To mark the tenth anniversary of our first meeting, this week was a bit of a party. We started with a fish and chip supper (courtesy of Darren at The Happy Plaice) and followed it with cake, complete with “marzimeeples”. There was also a special “solo game” of Carcassone, where everyone chose a tile, wrote their name on it and stuck it on a board to be framed as a keepsake to mark the occasion. Unfortunately, Lilac was unwell and not able to come, and the chaos on the A34 (due to a burst water main on the Oxford ring road and an accident) conspired to delay Black, Purple, Orange and Lemon. Everyone else made it though, and after a quick round of Happy Birthday and some cake, the group moved on to play the now traditional “Feature Game“, Crappy Birthday.
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Crappy Birthday is a party game where players give each other comedy birthday presents and the recipient has to decide who gave the best and worst gifts. We house-rule the game to play a year so that everyone has one birthday, so on their turn, they receive a gift from everyone else. They then look through the gifts and choose the best and worst, and the givers of those gifts get a point each. The winner is the player with the most points at the end of the year. Written like this, the game sounds very dry, but there are three things that make the game a lot of fun.
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Firstly, the gift cards are fantastic; the pictures are great and the texts that accompany them are just enough to give a flavour while also allowing interpretation. Secondly, the way we play, the Birthday Boy or Girl goes through the gifts reading them out. It is not so much this, as the disgust, excitement or other response as people “open their gifts” that makes everyone smile. Playing board games can be very impersonal—for many people this is a good thing as it allows people who are shy or private to control what they reveal about themselves because everyone focuses on the game. As a result, gamers often don’t really know an awful lot about each other. In playing Crappy Birthday, however, players reveal just a little bit more of their likes and dislikes, helping everyone to get to know each other that little bit better.
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Finally, we only play Crappy Birthday once a year. This is really key, as without this constraint, the cards would get repetitive and the element of surprise would be lost. In terms of game play, it isn’t a very strategic or challenging game, so playing more frequently would likely mean it would quickly outstay its welcome. As it was, Pink started (his birthday was soonest), and he set the tone for the year. As usual, we discovered lots of interesting things about people in the group. Pink surprised everyone with his delight at receiving some Monopoly money toilet paper, though it was a close-run thing between that and a road trip across the Sahara as he’d always fancied participating in the Paris-Dakar Rally. He was much less impressed with the bungee-jump however.
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Pine was next and this time didn’t get his usual pile of equine and meat flavoured gifts. His choice of a giant lobster sculpture for his front yard was also unexpected, and he explained that it would be interesting to see where it ended up when the kids and drunks in the village decided to move it. On Plum’s turn we discovered that she liked the idea of a one-armed bandit and Chess lessons (no cheating, obviously), but preferred Flying lessons. Pink proved he knew Blue best when she picked a non-electric iron as her favourite gift, while Ivory was disappointed that when Teal eschewed his generous gift of a trip on the first trip to Mars. We discovered that Teal used to play the bagpipes, and that Lime was quite disgusted by the thought of a giant baby sculpture for the front of his house (to be fair, it looked quite hideous and not a little creepy).
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Leaping off or out of things seemed to be generally quite unpopular, with a parachute jump being Black’s least favourite gift, though he was delighted by tickets to a live metal music gig. Ivory complained that he kept drawing perfect gifts for people just after their birthday. On his birthday, Pink thought he had a winner when he gave Ivory a snow machine, and everyone else felt the same knowing how much he loves Christmas, but surprised everyone by choosing a space walk as his best gift and a permanent barbed wire fence as his worst. Pine showed his approval when Lemon picked bird watching as her choice gift, and most people could see her point when she ranked her deer-foot lamp as her least favourite.
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There was more surprise on Purple’s turn when she chose a custom chopper as her best gift, but her dislike of a trip on a submarine was less of a shock. The final birthday of the year was Orange who picked throat rings as his best gift. There was a lot of taxidermy-based gifts so it was perhaps fitting that his less surprising choice of worst gift was a good luck bat (not particularly good luck for the bat if the picture is anything to go by). Not that it really mattered, but everyone knew who the winner was long before the end of the year, as Lemon had managed to get a point in half of the rounds and finished with five points. The race for second place was much closer though with three people taking two and Black and Purple tying with three points apiece.
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There was a lot of chatter, some tidying up and more chatter, before Lime and Teal wished everyone else a good night and enjoyable rest of the party, and those remaining tried to decide what to play. Everyone was very indecisive, so eventually Blue made the executive decision that one group would play New York Slice while the others played Ticket to Ride, and Pink went out to the car to collect the rest of the games that had been left in the car when everything else was brought in. After some four-player, five-player, no definitely four-player shenanigans as Lemon shuffled from one game to the other, Ivory, Orange, Plum and Pink eventually got going with New York Slice.
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New York Slice is a re-implementation of …aber bitte mit Sahne, a game we’ve played a couple of times over the summer. Having enjoyed the pizza version last month, it definitely deserved another outing. The idea is that one player makes the pizza and cuts it into segments equal to the number of players, then players take it in turns to choose one of the segments. When a player takes a segment, they can either eat the individual slices or store them for later. Those they will eat are worth points at the end of the game with the score dependent on the number of pepperoni slices on top. The pieces players keep are scored depending on who has the most of each type at the end of the game.
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Each piece of pizza has a number on it which tells players the number of that type in the game and also what the player with the most will score at the end of the game. Some of the pizza slices have anchovies on them and any that are visible at the end of the game are worth minus one. Each pizza is also served with a Special—a side order bonus tile with rule-breaking powers which accompanies one of the portions. These can be good or bad, and add something to the decision making all round. This time, the game was very close with just four points between first and last.
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As often happens, most people didn’t compete for the majority in the lucrative Meat Feast pizza, instead gobbling up the pepperoni straight away giving Orange the eleven points relatively cheaply. The most valuable pizzas were collected by Orange and Ivory, whereas Plum made most of her points from her Specials: “The Everyone-Else Diet” and “Seconds”. The Everyone-Else Diet” was handy because it gave negative points to everyone else for every two slices eaten. It was perhaps “Seconds” that just gave her the edge though, as it allowed her to eat one set of slices just before scoring, enabling her to see what she wasn’t winning and eat that. As a result, she finished a single point ahead of Ivory with Orange taking third.
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Meanwhile, on the next table, Blue, Black, Purple and Lemon settled down to a game of the new Ticket to Ride: San Francisco. This is the latest in the Ticket to Ride series and is making its debut at Essen this year. The games all follow the same basic pattern: on their turn players draw coloured cards, or spend them to place trains on the central map. They score points for trains placed, but also for completing any tickets they kept at the start of the game or picked up and kept during it. One of the smaller games, Ticket to Ride: San Francisco only plays four and has fewer pieces so games are shorter.
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Like all the other versions of the game, however, San Francisco also has a small rules tweak: when players make a connection to a tourist destination, they can collect a token. They can only collect one per turn and one from each location. Each tourist destination has different tokens, and players score bonus points at the end of the game for each different token they have collected. These points are significant, varying from nothing to twelve, with the number of points increasing exponentially as players add more to their collection. Otherwise, the map is different and instead of trains, players have cable tram-cars to place, but otherwise it is similar to the other versions of Ticket to Ride.
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Black’s starting tickets both went north-south, but one was on the east side and the other the west side. So he picked one and immediately went fishing for a more. Everyone else was slightly better off, and although Blue’s were better aligned they were fairly low scoring so once she had made a little progress she also took more tickets. Black and Purple went for the potentially lucrative Tourist tokens, while Lemon kept forgetting to pick them up and ended up collecting a handful at the end. Although the more a player has, the more they are worth, it turns out that getting the last couple is really difficult, and they are the ones that are worth the most points.
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Blue tried to claim the long route from Fort Mason to the Golden Gate Bridge, but couldn’t get the multi-coloured-wild or the last yellow card she needed despite the draw deck apparently being stuffed with them. In the end, she ran out of time as Black brought the game to a swift end. In the end, it was a really close. Black had the most points from placing trains on the board, closely followed by Purple, who was also very close to running out. Blue had the most completed tickets though so it all came down to the Tourist tokens which meant Black edged it by a single point from Blue with Purple just a couple of points behind that.
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Ticket to Ride was still going on when people had finished their pizzas, so although Ivory headed home, Plum was tempted to stay for one last game of Draftosaurus. This was new to Orange, so while Pink set up, Plum explained the rules. Draftosaurus is similar to games like Sushi Go! or Go Nuts for Donuts except that instead of drafting cards, players draft wooden dino-meeples, which players then place in their Dino Park. Unfortunately, Orange wasn’t familiar with either of those games, so Plum explained that drafting is where players start with a handful of dino-meeples, take one and pass the rest on.
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So, in Draftosaurus, each player begins the round with a handful of wooden dino-meeples and a player board for their dinosaur amusement park. Everyone chooses one meeple from their handful to place in their park and passes the rest to the next player. Each turn, one of the players roll a die which adds a constraint on which pens players can place their dinosaur in. The different pens have different scoring criteria and some also have restrictions. The game is played over two rounds, with players passing meeples clockwise in the first round and anti-clockwise in the second, ending with twelve meeples in their park.
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The parks boards are double-sided, but this time the group played just one round on the summer side. The game rocked along quite nicely, though Plum struggled to find mates for the dinosaurs in her Prairie of Love, while Pink and Orange had fun with the Forest of Sameness and Meadow of Differences (which have to have either all the same or all the different dinosaurs in them). A few scaly beasties ended up being thrown into the river because of the dice restrictions, but everyone did a good job of picking the right King for their Dino Park. Orange was king of the King of the Dinosaurs with the most Tyranosaurus rex, but he wasn’t the king of Draftosaurus—that was Pink who finished with thirty-nine points and a lot of Hadrosaurs.
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Learning outcome: It’s great to be ten, but bring on eleven!