Burgundy and Blue were just finishing their supper when Teal introduced himself. The three were chatting when Lime, who hadn’t been able to come for over a month, also joined the group. It was expected to be a quiet night with Green and Lilac away on holiday, Pine working late, and Pink stuck somewhere on the Warwick bypass. So, there was a lot of chat, but eventually, the group decided to play something and settled on Love Letter.
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This is a very simple little game that we’ve played a lot, but somehow Lime had missed out. So, there was a very quick rules explanation: players start with a hand of one card, draw a second and choose one to play and do the action on the card. The cards are numbered and the aim of the game is to finish the round with the highest card, or more commonly, avoid being knocked out. There are only sixteen cards in the deck (and one of those is removed at the start of the round), so it doesn’t take long.
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The group were only three rounds in when everyone else turned up (including Pink who had escaped the roadworks), so Lime was declared the winner with two tokens and everyone else was introduced to Teal and started to discuss what to play. In the end, Burgundy took matters into his own hands and started a game of Wingspan, so while Pink waited for his pizza to arrive, Blue explained the “Feature Game“, Mini Rails.
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Mini Rails is a very simple little stock-buying and track-laying train game that compresses a lot of the game play of long and complicated games like the 18xx series into under an hour. Players have two turns in each round, on one they buy shares in one of the companies and on the other they extend the “track” of one of the networks. If it is built on a white space, players with holdings in that colour increase their value by the marked amount. If the network is built on a red space, the stocks in that company are decreased in value.
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The game is very simple, but there are a couple of clever little tweaks. Firstly, there are two “tracks”, one is the turn-order track, while the other holds train disks drawn at random from a bag. On their turn, players choose one of tokens and decide which action to use it for, “build track”or “buy shares”. The position of the token that is taken dictates where they will be in the turn order in the next round. Manipulating this turn order is one key aspect of the game, as is deciding whether to buy and then build, or build and then buy.
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Perhaps the most complicated aspect of the game is the end-game scoring. At the start of each round train discs are drawn from a bag; one more than there are turns. This means everyone always has a choice, but the token the last player does not use is put to one side indicating they have paid “taxes”. For the companies that have “paid taxes” any negative dividends are erased and positive dividends are counted. For those companies that have avoided paying their taxes the reverse is true and negative points will be scored while positive points are lost.
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This means it is in the interest of players with both large positive or significant negative scores to forgo building track or buying shares and leave a potentially valuable token as taxes. Similarly, if a player is left with a choice of two tokens, it may be in their interest to buy/build a relatively unfavourable track to deprive other players of points. With three players, the game doesn’t take too long to play, and with more it would likely become quite random.
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Lime took an early lead, though of course lots of early points are… pointless, if the company doesn’t pay taxes. In the end it was extremely tight, but in the end, Blue just pipped Lime by a single point. With just three there isn’t much downtime and the game rocks along nicely with plenty of interaction, though as Pink said, “That’s one hell of an abstraction for a train game.” Blue pointed out that this was what a lot of gamers thought of when someone said “Train Game”. Pink felt disappointed at the lack of actual trains and tracks so to make it up to him, the group moved on to play Ticket to Ride Demo.
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Ticket to Ride Demo is one of the small games based on the Spiel des Jahres winner, Ticket to Ride Europe. The Demo game has an interesting history—it was designed as a sales tool and had only a small print run. It was so popular though, that it ultimately spawned a new range of small “City” games, New York, London and Amsterdam. These games are essentially played the same way as the full-sized versions, but with fewer pieces on a smaller map which means they typically take less than half the time.
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On their turn players can do one of three things: take cards from the market, spend cards to place trains or take tickets. Players score points for placing trains, but also for connecting the places on their tickets. The catch is that any tickets that are not completed score negative points. The small versions of the game are much tighter with less room for error. Unlike the others, Ticket to Ride Demo has a double sided map, one USA and one Europe. This time the group played the Europe map.
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Compared to the full-sized equivalents, all the little games are like a knife-fight in a phone-box, and this game was no exception. Lime only completed three of his four tickets as Blue brought the game to a quick and sudden end. Pink completed all four of his tickets and they were high-scoring too. Blue’s tickets were less lucrative, but she managed to place all her trains and took the European Express bonus points for the longest continuous route, and with it victory, by just two points.
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Meanwhile, on the next table an epic, five-player game of Wingspan was underway. We’ve played Wingspan quite a bit since it came out and always found it very enjoyable. We’ve played it enough that we’ve also explored the European expansion, but thanks to the restrictions over the last year or so, this was the first opportunity to play the new Oceania expansion. The base game is a reasonably light, card-driven, combination building game. On their turn, players can place a bird card from their hand in one of the three habitats, or activate all their cards in one of the habitats and carry out the associated action.
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The habitats are Woodland, Grassland and Wetland and the actions associated with them are collecting food, laying eggs or collecting cards (respectively). Once the action has been carried out, the active player activates each card in the habitat in turn. The game is played over four rounds, with a decreasing number of actions per round as the game progresses. At the end of each round there are goals and each player also starts with a personal bonus card which is evaluated at the end of the game.
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The European expansion really only adds extra cards, though this includes a number of birds with abilities that are activated at the end of rounds, and others that increase player interaction. The new Oceania expansion also adds more cards, but additionally mixes things up a little more with the addition of a new food type, nectar. Nectar can be used as wild food type, although some of the new bird cards have nectar specified in the cost. Whenever players spend nectar though, they don’t put it back in the supply, instead they store it in the habitat they spent it on.
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At the end of the game, the player with the most nectar stored in each habitat scores five points at the end of the game with the player coming second scoring two points. Nectar is therefore a very important resource giving a potential fifteen points at the end of the game, although it requires some skill to use it effectively as it can’t be carried over between rounds. Burgundy and Black really invested in nectar and managed to make good use of it during the game as well as take the lion’s share of the nectar points at the end of the game.
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Burgundy and Black also prioritised valuable birds and tried to ensure they stayed in the running for the end of round bonuses. Three out of the four of these involved eggs, which fitted with Ivory and Teal’s strategies which focused on an end-of-game egg rush. Ivory also picked up a lot of points from his Common Starling which enabled him to discard up to five bits of food and tuck a card for each one. With a maximum of twenty points, Ivory did well to take eighteen during the game, but it was only enough for third place this time though.
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It was very close at the top between Black and Burgundy. Burgundy had four bonus cards one of which proved quite lucrative. The big difference was in the value of the bird cards, however, while Black edged it in many departments Burgundy had a ten point head start. This wasn’t simply because he had high value birds, more that he had lots of them. In the end, Burgundy finished five points ahead of Black with ninety-five, in a good game that had been enjoyed by everyone round the table.
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Wingspan was still only on its third round when Ticket to Ride Demo came to an end. At around the same time, Pine pitched up, so the, now foursome settled down for something else which ended up being a game of Reiner Knitzia’s Botswana (aka Wildlife Safari). This is an unusual auction-like game made all the better by the inclusion of plastic animals. Played over several rounds, players are dealt a hand of cards and on their turn play a card and take an animal of their choice. The cards are numbered zero to five and come in five different animal suits.
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The cards are played in the centre of the table in suits and the game ends when all six cards of one suit have been played. The top card in any suit is the current value of that animal. Thus, if the top zebra card is a five, a player that has three zebras will earn fifteen points for them if the game ends. However, if the zero just before the game ends, the zebras will become worthless. It is a deceptively simple, yet fun little game. Blue thought she’d won until a recount docked her ten points and she finished just two points behind a delighted Pink.
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As Botswana came to an end, so did Wingspan, and although time was marching on, and Lime and Ivory took an early night, there was still time for everyone else to play one last game. After a little discussion, we settled on 6 Nimmt!, a game we all know and love. Players simultaneously choose a card and these are sequentially added to the end of four rows of cards, specifically the row with the highest number that is lower than the card itself. If the card is the sixth card in the row, instead, the player takes other five and adds them to their scoring pile. The player with the lowest score at the end of the game is the winner.
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We’ve all played this a lot online over the last year, but doing the maths ourselves was a little daunting, so we decided to go back to playing the non-professional version. We play over two rounds using half the deck in first and the other half in the second. This time Teal top-scored in the first round with nineteen, while Burgundy kept a clean sheet with Pink just behind. Blue’s killer thirty-three in the second round gave her a total of forty-eight, but the winner for the second time in the evening was Pink with just four points. And with that, it was bedtime.
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Learning Outcome: Today’s railway industry is no longer about trains and tracks. ☹