Meeting for the first time on a Wednesday, Pink and then Blue were the first to arrive, and like last time, played a game of Abandon all Artichokes (with the Rhubarb mini-expansion) while they waited for food to arrive. This is a very quick and simple “deck shredding” game: on their turn the active player takes a card from the face up market, adds it to their hand and then plays as many cards as they can before they discard the rest and draw five new cards. If this new hand contains no Artichoke cards, the player wins. Although it is very simple, it seems the function sequence is somehow challenging. Pink struggled last time, but seemed to have got the better of it as he won.
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As they were finishing, Pine turned up and, while Pink went to the bar, Blue explained the rules to him and then they played again. Pine also struggled a bit with which pile was the discard pile and which the draw pile, and where to take cards from and where they were going to. There is hope though as, despite the arrival of food in the middle, Pink won the second game too. Pink and Blue were just finishing their supper when Purple and Black arrived, soon followed by Green, Lime and Ivory.
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This week, the “Feature Game” was the new edition of Libertalia, Libertalia: Winds of Galecrest, a card driven game where players are admirals commanding a crew of sky pirates in search of adventure, treasure, and glory. Pine had watched the advertised play-through video and professed it “looked” fun, so was keen to give it a go. Ivory and Pink joined the party, while Green shouted across from the other end of the table that he would be happy either way as he knew nothing about it. In the end, after considerable debate, Ivory, Pink and Pine were joined by Blue and Purple, leaving Green, Black and Lime to find something else to play.
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Although Blue had read the rules, she had very deliberately not looked at the character cards, so Pine arguably knew most about Winds of Galecrest. It is a rejuvenated version of the older game, Libertalia, but with new, lighter artwork, additional characters and streamlining of some of the mechanisms. Very simply, each player starts with a deck of forty cards, of which six are drawn into their hand. The idea is that players have the same character cards to play, but can play them in different orders. Thus, one player (in our case Pink) shuffles their forty numbered cards and then draws six, which the the others find in their numbered and sorted decks.
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The game is played over three voyages, the first of which takes four days, the second, five days, and the final voyage takes six days. Each day, players simultaneously choose a card to play, which when revealed are laid out in numerical order on the island. The are then played three times: first in ascending order (daytime), next in descending order (dusk) and finally simultaneous (night). Some cards only have actions that activate in one or two of the time-frames, but any characters still on the island, move back to that player’s ship and stay there till the end of the voyage. At the end of the voyage, players activate any loot and characters they have with end of voyage actions. Despite that being pretty much all there is to the game (and it being written clearly on the board), the group still managed to make a bit of a meal of it.
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The first hand consisted of six relatively uninteresting cards (or so it seemed at the time), which all had daytime actions. The first voyage, and to some extent the second too, players were feeling their way. Because the group failed to remove the Character cards from their ships at the end of the first voyage, that skewed things somewhat, especially as some players had the First Mate in their ship which in some cases scored twice giving points for the number of characters in their ship which was also artificially inflated. Ivory knew which cards he’d played and when, but others were unsure and some had built a strategy that relied on having certain Characters in their boat at the end of the second voyage. So rather than trying to back-track, ships were emptied for the first time at the end of the second round.
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It took the group a bit of time to understand when the actions for the loot happened—most occur at the end of the voyage, but some occur on the day they are collected, during the dusk phase. As a result, several players missed some of those dusk actions, the additional reputation gained from picking up a Barrel in particular. At the beginning of the second round, Blue, Pine, Ivory and Pink agreed they were all playing the “obvious card”. On revealing their cards they discovered they had differing ideas of what the obvious play was, which gave the first inkling that there was much more to the actions than had first appeared, but the players really got to grips with the planning aspects of the game in the final round.
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Ivory played his Carpenter, which reduced his funds by half, and immediately followed it with the Officer which increased his kitty to twelve doubloons. Then, because he is always a threat, he was targeted by Pine and then Blue, losing first his Carpenter and then his Gambler from his ship (both give money at the end of the round). Blue then assassinated Pink’s Carpenter and he took out her Gambler in revenge. Pink discovered that the Saber type loot was much more dangerous than he gave it credit for as yet another of his Characters on the island bit the dust. Meanwhile, Purple was building the contents of her treasure chest largely unmolested, mostly only suffering as collateral damage. Pine also made killing by playing his Bodyguard with perfect timing, simultaneously taking lots of gold for discarding all the Sabers and Hooks from the loot pile, and starving everyone else of treasure.
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In the final accounting Blue was the most successful pirate, though she was one of the beneficiaries of the “rules malfunction” at the end of the second voyage. Purple made an excellent second place though, picking up loads of gold from her loot while largely managing to avoid being caught in the cross-fire as the others attacked each other. Libertalia is a much more vicious game than those we usually play, even though it was a “Calm” game and supposedly “easy and friendly”—Heaven only knows what Stormy will be like! It was a lot of fun though, especially when the group started to get to grips with it properly during the final round. It’s clear the game could cause a lot of relationship trouble, but that won’t stop it getting another outing soon.
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Meanwhile, on the next table things were much more peaceful with Green, Black and Lime laying carpets. No-one felt up to anything too taxing or long tonight, so after reviewing the selection of games available Black suggested they play Marrakech, which certainly fitted the bill. Marrakech, is an unusual little game, with fantastic little rugs made of fabric and coins made out of wood, where players take the role of a rug salesman who tries to outwit the competition. Each player starts with ten Dirhams and an equal number of carpets. On their turn, players may rotate Assam ninety degrees, then roll the die and move him forward as many spaces as shown (up to four).
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If Assam lands on another player’s carpet, the active player must pay one Dirham per contiguous carpet square of that colour. Finally, the active player then places one of their carpets orthogonally adjacent to Assam. The winner is the player with the most money after the last carpet has been laid. After a quick explanation to Lime (who hadn’t played it before), the group had to decide the Role of the Merchant. On Board Game Arena, there are two options: one where the player turns him himself before rolling the dice, and another where the player who just played gets to turn him at the end of their turn and before the next player.
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After a brief check of the rules, the group discovered that the first option was the original rule (move the merchant before rolling the dice) and so they went with that. As a result it took several turns before anyone landed on anyone else’s carpet, then Black landed on a single square of Lime’s. A couple more turns and landing on carpet became a regular activity. When Green landed on a five square of Black’s, it became apparent that Lime had been labouring under a false understanding about what counted as a paying patch of carpet. He had thought that players have to pay for all the carpet squares connected, by any means including other people’s carpets, but of course only the patch that the Merchant is stood on counts.
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At various points in the game everyone had a large patch of carpet posing a hazard to the other players: Green had a large area in one corner, Black a large squarish patch in the middle, and Lime managed to get a zig-zag line from one corner all the way to the opposite one. Mostly everyone managed to avoid landing on these until they were broken up, but that duck was broken when Green landed on a large Black area, shifting the coin balance heavily in Black’s favour. At the end of the game carpet value was added to coins, and although Green had the most carpet showing, Black had significantly more coins than the others and finished as the winner by five points.
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Libertalia was still ongoing, and Marrakech had served as an excellent aperitif, but it was now it was time to move on to something more substantial, and the game of choice was Niagara. This is fantastic family game, that won the Spiel des Jahres Award in 2005, but is still a lot of fun seventeen years later. The idea is that players have two canoes that they are using to navigate up and down the river while trying to collect gems and land them safely on shore. Players simultaneously choose a paddle card from their hand, which dictates the distance their canoes travel. Once everyone’s boat has travelled, the river moves and any canoes that are too close to the falls take the long drop and are turned to matchwood.
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Players are trying to land five gems of the same type (or seven different colours) and the first to do so is the winner. We last played this about nine months ago, online, through the medium of Board Game Arena. On that occasion, Pink had betrayed everyone’s trust and stole several people’s precious loot. The victims (in particular Burgundy), were vociferous in their grievance, and as a result, despite Pink being enthusiastic about playing again, nobody was keen to join him. With Pink tied up in a quite different loot battle, this was a good opportunity to play again as it was still quite early and it was also an opportunity to introduce Lime to an old classic.
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The first round played relatively gently and much the way it normally does with everyone holding their cloud paddle tile (which allows them to change the speed of the river) back for the last round. Going into the second round however, Black and Green conspired to shake things up a notch. After putting a canoe onto the river, Black then moved the cloud from the plus one space it had been left on at the end of first round, to the plus two space. However, Green had also thought this was a bold move and had planned to do the same, but unfortunately, he had to move the cloud and as plus two is the maximum, the only direction to go from plus two was back to plus one. The result was that everyone spent the rest of that round moving five steps forward and four back.
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The highest cards were not enough to get players’ boats off the river and each time they just got dragged back again, with the landing stage forever out of reach. Green tried to “go against the flow” using some lower cards earlier in the round and holding a bigger card for later, but apart from moving around on different river discs, the end result was still the same. Everyone ended up on the same disc a couple of times too, and Lime was unfortunate when he lost one of his boats over the rapids. At the beginning of the third round players got their boats off the river. By this point, Black had managed to collect four different coloured gems and only needed that elusive pink. Green also had four gems, but that included two purple ones. Lime had just two gems as he decided to trade one to get his second canoe back.
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Black tried to inch down the river, sometimes choosing not to move a canoe in order to arrive at that last spot to collect his game winning pink gem. However Lime slowed the river down to minus one, and this left Black’s canoes in the wrong place. In the meantime, Lime also collected another couple of gems and Green managed to pick up another two as well, one purple and one blue. This left Green needing just one gem to win with seven (the fact that a pink would give him one of each did not matter—there is no double win in this game). As the new round began, Green got on the river, collected the final purple gem and there was nothing the others could do to stop him landing it on his next turn. And with that, the paddling was over with Green the victor.
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Although it was not that late, Lime and Green left for their respective homes, leaving Black to watch the final few turns of Libertalia. When that wound up, Ivory headed home and there was still time left for something short. While everyone else discussed the options, Pink went to the bar for a “tot” of Dead Man’s Fingers Rum. In his absence, Bohnanza was eschewed as “not short” and 6 Nimmt! and Coloretto had both been played recently. Saboteur doesn’t play so well with smaller numbers so in the end, the game chosen was Sushi Go!. The first thing to do was to remove the promotional expansions for its big brother Sushi Go Party! (Sukeroku, Inari, Sake and Pickled Ginger; these can be played with the original version but other cards need to be removed), however the Soy Sauce promo cards included as usual.
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– Image by Pine |
The game is really simple: from their hand of cards, players simultaneously choose one to keep and pass the rest on before repeating until everyone has no cards. At the end of the round the different cards are scored according to their individual characteristics. After three rounds, puddings are evaluated and the winner is the player with the largest total number of points. This time there was a serious shortage of puddings in the first round and Blue seemed to have more than her fair share. It wasn’t clear whether it was because she was overly focused on deserts or whether it was just because she’s rubbish at the game, but her score was lower than everyone else except Pine.
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Pine made up for it in the second and third rounds. In general, consistency is usually the winning factor in Sushi Go!, so Pink should have been in a good position, but both Black and Purple had a couple of really strong rounds, as indeed did Pine. As a result, it was a really close game. Pine was undone by the combination of his poor first round and the fact he was the only one with no puddings and lost six points as a result. In contrast, Blue’s score was boosted by six points as she had a clear majority. It was Purple and Black who were the ones to beat though, as they tied for the lead on thirty points and tied on the pudding tie break as well, so shared victory.
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Learning Outcome: If you are looking for job security, don’t become a pirate.