The pub was not as busy as last time, and in any case, Pink, Blue, Black and Purple were there in good time for food. Once they had finished, they managed to squeeze in a quick game of Rome in a Day while they were waiting for food and eating. This is a cute little tile-laying game Black and Purple picked up from UK Games Expo as few days back. It is a bit like Kingdomino with the “I cut, you choose” mechanism to allocate the tiles. The “I cut, you choose” mechanism is used in a number of other games like, Castles of Mad King Ludwig, Isle of Skye, and Dice Hospital, but it is a more fundamental part of games like San Marco, and particularly …aber bitte mit Sahne and New York Slice.
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In the case of Rome in a Day, Players start by taking five land tiles drawn at random and place two buildings on tiles one and two. They then divide the five tiles into two groups—a bigger and a smaller one (in any ratio) and add a crystal to the smaller land set before offering them to their neighbour. During the four rounds the game is played over this neighbour alternates, right, left, right, left. So, each round, players choose a set from their neighbour and these and the tiles they were left with are added to their domain. At the end of the game, any building that stands on or adjacent to land of its own colour will score for each tile in the group and then players score for the diamonds they have collected—the player with the most points is the winner.
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Like in Kingdomino where players score better for a medium number of crowns in a medium sized area than for a combination where one is large and the other small, players benefit more if they can surround one large area of coloured tiles with multiple buildings of the same colour. The most successful at this was Pink who scored well for three coloured areas, the green Olive Groves, the blue-purple Vineyards and the yellow Wheat Fields, while the others didn’t score at all. As a result of his ruthless scoring strategy, he finished with fifty four points, eight points clear of second place, which went to black by a single point.
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The game was just coming to an end when Jade, Sapphire, Plum and Byzantium arrived, followed by Pine, Ivory and Teal, and then the inevitable debate as to who would play what began. In the end, Jade led a group of four including Black, Purple and Sapphire in the “Feature Game“, Courtisans (the French for Courtier as it is spelled with an “i” rather than an “e”), which also came from UK Games Expo. The first game was essentially a learning opportunity where players tried to understand the learning the mechanics of the game. On their turn, each player receives and plays three coloured Family cards.
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One card is played at the Queen’s table to sway a family’s influence in a positive or negative way depending on whether it is placed above the table or below—at the end of the game, those with more cards below than above will have “Fallen from Grace”. The other two cards are then played, one in the player’s own Domain and the other in an opponent’s Domain. At the end of the game, each card a player has from an “Esteemed” Family is worth a point, while each card from an Family that has “Fallen from Grace” loses them a point. Thus the cards can be worth positive or negative points, depending on the Family’s status at the end of the game.
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Some of the Courtier cards have a special power, for example, Nobles count as two cards, Spies are played face down and their allegiance is only revealed at the end of the game, Assassins can be used to eliminate other Courtier cards, while Guards are not affected by Assassins. The game ends when the card deck has been exhausted and nobody has any cards left in hand. Players then total up their score and add any points earned from successful Secret Missions (each worth three) and the player with the most points is the winner.
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Black went first chosen by an app and began feeling his way forward. The group only realised there was a slight issue towards the end as they ran out of cards a bit early. It was then that it was discovered that at some point Black had acquired a second hand which he had placed on the table beside him. Despite only a few personal objectives being met mostly players scored scored well; the exception was Purple who was the only one to complete both objectives which added six points to her score at the end. It wasn’t enough for victory though, that went to Sapphire who had fifteen points, with Jade a point behind in second.
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Having felt their way through the first game, the group decided to play again. As the winner, Sapphire went first, and from the off, it was like everyone woke up together and all decided to attack. This time, everyone completed at least one objective, but this second game was a lot more treacherous and this was evidenced in the scoring. One of Jade’s objectives was to ensure at least one of the Houses had at least five cards bringing them into disrepute—Jade chose yellow which caused others problems. It didn’t have as much of an effect as his second objective though,which was to have fewer red cards than the player to his left. As a result of this, Black was the kind recipient of any red cards he acquired.
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While he tried to bring the reds into disrepute too, it wasn’t possible to do both. So, despite his best efforts they still scored positively and probably helped ensure Black’s victory with seven points, four more than Jade himself. The scores were much more diverse in the second game though with a range of sixteen points with the person at the back finishing with minus nine! Although savage, it had been a lot of fun; Jade commented that the game felt a bit like a dance with lots of nuance. Definitely one to play again, especially given the truly beautiful foiled cards which are a delight to play with.
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Meanwhile, Teal had picked up the Alpine expansion for one of his favourite games of the moment, Forest Shuffle, and was keen to give it its first outing. He was therefore joined by Plum, Byzantium and Pink who were also keen to see how it changed things. Forest Shuffle is mechanically a fairly straight-forward game, but playing it well is comparatively difficult as it requires good, robust strategies and an understanding of how to get the best from the cards. The idea is that players start with a hand of cards and, on their turn draw two more from the market (or “Clearing”) or play one into their tableau.
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There are two sorts of card, Trees and “Critters”. Before playing a Critter, players must have played a Tree, which then has spaces on all four sides. Birds and Butterflies are played to the canopy (i.e. above tree cards), Fungi and Amphibians are played at the bottom of the tree (i.e. below them) and Mammals are played either side. The clever part is that Critter cards are split so they show two critters (either left and right or top and bottom), so players choose which they would like to play, and where, tucking the other side under the tree, making the unplayed half invisible.
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The new Alpine expansion for Forest Shuffle only adds some thirty six cards to the game and, since roughly twenty additional cards are removed during setup, in practice it adds just sixteen to the deck. Of course, the cards are removed at random so many should be from the base game and the expansion adds new cards like the Mountain Hare, who scores as for the European Hare, but wants to stay alone so can’t share a space with another Hare. There is an extra Butterfly and more Trees too, which make these easier to score and help to balance the game somewhat. Additionally, there is the new Alpine Newt provides a new way of scoring, for players who have managed to pick up a lot of cards from the Alpine expansion cards.
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This time, Plum went for Trees in a big way with loads Horse Chestnuts which give more points the more you have on them up to forty-nine for seven or more. While she didn’t quite make the full seven, she scored a total of forty-eight for her Trees, fifteen more than the nearest player (Byzantium) and more than double what anyone else took. They, of course, got points elsewhere though. Pink, for example, went for Butterflies and, with the additional Phoebus Apollo Butterfly, took thirty-five points for them alone. Byzantium opted for a deer strategy and received a total of sixty-one points for all his Critters.
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The winner was Teal however, with everyone else totally overcome by “The Lynx-Effect”, where each Lynx he had gave ten points as long as he had a Roe Deer to keep them fed. Perhaps his victory was to be expected as he has played the game quite a bit with family, but his finishing score of a hundred and fifty was some way ahead of Pink and Plum who tied for second place with a hundred and nineteen. Overall, the Alpine expansion adds some pretty artwork and made a few of the alternative strategies a lot more viable, reducing the apparent dominance of Wolves and Deer which it has often been claimed are overly powerful.
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With the Courtisans and Forest Shuffle groups sorted, that left just three players without a game. Since Ivory and Pine both missed out on playing Little Town last time and neither wanted a particularly late night the decision was made to eschew Key Flow in favour of the lighter, quicker, tile-laying game. Play is very simple: players take it in turns to place their Workers in a space on the central board and then activate the eight spaces around them. These eight spaces could be Buildings, but may also be Trees, Rocks or Lakes pre-printed on the board giving resources (Wood, Rock or fish respectively). With three players, there are four Workers in each of four rounds and the player with the most points at the end is the winner.
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Little Town has had a few outings, but was the “Feature Game” last time, with two games played simultaneously, both with the starting tile set up. This time, a random tile setup was used drawn from the full set that included the Pier, the Marketplace, the Bar, from the variant set as well as the Shop, the Workshop, the Goldmine, the Bakery, the Pawnshop, the Quarry and Wheat Fields from the basic set. The twelve Buildings were completed by the Temple, the Cornucopia, and the Sushi Bar from the Goodie Buildings mini expansion. Blue and Pine both complained that their Objectives were considerably more difficult than Ivory’s as he claimed all his quite quickly.
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Eventually though, all three managed to complete all their Objectives. Pine misunderstood the fact that each Worker needs to be fed at the end of every round, rather than just at the end of the game. As it was a genuine error, rather than cripple his game at the end of the first round, Blue and Ivory let him pay with other resources leaving his unfortunate workers to gnaw on bits of stone, wood and coins. Other than that, the game proceeded according to the rules. Ivory majored on trying to convert Fish into points, while Blue tried to do the same with Wheat and Pine played the merchant, building the Gold mine and the Shop.
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As the game came to a close, Ivory had a substantial lead with forty-two, ahead of Blue in second with thirty and Pine with eighteen. This was without any of the points from the buildings (which Blue had a lot of) or from leftover money (of which Pine had an enormous pile). As it turned out, money is not worth much at the end of the game, and although Blue’s buildings were worth considerably more than Ivory’s, she still fell two points short of his final total of fifty-seven. So although we’ve still not been able to use the “sixty point tokens” we were only a handful of points shy.
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The others were still playing, so after some discussion, Blue, Pine and Ivory decided to give the 2022 Spiel des Jahres nominee, SCOUT, an outing. This is a clever little card game with two key features: firstly, as in Bohnanza, players can’t rearrange their hands, and secondly, the cards have different values depending which way up they are. Like Tichu or Haggis, SCOUT is a climbing game, that is to say, on each turn players are aiming to beat the previous score. In SCOUT, that means players have to play a higher value or larger meld, or a longer run or one of a higher value (and a meld of the same size always beats a run).
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These cards are played from hand, but have to be consecutive. In the event that a player can’t or doesn’t want to play cards from their hand (aka “Showing”), they may instead take a card from either end of the current winning set and add it to their hand anywhere, and either way up (aka “Scouting”). Additionally, once per round, players can “Scout and Show” which is take a card and then also play cards. The round ends when either nobody in the round has been able to Show or a player plays their last card and has nothing left in hand. At the end of the round, players lose a point for every card they have left, and this is taken from the total from their scoring cards and points earned when others Scout from their display.
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With three players, there were three rounds, the first of which was finished by Pine, though Ivory nearly managed to check out, leaving Blue with a large handful. The second round was much closer with Blue playing a nine-card run (though as cards in front of players at the end don’t score, and very quickly nobody could beat it, she didn’t get the advantage she felt she deserved). The final round was taken by Pine again, but it was also close again. The total favoured Pine, who finished with a total of twenty-six, a clear victory with Blue just pipping Ivory to second place by a single point.
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Forest Shuffle and SCOUT were both still going when the Courtisans finished, so they quickly set about playing a light filler that Jade had picked up from the Hachette UK stand that he had worked on at UKGE. Line-it, is another card game, played with a deck that consists of cards in four colors, numbered one to a hundred and six “Bet” cards (numbered three to five), which are shuffled together and laid out to create a market consisting of slightly more cards than there are players. Players then take it in turns to take a card and either add it to their hand or add it to the row of cards in front of them (their Line). There is a hand limit of two and the row must continue either increasing or decreasing.
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If a player can’t add the card to their hand or their Line (because it would break the ascending/descending pattern), they have to score their Line, then play that card to start a new Line. After drafting a card, players may choose to add one card from their hand to their Line and then score it. When scoring, if there is a Bet card in the Line, if there are more cards added since the Bet card than the value depicted on the Bet card, players get chips equal to the value of the Bet. If the Bet is lost, the player takes negative points instead. Finally, three cards are discarded from the Line and the others turned over and placed in the player’s scoring pile.
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Once each player has had a turn, all remaining Bet cards are discarded, and the other cards are placed under the Jackpot token that corresponds to their colour—these can be claimed whenever a player adds the third card of the respective color to their Line. The game ends when the draw deck depleted, and each player plays one last card from their hand, then scores their line and tallies their points, the player with the most points is the winner. As he had won the second game of Courtisans, Black went first.
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Black and Purple both took (and completed) Bet cards early in the game, whereas Jade didn’t even take because his Lines weren’t right when the Bet cards were available because just didn’t make sense. Purple won the first jackpot of the game which was a tidy little stack of blue Diamond cards and Sapphire also picked up Jackpot cards later in the game. The game plays quite quickly and smoothly and this time out, it was close, well, close between Black, Jade and Purple—Sapphire was streets ahead, finishing with twenty-six points, a long way clear of Black in second with fifteen.
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Learning Outcome: UK Games Expo is a good source of new games.












































































