a substantial lead with forty-two, ahead of Blue in second with thirty and Pine with eighteen.  This was without any of the points from the buildings (which Blue had a lot of) or from leftover money (of which Pine had an enormous pile).  As it turned out, money is not worth much at the end of the game, and although Blue’s buildings were worth considerably more than Ivory’s, she still fell two points short of his final total of fifty-seven.  So although we’ve still not been able to use the “sixty point tokens” we were only a handful of points shy.

Little Town
– Image by boardGOATS

The others were still playing, so after some discussion, Blue, Pine and Ivory decided to give the 2022 Spiel des Jahres nominee, SCOUT, an outing.  This is a clever little card game with two key features: firstly, as in Bohnanza, players can’t rearrange their hands, and secondly, the cards have different values depending which way up they are.  Like Tichu or Haggis, SCOUT is a climbing game, that is to say, on each turn players are aiming to beat the previous score.  In SCOUT, that means players have to play a higher value or larger meld, or a longer run or one of a higher value (and a meld of the same size always beats a run).

SCOUT
– Image by boardGOATS

These cards are played from hand, but have to be consecutive.  In the event that a player can’t or doesn’t want to play cards from their hand (aka “Showing”), they may instead take a card from either end of the current winning set and add it to their hand anywhere, and either way up (aka “Scouting”).  Additionally, once per round, players can “Scout and Show” which is take a card and then also play cards.  The round ends when either nobody in the round has been able to Show or a player plays their last card and has nothing left in hand. At the end of the round, players lose a point for every card they have left, and this is taken from the total from their scoring cards and points earned when others Scout from their display.

SCOUT
– Image by boardGOATS

With three players, there were three rounds, the first of which was finished by Pine, though Ivory nearly managed to check out, leaving Blue with a large handful.  The second round was much closer with Blue playing a nine-card run (though as cards in front of players at the end don’t score, and very quickly nobody could beat it, she didn’t get the advantage she felt she deserved).  The final round was taken by Pine again, but it was also close again.  The total favoured Pine, who finished with a total of twenty-six, a clear victory with Blue just pipping Ivory to second place by a single point.

SCOUT
– Image by boardGOATS

Forest Shuffle and SCOUT were both still going when the Courtisans finished, so they quickly set about playing a light filler that Jade had picked up from the Hachette UK stand that he had worked on at UKGELine-it, is another card game, played with a deck that consists of cards in four colors, numbered one to a hundred and six “Bet” cards (numbered three to five), which are shuffled together and laid out to create a market consisting of slightly more cards than there are players.  Players then take it in turns to take a card and either add it to their hand or add it to the row of cards in front of them (their Line).  There is a hand limit of two and the row must continue either increasing or decreasing.

Line-it
– Image by boardGOATS

If a player can’t add the card to their hand or their Line (because it would break the ascending/descending pattern), they have to score their Line, then play that card to start a new Line.  After drafting a card, players may choose to add one card from their hand to their Line and then score it. When scoring, if there is a Bet card in the Line, if there are more cards added since the Bet card than the value depicted on the Bet card, players get chips equal to the value of the Bet.  If the Bet is lost, the player takes negative points instead. Finally, three cards are discarded from the Line and the others turned over and placed in the player’s scoring pile.

Line-it
– Image by boardGOATS

Once each player has had a turn, all remaining Bet cards are discarded, and the other cards are placed under the Jackpot token that corresponds to their colour—these can be claimed whenever a player adds the third card of the respective color to their Line.  The game ends when the draw deck depleted, and each player plays one last card from their hand, then scores their line and tallies their points, the player with the most points is the winner.  As he had won the second game of Courtisans, Black went first.

Line-it
– Image by boardGOATS

Black and Purple both took (and completed) Bet cards early in the game, whereas Jade didn’t even take because his Lines weren’t right when the Bet cards were available because just didn’t make sense.  Purple won the first jackpot of the game which was a tidy little stack of blue Diamond cards and Sapphire also picked up Jackpot cards later in the game.  The game plays quite quickly and smoothly and this time out, it was close, well, close between Black, Jade and Purple—Sapphire was streets ahead, finishing with twenty-six points, a long way clear of Black in second with fifteen.

Line-it
– Image by boardGOATS

Learning Outcome: UK Games Expo is a good source of new games.

28th May 2024

When Blue, Pink and Cobalt arrived for food, the pub was really busy and they struggled to find a table, ending up in the Bar.  Their food had arrived by the time the others started to turn up, and although there was another free table by this time, it wasn’t conducive to playing games.  Green, who we’d been missing in recent weeks arrived with Lilac for the first time in absolutely ages so there was a lot of catching up to do.  It wasn’t long before more tables began to clear, and the group managed to find several together in the restaurant area, and once the feeders had bolted the remains of their supper they joined the group and everyone began to decide what they’d play.

Little Town
– Image by boardGOATS

First up was the “Feature Game“, Little Town, a resource management, worker placement and tile placement game where players take on the role of architects guiding teams building a small town.  There were two games of this—one with Blue, Pink and Teal, and the other with Black Purple and Lime.  It is quite a simple little game:  players start with a set number of Workers (four in the three-player game) and building Markers (six for three players).  On their turn, they can place a Worker in an empty space on the central player board/map, or spend resources and build a Construction, placing a Marker on it.

Little Town
– Image by boardGOATS

When they place a Worker, the player activates the eight spaces surrounding it.  These can include Woodland, Mountain, or Lake to get Wood, Rock or Fish.  Wood and Rock are useful to build, while Fish is important for players to feed their Workers at the end of the round (one Fish or Wheat per Worker, every round).  Players can also activate Constructions, their own for free, and another player’s by paying them one Coin.  There are twelve Buildings and five Wheat fields available for construction at the start of the game—once they are built, they are not replaced.

Little Town
– Image by boardGOATS

There are twenty-nine buildings in the base game which can be drawn at random, but this time, both groups used the basic set (marked with a robin).  This meant that some of the Objective cards which are Building dependent could not be used, so in the end, only the cards that didn’t require specific Buildings were used.  The Objectives therefore included things like “Gather at least five resources in the same turn” or “Have more Buildings than Workers”—these are scored during the game.  Buildings come in two types:  Those that give Resources when activated, and those that can be used to convert Resources into other Resources, Coins or Points.  The game lasts four rounds, after which players score for each of their Buildings and one point for any three unused Coins.

Little Town
– Image by boardGOATS

Once the rules had been outlined, both groups started playing.  Before they’d got more than a turn in, however, Cobalt commented that he was surprised that Blue hadn’t got metal coins to go with the game, at which point, Blue produced her utility set and both groups swiftly made the substitution.  Unfortunately, these new coins were a little slippery leading to a couple of rounds of “Hunt the Game Piece”.  Little Town is a really good little game though, accessible, but with meaningful decisions and one that doesn’t outstay its welcome.  Despite starting with essentially the same setup, the two games, progressed quite differently.

Little Town
– Image by boardGOATS

Pink and Blue built Points engines converting Coins and Wheat respectively, while Cobalt converted a Coin into Wheat and Fish, then and Wheat into lots of Coins.  On the neighbouring table, however, the Coin to Wheat and Wheat to Coins buildings were owned by different people, Black and Lime respectively while Purple was busy converting Wood into Points.  Both games were quite tight, with Lime’s forty-two beating Black into second place by just two points.  The other game was even tighter though.  Pink rolled back his final move following a suggestion by Blue to pick up an extra point, but she would have done better to keep her mouth shut as that extra point meant he tied for the lead with Blue on fifty-five.

Little Town
– Image by boardGOATS

It was as players were discussing the game and starting to pack away that Pink spotted a way of getting another extra point, but this was deemed too late and the game was deemed a tie.  Packing away, there was some confusion as the manifest indicated there should be twenty-nine Objective cards, whereas Blue’s copy had thirty.  Despite several recounts (and confirmation that there weren’t any in the Goodie Buildings mini expansion), the issue couldn’t be solved, and the group came to the conclusion that one more than expected was better than one less…

Little Town
– Image by boardGOATS

Meanwhile, on the next table Teal was leading a game of Salmon Run with Green, Pine and Lilac.  This is a game that was played quite a few times in the group some years ago when it was first released, but the last time it got an outing was in 2015—nearly ten years ago.  Teal had decided that his copy had been sitting on the shelf unplayed and unloved for too long and it was time for it to move on.  It got a stay of execution though, and as a result, it got a Tuesday night outing.  A fast paced, deck-building, race game, Salmon Run is a sort of cross between Dominion and Flamme Rouge.  Although the game is not particularly complex, the first game was a learning game.

Salmon Run
– Image by boardGOATS

The idea is players are Salmon, racing to be first to get to the Spawning Pool.  The board is modular and therefore the River can be changed to give variety and replayability.  Players start with a deck of cards containing three Swim Forward, three Swim Right, three Swim Left, one Wild and one Bear and draw four of these.  On their turn, players can play up to three cards, however, playing three means they will draw a Fatigue card.  These will ultimately reduce players’ choice and slow their Salmon down, so mostly players stick to playing two, replenishing their hand to four cards at the end of their turn.

Salmon Run
– Image by boardGOATS

Depending on the modules used, the River includes obstacles like Rocks, Currents and Rapids, as well as special spaces which allow players to pick up special cards (that can be used to counter Currents, Rapids and Eagles) to add to their Swim deck.  Teal began by moving a Bear onto the space with Pine’s Salmon, giving him a Fatigue card.  Then, much to Pine’s annoyance, Lilac and then Green did the same before fianally Lilac did it again.  Pine was very unimpressed—for one who loves wildlife, he really wasn’t happy about repeated visits from all those bears!

Salmon Run
– Image by boardGOATS

Green I played a Rapids card and there was some discussion where the card should be discarded to, but in the end there was no catching Teal, who was first to the Spawning Pool, and was some four spaces ahead Lilac, his closest challenger.  As Little Town was still going on both tables, the group decided to play a second time now they knew how to play as they thought they’d be quicker (which they were). The River was a changed a little to make it a bit more challenging and then the Salmon began their second run.  This time, Pine, Teal and Lilac went one way round the rapids, while Green went the other.

Salmon Run
– Image by boardGOATS

This time the bear was moved away from players by Teal so nobody got caught. As the River took a bend to the right, Green ended up with only Swim Left cards so had to just discard and bang his salmonny head against the rocks, falling behind. Teal and Pine had both picked up a lot of Fatigue cards, but they both got to the Spawning Pool.  As Pine had one less though, he was the winner of the second game.  It had been a lot of fun (despite the Bear attacks, and the headaches from banging against the rocky bank), so maybe the stay of execution deserves to be extended a while longer.

Salmon Run
– Image by boardGOATS

With both games finished and the late start, there wasn’t time for something long, so as is often the case in such circumstances, instead of lots of discussion, the group decided to play the old favourite, 6 Nimmt!.  With ten, the group decided to play the game over one round, which meant everyone started with ten cards, a lot more than usual.  This didn’t seem to improve the quality, however, a sentiment that was epitomised by one comment, “These are all bad with a capital F…”  The first few rounds were a little slower than usual as everyone had more cards to choose from than usual.

6 Nimmt!
– Image by boardGOATS

Once everyone had chosen their card, they were simultaneously revealed and added to the end of the appropriate row, with players picking up cards when theirs was the sixth card to be added.  Nobody managed to avoid picking up cards, but unusually, the scores were all quite close—so close that the winners, Green and Blue, tied with nine, while Pink took third place with eleven and Cobalt top-scored with twenty-three.  One game is rarely enough when it comes to 6 Nimmt!, and everyone was keen for another mad ten-player game.  This time the scores were more diverse: Lilac succeeded in avoiding the chaos and won with a clear round, while Teal added thirty-six to his first round twenty two to finish with the most points overall (Cobalt only took seventeen in the second game).

6 Nimmt!
– Image by boardGOATS

Blue took second place in the second game with five (giving her the best combined game total of fourteen), while Pine came in third with ten points.  Green was the most consistent with nine and eleven, but Lilac claimed the nearest to a “Mike Game” with one exceptional round and one awful one, though her bad wasn’t as bad as his usually were.  Everyone was just packing up when the evening came to a smashing end as the wine glass that Lime had carefully put safely to one side bit the dust.  Oh well, less washing up…

6 Nimmt!
– Image by boardGOATS

Learning Outcome:  Little Towns can give quite big games.

3rd October 2023

Black, Purple, Byzantium, Plum, Blue and Pink all arrived early for food, and were soon joined by Pine, Lime and finally Ivory.  The “Feature Game“, was to be Crappy Birthday, a party game where players give each other comedy birthday presents and the recipient has to decide who gave them the best and worst gifts.  A bit like the better known game, Dixit, the idea is to be the master of non-mediocrity, with the best and worst gifts netting points for the person who gave them.  It was our birthday party, so as is now traditional, everyone shared cake (this year, meeple topped carrot cup cakes), before Plum started off the year of GOATS crappy birthdays, receiving her first gift from Byzantium.

2023 Birthday Cupcakes
– Image by boardGOATS

This year we discovered that Plum fancied a custom chopper, Byzantium liked the idea of visiting a radioactive swamp (so long as it wasn’t too active) and Lime would gratefully accept a gift Monster Truck weekend.  Unusually, Pine didn’t get horses and a pile of meat, and picked skiing in Alaska (finding the Alaska bit more appealing than the skiing), and Black chose a Safari as his favourite gift.  Plum picked a chick-flick marathon over a litter of puppies and Ivory opted for a catapult over several space-based options.  Finally, much to everyone’s surprise, Blue picked a garden chess set and Pink chose a set of cuddly penguins over a pet vulture (who is very friendly, but stares at you while you are sleeping).

Crappy Birthday
– Image by boardGOATS

Less popular were singing the national anthem a the baseball, extreme bungee jumping, face piercing, a flexible trainer, and perkiness training.  The horrific baby sculpture was pretty much guaranteed to be rejected (and Lime had the opportunity for a second time), but others were more specific.  For example, Purple eschewed the drive across the Sahara because she dislikes the heat while others felt they would quite like a visit to the desert.  Similarly, Pink couldn’t imagine anything worse than mime camp, although most of the others couldn’t really see his problem.  Most people managed at least one or two loved or loathed gifts, nobody came close to matching Plum, who took a massive six points—a remarkable seventy-five percent of her potential maximum, quite a record for a worthy winner.

Crappy Birthday
– Image by boardGOATS

With our birthday suitably marked, the question was whether to continue to play light, large-group games or to break the group up and play something slightly more serious.  Pink suggested Niagara, and although Blue, Black and Purple warned against it, Plum showed an interest and that suckered in Byzantium, Lime and Pine.  The idea of Niagara is that players are rowing their canoes along the river to collect gems and then safely row them back to shore.  Players do this by simultaneously choosing a Paddle tile to play, then taking it in turns to activate their chosen Paddle to move their canoe (or canoes), trying to avoid losing them over the cataract and turning them into match-wood.  The winner is the player who manages to get seven different coloured gems or five gems of the same colour safely to shore.

Niagara
– Image by boardGOATS

The reason for the warnings and large amount of reticence form some of the group was after an online game some two years ago when Pink had the temerity to steal gems from everyone else and collective punishment failed to correct his appalling behaviour, winning the game in spite of it all.  This time, fore-warned and fore-armed the game started mean and got meaner, with the gem stealing starting in the very first round.  As a result, three out of the five finished the game with nothing.  Although Pink ended the game with two red gems, at least he didn’t win—that honour went to Byzantium, who by hook or by crook (mostly crook to be honest), managed to get five purple gems and ended the game.

Niagara
– Image by boardGOATS

Meanwhile, on the next table, Black and Purple were introducing Blue and Ivory to Little Town.  Despite the similarity in names (and inevitable resulting confusion), this is nothing to do with Tiny Towns. In this game, players acquire resources like wood, stone, fish, and wheat from the surrounding squares by placing workers on the board. When a worker is placed, the owner acquires the resources available from all eight surrounding spaces. They can then build buildings by using these resources, and the owner (or indeed any other player), can gain the effect of the building when they place a worker next to it, although when claiming a resource from a building owned by another player, they must pay a them a coin.

Little Town
– Image by boardGOATS

The game is deliciously tight—each player gets one action per turn, three turns per round and the game lasts just four rounds. Players collect victory points by using the powers of buildings, by constructing buildings taken from the market (which is not refilled), and by achieving goals dealt to them at the beginning of the game. After the fourth and final round, whoever has the most victory points wins.  Ivory started building an engine based on turning money into points, but then he realised the flaw in his plan:  there was no additional source of money in the game, so once he’d spent his cash, he was reliant on others paying to use his facilities, a source that rapidly diminished.  So he moved on to collecting wheat instead.

Little Town
– Image by boardGOATS

Blue built an engine to turn fish and wheat into points.  Black also built a wheat into points engine and pinched the last wheat field that both Blue and Ivory had their eye on.  Purple on the other hand did something completely different, converting resources into other resources to satisfy her goal card.  Ultimately though, none of it really mattered as the game was really, really tight and all four players finished within three points of each other.  Black’s experience with the game told and his thirty-two points just edged him one point clear of Blue who took second and she in turn finished one point ahead of Ivory.  It had been an enjoyable game though, definitely deserving of another outing, especially as the variety in the buildings would make it play very differently every time.

Little Town
– Image by boardGOATS

While the Little Town was being explored, Niagara had already finished and Lime, Plum and Byzantium rowed their respective ways home, leaving Pine and Pink to play a quick game of the new mini-version of Ticket to Ride, Berlin.  This is the latest in the “City Series”, smaller versions of the game that play more quickly, but still keep the essence of the original game.  Each game (full-sized or smaller), has some unique “hook” as well as a new map and features designed to bring a flavour of the new location.  Like all the other game, players have a choice on their turn to either take coloured cards from the market, or pay cards to place pieces on the map.

Ticket to Ride: Berlin
– Image by boardGOATS

In the Berlin version, players have both subway trains and trams to place. Tram routes are claimed in the usual way, but only one underground carriage is placed to claim a Subway or U-bahn route. When a player has one or none of their pieces left in their supply (either Tram or U-bahn carriages), each player, including that player, gets one last turn, then tickets are scored as usual.  One of the differences between this game and the other variants is the shape of the map, with it being very elongated in the east/west direction.  Pine built his routes along the north side and into the centre while Pink stretched his network along the south bank and into the centre.

Ticket to Ride: Berlin
– Image by boardGOATS

It was a very enjoyable game, and both Pink and Pine said they would definitely play this one again.  Perhaps part of the reason was that it was very close, but neither player realised how close until the final scoring.  In fact, it was so close that they double checked the score and confirmed that it was a tie with both players finishing with fifty-four points.  After a bit of chat, they had a rummage through the rules to find out what the tie breaker was, only to discover that it was the number of completed tickets, and both had finished with five.  So remarkably, it was a real tie, but while they shared victory this time, there will almost certainly be a rematch in the not too distant future.

Ticket to Ride: Berlin
– Image by boardGOATS

Learning Outcome: Everyone loves a nice birthday gift.