Tag Archives: MetroX

3rd August 2021 (Online)

Last time, we had decided to have a “test visit” to The Jockey, with the hope that we’d be back this week.  Sadly, since then, the pub has been closed, so we were online for another week.  Lime, Pine, Black and Purple were the first to join the meeting, quickly followed by Burgundy, then everyone else eventually joined the chatter.  We had hoped to mark The Games of the XXXII Olympiad in Tokyo and our return to The Jockey by playing Ticket to Ride with the Japanese map.  However, circumstances meant that this was the third unsuccessful attempt to play that game.  So instead, this week, the “Feature Game” was the Ishikawa map for MetroX.

MetroX
– Image by boardGOATS

MetroX is a simple little “Roll and Write” type game that seems easy at first, but is difficult to play well.  The game is driven by a deck of number cards, where the simple ones dictate how many sections can be marked on a route:  Players fill the boxes along the lines with “zeros”, with the number on the card dictating the number of boxes filled.  In general, if the line comes to an end, or some of the boxes had already been filled (because they were part of another line for example), then any excess are lost.  So the game is all about efficiency, as there is a limit to the number of cards that can be used on each line (as shown by the indicator boxes at the start of each one).

MetroX
– Image by boardGOATS

There are a small number of special cards as well, which break the rules.  For example, there are number cards with a circle, which allow players to skip any filled spaces and and help avoid wastage.  There are also special “star” cards, which allow players to fill a box with a number equal to the number of tracks passing through the space—this number contributes to the player’s final score.  There is also a “free” card which allows players to fill in a single space anywhere on the map.  Cards are turned until all the indicator boxes on the map have been filled or until the six is drawn, in which case, the deck is shuffled and drawing (both of cards and routes) continues.

MetroX
– Image by boardGOATS

Points come from the “star” bonuses, but also from line completion bonuses.  These are scored similar to the rows and columns in Noch Mal! or the bonuses in Welcome To…, where the first player to complete a line scores a higher amount than those who complete it later in the game.  This is off-set with a negative score for the number of unfilled boxes at the end of the game.  This time we were playing with the Ishikawa promo map, which is remarkably simple, however, the fact there are very few indicator boxes not only makes it a very short game but also leaves very little room for manoeuvre.  With only eleven rounds (plus any free cards) we were all worried that if we didn’t get a six we might struggle to complete lines.  That concern turned out to be baseless, however, with every line being completed by someone during the game.

MetroX: Ishikawa Promo Map
– Image by boardGOATS

Green’s mind was clearly elsewhere as he missed a number and spent a couple of minutes trying to work out what he’d done and then asked for clarifications on the negative scoring.  For reasons that weren’t entirely clear, everyone struggled to calculate their scores, with a long delay before scores came in, and with a large number of corrections.  Ivory led the scores with nineteen points.  After a brief spell in second behind Pink and Purple, a couple of recounts later it was confirmed as a four-way tie between Ivory, Pink, Burgundy and Purple all with nineteen.  So, following the example of the high jumpers, Mutaz Essa Barshim and Gianmarco Tamberi, they agreed to share the Gold Medal.

– Video from youtube.com

The Japanese are very fond of their railways, so as the Ishikawa map was so quick to play, we decided to follow it with another train game, the new Railroad Ink Challenge, which we first played a month ago.  This is another relatively simple “Roll and Write” game, where players have to draw the road/rail depicted when four dice are rolled.  All four must be drawn and they must connect to an “entrance” or something already drawn on the player’s map.  There are also special cross-roads which can be used a maximum of once per round and only three can be used in the whole game.  Each game lasts for just seven rounds, so again efficiency is vital.

Railroad Ink Challenge: Shining Yellow Edition
– Image by boardGOATS

The Challenge edition adds extra features on the maps which in effect give players bonuses when they fill those spaces, and also adds a set of three “goal” cards that give players more points when they complete them.  These work in the same way as the line bonuses in MetroX, except that there are three sets of points available:  one for the first player(s) to complete them, one for the second set of players to complete them and one for everyone else.  Last time, we played the Shining Yellow edition, but this time, although we used the yellow boards, we used challenge cards from the Lush Green edition, randomly drawing cards A, B and E.

Railroad Ink Challenge: Lush Green Edition
– Image by boardGOATS

Goal A gave points for players filling five of the nine central spaces; B gave players points for completing three of the “village” spaces and E gave points for completing all nine of the central area.  Ivory’s printer refused to play ball, so he gave up and took an early night.  We were all sorry to see him go of course, but it did give everyone else a chance to win.  The first round included one of the especially awkward back-to-back curves, but it turned out to be the only one, though.  This time there were a lot of T-junctions and fly-overs, with very few straight segments and simple corners. As a result, people started using their “specials” quite early rather than saving them to the end.

Railroad Ink Challenge: Shining Yellow Edition
– Image by boardGOATS

As is often the case, there were a lot of reports of huge numbers of “hanging ends” meaning that players were variously taking chances and keeping options open, but hoping upon hope for helpful dice rolls.  As the game progressed, people started claiming the Goals, with B going first.  Some players had decided to use different colours for road, rail and stations, which ultimately seemed to slow them down as they not only had to choose what to do but also make sure they used the right colour.  That just gave more thinking time to everyone else though, so nobody really minded.

Railroad Ink Challenge: Shining Yellow Edition
– Image by boardGOATS

Without expansions, the game only takes seven rounds, so it wasn’t long before people were starting to worry that they were running out of time.  Burgundy said he could really have done with one more round and there were several others who felt the same, but the rules are the rules, so Burgundy posted his score, setting an initial target of fifty-one.  When Green gave his score of seventy-seven, however, he was so far ahead of Burgundy that photographic evidence was requested by everyone else.  While his score was being verified as correct, Blue and and Pink were confirmed as the winners of silver and bronze respectively.

Railroad Ink Challenge: Lush Green & Shining Yellow Editions
– Image by boardGOATS

Time was marching on, so we moved onto Board Game Arena for something light and easy, and sensing that this might be the last chance online, we opted for our go-to game, 6 Nimmt!, with the Professional Variant.  In this simple game, players simultaneously choose a card and, once revealed, starting with the lowest card, they are added to one of the four rows—the one ending in the highest number that is lower than the number on the card.  The player who adds the sixth card to any row, instead takes the five cards and the number of bulls heads on the cards make part of their score.

6 Nimmt!
– Image by boardGOATS

Face-to-face, these are summed and the lowest scores wins, however, on Board Game Arena, everyone starts with sixty-six points and the scores are subtracted from their running total.  Thus, the game ends when someone falls below zero and the winner has the most points at the end of the game.  In the Professional Variant, players can add cards to the either end of the row, with cards going at the start of a row if they are lower, than the first card in the row and the difference is smaller than it would be if they were to go elsewhere.  This really adds a new dimension to the game, but there is serious mathematical upkeep giving us reservations about playing it with real cards, face-to-face.

6 Nimmt! on Board Game Arena
– Image by boardGOATS from boardgamearena.com

This time, Blue picked up first and enthusiastically started the race for the bottom.  It looked like she was a certainty to end the game very quickly until she had competition from Burgundy.  Everyone else had picked up some cards and Burgundy was the last person to maintain his starting total of sixty-six nimmts, when he suddenly shipped a landslide of points going from the lead to vying for last with Blue in just a handful of turns.  Both Blue and Burgundy managed to steady the ship, albeit briefly, before Blue grabbed enough points to end the game.

6 Nimmt! on Board Game Arena
– Image by boardGOATS from boardgamearena.com

Everyone else was actually quite close, and once again we had a tie for the Gold Medal, this time between Purple and Pine (who always does well in this game); both finishing with thirty-eight, just two ahead of Black.  From there, Green wished everyone else a good night leaving just six.  With lower numbers the options abound, but everyone was in the mood for something that didn’t require too much thought, and someone suggested giving L.L.A.M.A. (aka L.A.M.A) a go.  Although it was still in beta testing and we’d not played it online before, we felt there was “no cause for alarm-a”, as we’d played it before (albeit a long time ago) and found it to be a very easy game

L.A.M.A.
– Image by boardGOATS

Nominated for the Spiel des Jahres two years ago, L.A.M.A. has a reputation of being a bit of an “UNO killer”, that is to say, it is a similar game to UNO, but perceived to be better.  L.A.M.A. is an abbreviation for “Lege alle Minuspunkte ab”, which roughly translates as “get rid of your negative points”, and indeed this is what players do, in a similar way to UNO. Players start with a hand of cards and, on their turn can, add a single card face up to the pile in the middle as long as it has the same face value, or the same plus one.  The cards are numbered one to six, with the Llama card simultaneously being above six and below one providing a bridge between the high and low numbers.

L.A.M.A.
– Image by boardGOATS

Alternatively, players can pick up a card or pass.  When players pass, their score is the total of the face values of their cards, but if they have multiple cards of the same face value, they only count once.  So if a player has five cards with a value of two, they would score two points, however, just one card with a higher face value would score more and Llama cards score ten points.  The round ends when either everyone passes, or when someone gets rid of all their cards and everyone takes chips equal to their scores.  Players who succeed in checking out get the bonus of being able to return one chip, which is important because the game ends when someone reaches forty points and the winner is the player with the fewest points.

L.A.M.A. on Board Game Arena
– Image by boardGOATS from boardgamearena.com

Burgundy spent a lot of time moaning about being given poor options by Purple who was sitting on his right. Based on the effect this had, he might have had a point as he was rapidly picking up chips and was the one to make it to forty and trigger the end of the game.  Further, Purple was doing really well, finishing with just nine, twenty-five fewer than anyone else except Black, who just pipped her to victory with only six.  With everyone keen to play another game, but nobody enthusiastic about making a decision on what to play, and medals only awarded once for each “event”, a second round meant the Gold was still up for grabs.

L.A.M.A. on Board Game Arena
– Image by boardGOATS from boardgamearena.com

This time, Blue joined the moaning when Pine did the same to her as Purple had done to Burgundy, changing the number when she didn’t want and not changing it when she did.  Burgundy did better this time finishing in joint second with Black with twenty-eight points.  The winner of the second round finishing with just a single chip was Purple.  This made her the L.A.M.A. champion taking the final Gold medal of the evening.

L.A.M.A.
– Image by boardGOATS

Learning outcome:  As with the Olympics, everyone who takes part in playing games is a winner.

27th April 2021 (Online)

The evening started with Beige protesting about the lack of Dinosaurs.  This had to be explained to everyone else:  Pink had dropped round paperwork for Welcome to Dino World on Monday, only for Blue to realise that she’d got confused.  This meant that everyone now wanted Dinosaurs and felt they’d missed out on something they hadn’t known wasn’t going to happen…

Welcome to Dino World
– Image by boardGOATS

In order to mark the start of “Golden Week” on Thursday, the “Feature Game” was the MetroX expansion, Sendai & Hakata & Nagoya.  “Golden Week” encompasses four of Japan’s national holidays, celebrating the Japanese Constitution (May 3rd), Children’s day (May 5th), Emperor Hirohito’s birthday (April 29th) and his love of plants (May 4th, also known as Star Wars Day).  Blue’s confusion with dates meant she had thought it was the end of May, not the start.  Still, it meant people have something “up-roar-us” to look forward to in a month or so, and in the meantime, they had trains to play with.

MetroX
– Image by boardGOATS

MetroX is a game we played a few months ago and was provided by Blue’s very lovely BGG Secret Santa.  Somehow, although it is not complicated, it is a rather difficult game to get your head round.  In summary, the game is a variant on the “Roll and Write” games where a card is turned over and players write on their train map.  They assign the number on the card to a line and “build” that number of stations along the line (marking them with an open circle).  When a player completes a line, they score points with the first player (or players) scoring more points than those to finish the line in later rounds (similar to the scoring for columns in Noch Mal! and Noch Mal So Gut!).

MetroX
– Image by boardGOATS

There are four different types of card, but the most common are plain numbers which allow players to just build stations and these are numbered two to six, with fewer of the high numbers.  Each line must be extended from the start end (the end with the “Indicator Boxes”, marked in red on our paperwork).  This means that although stations can be built in the middle of the line because they are part of another line, stations cannot be added beyond this point (where the lines diverge) unless all the earlier stations have been completed.

MetroX
– Image by boardGOATS

Normal number cards cannot “skip” completed stations.  In other words, in a line where the first two stations have not been completed, but the third has, if a “Six” is used to build the first two, the third cannot be jumped, and the remaining four are wasted.  So efficiency is the name of the game.  There are a small number of special cards with a circle round the number that allow players to skip completed stations, but these are few and far between and are only low numbers.  There is also a wild that allows players to fill in one station anywhere on the board without filling in an indicator box.

MetroX
– Image by boardGOATS

In addition to scoring points for completed lines, players can also score a lot of points for intersections.  In the deck of just twenty cards, there are three “Star Cards”.  These allow players to build just one station at the cost of one Indicator Box, but instead of writing a zero in the box, they write a number that corresponds to twice the number of lines that go through the station—this is the number of points they score at the end of the game.  With some stations forming the intersection of four or five lines, these can be very lucrative, but the timing of these cards is really critical.

MetroX
– Image by boardGOATS

This time the early cards were not helpful with a circle card coming out first, when there was no opportunity to take advantage of their special ability.  The second card produced even more moans and groans as it was a “Star”, when there was only one place that would give more than two points and some people had already used that with the first card.  There was a bit of confusion as well with some of the colours looking a bit similar as a result, Purple was quick off the mark and was the first to claim a line, but others thought it wasn’t possible given the number of cards we’d had; it turned out the line was longer than she thought.

MetroX: Sendai & Hakata & Nagoya
– Image by boardGOATS

Several people got in a bit of a mess, but Pine got into such a tangle that he retired early as fixing his problems was too difficult.  We got all the way through the deck on the first pass, as the “six” (and shuffle the deck) card was the very last in the deck.  Which meant we had the full quota of low numbers (and high numbers too), and as we’d had some useful cards at the start everyone struggled at times.  Despite the issues, it didn’t really take long to play.  So, while everyone else was still counting up Ivory was the first to post with a massive, and what proved unbeatable score of twenty-eight, helped by being able to put one of his “stars” on the one highest scoring space, giving him a eight points.

MetroX: Sendai & Hakata & Nagoya
– Image by boardGOATS

Burgundy claimed a “moral score” of twenty-six, which would have given him second place, though in reality he was just off the podium behind Green with twenty-three and Black with twenty-two.  With that, Lime took an early night and Pine joined the group again for the lighter, travelling band, route planning game, On Tour.  We first played this back in January, but a few people missed out.  Those that had been there had really enjoyed it though, and we were keen to give it another go.

On Tour
– Image by boardGOATS

The game is really, really simple:  two d10 dice are rolled to give two numbers.  These are combined to give two, two-digit numbers.  Players have a map with a network of circles, and write these two numbers in two of the circles somewhere on their map.  At the end of the game, they have to plot a route through the numbers along the provided connections such that the route connects adjacent points starting with a low number and never decreasing.  Players get one point for each circle they manage to visit.

On Tour
– Image by boardGOATS

There is a restriction provided by cards which indicate the area of the map numbers can be placed in on each turn.  These also provide a specific location, such that players who place a number in that circle score a bonus if their route goes through it.  There are two maps available:  USA and Europe, so being a group full of Europhiles, this time, we chose Europe.

On Tour
– Image by boardGOATS

The dice were particularly challenging this time though and despite both Blue and Pink trying, neither managed to roll a five, or a two, and there were an awful lot of nines.  There were the inevitable complaints when people didn’t get what they wanted, and these increased in number as things became increasingly critical as the end approached.  Pink possibly came off the worst claiming a “moral score” of thirty-seven, though his actual score was only twenty-five.

On Tour
– Image by boardGOATS

Green managed the highest score, with thirty-eight with a route going from Ireland to Norway via Italy and Bulgaria.  Blue and Black made up the podium four and eight points behind respectively.  Time was marching on, but there was still time for our now traditional end-of-evening trip to Board Game Arena and after everyone had enthusiastically eschewed Dingo’s Dreams, we went for our old favourite, 6 Nimmt! (with the Professional Variant).

6 Nimmt!
– Image by boardGOATS

6 Nimmt! is so simple and so much fun, and we’ve played a lot of it online in the last year.  The simultaneous card selection means the downtime is minimal, and the balance between strategy and luck means it is the perfect game for our large group at the end of the evening.  Starting with the card with the lowest face value, they are added to the end of row that ends with the highest number that is lower than the card in question.

6 Nimmt!
– Image by boardGOATS

If the card is the sixth card, the player picks up all the other cards, and that is exactly what happened to Blue on just the second turn.  This game is one of those where once it goes wrong it goes very wrong, and from there, things just went from bad to worse for her as she picked up again on the third turn too.  She wasn’t the only one to get unlucky of course.  For example, Pink managed to pick up on the first turn of one round when four of the other six other players played cards between ninety-one and a hundred, leaving him to place the next card and pick up a pile of cards.

6 Nimmt! on Board Game Arena
– Image by boardGOATS
from boardgamearena.com

Fairly inevitably, Blue ended the game, though it was closer than it might have been with Burgundy finishing with just one point left from his starting sixty-six.  At the other end, Pine (who always does well in this game), lost just ten points giving him a massive win, with twenty-five points more than anyone else.  After a vote on Vevox to decide what to play, we went for the easy option and decided to play 6 Nimmt! again.

6 Nimmt! on Board Game Arena
– Image by boardGOATS
from boardgamearena.com

This time, Pine did not do quite so well and Pink was the one who managed finish with the most points, fifteen points clear of second place, which this time went to Blue.  Remarkably, Burgundy managed the whole of the final round with just one point and on the last card, Purple pipped him to the post and ended the game.  Green had spent a large portion of the second game talking to himself when his sound went down, so decided that was his queue to finish.  Another online vote confirmed things and everyone went to bed.

6 Nimmt! on Board Game Arena
– Image by boardGOATS
from boardgamearena.com

Learning Outcome:  Every country should have a “Golden Week”.

16th February 2021 (Online)

Purple and Black were the first to arrive and chatted with Pine when he popped up.  There was some chit-chat about where Mulberry and Red were at the moment and eventually Green, Lilac, Burgundy, and Ivory also joined the party.  In a return to the “Roll and Write” style of game, the “Feature Game” was to be MetroX (aka メトロックス), a game based around routes on the Tokyo and Osaka underground maps.  People were gamely mispronouncing the names of the lines when Burgundy asked which map we were going to be using, which was when Blue realised that she had sent out the wrong file.  There was a brief hiatus as people fired up their printers and Pine explained how one of his friends had said he “looked like a row of sheep’s arses”, and then with the correct paperwork, we could get started.

MetroX
– Image by boardGOATS

The game is quite simple:  a card is turned over and players assign the number to a line and “build” that number of stations along the line.  When a player completes a line, they score points with the first player (or players) scoring more points than those to finish the line in later rounds (similar to the scoring for columns in Noch Mal! and Noch Mal So Gut! which we played a few weeks back).  There are four different types of cards, but the most common are plain numbers which allow players to just build stations and these are numbered two to six, with fewer of the high numbers.  With each line restricted so that only two or three number cards can be assigned to it, Pine was quick to point out the obvious flaw and with it, the whole point of the game.

MetroX
– Image by boardGOATS

Each line has roughly ten to fifteen stations, so while some could be completed with three high numbers, it is not possible to complete them all outright without an awful lot of luck (and/or some very bad shuffling!).  However, most stations appear on more than one line, so the game is about using lines that run parallel creatively, sacrificing some to ensure others score well.  There are catches though.  Firstly, each line must be extended from the start end (the end with the “Indicator Boxes”, marked in red on our paperwork).  This means that although stations can be built in the middle of the line because they are part of another line, stations cannot be added beyond this point (where the lines diverge) unless all the earlier stations have been completed.

MetroX
– Image by boardGOATS

Secondly, normal number cards cannot “skip” completed stations.  In other words, in a line where the first two stations have not been completed, but the third has, if a “Six” is used to build the first two, the third cannot be jumped, and the remaining four are wasted.  So efficiency is the order of the game.  There are a small number of special cards with a circle round the number that allow players to skip completed stations, but these are few and far between and are only low numbers.  There is also a wild that allows players to fill in one station anywhere on the board without filling in an indicator box.

MetroX
– Image by boardGOATS

In addition to scoring points for completed lines, players can also score a lot of points for intersections.  In the deck of just twenty cards, there are three “Star Cards”.  These allow players to build just one station at the cost of one Indicator Box, but instead of writing a zero in the box, they write a number that corresponds to the number of lines that go through the station.  With some stations forming the intersection of four or five lines, these can be very lucrative, but of course these are in the middle of the board and therefore need careful planning and a bit of good fortune to be able to make them really count.

MetroX
– Image by boardGOATS

People were not really taken with the rules and particularly with the fact they couldn’t see how it was going to work, generally didn’t feel it was “possible”, and that they were going to end up with negative points.  Everyone was happy to give it a go though and we started with the Tokyo board.  We started with a lot of high numbers which made the game seem really straight forward at first.  About half way through though, we discovered that Green had misunderstood the rules (again!) and there was a bit of clarification and a pause while he tried to rectify things.

MetroX
– Image by boardGOATS

Purple was the first to complete a line, claiming Fukutoshin.  That focussed everyone’s mind a bit as they realised it wasn’t quite so impossible after all.  Drawing a six triggers shuffling in the discard pile, and although Pink shuffled the deck thoroughly, the high cards returned, at least initially.  Eventually, we drew some “Stars” and people were able to start picking up bonus points for intersections as well.  Despite all his comments about how impossible it was, Pine soon claimed Namboku and Lilac claimed Chiyoda.

MetroX
– Image by boardGOATS

The game ends when there are no Indicator boxes left, and it was as Pink and Burgundy started a count down of how many cards there were left that some players realised that they’d failed to fill them in every time.  There was a bit of a flurry as people tried to correct things and then it was all over and everyone started adding up their scores.  As usual, Ivory was first to post his score, and as usual, it was very competitive.  Pine wasn’t convinced his score of thirty-four was right, especially as it was one more than Ivory’s, but either way, they were both beaten by Pink and Black with thirty-seven and Black took it on a tie-breaker.

MetroX
– Image by boardGOATS

Now everyone had got the hang of things, we decided to give the second map, Osaka, a go.  In contrast to the last game, the first card was a “Star” and the other two came out shortly afterwards, making it very difficult for players to score lots of points for intersections.  Despite that, players still seemed to make good progress.  In fact, there were five claims for completing four different lines in one round with Pine, Green and Ivory completing Midosuji, Sakaisuji and Yotsubashi respectively, and Black finishing Yotsubashi as well and New Tram.

MetroX
– Image by boardGOATS

It was just as the game was coming to a close that the gremlins from a month ago came back to victimise Black and Purple.  Unfortunately, we weren’t quick enough to spot it this time, and Pink had shuffled the deck before we noticed.  The game was close to the end so it was sad that we couldn’t see whether Pink or Black did better in the rematch, and everyone else decided to finish up while they sorted out their problems.  Like Take it Easy! a couple of weeks back, by the end, the players were desperately begging for particular cards they needed and as they got what they wanted there were sighs of relief, while other groaned when they got something they couldn’t use.

MetroX
– Image by boardGOATS

When the last card had been revealed, everyone moved on to the scores.  Once again, Pine, was right up there finishing with a total of thirty, but Burgundy, one of the most improved finished one point ahead with thirty-one.  There was some chat about the game while Purple and Black rejoined us, and it seemed it suffered from “marmite factor” with Green saying it wasn’t for him (though if he’d got the rules right it might have helped), and Pine saying that although he’d won, he hadn’t really enjoyed it.  On the other hand, Blue, Pink, and Burgundy thought it was clever and liked it.  While we were chatting, Violet joined the group to talk about a new venture she was considering.

UKGE 2018
– Image by boardGOATS

She wondered whether there would be any interest in custom dice featuring the boardGOATS logo.  There was some discussion about weighting dice correctly so they are truly random and how the market would be, as nobody wanted Violet to spend money on something that would not give a return.  With Purple and Black back from their gremlin-bashing, Ivory took his leave and everyone else moved on to playing the inevitable 6 Nimmt! on Board Game Arena.  We normally play this at the end of the evening, but this time, with lots of people, it put in an early appearance.

Cribbage
– Image by 311matman on instagram.com

While we waited for Violet to sort herself out with an account, Pine pointed out that Green had been playing games, so Green had started investigating Pine’s profile, marvelling at the number of experience points he had.  It was then that he pointed out that Pine was 24th in the overall rankings for Cribbage.  It’s true that most people who use Board Game Arena probably play Euro games rather than traditional games, but all of a sudden we realised we had a bit of a celebrity in our midst.  Eventually though, we got over being star-struck and actually started playing…

6 Nimmt!
– Image by boardGOATS

We’ve played 6 Nimmt! an awful lot, so it needs only a little introduction:  players simultaneously choose a card from their hand and they are revealed at the same time.  Starting with the lowest value card, the cards are added one at a time to four rows – the player who adds the sixth card, instead takes the other five which become their scoring pile.  On Board Game Arena, we now play the “Professional Variant”, where cards can be added to both ends of the rows, causing mayhem when least expected.

 

6 Nimmt!
– Image by boardGOATS

It takes a bit of time to get used to playing with the additional layer of complexity, so it wasn’t really a surprise that poor Violet won the race to the bottom, although he father, Green wasn’t really all that far behind.  The winner was Pink who picked up just ten “nimmts” and finished with fifty-six points.  Black was joint second with the inevitable Pine, who always does well at this game, though this time they were twenty points behind Pink.

6 Nimmt! on Board Game Arena
– Image by boardGOATS form boardgamearena.com

Time was marching on, and with plenty of people still about, that limited our choices of game somewhat.  Before Christmas, we had given Incan Gold (aka Diamant) a try, but strange card draws had let to a very odd game.  As the dust settled, we decided to give it another go.  The game is a fairly simple “Push your Luck” game where players are exploring a temple.  Players decide whether they are going to stay and explore, or leave the temple and take any treasure with them.

Incan Gold
– Image by boardGOATS

Players who stay in the temple will get shares in any treasure cards that are drawn that round, but if they are present when a second Hazard card of any given type is drawn, the temple collapses and buries everyone in it and they lose any treasure they have collected.  In the first round, Black left first followed by Green and then gradually everyone else except Pine and Pink decided discretion was the better part of valour.  Inevitably, they got caught, so in the second round Pink was the first to leave (quickly followed by Purple).

 

Incan Gold on Board Game Arena
– Image by boardGOATS from boardgamearena.com

When a treasure came out everyone else tried to leave and take it with them, but as nobody left alone nobody managed to get it.  Eventually, only Pine, Burgundy and Blue were left in and when Blue and Burgundy left too, Pine was all by himself.  When he turned one last card he got fifteen gems all to himself and left with a total of twenty and the treasure as well, much to everyone else’s chagrin.  In the third round Black managed to escape alone to take a treasure and Pine and Green got caught by a couple mummies and while everyone else escaped, nobody scored very well.

Incan Gold on Board Game Arena
– Image by boardGOATS from boardgamearena.com

In the fourth round, Burgundy almost managed to repeat Pine’s effort when he was last in the temple and turned over a fourteen so took all of it, leaving with seventeen gems.  The final round was a bit of a dud, with only Pink and Violet scoring and even they didn’t get much as they left together after the first round, so shared the seven gems left on the floor.  They did better than everyone else though because the fourth card was a second snake and that was that.  It was very close, but the winner was Burgundy, just one gem ahead of Pine.  Black made an excellent third, proving that consistency is important as well as big wins.  And with that, it was time for bed.

Incan Gold
– Image by boardGOATS

Learning Outcome:  It’s a great shame Henry Beck never worked in Japan.