Tag Archives: Marrakech

20th April 2022

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.

Abandon All Artichokes
– Image by boardGOATS

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.

Abandon All Artichokes
– Image by boardGOATS

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.

Libertalia: Winds of Galecrest
– Image by boardGOATS

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.

Libertalia: Winds of Galecrest
– Image by boardGOATS

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.

Libertalia: Winds of Galecrest
– Image by boardGOATS

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.

Libertalia: Winds of Galecrest
– Image by boardGOATS

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.

Libertalia: Winds of Galecrest
– Image by boardGOATS

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.

Libertalia: Winds of Galecrest
– Image by boardGOATS

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.

Libertalia: Winds of Galecrest
– Image by boardGOATS

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).

Marrakech
– Image by boardGOATS

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.

Marrakech
– Image by boardGOATS

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.

Marrakech
– Image by boardGOATS

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.

Marrakech
– Image by boardGOATS

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.

Niagara
– Image by boardGOATS

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.

Niagara
– Image by boardGOATS

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.

Niagara
– Image by boardGOATS

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.

Niagara
– Image by boardGOATS

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.

Niagara
– Image by boardGOATS

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.

Dear Man's Finger Rum
– 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.

Sushi Go!
– Image by boardGOATS

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.

Sushi Go!
– Image by boardGOATS

Learning Outcome:  If you are looking for job security, don’t become a pirate.

22nd January 2019

Green was delayed, so once food had been dealt with, we started with the “Feature Game”, Auf Teufel komm raus.  This is a fun, push-your luck game with a betting element, in the vein of games like Incan Gold.  “Auf Teufel komm raus” literally translates as “On Devil come out“, but roughly means “by hook or by crook” or according to rule book, “The Devil with it” (as the title is officially translated).  None of these really give any information about the game though they inspire the lovely artwork.  The game itself is fairly straight-forward though:  everyone simultaneously places bets on the maximum value of coal that will be drawn out of the fire by one player in the round.  Players then take it in turns to draw coals, either stopping when they choose or going bust if they draw a piece.

Auf Teufel komm raus
– Image by boardGOATS

The player who draws the highest total value coals without going bust gets a fifty point bonus, as does the player who draws the most pieces of coal without drawing a Devil token.  Everyone whose bet was exceeded by the maximum value keeps their stake and wins the equivalent value from the bank.  If the player with the highest bid was successful, they win double their stake money.  This is key as it means the largest stakes are very lucrative making it in everyone else’s interest to stop once their stake has been met, unless they are in the running for the largest total or the most coals of course…  The game ends when one player passes one thousand six hundred at the end of the round and the winner is the player with the highest score.

Auf Teufel komm raus
– Image by boardGOATS

The game is beautifully produced with lovely poker chips, nice wooden coal tokens, a colourful board and chunky score tokens, but it is the little things in the game play that make it enjoyable.  Bizarrely though, it took the group several rounds to really get the hang of what decisions they were making.  Firstly, players had to work out what a reasonable level for bidding was.  There are approximately the same number of tens, twenties, twenty-fives, fifties and Devil coals with a smattering of seventy-fives and hundreds, but it took a round or so for people to get a feel for the statistics.  Then there was an understanding of the tactics when drawing coal—it took most of the game for players to realise that once the highest bid had been matched, players might as well keep drawing until they win something as there was no penalty as long as nobody had “made a pact with the Devil”.

Auf Teufel komm raus
– Image by boardGOATS

Making a pact with the Devil is not something one generally chooses to do; it is simply a catch-up mechanism, but significantly changes the dynamic of the game.  Basically, a player alone at at the back is given fifty points by any player who draws a Devil token.  This prevents the “devil may care” attitude once the maximum bid has been met.  It only happens rarely though (especially with six), as players don’t reveal their precise score, only the range of their score.  As Black put it, players only know the rough size of each other’s “wad”.  The aspect that makes the game fun though, is the encouraging, discouraging and general barracking as players try to manipulate others to their own ends.

Auf Teufel komm raus
– Image by boardGOATS

With the “wad” scoring and everyone feeling their way, it wasn’t entirely clear how people were doing to begin with, but Mulberry suffered from a huge unsuccessful overly optimistic bid in the first round.  Making a pact with the Devil helped Mulberry catch up, while Pine pulled away at the front.  Burgundy, Black and Blue weren’t going to let him get away with that and started pushing the boundaries with their bids and their draws.  As players began to get a feel for what was a safe bid and what was a risky bid, everyone joined in with lots of “Ooos” and “Aaahhs” as coal was drawn from the Devil’s cauldron.  Purple seemed to have an unerring knack of finding Devil tokens, but despite languishing at the back, the fact she had Mulberry for company meant neither of them could benefit from making a pact with Lucifer (maybe something that could be “House Ruled” in future).  In the final round everyone put in large bids, but Blue’s was the largest, a hundred and fifty.  Purple had gone bust while trying to meet Blue’s target, but the slightly more modest bids from Burgundy, Pine and Black had all been achieved, leaving all or nothing for Blue as the last player to draw.

Auf Teufel komm raus
– Image by boardGOATS

When the first token Blue turned over was one of the scarce hundreds, Black commented in jest that Blue had “marked it”.  The reason for Blue’s slightly indignant reply of “Hardly!” became clear in the post-game chit-chat.  There are several online reports of the coal tokens being identifiable.  Blue had therefore looked carefully at the tokens that had arrived covered in tiny specks of white paint which she had spent an hour scraping off.  This wasn’t entirely successful leaving some small scratch marks, so she had then carefully spent another hour inking the backs to try to homogenise them.  This had left the coals with a wide variety of glossy sheens, so she had carefully spent another hour rubbing them all with carnuba wax to try to make them all similarly shiny.  Unfortunately, the grain meant the pieces looked more even more varied with white wax deep inside the grain for some tokens and others smooth and glossy.

Auf Teufel komm raus
– Image by boardGOATS

Blue had then spent another hour rubbing all the tokens with oil which finally had the desired effect – there was still variety in the pattern of the grains, but there wasn’t an obvious trend.  Once Blue had explained that she’d spent most of Sunday evening on the exercise, trying hard not to identify any of the pieces while getting inky, waxy, oily, numb fingers, the Irony of Black’s comment was appreciated by everyone.  With Blue having drawn a hundred, everyone was on tenterhooks to see if she could draw the fifty she needed to make her bid successful.  Pine’s successful bid meant he had just exceeded the sixteen hundred needed to end the game; draw a Devil and Blue would lose a hundred and fifty and finish some way down the rankings.  It wasn’t to be though, with a flourish she produced a fifty, giving her three hundred points for the bet plus a fifty point bonus and with it, the game.

Auf Teufel komm raus
– Image by boardGOATS

Everyone had enjoyed the game though all were agreed that they’d start differently next time.  It had been a lot of fun once we’d got going though, so it will probably get another outing soon.  Poor Green had missed out, arriving about half-way through.  That left us with seven though, and a conundrum as to what to play next.  Time was getting on, but Green was keen to play something a little meatier.  Although Burgundy was happy to join him in Endeavor: Age of Sail with the new Exploits, nobody else was in the mood and it is a game that really needs at least three.  Blue was tempted, but with her fuzzy, “fluey” head wasn’t up to something new (she hadn’t played with the Exploits before) and Black was of a similar mind.  Inevitably Bohnanza got a mention, and as Mulberry hadn’t played it before, it was looking a likely candidate.  Pine wasn’t enthusiastic, but was even less keen on Endeavor.  In the end, the group split into two with Blue, Burgundy and Purple opting to teach Mulberry “The Bean Game”, while Pine and Black joined Green in a game of Marrakech.

Marrakech
– Image by boardGOATS

Strictly speaking, Marrakech is a game about selling Rugs, but the group just couldn’t stop themselves calling them Carpets.  The game itself is a very clever little abstract game made all the better by the addition of fabulous fabric “Carpets”, wooden coins, a large chunky bespoke die and a cool salesman who goes by the name of Assam.  The idea of the game is that players take it in turns to roll the wooden die and then turn Assam zero or ninety degrees and move him the given number of spaces.  If Assam finishes on an opponent’s coloured piece of Carpet (or Rug), the player must pay rent equal to the size of the contiguous area.  Finally, the active player places on piece of Carpet covering one square adjacent to Assam (and one other square as the Rugs are rectangular), before passing the problem on to the next player.  The player who ends with the most money and visible squares of Carpet combined, is the winner.

Marrakech
– Image by boardGOATS

After the first few placements it felt very obvious which direction the seller would have to be facing and then it was luck of the die.  Green quickly built a nice large area in one corner of the board, but thereafter game-play resolutely remained in the other areas of the board.  This was a bit of a mixed blessing as it meant Green kept his high Rug count, but did not receive any earnings from it.  This was compounded when he made a tactical error, turning the faceless Assam into the path of everyone else’s Rugs. From there on, Pine and Black made regular visits to each others Rug areas, although Pine seemed to be coming off slightly better from the exchange.

Marrakech
– Image by boardGOATS

Eventually, with the Green and Black down to their last three Rugs in hand, for some reason Pine had an extra and still had four left.  The group decided that he must have failed to place one at some point, so let him to place two on the next turn.  It wasn’t clear how much that affected the outcome, but on final count, Pine had just one more Rug visible than Green, but had a advantage in coins so was declared the winner.  With Bohnanza ongoing on the next table, the group looked for something short-ish and familiar and settled on Splendor, but decided to add The Orient module (from Cities of Splendor expansion), for no better reason than the fact that one of Pine’s favourite football teams is Leyton Orient.

Splendor
– Image by boardGOATS

Splendor is a very simple game: on their turn, players take gems (rubies, sapphires, opals, diamonds and emeralds, in the form of special poker-like chips), buy a gem-card, or reserve a gem-card taking a wild, gold chip as a bonus.  When taking chips, players must take three different chips, or, if there are enough chips in the stack, they can take two the same.  Each card features a gem which acts as a permanent chip (i.e. where chips are spent when buying cards, gem-cards remain in the player’s display).  Some cards also give points, and the first player that achieves a set combination of gem-cards also gets points for “attracting a Noble”.  The winner is the player with the most points at the end of the round where one player reaches fifteen.  The Orient expansion module adds an extra three decks of cards (one for each tier), which have special powers, like double bonus cards or joker cards which help players entice Nobles to their store.

    Cities of Splendor
– Image by boardGOATS

This time all the randomly drawn Noble tiles required ruby cards; three of them also needed opals and three needed diamonds as well.  When laying out the Level One cards, all four came out as white diamonds and a quick check on the rest of the deck showed this was no fluke, and the deck really did need shuffling further!  Once the cards had been randomised, the usual cat and mouse game ensued until Green took one of the Level Two Orient cards.  This meant he was able to reserve one of the Nobles, much to Black’s chagrin, as he then had to change tac.  The extra gold and additional gems that the Orient cards gave were used a few times to add a new twist to the classic game and Pine managed to use the ability to choose any Level One card he wanted to good effect as well.  When Green managed to reserve a second Noble, the writing was on the wall.

Splendor
– Image by boardGOATS

With only two Nobles remaining for Pine and Black to fight over, Pine decided that he would also go the reserve route and took the third, leaving Black floundering with just the high scoring cards as targets.  Green managed to get his first Noble to take a one point lead, and very soon after completed his second reserved Noble to jump to a very good score of nineteen. Neither Black nor Pine could reach the fifteen in their final turns, although Pine was only a turn or two away from completing his Noble.  Although we’ve played this expansion has been before, the question arose as to whether the ability to reserve a noble is to powerful.  The conclusion was “possibly”, and there was some discussion about a “House Rule” to limit players to holding one Noble in reserve at a time.

Splendor
– Image by boardGOATS

Meanwhile, on the neighbouring table, Mulberry was learning the delights of “Bean Farming” in Bohnanaza from Blue, Purple and Burgundy.  The game is really simple, but very engaging as players are involved even when it isn’t their turn.  The really key part of the game is that players cannot rearrange the cards in their hand, playing them in the order they draw them.  Thus, at the start of their turn, they must “plant” the first card in their hand into one of the two fields in front of them, and may plant the second if they choose.  Two cards are then turned over from the central draw deck, which these must be planted, but not necessarily by the active player.  These cards can be traded or even given away, but must be planted in one of the fields on the table.  Once these cards have been dealt with, the active player may trade some (or all) of their cards with others round the table, before they draw cards to refill their hand.

Bohnanza
– Image by boardGOATS

Fields can only hold one type of bean at a time, but can be harvested at any point.  Harvested beans give money according to the “Beanometer”, and the rarer the card, the more money it yields when harvested.  Thus for Garden beans (of which there are only six), three beans will earn three coins whereas it will require ten of the twenty-four available Coffee beans to give the same return.  The coins are taken from the harvested beans (the card is turned over to show the coin on the reverse), so the number of common cards reduces as the game progresses, but the rare cards become ever more scarce.  The winner is the player with the most points after three trips through the deck.

Bohnanza
– Image by boardGOATS

The game followed the usual flow with some players trying to persuade others to take unfavourable trades.  Blue spent much of the first part of the game alternately drawing Green bean and Wax bean cards; with two substantial fields and a hand full of them she then benefited from lots of donations and nobody else fancied grubbing their plantations when Blue already had the majority of the cards.  All in all, it was a very generous game with everyone giving away cards left, right and centre.  Everyone benefited; Purple did particularly well with her Garden beans, but Burgundy got a couple of cheap Soy beans and Mulberry did well too.  It was Blue who benefited the most though and it showed in the final scores…

Bohnanza
– Image by boardGOATS

Splendor was still on-going, so Blue persuaded Mulberry to stick about for one more short game, NMBR 9.  This was another one she’d not played before and Blue felt it would appeal to her natural spacial awareness.  The idea is that one player turns over cards in the deck one at a time, and everyone takes the indicated card and adds it to their tableau, ensuring that the edge touches one of the other tiles. Once a few tiles have been placed to form a base layer, then tiles can be placed on top of other tiles as long as there are no overhanging parts, and the tile sits squarely on more than one other tile and it shares an edge with at least one other tile on that level.  The higher the tiles are placed the more they score (tile value multiplied by the “floor” number).

NMBR 9
– Image by boardGOATS

It was late, and Mulberry got into a bit of a tangle with the higher levels, but the generosity of spirit from Bohnanza lingered and everyone else let her rearrange her tiles so they conformed to the rules.  And quick as it is, it wasn’t long before everyone was adding up their scores…  With that over, Mulberry headed off while everyone else chewed the cud, discussed “Monster Games” at the Weekend (Food Chain Magnate or a repeat of The Gallerist) and whinged about Brexit.  When the Landlord suggested we moved away from controversial subjects and tried Religion and Politics instead, we knew it was home time.

NMBR 9
– Image by boardGOATS

Learning Outcome:  Some combinations of games and groups benefit from “House Rules“.

13th December 2016

Unsure of who was coming, to get everyone in the mood, we started off with the quick set collecting game, Coloretto.  We’ve played this little filler a few times, but somehow, Red felt she’d missed out. The game is very simple: on their turn the active player either draws a chameleon card and places it on a “truck” or takes a truck (which means they’re out for the rest of the round). The idea is that players are collecting sets of cards, but only three will yield positive points, with the rest scoring negatively.  The really clever part of the game is the scoring which uses the triangular number sequence (one point for the first card, three points for two cards, six points for three cards etc.), which rewards one large set more than two or even three small ones. It was very tight between Blue and Ivory who both picked up sets of six, but Blue finished one point ahead thanks two her second set, three green chameleons.

Coloretto
– Image by BGG contributor SergioMR

With everyone arrived, we moved on to the evening’s “Feature Game”, Marrakech, a very simple little area control game played through the medium of the Persian rug. Played on a small grid, each player starts with thirty lire and a pile of pieces of carpet.  On their turn the active play can rotate Assam, the master salesman a maximum of ninety degrees left or right, before they roll the die to find out how far he must be moved.  If Assam lands on a carpet square of an opponents colour, then the active player must pay the owner “rent” equivalent to the total size of the carpet.  Once Assam has been moved and any dues paid, the active player places a strip of carpet. The carpet pieces are all the same size (twice as long as they are wide) and cover two squares on the board.  They can also overlap with pieces laid previously, but cannot be placed wholly on top of one single rug.

Marrakech
– Image by boardGOATS

This is where the strategy comes in – is it best to try to make a large contiguous area which will be very lucrative every time someone lands on it (but that players will avoid if at all possible) or is it better to make many small areas that players will be more likely to land on?  The game ends when everyone has played all their pieces of carpet and the winner is the one with the most money (each visible piece of carpet earns its owner one lira).  Marrakech is a nice little game, but what really makes it is the quality of the rendition.  Assam is a beautifully made and painted wooden piece; the “coins” are wonderfully tactile wooden discs and the carpet is well, a strip of coloured fabric.  Without these touches, the game would still be as good, but would be very abstract.

Marrakech
– Image by boardGOATS

We had two copies and plenty of people who were interested in it (to quote one of the GOATS, “I want to play the carpet game!”), so we played two parallel games.  Red, Blue, Ivory and Pine were first to get going with the slightly newer, brighter version of the game.  Pine and Red started out quite aggressively building large areas of carpet, trampling on each other and Blue and Ivory in the process and building a mini-carpet-mountain seven or eight layers high.  Throughout, it felt tight, but in practice, there was only ever going to be one winner and Red finished eleven lira ahead of Blue in second place.  On the next table, playing with the more traditionally “sandy-coloured” version, Green, Ivory, Purple and Black were playing a slightly more strategic and less vindictive game.  The result was a closer game with everyone within four points of each other, but was won by Green, just two lira ahead of Black.

Marrakech
– Image by boardGOATS

With both games finishing almost simultaneously, there was a quick bout of musical chairs, with Green joining Ivory and Blue for a game of Ivor the Engine (its first outing with the “mammy sheep” picked up at Essen).  This is a cute little game with a viciousness that lurks just below the surface and belies the gentle art-work from the Ivor cartoons as drawn by Peter Firmin.  The idea is that players are travelling round Wales collecting sheep and the person with the most sheep at the end of the game is the winner.  A single sheep can be collected whenever you start your turn on a town or village with sheep in it, but more sheep can be collected if you are in a town or village without sheep and perform a task to “help Ivor”.  Helping Ivor comes at a price, however, as in order to do this you have to play one of the dual-purpose cards from your hand, which means you cannot use it to help you in other ways.  At the end of your turn you add one card to your hand from the face up displayed cards, however, when the chosen card is replaced from the draw-pile though mixed in with the errand cards are event cards which can be nice or nasty.

Ivor the Engine
– Image by boardGOATS

Blue got lucky, and started off in Grumbly Town which happened to have only one sheep. Since she also had a card for Grumbly Town, this meant she could pick up the one sheep and then play the card to help Ivor, netting a total of six sheep before Ivory had even had a chance to take a turn.  That was where her luck finished though, and Green soon caught up quickly followed by Ivory.  The cards fell well for Green as he picked up several cards for Tewin as he traveled to the south-east corner of the board picking up lots of sheep as he went.  Ivory had a little poke at him, taking a couple of his sheep when he had the chance, then , out of fairness, he then had a go at Blue, taking both the last sheep and the lost sheep token from her current location. Next turn, Green did the same to Blue and just to compound things, “the game” joined in, giving a total of nine sheep she’d missed out on.

Ivor the Engine
– Image by boardGOATS

Feeling rather “got at”, and in desperate need of time she tried to stop Green from finishing the game by doing the only thing her cards allowed her to do – put sheep in Tewin to slow Green down.  It was all too little too late, and twenty-five sheep is not an awful lot, so it wasn’t long before Green passed the threshold and triggered the last round.  Still with no useful cards and in a position that was not going to trouble the scorers, Blue was forced to do nothing, leaving Ivory to do what he could to catch up.  With some effort he was able to cross the line, but was still some way short of Green who still had his final turn to come.  In the final accounting, Green finished on thirty-five, nine sheep ahead of Ivory, and more than twenty clear of Blue, in what had been a very unforgiving game.

Ivor the Engine
– Image by boardGOATS

Meanwhile, Red, Black, Purple and Pine were looking for something to play. With Burgundy away worrying about his MOT, Pine fancied his chances at Splendor.  We’ve played this little chip-collecting and card development “engine building” game quite a bit, but we all still seem to quite like it when we are looking for a light filler game. Since Black, Purple and Red had also suffered at Burgundy’s hands recently, they were very happy to join Pine in the certain knowledge that, for once, Burgundy wouldn’t win. The idea of the game is that players collect chips to buy gem cards which can, in turn, be used in lieu of chips. More expensive cards are also worth points and the game end is triggered when one player reaches fifteen points (and the round is completed to give everyone the same number of turns). Points are also awarded for “nobles” which go to the first player to get a specific combination of gem cards and the player with the most points at the end is the winner.

Splendor
– Image used with permission of BGG contributor henk.rolleman

Everyone was up for it, and it started out with players taking it in turns to pick up cards, keeping everyone guessing as to who had the edge. Before long, Black, Pine and Red edged ahead, then suddenly, Black declared he had fifteen points and everyone else panicked.  It wasn’t long before someone smelled a rat and there were demands for a re-count.  With the discovery that Black had miscounted and only had fourteen points, there were the inevitable tongue-in-cheek accusations of cheating and a second “final round” began.  Although this gave everyone a second chance, it wasn’t quite enough, and Black won with eighteen (despite “cheating”).  Pine finished in second, three points behind, so he’ll have to wait a little longer to win Splendor. One thing everyone was pleased about, however, was that at least Burgundy hadn’t won, and that was almost as satisfying as beating him, though not quite, obviously.

Splendor
– Image used with permission of BGG contributor henk.rolleman

With Ivory and Green heading off early, that left five players and a debate as to what to play next.  Somewhere in the discussion “Beans” got a mention, and from then on, despite conversation moving onto Christmas music and everyone’s favourite version of “The Bean Rhyme” (“Beans, beans, good for your heart…” – who knew there were so many different versions?), the final game was inevitably Bohnanza.  This game is very simple:  in front of each player are two “Bean Fields” and on their turn, players must plant the first card in their hand and may plant the second.  Once the active player has planted the card(s) from their hand, then they turn over the top two cards from the draw deck:  these must be planted by the end of the turn, though not necessarily in one of the active player’s fields if they can be traded.  Once all these cards have been planted, the active player can then offer to trade any unwanted cards in their hand before their turn ends with them replenishing their hand from the draw deck.

Bohnanza
– Image used with permission of BGG contributor spearjr

The catch is that players are not allowed to change the order of the cards in their hand which must be “planted” in the order they arrive.  However, it is possible to remove unwanted cards by trading them away (either during their turn or with the active player).  This simple mechanic coupled with the different availabilities and values of cards when they are harvested, are the critical parts of the game.  Thus one of the key points is the ability to value a bean and not overpay for it, or equally important, not give it away for less than it is worth.  The problem is that “value” depends on perspective, and this caused an otherwise friendly little game with a bit of bite to become a little bit nasty.

Bohnanza
– Image used with permission of BGG contributor spearjr

Blue had picked up and planted the first two Cocoa beans, so when Purple drew a third, Blue asked whether she would trade.  Blue didn’t have much to offer, but offered what she could and pointed out that there were only four Cocoa beans in the game and since we were less than a quarter of the way through the deck on the first pass, Purple could be waiting a long time.  Purple had other plans though and commented that it was a very valuable card and determinedly planted it.  On her next turn, Blue dug up her pair of Cocoa beans and put both in her money stack.  So it was more than a bit irritating for her when she promptly drew the fourth Cocoa bean card.  Blue was feeling a bit obstreperous after the rough treatment in Ivor and Purple was unable to offer a good trade.  So, much to Purple’s disgust and despite the difficulties it caused both of them, Blue planted the offending bean before immediately digging it up.

Bohnanza
– Image by boardGOATS

This had a couple of consequences.  Firstly, Blue’s plans were now in tatters, and secondlym Purple had to choose whether to get rid of the Cocoa bean (with singles being hard to get rid of) or whether to wait for the second pass through the deck.  Purple doggedly stuck with it, so it was particularly unfortunate when Blue drew the Cocoa bean card almost as soon as the deck was turned.  With little chance to get rid of it and still in a very kamikaze mood, Blue planted it a second time before digging it back up again.  Purple was not impressed.  Fortunately, on the third pass, the Cocoa bean finally landed in the hands of Red.  She wasn’t in a silly mood like Blue, so Purple finally got her second Cocoa bean and was able to harvest them for two coins.  It was only just in time though and she had played nearly the entire game with only one field, and still finished third – quite an achievement.  Red finished in first place, just one coin ahead of Blue who had spent most of the game trying to dig herself out of her self-inflicted mess.

Learning outcome:  Value is dependent on circumstances and very much in the eye of the beholder.

22nd April 2014

This was our first meeting back at the Jockey after the fire, so some of us met up before the start to try their new menu.  The first to arrive we’re early, so played a quick game of Hive.  This is a game we’ve messed about with before, but not actually played within the group (though the players this evening were quite experienced).  The game is often compared to Chess because the pieces are Black and White and different pieces have different characteristics in the way they move.  Although much of the thinking is similar, the theme is insects and there is no board, so it is perfect for transporting and playing in the pub. The first game was won by Black, so a rematch was called for.  This time the Ladybug expansion was added, but the result was the same – a second win for Black.

Hive

By this time, more people had arrived so orders were placed and food arrived and duly consumed to everyone’s satisfaction.  We were still expecting more people, so after food we had a quick game of Marrakech.  This is a strange little game about carpets, played on a board made of a grid with coloured strips of fabric representing carpet.  Basically, on their turn, players can choose to rotate the wooden character called Assam by 90 degrees, before the roll the die and move Assam the appropriate number of squares. Players then lay a piece of their coloured fabric covering two squares, one of which must be adjacent to Assam. When Assam moves, if he lands on a square covered with carpet, then the active player pays the owner of the carpet; the amount paid is dependent on the contiguous area covered by that colour.  The nature of the game means it swings to and fro, however, it felt quite tight, so much so that when two players finished with the same score, it seemed they must share victory, until Blue reported her score that is…

Marrakech

Next up was Mammut. This is a funny sharing game that (amongst other things) features the incongruity that is the sabre-tooth duck.  The idea is that on their turn players can either take any number of prey tiles from the central pool or take all the tiles from one other player, retuning at least one to the centre.  Thus, you have to be careful what you take because if another player thinks you have been greedy or you have tiles they want, they may get stolen!  The round ends when everyone has tiles and there are no tiles left in pool, and players score points depending on who has the most or least of the different types prey.  Yellow and Blue made a good early showing, but Blue soon struggled and Red, Green and Purple all began to compete strongly.  Coming into the final round Yellow was clearly in a good position with Green and Blue languishing at the back.  With the final round of scoring, Blue surged forwards only to be overtaken by Purple who picked up a lot of points.  Despite her valiant efforts though, Yellow just pipped her to the win by just one point.

Mammut

The last game of the night was our “Feature Game” which was Mascarade.  This is a relatively short game of bluffing that also challenges the memory.  Each player is initially dealt a character card face up. Players study the cards and try to remember who has which card before they are all turned face down and play begins.  Players take it in turns to either swap cards with another player, look at their own card, or declare their character in a bid to perform the associated action.  Since swaps are done in secret under the table, all certainty quickly goes, so when a player declares their character it is not always obvious whether they are right.  If a player is unchallenged, they perform the associated action without revealing their card.  If, on the other hand, another player thinks the declaration is incorrect, they may claim they are that character instead, in which case, the cards belonging to all claimants are revealed and anyone who is wrong pays a fine.

Mascarade

This was a new game to all of us, but once we got going it was a lot of fun with a lot of confusion as cards were swapped (or not).  At one point, Green bought Yellow’s dummied swap for Blue’s “Cheat” card and decided he also fancied the “Cheat” so traded with Yellow.  Blue then traded with Purple, so when Green declared he was the Cheat, Purple challenged – the confusion on Green’s face was a picture!  In the confusion, Blue capitalised and collected the last three coins she needed to win.

Mascarade

Learning Outcome:  Don’t try to cheat a Cheat!