Tag Archives: Lost Ruins of Arnak

15th October 2024

There were quite a few people eating this week, but the earliest arrivals were finished when Green turned up for the first time in months toting his copy of Lost Ruins of Arnak.  Jade was already preparing to lead the “Feature Game” which was to be Castle Combo, and he was joined by Sapphire, Pine and Lime.  This is a game that was released to coincide with Essen, but like many of the most popular games was sold out within a couple of hours.  The essence of the game is tableau-building where players draft cards from two markets creating a three-by-three square of people interacting with each other triggering instant effects and end-of-game bonuses.

Castle Combo
– Image by boardGOATS

The two markets consist of Castle Cards and Village Cards.  At the start of their turn, players can pay a Key to to carry out a special action, before they buy a Card from whichever market the Messenger token is currently located in and place it in their Tableau. Some card abilities grant a permanent discount when purchasing cards of a specific location (Castle, Village, or both).  If a player can’t afford any of the cards (or choose not to pay for them), they can always take a card without paying its cost, and place it face down in their tableau. In doing so, they ignore its ability, its end game points and any other information printed on it, but immediately gain six Gold and two Keys in compensation.

Castle Combo
– Image by boardGOATS

Each card after the first must be placed orthogonally adjacent to at least one other card in a player’s Tableau and at the end of the game, their Tableau must be a three-by-three grid of Cards. In this way, the final position of the cards in the array is fixed as the game progresses. Once it has been placed, the ability of the Card is applied. Some abilities affect opponents (all other players), while others affect a player’s neighbour (they choose which one). Finally, if the Messenger icon is depicted on the card played, the active player moves the Messenger Token, either to the Castle or to the Village, as appropriate, before refilling the market and ending their turn.

Castle Combo
– Image by boardGOATS

The game ends when everyone has nine Cards in their Tableau and everyone adds up their scores.  This time, Sapphire went first as he’d played before.  The game plays very quickly and smoothly as everyone began building up their displays.  It turned out that playing before wasn’t a great deal of help, however,, as Pine gave everyone else a bit of a trouncing as his final Tableau was worth ninety-six points, seventeen more than Jade who took second place a handful of points ahead of Sapphire in third.  Meanwhile, on the next table, Blue and Byzantium were leading a game of Stamp Swap at the request of Pink who had missed out last time.

Stamp Swap
– Image by boardGOATS

This is another fairly straight forward game, albeit one that takes a bit longer than Castle Combo, though it plays just as smoothly.   There is a lot of simultaneous play, which is nice because it minimises down time.  First, players take it in turns to choose items from the central Pool, then simultaneously divide them into two piles of offerings.  The player with the first player token, chooses and takes one of the piles offered by their opponents.  The opponent keeps their other pile and then chooses a pile from one of their opponents and so on.  Once everyone has two piles, players arrange the Stamps in their Album and then choose which of the four available end of round cards to score this time.

Stamp Swap
– Image by boardGOATS

After three rounds, players score the end of game objective card and the player with the most points is the winner.  One of the clever parts about this game is how much difference the objective cards make to the way players arrange their Stamps.  This was very obvious last time when there were two parallel games and one scored Finale Contest gave for points for Stamps completely surrounded by other Stamps, while the other gave points for each empty region.  The former gave lots of Albums where the Stamps were clumped together, while the latter gave spread out Stamps in a lattice-type pattern.  This time, the Finale Contest gave ten points for each completed edge, so players began the game working along the borders of their Album page leaving a hole in the middle that they only filed in later in the game.

Stamp Swap
– Image by boardGOATS

The end of round scores allowed players to score points for the number of stamps they had in one colour, the number of large square Stamps they had, the number of cancelled Stamps and the number of Stamps in their second most abundant theme.  This artificially increased the value of large square Stamps, which was something that Pink failed to take into account early on.  It led to Blue taking what Pink felt was his obviously less valuable pile and giving her a surprise Special Stamp with a sad face from him.  Still, that was replaced with a big grin when he stole one of Blue’s hidden Stamps later in the game and it turned out to be the one with the Giant Panda on it.

Stamp Swap
– Image by boardGOATS

The first event card was Generous Gifts where players choose one of their Stamps to score and then pass on—always a difficult decision, but more-so at the start of the game.  Slim Pickings was the second event giving players fewer items from the Pool at the start of the round, while Hands to Shake was the final event which made more Attendee Cards available, although by this time, it was too late to really take advantage of them.  That said, Byzantium had made collected quite a few Attendee Cards, using them to great effect to gain extra points and Stamps and took one in the final round as well.

Stamp Swap
– Image by boardGOATS

Aside from the Panda, Purple seemed to collect nearly all the Animal Stamps, while Pink did a good job of collecting Flowers.  The game is a bit of a “Point Salad” though, with points coming in little aliquots from lots of different places, and it perhaps pays not concentrate too much on one aspect.  Byzantium got a fast start and took an early lead, which he just managed to maintain to the end, beating Blue into second place by ten points, for the second time, which Pink taking third.  While packing up, everyone agreed that they really enjoyed the game for its smoothness, and the only part that “jarred” was setting out the starting Pool which was a little laborious.  Discussion online later, however, suggested a away to improve this, so that’s something to try next time.

Stamp Swap
– Image by boardGOATS

By the time Stamp Swap finished, Castle Combo had already come to an end and Jade, Sapphire, Pine and Lime had moved on to play Courtisans.  We first played this a few weeks ago, shortly after UK Games Expo.  This is a clever little card game from the same stable as Castle Combo and Faraway, where players are manipulating card values by where they play them.  On their turn, each player receives and plays three coloured Family cards.  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 Families with more cards below than above will have “Fallen from Grace”.

Courtisans
– Image by boardGOATS

One of the other two cards is played 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, players are trying to increase the value of the cards they have, while decreasing the value of the cards their opponents have. The first game was a game of two parts, Jade and Pine tied for victory with nine points, while Sapphire and Lime also tied with four points.

Courtisans
– Image by boardGOATS

As is often the case with this sort of game, after the first play, once he’d seen how the game works, Lime requested a second game.  This second game was higher scoring with players getting more “Esteem” and fewer Families that had Fallen from Grace.  Both Jade and Lime completed both their objectives as well.  Lime’s massive Esteem scoring of twelve, gave him clear victory with a total of sixteen points, while Jade, who finished with eleven points, just pipped Pine to second by a single point.  There was a bit of chatter with everyone discussing the games, but nobody really had the inclination to play anything else before going home.

Courtisans
– Image by boardGOATS

On the next table, while Blue took a little time out, Pink, Purple and Byzantium played a quick game of the sixteen card filler, Love Letter. This is a sort of multiplayer dueling game where players have a hand of one card, draw a second from the face down deck and then choose one to play, with the aim of being the last player standing, or the player with the highest value card if in the event that the deck runs out first. The trio only played two rounds, but Byzantium managed to get knocked out first turn both times. It was a tie between the other two though, with Purple taking the first round and Pink the second when he knocked out Princess Purple.

Love Letter
– Image by boardGOATS

After two rounds, the trio got bored and moved on to playing Sushi Go!Sushi Go Party! had had a mention earlier in the evening, but as none of them were familiar with the rules changes, they stuck with the smaller, original version.  This is a simple, and one of the purest card drafting games where players start with a hand of cards, keep one and pass the rest on.  The cards are Sushi and players are trying to get sets, or pairs, or as many as possible depending on the Sushi on the card.  The group played the full three rounds, with very mixed outcomes.  At the end of the game, the player with the most Pudding cards gets extra points, but as all three tied so nobody got any.  The winner was Byzantium, with a massive fifty-eight points, seven more than Pink in second in what was a high scoring game.

Sushi Go!
– Image by boardGOATS

Byzantium was waiting for Plum to finish on the other side of the room, so Blue rejoined the group for a quick game of something silly—an old game that Blue and Pink acquired at Essen, called Why First?.  The premise of this game is, what’s so important about being first, maybe the winner should be the person who is second.  So in this game, players start with a hand of five number cards and simultaneously, chooses a card to play before, on the count of three giving it to someone.  This player’s piece is then moved that number along the race track.  The round ends after five cards, the last of which must be used to move the payers’ own piece.

Why First?
– Image by boardGOATS

At the end of the round, only the player who is second scores, and that depends on their location on the track.  In the first round, Blue came second (and therefore won the points) and Pink won the second.  Byzantium won the third, but as he finished on the start line, he scored no points, much to his chagrin.  Blue and Purple tied for second in the fourth round so both took a single point, before Purple took the final round.  The winner of the game is, obviously, the player who comes second overall.  Despite a lot of effort by Blue who ultimately finished first and therefore lost, this was Pink who was therefore the winner.

Why First?
– Image by boardGOATS

By this time, the table on the other side of the room had finally finished and were packing up.  Green had clearly arrived wanting to Lost Ruins of Arnak, and Ivory and Plum had kindly joined him.  This had an outing about six months ago, when Green and Plum were also involved.  By this time, however, Green had acquired The Missing Expedition expansion and, having played the game quite a lot solo, wanted to include it to add interest.  The basic game combines deck-building and worker placement with resource management. Players start with six cards in their deck, two Money, two Compasses and two Fear cards (which just clog up players’ hands), and draw five of these to play.

Lost Ruins of Arnak
– Image by boardGOATS

Players then have two meeples each that can be sent to locations on the map, to either discover or use an action Location which generally give Resources plus some extras. Each new site has a Creature guarding it, which, if beaten, will give points and a small one-time bonus.  Players can use resources to move up the Research Track giving different rewards.  Players get one action each per turn, until everyone has passed signalling the end of the round, and the game finishes after five rounds.  The Missing Expedition expansion is modular, but this time the group added the Waterfall Temple and the extra encounter cards. The Waterfall Temple has a couple of steps whose cost changes each time someone Researches past them which can make it a bit unpredictable, though there is a sneaky shortcut to the top of the temple for players prepared to pay the steep cost.

Lost Ruins of Arnak: The Missing Expedition
– Image by boardGOATS

The first round went very quickly with everyone having limited options. Green and Plum began moving up the Research track, looking to gain an Assistant as soon as possible, where Ivory focused on gaining coins and an additional card. Ivory grabbed the Recovered Plane card (from the expansion) that allowed him to recall his explorers and using them again, which felt quite powerful. In the second round, Plum and Green both got their Assistants. They also started getting additional cards with Plum getting the Unreliable Compass card that gave her the benefits from the bottom tile of the exploration track and Green got the Army Knife which gave him flexibility when gaining Resources. Ivory began Exploring, uncovering the first new worked spot, slowly followed by Plum. Ivory managed to use his Plane card to avoid the Guardian, whereas Plum didn’t have that option and gained a Fear card at the end of the round.

Lost Ruins of Arnak: The Missing Expedition
– Image by boardGOATS

In the following rounds, Ivory begin focusing on the research track, catching up with Green and Plum and eventually overtaking them. He reached the part of the track where he could gain the Resources on a set aside exploration tile and got one that gave me an Explore card from the expansion which gave him the choice of something now or something latter. As the third and fourth rounds progressed, the Research track became a core focus Ivory managed to reach the top the first. Everyone continued exploring, and Ivory was also the first to explore a level two tile, gaining additional idols and resources and then subsequently able to recall his explorer to avoid the Guardian and Fear card.

Lost Ruins of Arnak: The Missing Expedition
– Image by boardGOATS

Plum was also Exploring, though at the lower level, but unfortunately the Guardians that she was drawing meant they were very difficult to defeat and she picked up more Fear cards. Green was Exploring less, but was using the engine that he assembled with his Assistants and cards to explore and defeat quite a few Guardians, adding to his engine whilst also gaining points. Towards the end of the game, the question for everyone was how to be most efficient and make the most moves up the Research track. Green joined Ivory at the top, and additionally gained enough Resources to grab an eleven point temple tile. Ivory was looking for an additional Resource to move my notebook up one more step and then remembered he hadn’t gained the bonus tile for reach the top of the Research track, gaining him that valuable Resource.

Lost Ruins of Arnak: The Missing Expedition
– Image by boardGOATS

Plum was also pushing up the Research track, looking to squeeze as much value as possible. Ivory also had accumulated quite a few coins, which allowed him to buy lots of cards during the final round just for their points. With everyone passing in the final round there was just the small matter of the scores. Points for Exploring, Research and Idols were pretty much level. Green’s engine which allowed him to gain the eleven point temple tile and defeat four Guardians (as opposed to Ivory’s and Plum’s one) ultimately gave him victory with seventy-seven points. Ivory’s Artifacts and Item cards gave him second ahead of Plum who had struggled with her Fear (bordering on Terror!) throughout the game.

Lost Ruins of Arnak: The Missing Expedition
– Image by boardGOATS

Learning Outcome: Princesses don’t want to live in Ruined Castles.

16th April 2024

Everyone seemed more keen on standing around and chatting that playing, but eventually, once everyone had arrived, people started dividing up into groups.  Ivory began by leading Jade, Sapphire and Cobalt to the other side of the room to play the “Feature Game“, which was the new “hotness” Let’s Go! To Japan.  In this game, players are travelers planning, then experiencing their own dream holiday in Japan.  Played over thirteen rounds, players draw activity cards place them in different days in their week-long itinerary. These can’t-miss tourist attractions have players traveling between Tokyo and Kyoto as they try to maximize their experience by optimising their activities while balancing resources.

Let's Go! To Japan
– Image by boardGOATS

In each of the thirteen rounds, players draw cards according to the pre-organised sequence.  For example, there are two decks of cards (Tokyo and Kyoto), and for the first four rounds, players take one card from each deck, keep one and add it to their tableau assigning it to one of the days of their dream, then pass the second card to their neighbour.  In the fifth round, players take the four cards they’ve been given and then they place two in their tableau and pass two on, and so on.  Once eighteen cards have been played (three on each of the six days), the game is over and players take their planned trip, activating each of their cards in order, starting on Monday and work their way through to Saturday.

Let's Go! To Japan
– Image by boardGOATS

There is a catch:  where there is a swap between the two decks, players have to move between the cities of Tokyo and Kyoto by playing a Luxury Train Ticket which they can acquire during the game.  Each of these is worth two points.  If players do not have enough tokens to cover each change, they play a Regular Train Ticket from the supply which costs them two points.  Activating cards involves moving the players’ five Experience tokens along a track, increasing or decreasing their Mood, Stress and Happiness, gaining points and then evaluating the requirements for the Highlight of the Day depicted on the final card of the day.  If these requirements have been fulfilled, the player gets bonus points and the player with the most points at the end of the game is the winner.

Let's Go! To Japan
– Image by boardGOATS

The game rattled along very quickly with swift turns and the added bonus that setup was quite rapid too.  As a result, it was easily under forty-five minutes before everyone was explaining their plan and scoring it.  That said it was hard to keep track of what everyone was doing.  Ivory was the first to fill a day and managed to get everything aligned to get the top bonus of a Luxury Train ticket. Although this was very nice, it in no way indicated Ivory was going to get a big score.  Jade and Cobalt quickly followed suit, Cobalt also gaining Luxury Train Tickets (which he got quite a few of throughout the game), and Jade got quite a lot of the second best reward, choosing Wild Tokens that would be really useful at the end of game to ensure meeting Highlight of the Day/End of Game objectives.

Let's Go! To Japan
– Image by boardGOATS

Sapphire was spreading his activities out a little bit more, but as the game went on he also managed to build a large store of wild tokens.  At the start of the game, Jade and Sapphire (who were not sitting next to each other) focused more on Kyoto, whereas Ivory and Cobalt were playing a lot more Tokyo cards.  Inevitably, however,  everyone ended up going to both cities and need Train Tickets as a result. Cobalt and Jade were the only people who choose to grab research tokens; Cobalt used one of these mid-game and managed to manipulate his hand so he ensured he passed nothing of use to Jade, much to his annoyance.  Otherwise, everyone worked on their mental health and managed to keep their stress down scoring positive points for the trip.

Let's Go! To Japan
– Image by boardGOATS

At the end of the game, Sapphire, Jade and Ivory had minimized their travel between the two cities though, whereas Cobalt required a lot of trains:  as he had lots of Luxury Train Tickets he actually increased his score significantly with these.  Jade had not picked up enough Luxury Train Tickets, so was stuck on commuter trains causing him to lose a lot of points. Sapphire ended up with a quick return trip between Kyoto and Tokyo on his last day, but that was acceptable because you should always go out your way for Sake!

Let's Go! To Japan
– Image by boardGOATS

Scoring took longer than usual as everyone gave a detailed description of their trip. Both Cobalt and Sapphire scored well on every day of their trip, with Cobalt slightly ahead thanks to his Luxury Train Tickets.  Sapphire managed to complete all his Highlight of the Day objectives though without using his wild tokens, so he cashed these in at the end of the game to push all his tokens into the next scoring zone and subsequently won the game by two points from Cobalt.  It had been a highly enjoyable experience though, enhanced by the beautiful components, especially the extremely pretty, but totally over the top ceramic component bowls!

Let's Go! To Japan
– Image by boardGOATS

From there, the group then played a game of Faraway, a light game set on the mysterious continent of Alula with its ever-changing geography, shaped after the rhythm of the seasons.  On each turn, players play a card from a hand of three.  As play is simultaneous, players must take into account the priority system in all their choices—being last to pick a card leaves fewer options and often less profitable choices for later turns.  During the game, players will play a row of eight cards in front of them, from left to right. These cards represent the regions they will come across while exploring the lands. Characters on these cards will give victory points if the player later fulfills the conditions they demand.  At the end of the game, players walk back along the same route, scoring cards in the opposite order to that they were played in—and therein lies the heart of the game-play.

Faraway
– Image by boardGOATS

Throughout the game, the cards played serve both to set new objectives, and to meet ones played previously.  This time, Ivory started quickly out of the traps playing the highest card and subsequently getting the last pick in the following round, which was a minor hindrance. As the game went on, the order of picking the cards changed each time and everyone managed to pick first at some point, although it did seem like Sapphire and Ivory had the greatest varieties, mostly either being first or last!  Jade was very quick off the mark getting lots of maps which gave him a significant card advantage throughout the game as he could look at four or five cards and pick the best one. Ivory also didn’t do too badly with maps.

Faraway
– Image by boardGOATS

It eventually became clear that Jade had managed to play his cards in such a way he was always playing a higher card than his last card giving him an additional secondary card, but he was also able to fulfill the requirements to score the objective on that card even though it would need fulfilling earlier in the journey.  Come the end of game scoring and going on their journey, both Cobalt and Ivory had slightly take their eye of the ball and missed fulfilling the requirements of some of their cards and thus missed out on points they though we were going to get. In the end, it was very close for second place Sapphire just taking it, while everyone was thrashed by Jade.

Faraway
– Image by boardGOATS

On the next table, Green was keen to play Lost Ruins of Arnak, and was eventually joined by Black and Plum.  This game combines deck-building and worker placement with resource management.  Players start with six cards in their deck, two Money, two Compasses and two Fear cards, and draw five of these to play.  As in the original deck-builder, Dominion, or in the racing games, Flamme Rouge and Snow Tails, Fear cards clog up players’ decks and more are acquired as the game progresses.  But also as in Dominion, there are ways to “exile” cards during the game.  So, players can try to keep a tight deck with minimal cards, or try to buy lots of cards that work well together.

Lost Ruins of Arnak
– Image by boardGOATS

Players then have two meeples each that can be sent to locations on the map, to either discover or use an action Location.  These generally give Resources plus some additions like draw a card, or gain a Fear card etc.. Each new site also has a Creature guarding it, which, if beaten, will give points and a small one-time bonus.  The Research Track is where players spend three of the resources, Tablets, Arrows and Jewels. Each player has two tokens which move up the same track giving different rewards as it ascends. Thematically, you can’t write stuff in the notebook until you find it with your magnifying glass, so the former can never overtake the latter on the track. And of course, the notebook gives cooler rewards.

Lost Ruins of Arnak
– Image by boardGOATS

Players get one action each per turn, until everyone has passed signalling the end of the round, and the game finishes after five rounds.  At the end of the game, Points are awarded for Cards, for progress on the Research Track, for discovering Locations and for beating Creatures; the player with the most points at the end is the winner.  This time, early in the game, Green pointed out to Plum that she could use an Idol gained by defeating a Guardian to give her the resources she needed to go up the Research Track.  That gave Plum an Assistant and she picked one that turned a Boot into an Arrowhead.

Lost Ruins of Arnak
– Image by boardGOATS

Green bought the card Plum had been eying up, which let players rid themselves of Fear cards (worth minus one point), and therefore seemed like a good use for a Boot/Fear.  It was pointed out later, however, that any card could be used in place of the Boot as all other transport types work for Boot icons.  Plum then got an Assistant that could upgrade a resource, which in practice she used turn Arrowheads into a Rubies as that was all she had by the end of the rounds.  She also managed to get ahead with her Explore magnifying glass token and was the first to a new level on a couple of occasions, which gave her valuable bonuses.

Lost Ruins of Arnak
– Image by boardGOATS

Green picked up a couple of Fear cards from leaving Guardians undefeated; Black got at least one as well, but Plum managed to dodge them.  Both Black and Green got useful Artifact Cards where they could get lots of resources.  It was a little way in that the group noticed the slight Rules Malfunction:  although players were putting their new cards at the bottom of their Draw pile, players were then shuffling the Draw and Discard piles together before drawing new cards.  This gave an extra bit of randomness that this time, worked in Plum’s favour.  For example, she had an item card that gave a Compass per worker when it was played, and it seemed to put in a lot of appearances.  In contrast, all the cards Green had bought didn’t come out until the final round—he got the balance of the bad luck.

Lost Ruins of Arnak
– Image by boardGOATS

Black picked up an Assistant which helped him cycle through his cards which helped mitigate the randomness a little, though there were a couple of occasions when someone took the location he had been working towards. Right at the end of the game, when Plum had managed to reach the top of the Explore/Research Track with her magnifying glass, she was able to use the Icons on her board to get the resources needed to pick up one of the most valuable Temple Tiles—worth eleven points. Green, however, scored almost twice that of the others for his Idols and Black top-scored for his item and artifact cards.

Lost Ruins of Arnak
– Image by boardGOATS

It was the Temple points, together with the extra points Plum got for getting to the top of the Explore/Research Track that ultimately made the difference, giving her a total of sixty-nine points, thirteen more than Green who took second place.  Both Plum and Green had played before, though most of their previous games had been online where the administration of the card shuffling was done for them, hence the Rules Malfunction.  It was Black’s first game, and despite the rules issue and not scoring as well as the other two, he still really enjoyed the game, so there is a good chance it will get another outing in the not too distant future.

Lost Ruins of Arnak
– Image by boardGOATS

Meanwhile, that left six players; Pink was keen to give his favourite panda game another outing, so Pine and Lime joined him in a game of Zoo Break.  This is a cooperative game, where players work together to try to prevent animals escaping from Bedlam Zoo.  On their turn, players roll the die to decide how many Action Points they get, then, after carrying out their turn, flip a Escape Card and a then a Move Card to determine what gets out of its cage and what moves.  Players have to avoid getting trampled on or bitten by the animals, while catching them and then locking them in their cages.

Zoo Break
– Image by boardGOATS

The group started well, or at least it started well from Pink’s perspective when he was cuddled by a Panda (one of his real-life wishes).  However, the game did not go so well.  There are a number of optional variants, and the group had chosen to use the “Faulty Lock” Variant which means that if an escape card is drawn for animals who have already been locked up, the die is rolled to determine whether there are escapees.  This turned out to make things just a bit too difficult and a Coral snake quickly made a bid for freedom, and as it’s a dangerous animal, that was that.  One snake might not seem like much, but there were another five lining up in front of the gate and three tigers too, so it really did not go well.

Zoo Break
– Image by boardGOATS

Reluctant to leave it like that, the trio decided to give it another try, this time without the “Faulty Lock” Variant.  This second try went better, though at one point two elephants got very close to the exit.  The situation was rescued by peanuts which enticed them to the Snack Stall where they were eventually captured.  There was some extensive rules reading to decide whether Pandas were considered “Dangerous” so only one escaping would trigger failure.  The group concluded that Pandas were not Dangerous animals after all though, and four Pandas roaming the streets would not lead to closure of the Zoo (though perhaps the Chinese government would not be appreciative).

Zoo Break
– Image by boardGOATS

In the end, the distinction wasn’t necessary, none of the Pandas got out, though one Capuchin did manage to escape.  That was all, however, and once the group finally rounded up the last of the mad Meercat escapees, the writing was on the wall and the Zoo was saved.  The other games were still underway, so once the charming wooden animals had been tucked away, the trio opted for a couple of rounds of Coloretto.  This is a charming little card game which is the core of the, arguably better known board game, Zooloretto.

Coloretto
– Image by boardGOATS

The game is very simple:  Players either draw a Chameleon card from the deck and add it to one of the Carts, or take the cards on one of the Carts and add them to their tableau, stepping out until everyone else has taken a Cart.  Each Cart has three spaces and players core points for their three largest sets of cards and negative points for any others.  The player with the most points at the end of the round after the trigger card is revealed is the winner.  The clever part is the scoring for sets, which uses the Triangular Number sequence and means that later cards are worth a lot more than the early ones.

Coloretto
– Image by boardGOATS

When the Golden Chameleon card came out, there was some discussion about the difference between it and the multi-coloured Chameleon.  Blue, on the next table was consulted, and explained that it meant the person who takes it gets an extra card drawn from the top of the deck.  With that sorted, the game continued.  The group played two games and both were close, especially between Pine and Pink with Pink just edging it for the first game by two points and Pine just beating Pink by a single point in the second.  Both games were won by Lime, however, and by a larger margin, taking the first by four points and the second by six.

Coloretto
– Image by boardGOATS

The last table included three players, Blue, Purple and Byzantium.  They were the last to start, and were somewhat torn between two of the current hot games in the group, Wyrmspan and Meadow.  After some discussion, the group went for what was probably the easier of the two, and gave Meadow its their outing in three consecutive meetings.  A light to medium card collection game, it was new to both Purple and Byzantium, so Blue explained the rules.  Most of the game is built round a Card Market with players placing an Action Token and taking a card into their hand, before playing a card from their hand.

Meadow
– Image by boardGOATS

This aspect of the game has led to some reviewers comparing the game to Splendor, though there is a lot more to the game than that.  In addition to the Market, there is a second Campfire board, which allows players to carry out special actions, and also claim Bonus points. for cards in their tableau.  The first time the game was played, there was a token included erroneously from the Envelope U mini-expansion, and last time the game got an outing, there was a minor rules malfunction where the four players ended up playing on the three-player board.  So although the game has been played three times in fairly quick succession, this time was the first time the game was played by the rules as written, probably.

Meadow
– Image by boardGOATS

Players start with a hand of cards, including one from the North deck (which is only introduced halfway through the game)—this last card is typically more worth more but is difficult to play, so is a good way to get a steer in the early stages of the game.  As well as the other cards in their starting hand, another key strategy lead is the Bonus points obtained from the Campfire board.  These are obtained by placing a Bonus point token between two Icons, but in order to do so, the player must have those icons in their tableau.  Since each bonus place can only be claimed once, this element of the game is something of a race between those who want to compete for these points.

Meadow
– Image by boardGOATS

This time, the Icons drawn at random and placed round the Campfire included the relatively scarce Cottage, Fence and Garden Bird as well as the Wolf and Hawk which only come out in the second half of the game, when the North deck is introduced.  This made the Bonus points hard to claim. Although neither Blue nor Byzantium appreciated it at the time, although most Wolf cards are in the North deck, this copy of the game included the Seal promo card, which is a Wolf card that hides in the South Deck.  As it was key to getting bonus points, when it came out, both Blue and Byzantium spotted it, but Blue got to it first, and that turned out to be critical to her Bonus point objectives as Byzantium pinched the other spots early.

Meadow
– Image by boardGOATS

Meanwhile, Purple was busy collecting frogs and very effectively daisy-chaining cards to give her points.  As the game moved into its final rounds, Byzantium struggled to get a Landscape card that he could play without needing too many difficult prerequisites.  In spite of the frustrations when players can’t get cards, the game has a nice gentle roll to it and with three players doesn’t outstay its welcome in the way it does with four (when there are two extra rounds).  It was quite a tight game—Purple and Byzanium finished with thirty-seven and thirty-six points respectively from their observations, but Byzantium had more points from his Landscape cards.

Meadow
– Image by boardGOATS

Blue didn’t do as well as them with her observations, but had the most points from her Landscape cards.  Although Purple hadn’t managed to get any Bonus points, both Blue and Byzantium had picked up the full nine giving them a bit of a lead.  In the end, it was the Observations that were key, and they gave Byzantium victory by four points with a total of sixty.  As the Meadows were tidied up, the last of the other games came to a close too and everyone chatted until it was time to go home.

Meadow
– Image by boardGOATS

Learning Outcome:  Every game should come with ceramic component bowls.

9th January 2024

Blue and Pink were just finishing their supper when Pine arrived, soon followed by Cobalt.  There was a lot of discussion about the road closure to the A420 (due to an accident) and whether this would delay those coming from the west, but Jade, Plum, Sapphire and Byzantium soon arrived with their tales of countryside detours in the dark.  Inevitably, that led to more stories of road closures due to accidents and flooding, and the horror-show that driving anywhere has been over the last week or so.  With almost everyone present, with more proactivity than usual, the group split into three, with two tables playing the “Feature Game“, the Landmarks expansion to the 2022 Spiel de Jahres winner, Cascadia.

Cascadia: Landmarks
– Image by boardGOATS

Cascadia is one of the group’s most popular tile laying games.  The mechanisms of the base game are simple enough:  on their turn, players take a Habitat Tile/Animal pair from the market and add them to their territory.  The Habitat Tile can be placed anywhere, but the Animal Token must be placed on a Habitat Tile which depicts that Animal.  The market is then replenished back to four pairs until the Tile pile is depleted and the game ends.  The Tiles and Animals are drawn and paired at random, and players have to take the prearranged pair, they cannot freely mix and match unless they have a Nature Token, which they can spend to either change all the Animals, or to take an Animal from a different pair.

Cascadia
– Image by boardGOATS

Nature tokens are rewards for adding animals to Keystone Habitat Tiles, which, in general, are more difficult to fill because they can only hold one animal type (other tiles can take two or three).  While the mechanism is quite simple, the guts of the game is in the scoring.  Players score for each of the five Animals, Bears, Elk, Foxes, Salmon and Eagles, but the clever part is that the way each of these scores depends on which card is drawn at random from each of the five Animal decks.  Thus, the game plays very differently depending on the combination of Animal scoring cards drawn.

Cascadia
– Image by boardGOATS

In addition to animal scoring, players also score one point for each tile in their largest corridor of each of the five Terrain types, as well as earning bonuses if their largest area is the largest overall.  The Landmarks expansion consists of three new modules, one which increases the the potential player count, one which adds more variety to the scoring (more Animal scoring cards) and finally, the titular Landmarks.  The first of these adds a Personal Market of five Habitat Tile/Animal pairs for each player to give them something to think about (and potentially play) between turns.  This can be played at lower player counts, but is essential in larger numbers as it reduces perceived downtime.

Cascadia: Landmarks
– Image by boardGOATS

The second module is simply some more scoring cards, which adds more variety, but also a little more complexity as some of these are slightly more challenging to work with.  The final module, the Landmarks, changes things a little more.  These can be added to a Habitat Tile when the once the area of Terrain is large enough (spreads over five tiles or more).  These Landmarks also come with a choice of the available cards (drawn at random) which give bonus points at the end of the game, for example, for every Bear in the player’s Forests.  Each player can only build one Landmark on each Terrain type, and because the Landmarks occupy space, players start the game with one additional Keystone Tile.

Cascadia: Landmarks
– Image by boardGOATS

Blue, Pink, Plum, Black and Lime played with all three modules, making a point of choosing scoring cards from the expansion.  In contrast, although the Personal Market can be used for any player count, the four on the other table, Jade, Byzantium, Sapphire and Pine, only added the Landmarks module, choosing scoring cards solely from the base game.  Jade et al. got going first and were four or five rounds in before Blue’s Crew had even started, as the latter had more rules to cover and were a little later to start as they were too busy gossiping.  On the other hand, despite the fact that there were a lot of rules queries, at least they mostly got them right, in contrast, to the little rules malfunction on the other table.

Cascadia: Landmarks
– Image by boardGOATS

The rules for the Landmarks state that players may take a Landmark when they add their fifth or tile to a Terrain, or any subsequent addition, whereas Jade, Byzantium, Sapphire and Pine played that the Landmark had to be taken when the fifth Terrain Tile is added.  It was just a very little thing, but actually had quite a large knock-on effect. The problem was, if a Landmark is added to a Keystone Tile, then players don’t get the Nature token.  Worse, in some cases, players were taking Landmarks when the cards weren’t in-line with their strategy, just because they had to.

Cascadia
– Image by boardGOATS

As the games progressed, both groups realised that taking Landmarks can really restrict a player’s options, especially towards the end of the game when things can get very tight.  And forcing players to take unhelpful Landmarks just exacerbated this effect and meant some Terrains were stuck at four just to avoid some of the issues.  The games both progressed quite merrily, however.  Blue concentrated on a mixture of Animals and Terrain, going for Landmarks early in the proceedings. Plum, misunderstood and didn’t realise that players scored a point for each tile in their largest Terrain, so she concentrated on Animals, but did very well with her Terrain anyhow, by virtue of trying to get bonus points for having the largest areas.

Cascadia: Landmarks
– Image by boardGOATS

Pink asked a lot of questions and got a bit confused between when he could add Landmarks and when he could take tiles from his Personal Market.  So, he ended up concentrating on Foxes instead, “as he was a foxy sort of fellow” (and there aren’t any Pandas in the game).  Black meanwhile collected Elk, but all-round concentrated on animals rather than Terrain.  Lime commented, “Birds are difficult to understand, so I’m not going to bother with them; if I score at the end of the evening, so be it…” though he probably didn’t mean it to come out quite like that!  On the other table, Sapphire was collecting Elk, and Byzantium was focussing on Eagles while Pine concentrated on building his Terrain and Jade capitalised on the Landmarks.

Cascadia: Landmarks
– Image by boardGOATS

With or without the Landmarks expansion, Cascadia is a little bit of a “multi-player solitaire” game, that is to say, players can mostly quietly get on with their own thing without upsetting each others’ plans.  However, with Blue, Black and Plum all having a full set of five salmon, Pink and Lime struggled to get the last few they needed.  In the four-player base game, all the tiles and therefore all the animals are used and Lime hadn’t realised the expansion added more tiles, some of which had been removed and therefore, there was no guarantee that any of the lovely juicy salmon left in the bag were going to come out.  And much to Lime’s chagrin, so it proved, as he was left one short of the full set at the end of the game.

Cascadia: Landmarks
– Image by boardGOATS

The five-player game, despite starting later and having the extra player, finished at much the same time as the four-player game, demonstrating how the new mechanism in the Landmarks expansion really does speed the game up.  Despite the perceived, increased challenge associated with the new Landmark scoring cards, the five-player game was generally more highly scoring, with the Blue and Plum sharing victory, tied on a hundred and seven points (some fifteen more than Black in third) and tied on the tie-breaker too.  The other game was much closer, with a spread of just eleven points and with Pine finishing in first place with ninety-nine, only two points ahead of Byzantium who was the runner up.

Cascadia
– Image by boardGOATS

All in all, both groups liked the base game and enjoyed the game with the Landmarks expansion.  The group playing with all three Landmarks modules felt it was much more of a struggle, though both groups felt the Landmarks didn’t give all that many points unless you knew what you were going for and were able to really make them count.  Certainly, adding lots of Landmarks made things very difficult at the end of the game causing players to reject Animal Tokens, so although the rules say add an extra Terrain Tile, there was some discussion regarding the merits of “house ruling” the addition of a second in future, to encourage people to build Landmarks.

Cascadia: Landmarks
– Image by boardGOATS

Meanwhile, on the next table, Ivory had enticed Cobalt, Purple and Teal to play his new Christmas acquisition, Lost Ruins of Arnak.  It turns out that he wasn’t the only person in the group to receive this game over the holidays—Green had also been given a copy and would no doubt have been keen to play had he been able to come.  The game is set on an uninhabited island  where explorers have found traces of a great civilization. Players lead an expedition to explore the island, find lost artifacts, and face fearsome guardians in a quest to learn the island’s secrets.

Lost Ruins of Arnak
– Image by boardGOATS

The game combines deck-building and worker placement with resource management.  Players start with six cards in their deck, two Money, two Compasses and two Fear cards, and draw five to play.  As in the original deck-builder, Dominion, or in the racing games, Flamme Rouge and Snow Tails, Fear cards clog up players’ decks and more are acquired as the game progresses.  But also as in Dominion, there are ways to “exile” cards during the game.  So, players can try to keep a tight deck with minimal cards, or try to buy lots of cards that work well together.  Players then have two meeples each that can be sent to locations on the map, to either discover or use an action Location.  These generally give Resources plus some additions like draw a card, or gain a Fear card etc.. Each new site also has a Creature guarding it, which, if beaten, will give points and a small one-time bonus.

Lost Ruins of Arnak
– Image by boardGOATS

The Research Track is where players spend three of the resources, Tablets, Arrows and Jewels. Each player has two tokens which move up the same track giving different rewards as it ascends. Thematically, you can’t write stuff in the notebook until you find it with your magnifying glass, so the former can never overtake the latter on the track. And of course, the notebook gives cooler rewards. Players get one action each per turn, until everyone has passed and the game finishes after five rounds.  At the end of the game, Points are awarded for Cards, for progress on the Research Track, for discovering Locations and for beating Creatures; the player with the most points at the end is the winner.

Lost Ruins of Arnak
– Image by boardGOATS

The first round was very slow as there was only limited spaces to go and everyone had weak cards in hand. Purple, Cobalt and Teal all focused on building up resources and buying tool cards for future rounds where Ivory did something a little different and started progressing along the Research Track as well as opening up new Dig sites. The issue with this was that he picked up a Fear card, though fortunately he had already got rid of one of his initial Fear cards through the site he opened so there was no net negative effect.  In the second round, things picked up and strategies started to become apparent.

Lost Ruins of Arnak
– Image by boardGOATS

Cobalt continued to focus on getting Tools, especially ones that allowed him to draw extra cards (and hence allowed additional actions) and he started making headway on the Research Track and was first to unlock an Assistant. He also did a little exploring, but did not overcome the Guardian. Ivory wasn’t far behind on the Research Track and also continued to explore new areas (and this time overcome the Guardian) and make up for lost ground in getting tool cards. Teal went for a very different strategy and started to focus purely on exploring and overcoming Guardians, netting him three points for exploring and gaining the idol and five points for overcoming the Guardian. Purple, on the other hand, continued to focus mainly on building her supply of resources.

Lost Ruins of Arnak
– Image by boardGOATS

The third round continued in much the same vein with everyone continuing to pick up Tools and starting to gain Artifacts. Ivory focused almost exclusively on the Research Track and was able to catch Cobalt and had picked up all the bonuses, while both unlocked their second assistant. Teal was continuing his exploring strategy to great effect, whilst Purple continued to bide her time building up resources, including a significant amount of Rubies (the most valuable resource).  And so it continued into the next round too, except Cobalt began spending his Compasses on Artifacts while Ivory continued to hoard them for the last round.

Lost Ruins of Arnak
– Image by boardGOATS

And it was in the final round that Ivory’s plan became apparent as, in true Ivory style, he used all his Compasses to explore a level two Dig Site. Hitherto, exploration had been limited to level one sites and Ivory was the first to explore a higher level, thinking this would be a fun thing to do. In the end, this ironically might have been the critical move that influenced the outcome of the game. The level two site gave Ivory valuable resources, helping him complete the Research Track just after Cobalt and also overcome the newly uncovered Guardian. With two idols on a level two site, this gave Ivory eleven points.

Lost Ruins of Arnak
– Image by boardGOATS

Teal continued with his strategy and also explored a level two site and began moving along the Research Track too. Purple used all her carefully collected resources and make a late dash to the top of the Research Track, gaining valuable points.  It should be said the whole work placement element of the game felt very tight with limited spaces at the start and then difficulty knowing whether to take the optimal route planning cards first, but potentially missing out on a valuable space to other players, or taking the sub-optimal route and placing your workers first guaranteeing the activity, but at a cost of efficiency.

Lost Ruins of Arnak
– Image by boardGOATS

Everyone got blocked at some point (except perhaps Teal who was opening up new sites), and certainly towards the end of the game everyone wished they had more than two workers!  Teal with his explore/overcome Guardian strategy led to him defeating a very impressive impressive six Guardians and gave him a total of sixty-eight points.  In the end, however, the fact Ivory completed the Research Track and was also able to explore and overcome Guardians gave him the victory by just three points with a winning total of seventy-one.  It was a very good game though, one greatly enjoyed by all involved.

Lost Ruins of Arnak
– Image by boardGOATS

Learning Outcome:  Now we know what Bears do in the Woods!

Essen 2023

Today is the final day of this edition of the largest games fair in Europe and arguably the world, the Internationale Spieltage.  Known to gamers worldwide simply as “SPIEL” or “Essen”, the annual fair is of particular significance as many new releases are scheduled to coincide with the event just in time for Christmas sales.  Following the recent change in management, this year there were quite a few changes.  Aside from the logo, the most noticeable was the layout in the halls—according to one game designer, every stand except his was in a new location in an effort to theme the halls.  For the most part, this seemed to work, though inevitably some people will feel they lost out in the great shuffle.

Essen 2023
– Image from spiel-essen.com

One thing that hasn’t changed, is the lack of general gaming space, especially when compared with the likes of the UK Games Expo and Gen ConSPIEL is a games fair, not a convention—it’s purpose is to showcase new and up-coming games and sell them to the general public, but also small and medium-sized resellers.  Additionally, there is a lot of business going on behind the scenes, including designers demoing games to publishers, and publishers meeting with producers and other publishers to discuss contracts.  It is arguable that large amounts of playing space are counter to SPIEL’s priorities, but they could definitely do with providing more chairs—not everyone has the stamina of a twenty year old, and the number of people just sitting on the ground suggests more seating is an essential.

Essen 2023
– Image by boardGOATS

Following the cancellation of SPIEL in 2020, there were restrictions on numbers for 2021 and Covid mandates in 2022 leading to reduced numbers (93,600 and 147,000  respectively), so 2023 was the first year when things were back to normal.  One question therefore, has been whether numbers would return to the levels, or even exceed those of 2019, when there were 209,000 entries.  It will be a few days before the statistics for 2023 are reported, but anecdotally, the answer is yes, with some exhibitors commenting that Friday was the busiest it had ever been, and the annual no-ship Maths Trade and Auction was as mad as ever.

My Gold Mine
– Image by boardGOATS

This year there is the usual selection of the latest releases including, The White Castle, Nucleum, Kutná Hora: The City of Silver, Evacuation, The Glade, My Gold Mine, Amygdala, Forest Shuffle and Footprints.  There are also expansions for previous games like Cascadia (Landmarks), Ark Nova (Marine Worlds), Lost Ruins of Arnak (The Missing Expedition) as well as this year’s winners of the Deutscher Spiele Preis, Planet Unknown (Supermoon).

Ticket to Ride Legacy: Legends of the West
– Image by boardGOATS

A common theme are the re-releases and reimplementations of old favourites and there are a lot of these this year, like Ticket to Ride (Legacy: Legends of the West) Elfenland, Zooloretto, Dixit (Disney Edition), Shipyard (Second Edition) and NMBR 9.  As usual, there are also loads of mini promotional expansions available for games like Flamecraft, Die Wandelnden Türme, Keyflower, Underwater Cities, Dorfromantik and 2022 Golden GOAT, Praga Caput Regni, amongst others.  There truly is something there for everyone.

Dixit: Disney Edition
– Image by boardGOATS

Deutscher Spiele Preis – 2022

The Deutscher Spiele Preis awards recognise the “Best Children’s Game” and a top ten list of the “Best Family and Adult Games”, the results of an open vote by games clubs, gamers and people in the industry.  They are awarded annually at the Internationale Spieltage in Essen and the winners are announced in advance.  As annual awards, the games named in the Deutscher Spiele Pris lists often intersect with the winners and nominees of Spiel des Jahres Award, but in many other ways, the awards differ.

Deutscher Spiele Pries 2022
– Image from
spiel-messe.com

The Spiel des Jahres winners are chosen by a committee with a list of strict criteria whereas the Deutscher Spiele Preis is more a list of the most popular games of the preceding year.  As such, games that are not eligible for the any of the Spiel des Jahres Awards often feature in the top ten list of “Best Family and Adult Games”.  For example, games that were considered at the time to be too complex or aggressive for the Spiel des Jahres awards have ranked number one in the Deutscher Spiele Preis list.  These include Tigris & Euphrates (1998), Puerto Rico (2002), Louis XIV (2005), Caylus (2006), The Pillars of the Earth (2007), Agricola (2008), Terra Mystica (2013), Russian Railroads (2014), Voyages of Marco Polo (2015), Mombasa (2016) and Terraforming Mars (2017).

Terraforming Mars: Hellas & Elysium
– Image by boardGOATS

Of all these great games, only Terraforming Mars even received a nomination for the Kennerpiel des Jahres award (though Agricola did receive a special “Complex Game Award”).  In contrast, over the last few years, there has been much more overlap with games like Azul (2018), Wingspan (2019) and The Crew (2020) all ranking highest in the Deutscher Spiele Preis list and winning either the Spiel or Kennerspiel des Jahres award.  Further, all the other winners of both awards including MicroMacro, Cartographers, Paleo, Lost Ruins of Arnak have featured high on the Deutscher Spiele Preis list and/or received Spiel/Kennerspiel des Jahres nominations.

Ark Nova
– Image by boardGOATS

This year, while there is still a lot of overlap between the lists, the top ranked game on the Deutscher Spiele Preis list is a bit of a throwback, being too complex even for the Connoisseur or Kennerspiel des Jahres award.  The Deutscher Spiele Preis winner, Ark Nova has been extremely popular amongst gamers creating a lot of “buzz”, so it is no surprise that it did well.  The strategy revolves round building card combinations and the theme, zoo building is very appealing—everyone loves animals.

The full Deutscher Spiele Preis list is:

  1. Ark Nova
  2. Cascadia (Spiel des Jahres Award Winner)
  3. Dune: Imperium (Kennerspiel des Jahres Award Nomination)
  4. Living Forest (Kennerspiel des Jahres Award Winner)
  5. The Red Cathedral
  6. Witchstone
  7. Beyond the Sun
  8. SCOUT (Spiel des Jahres Award Nomination)
  9. Golem
  10. Terraforming Mars: Ares Expedition
Ark Nova
– Image by boardGOATS

Spiel des Jahres Nominations 2021

The nominations for the Spiel des Jahres have been announced.  There are three categories, the Kinderspiel (children’s game) , the Kennerspiel (“expert’s” game) and the most desirable of all, the family award, the Spiel des Jahres.  The nominees for this year’s awards have been announced as:

  • Kinderspiel des Jahres
    Kinderspiel des Jahres 2019Dragomino by Bruno Cathala, Marie Fort and Wilfried Fort
    Fabelwelten (aka Storytailors) by Wilfried Fort and Marie Fort
    Mia London by Antoine Bauza and Corentin Lebrat

Last year, the winner of the Spiel des Jahres was Pictures, a game where players model the picture on their card using the available components, e.g. shoelaces, coloured cubes, etc.; players get points for correctly guessing other players images and for other players guessing their image.  This is considerably lighter than some of the earlier winners, notably, Tikal and El Grande, or even some of the best known winners like The Settlers of Catan, Carcassonne or Ticket to Ride.  As the main award winners have become lighter over the years, we have found the Kennerpiel des Jahres better fits to our tastes.  The Kennerspiel nominees are not especially complex games, but are typically a step up from the light, family-friendly games of the main prize, the Spiel des Jahres.

– Image by from spiel-des-jahres.de

Last year the Kennerspiel award went to The Crew: The Quest for Planet Nine a game we have still been unable to play thanks to the global pandemic.  The Crew beat our preferred choice, Cartographers.  In contrast to The Crew, as a “Roll and Write” game, we have played Cartographers a lot.  So far, we are unfamiliar with the nominees this year and likely won’t get the chance to play any of them until some time after the winners have been announced (19th July in Berlin for the Kennerpiel and Spiel des Jahres Awards; 14th June for the Kinderspiel des Jahres).

Cartographers: A Roll Player Tale
– Image by boardGOATS