Tag Archives: Nidavellir

2nd May 2023

Blue and Pink were the first to arrive and were just finishing their supper when Magenta walked in—sadly not to join in the games as she was there for a Scout meeting.  After a quick chat, she left and as Blue recapped the rules for the “Feature Game“, Zoo Break, Teal arrived and then Purple and Black.  The group had just decided to play Alles im Eimer (aka The Bucket King), when Ivory rocked up to make the full compliment of six.  Purple explained the rules with help from Black.  The idea is very simple:  each player builds a pyramid of ten bucket tokens with two of each of five colours.

Alles im Eimer
– Image by boardGOATS

One player starts, playing a coloured, numbered, animal card and each player has to follow with the same colour and a higher number before picking up a card.  Players can play multiple cards to make the total, but they only ever receive a single replacement card.  If they can’t, or choose not to follow, they lose a bucket of that colour, and any buckets above it.  Worse, if they split their pile of buckets in two, they lose one part as players can only ever have one pile.  On the plus-side, if a player can’t play (or chooses not to), they then lead with a free choice of colour and number.  The last player with buckets still standing is the winner.  With Purple shuffling, Ivory was the first to play.

Alles im Eimer
– Image by boardGOATS

It turns out that there are two things that are really critical in this game.  Firstly, how players stack their buckets—it is not as simple as playing to their hand strengths; the smart player also spreads the colours out a bit so they aren’t forced to take buckets from low down when the unexpected happens.  Secondly, as Ivory pointed out, like 6 Nimmt!, it is all about timing, which is something players may not have control of.  A few rounds in, Black spotted that Pink to his left still had a complete stack where bucket piles had been falling all over the place everywhere else.  So, Black made it his business to make Pink’s life difficult.  From there, it was gloves off and the buckets really started to tumble.  Purple was the first player to kick the last of her buckets over which left Blue to do what she could to damage Ivory’s largely unscathed pile.

Alles im Eimer
– Image by boardGOATS

Black, then Blue, then Teal, all fell, leaving just Pink and Ivory to fight it out.  With Pink’s dwindling pile, it always looked an uphill task, and so it proved, with Ivory taking victory with five buckets still standing.  By this time though, Lime and Green had arrived and with eight, the group split into two tables of four, the first for the “Feature Game“, Zoo Break.  Pink was nearly lured away at the suggestion that the alternate might be Takenoko, but despite being very torn by his love of pandas, he stuck with his original panda driven choice and was joined by Blue, Lime and Black as Keepers at Bedlam Zoo.

Zoo Break
– Image by boardGOATS

Zoo Break is an apparently light cooperative game where players are a team of zoo-keepers trying to prevent a mass break-out.  The mechanism is quite simple:  the active player rolls a die to decide how many Action Points they get, then they carry out actions, before drawing an Escape card and a Move card (to see what animals escape and move).  The game ends when either a dangerous animal (tiger, elephant, or dangerous snake) escapes, or when the fifth cute animal (panda, Capuchin monkey, meerkat or harmless snake) exits the zoo, or when there are no animals roaming about and all the cages are locked up.

Zoo Break
– Image by boardGOATS

Although the mechanism of Zoo Break is very straight-forward and the art-work implies it is a simple kiddies game, nothing could be further from the truth.  The rule book is twenty pages long, and there are a lot of details regarding escaping and recapturing animals.  For example, when an animal escapes, it doesn’t just move to the space immediately outside its Enclosure, it moves to the nearest “open” space.  Also, different animals are recaptured using different tools which have to be acquired from the supply by the Keepers.  For example, a Net can be used to capture meerkats or monkeys, while a Leash is required for pandas and elephants, and tigers need to be Tranquilised and Stretchered home (very carefully, obviously).

Zoo Break
– Image by boardGOATS

Each Keeper has a different skill.  This time, Blue had the ability to reveal snakes and capture animals from adjacent spaces (especially useful for dealing with snakes); Pink could run faster than anyone else, moving two spaces for each action point (instead of the usual one); Black, the Gardener, could move through and hide in bushes, and Lime could re-roll the die twice to try to get additional actions.  From experience with games like Forbidden Island and Forbidden Desert, the key is almost always to make good use of these special powers.  So Blue suggested she made it her business to concentrate on dealing with the snakes since she could do so without being bitten.

Zoo Break
– Image by boardGOATS

Pink with his Panda obsession, was always going to go after them, and everyone else was happy to let him get on with it.  Before any of that could happen though, the Keepers needed Supplies.  Pink started, and went straight to the Supply shed and started revealing tools.  These are drawn from a face down pile, but Keepers only have space to carry four tools in their backpack, so can choose only to take the ones they want.  This was probably the team’s first mistake:  instead of the few players just searching the whole Supply pile and making a discerning choice while taking as much as they could carry, players grabbed a couple of items and headed off.

Zoo Break
– Image by boardGOATS

This became a problem later in the game when the Keepers realised they didn’t have tools and were now on the other side of the board.  Black who had drawn the meerkat enclosure key headed off to the far corner to lock it quickly.  Lime captured the only roaming meerkat (which had been playing in the fountain) and Black was just about to lock the cage when another one escaped.  As he didn’t have a Net, despite being in the same space as it, he was left chasing about trying to grab it unsuccessfully.  And then more meerkats got out.  So Lime, Keeper without portfolio (but with both a Net and a Leash), waged war on the disobedient meerkats, while occasionally taking time out to catch an elephant or a monkey.

Zoo Break
– Image by boardGOATS

Pink, meanwhile, had his panda enclosure Key and a Leash and was trying to do something about them, but was inconvenienced by a pair of elephants, one of which knocked him flying necessitating a visit to the Medic.  Lime captured the last of the Capuchin monkeys and Blue who was close at hand with the enclosure Key managed to slam the door shut before any more got out—just as well, as the snakes were beginning to get out of hand, and as for the meerkats, well, these little blighters were causing mayhem.  Twice the Keepers had them under control before more escaped, and as they formed a long queue, the queue kept getting longer and longer as they marched inexorably towards the exit.

Zoo Break
– Image by boardGOATS

Pink used the Barricade to delay the escape of a couple of pandas and the pair marauding elephants, but it failed to hold when the Broken Barricade Move card appeared.  The rhino’s occasional charges weren’t much of an issue as they were very predictable, but once animals started to get close to the exit the rhino became more of a problem as players stayed out of its path wasting Action Points.  By this time, the tigers were becoming a problem, but Pink and Black put their Tranquiliser darts to good effect and soon the zoo was littered with sleeping tigers.  Lime had a Stretcher, but never actually used it, briefly loaning it to Blue for the only tiger returned to its enclosure (and left to peacefully sleep off the after-effects, as per one of the new variants).

Zoo Break
– Image by boardGOATS

There was a bit of a debate over whether it was more important to work on the rogue pandas or let them and meerkats escape and focus on the dangerous animals (in particular tigers and elephants).  Slowly but surely, however, the animals were taking over as there was a little procession of Keepers at the Medic’s tent, with only Lime avoiding injury.  Black was the only player to make use of the Train, because it didn’t really go where people wanted it to and players dealt with the issues nearest to them.  That was probably a good strategy; like it says in the advice, it is also important to lock stuff up early—the team didn’t.  They dealt with the monkeys, but the only other enclosure they managed to lock was the pandas, just before two meerkats and a cobra made a run for it in a single turn.

Zoo Break
– Image by boardGOATS

Although the mass escape had caused the zoo to be closed down and Pink hadn’t actually been cuddled by a panda, everyone had really enjoyed themselves.  On reflection, working in pairs might have worked better (as with Flash Point and Escape), because then the team can do things much quicker, get on top of things and lock cages making life easier all round.  Black was curious about the variants available.  The group had played on “Standard” difficulty with two “Phew!” Escape cards (where nothing gets out), but thanks to a rules malfunction, had also included the blank cards in the Move deck which provided quite a bit of respite, so everyone had a good laugh at the idea of making the game harder.

Zoo Break
– Image by boardGOATS

Despite the fact the group rarely plays cooperative games, everyone was keen to give Zoo Break another outing soon.  Zoos were popular elsewhere too—the next table had been playing New York Zoo.  This is a tile-laying game that got its first Tuesday outing only a few of weeks ago, but had been enjoyed by all.  In this game, players add pens to their zoo, populating them with animals, and building attractions.  Like Uwe Rosenberg‘s other similar games (including Cottage Garden, Spring Meadow, Indian Summer and Patchwork), it is Tetris-like but what makes this one unique and interesting is the Market.

New York Zoo
– Image by boardGOATS

Players move the Marker Elephant one to four spaces round the Market, landing either on an Enclosure tile space (taking the top one and adding it to their zoo) or on an animal space (taking one or both of the animals depicted). Enclosure tiles can be placed anywhere in the player’s Zoo, then one or two identical Animals from elsewhere in their Zoo must be moved to occupy the Enclosure.  Each Enclosure can only hold one type of Animal.  When there are two or more Animals in an Enclosure together they breed when the Elephant passes the Market’s breeding spaces.

New York Zoo
– Image by boardGOATS

When an Enclosure is full, all the animals are removed and the player takes an Attraction tile of their choice and adds it to their Zoo.  Attraction tiles are useful because they fill additional spaces, and at its heart, New York Zoo is a race game—the winner is the first to fill all the spaces in their Zoo.  Purple had played last time, and Green had played elsewhere, however, Ivory and Teal were new to the game and the rules needed explanation.  That didn’t take long though, and the Elephant was soon touring the market and everyone was building their zoo and adding animals.

New York Zoo
– Image by boardGOATS

Purple was quick to get going, as was Green.  New York Zoo is really a tactical game, but there are a couple of broad strategies—fill the zoo with large Enclosures that are harder to fill, but occupy more space, or fill it with smaller Enclosures which are easier to fill with animals giving bonus Attraction tiles.  Purple went for the latter approach, getting some of the large attractions early in the game.  Teal however, opted for the former strategy, which is harder to get to work, but can be extremely effective, as indeed it was this time, making him the first to finish his zoo, and with no Attractions at all.  Purple was the best of the rest with for spaces left to fill, with Green a little way behind.

New York Zoo
– Image by boardGOATS

The Keepers in Bedlam Zoo on the next table were still trying to get the marauding beasts back in their pens (largely unsuccessfully) so the others had to decide what to play.  Green decided to go home, and couldn’t be persuaded to stay by the opportunity to play Nidavellir despite having been very keen to play it previously.  That left Purple, Ivory and Teal, who decided to play it anyhow.  Nidavellir is a card set-collection and bidding game inspired by Norse myths. The game was created by French designer Serge Laget (who sadly passed away in January this year after a lifetime of producing some great games) and the striking black and white artwork by Jean-Marie Minguez which nicely contrasts with the coloured cardboard components.

Nidavellir
– Image by boardGOATS

The story behind the game is that the kingdom of Nidavellir is under threat from the stirrings of the Dragon Fafnir and players are tasked by the King to recruit the best army to defeat it. Appropriately for our venue, the action takes places in three Dwarvish pubs where the players must use their coins to bid for the most skillful Dwarves (in a concealed auction), recruit the most prestigious Heroes, and build the best Battalion they can to defeat the Dragon.  Players hire five different professions of Dwarves into their growing army – Warriors, Hunters, Miners, Blacksmiths and Explorers.  Each player starts with five coins with the values: zero, two, three, four and five. Players place one of their coins against each pub space on their player mat.  The coins are revealed and cards are taken from each pub starting with the highest bidder.

Nidavellir
– Image by boardGOATS

Ties are broken in favour of the player with the the highest jewel token (randomised at the start) and then these players swap jewels so the losing player has an advantage next time there is a draw. Once the three pubs have been resolved, players take back their coins, and place their cards in their tableaux.  At the game end, points are awarded in different ways for each group of Dwarves.  For example, Hunters provide points based on the number of cards squared, Blacksmiths score according to the triangular sequence (as used in Coloretto), while the Navigators are simply a total of the number of points printed on the card, and so on.  Each round of the game, random face-up dwarf cards are lined up by each pub (equal to the number of players) and players bid for their order of selection.

Nidavellir
– Image by boardGOATS

If a player plays their “zero” coin, the values of the two unused coins are added together, the highest of the pair is discarded and a new coin of the same total is added to their stash from the Royal Treasure. Thus, players can gradually increase the value of their coins, which is useful for out-bidding others, but also adds value as the total coin hoard is added to their final score.  Hero cards, which supply additional points bonuses in a variety of ways are awarded when a player manages to have five cards of different type and then each time a new set of five is achieved. Heroes are selected from, a separate deck which allows for further point scoring combinations.  The start was a little slow as Purple and Ivory were both new to the game and had to figure out what to do.

Nidavellir
– Image by boardGOATS

Teal and Ivory both started by upgrading their coins.  Ivory was the first to get a set of five cards and claimed one of the Dwerg Brothers as his Hero giving him the target of collecting the other brothers which greatly crank up the points the more that are collected.  Teal, who had played the game before, chose more complex Heroes.  Half way through the game, Purple took the King’s Hand and the King’s Great Armourer Heroes for having the most Warrior and Blacksmith cards, while Teal took the Hunting Master and Crown Jeweler (for the most Hunters and Miners respectively), leaving Ivory just the Pioneer of the Kingdom (for the most Explorers).

Nidavellir
– Image by boardGOATS

The second age (played with a new deck of cards), was similar to the first, with particular tight battles around getting cards to complete sets.  Ivory had a slight advantage in this, having upgraded his coins more aggressively early in the game, and used this to get more of the Dwerg Brothers.  In contrast, Purple and Teal focused on collecting Dwarves of one kind with Teal using his Heroes to add to their “count” in particular colours when completing a set.  In the end, Purple and Teal scored best for Blacksmiths and Hunters, while Teal also took lots of points for his Miners—something he had focused on from the start.

Nidavellir
– Image by boardGOATS

Ivory however, had more Warriors and having the majority of them meant he could add the value of his most valuable coin to his score.  Despite that and over a hundred points for his Dwergs, Ivory finished just shy of Teal’s winning total of two-hundred and seventy-seven.  The downside of his victory—the winner has to face the Dragon Fafnir!  All agreed it was a good game, not overly complex, but with lots of decisions to make; a game that didn’t out stay its welcome finishing within the forty-five minutes advertised (even with two first-time players).

Nidavellir
– Image by boardGOATS

Learning outcome: Always keep a close eye on your meerkats.

4th April 2023

While Blue was off getting fish and chips for people, Pink chatted with Pine and Green and his family as they arrived.  Green had just got out Incan Gold and was explaining the rules, when food arrived, so it was hastily put away while food was consumed, only to be got out again as soon as the chips had disapparated.  Incan Gold is a very simple “push your luck” type game where players are exploring a mine and trying to get out with treasure before disaster strikes.  Each round a card is revealed and players simultaneously choose whether to stay or leave and share what spoils they already have.  There are three types of card:  Treasure, Artifact, and Disaster.

Incan Gold
– Image by boardGOATS

The contents of the Treasure cards are simply divided equally between players when they leave the mine, or as equally as possible leaving behind any left-overs.  Artifacts can only be taken if there is only one player leaving the mine, all alone.  Disaster cards are the problem—Spiders, Snakes, Zombies, Lava and Rock Falls.  Each one is present in the deck three times, and when the third is drawn, the mine collapses leaving everyone in it without any treasure.  This time, though, the group didn’t get off to a very auspicious start.  The first card out was a Rock Fall, the second was Fire and the third was another Fire!

Incan Gold
– Image by boardGOATS

So the group decided it was such a bad start that they would shuffle and try again.  On the second attempt, the first two cards out were again Disasters, but the third delivered some Treasure. It wasn’t very much and nobody felt it was worth leaving for. That was a good choice as there was a little more treasure to come.  Still not very much, but more littered the floor of the tunnel, and it eventually proved too enticing for Emerald and Violet who managed to net about five gems each for their tents.  For the rest of the group, they pushed it a little too far and promptly lost everything as they got caught in a devastating fire.

Incan Gold
– Image by boardGOATS

The second tunnel explored also lured in too many explorers before collapsing the ceiling on everyone.  The third tunnel brought the first glint of Gold—an Artifact.  Eying each other up everyone elected to stay, which was fine, but on the next turn, Lilac decided she would chance it and run. Luckily for her she was the only one and managed to net the Golden treasure on her way out, and left everyone else to die at the hands of a rather midget-like Zombie.  Lilac managed to repeat the feat on the fourth tunnel, collecting the Gold treasure as she made a run for it, although everyone else managed to collect more treasure and eventually decided to save what they had found instead of dying a horrible death.

Incan Gold
– Image by boardGOATS

The final tunnel brought some nice treasure, and another Artifact, but with too many people leaving, they had to leave it where it lay.  Pine was the one who held his nerve and safely collected the Golden treasure this time, before a Disaster as those remaining were overrun by Spiders.  In the final reckoning it was neck & neck between Pine and Lilac on thirty-six points, but Lilac just edged it by dint of having two gold artifacts to Pine’s one.  It was close for third, though Lime was the best of the rest with twenty-four, just ahead of Emerald and Violet.  The least effective was Greedy Green, who’d stayed just too long just too often, eager for more treasure only to be bashed and burned and brutally murdered time after time.

Incan Gold
– Image by boardGOATS

Meanwhile, everyone else played the “Feature Game“, the filler Om Nom Nom.  This is a fun and light little game of think and double-think where players are trying to eat without getting eaten.  The game is set up by seeding the board with cute dice, rolled to give cheese, carrots and flies for the bottom of the food chain, and mice, rabbits and frogs for the middle of the food chain.  Players then receive a deck of six cards representing the animals for the middle of the food chain and the top of the food chain, cats, wolves and hedgehogs.  With game play reminiscent of 6 Nimmt!, players simultaneously choose a card to play which are then evaluated.

Om Nom Nom
– Image by boardGOATS

Players who played cards at the top of the food chain eat anything below, so long as there is enough for everyone who played the same card.  Thus, if there are four mice (including any cards played) and two cats, the owner of the cats take two cards each and get to keep their cat cards too with them all going on their scoring pile.  If however, there was only one mouse, both cats go hungry and neither player scores anything.  Cards played for the middle of the food chain eat the dice at the bottom of the food chain as long as there are enough dice for everyone who played the same card, but also as long as they don’t get eaten by anyone playing a card at the top of the food chain.

Om Nom Nom
– Image by boardGOATS

Thus, playing a card in the middle of a food chain is all about timing:  there is a higher risk, but also a higher reward as the dice showing red faces are worth two points instead of the usual one for a card or a die showing a black middle of the food chain critter.  Although we’ve played Om Nom Nom several times before, it was new to both Teal and Lime.  Teal started off well though taking a massive fifteen points in his first round.  Unfortunately for him, that turned out to be beginner’s luck and he didn’t do so well in the next round.  Purple’s game, on the other hand, went the other way, starting with nothing in the first round and taking sixteen points in the second.

Om Nom Nom
– Image by boardGOATS

With others being more consistent, in particular Blue who scored a seven and an eight in each of her first two rounds, it was all down performances in the final round.  In the event, Black and Pink both did well in the final round, and Teal improved on his score in the second round too.  It was Purple that won the final, albeit low-scoring round, taking ten points, giving her a winning total of twenty-six, three more than Teal in second with Black and Blue tying for third place some six points behind him.  It had been a quick fun game, one that is always good value and definitely deserves another outing soon.

Om Nom Nom
– Image by boardGOATS

Both games, Incan Gold and Om Nom Nom, finished at much the same time, so everyone decided what to play next.  Teal had brought Nidvelilir at Green’s request, but this wasn’t the night for that.  Eventually, Purple traded places with Pine and Lime leaving five players, in one group which picked out a lot of possible five-player games.  Since Violet was here only for the a brief visit they let her choose.  Her selection was Zooloretto or King of Tokyo, however Purple made a face at both choices and suggested Carcassonne instead. Violet was less keen as she felt she had played that a lot recently, so Green made an executive decision to play Boomtown—a fun little bidding game that hasn’t had an outing for a long time and doesn’t take too long.

Boomtown
– Image by boardGOATS

Unfortunately, at this point Emerald was really beginning to feel the heat of the pub and felt he couldn’t participate.  He went off for a wander to get some fresh air, ironically just before the back door was opened to cool everyone down a little.  As he had decided to sit this one out, the rest of the group revised the rules which were simple enough on the face of things.  A deck of sixty cards is shuffled and placed face-down in the middle of the table, along with two dice, a pile of Mayor pawns (one in each of five different colors) and Town tokens (two each of the same colours).  One card per person is turned face up and each player begins the game with $10 starting funds to bid for the card they want.

Boomtown
– Image by boardGOATS

Each player has to increase the bid or pass, until there is one winner.  And this is the clever bit of the game—the winner, pays the player to their right, who passes on half of the money to the player on their right and so on until either there is nothing left to give or the winner is reached (they don’t get any of their own money back).  Everyone then gets a card in clockwise order.  There are Mine, Dynamite, Saloon, Hold-up, Governor and Special cards, each of which has an effect.  Mines and Saloons give players gold and the player with the most Mines in any Town/colour takes the matching Mayor token which forces others to give them money.

Boomtown
– Image by boardGOATS

Dynamite cards allow players to destroy other players’ mines, while Hold-up cards allow players to steal from other and the Governor allows players to upgrade a Mayor so their mines are worth double. Once the cards have been allocated, the dice are rolled and players receive income for their mines.  The game ends when the deck is depleted and all the cards have been sold.  The player with the largest total from their their points, money, the production value of all the mines they control, and five bonus points for each Mayor, is the winner.

Boomtown
– Image by boardGOATS

Maybe it was the heat, but aside from Green, no-one was quite sure how Boomtown would play out, and it took a few rounds for everyone to get the hang of things.  The group didn’t get off to a great start, even when they adjusted the draw deck to make sure there was enough mines for everyone by replacing the action cards that came out.  The second round brought out two sets of Dynamite though, and both Green and Purple ended up destroying each others mine.  The bidding never got very high in the first half of the game, mostly because nobody knew what they were doing, and did not necessarily want to choose first.

Boomtown
– Image by boardGOATS

However, by about half way and when the Mayor pieces had all been claimed and the Saloons were built everything started to hot up.  Although Lilac had a lot of red Mines, which netted her a little money from players forced to take the last few remaining, every time they found gold, she had to pass most of her claim to Purple who had a red saloon along with Saloon girls!  Violet managed to claim a couple of Mayors along the way, and although she lost one of them, she managed to avoid the attraction of the Saloon, so kept everything she collected. With some judicial rolling on the Card Shark Dice, she managed to rob some of the others blind.

Boomtown
– Image by boardGOATS

By the time the last cards had been claimed and the final Mines had given up their gold, it was Purple who had become the master Miner, by something of a landslide.  Violet was a respectable second with Lilac, having passed on so much of her wealth to Purple, just managing to stay whisker ahead of Green for third.  Meanwhile, on the next table, with so many players Survive: Escape from Atlantis had seemed a good choice as it plays six with the expansion.  This was released to mark the thirtieth anniversary of two very similar, much older games, Survive! and Escape from Atlantis, and is an agglomeration of them both.

Survive: Escape from Atlantis!
– Image by boardGOATS

The idea is that players rescue their meeples from the central Island of Atlantis before it sinks beneath the waves.  The original Escape from Atlantis had a fabulous sculpted plastic central Island, with lots of Sea Monster miniatures, however, although the thirtieth anniversary edition is arguably a nicer production, the Island is made up of thick card hex-tiles, and the Sea Monsters are made of wood.  This version has safe land shown on the corners of the board each initially guarded by a Sea Monster, with randomly placed hexes forming the Island and a fifth Sea Monster in a central lagoon.

Survive: Escape from Atlantis!
– Image by boardGOATS

The new edition varies from its predecessors only a very little in game play.  On their turn, the active player has three movement points, and then they remove one tile from the Island of Atlantis before rolling the Attack Die which dictates which of the Sharks, Whales or Sea Monsters the player moves.  Sharks and Whales are introduced as the Island sinks: when players remove a hex from the Island, the underside has either an immediate effect (bordered with green) or a delayed effect with the tile stored, usually to be played before a later turn, though a small number can be used reactively.

Survive: Escape from Atlantis!
– Image by boardGOATS

There was a lot of discussion about whether to include the Giant Squid and Dolphin mini expansions and what they did, but in the end, the group decided against it this time.  In addition to placing their meeples on Atlantis, during the set up, players also place boats.  These can hold a maximum of three meeples and are moved by whoever has the majority in the boat.  It costs one movement point to climb into or out of a boat, either to or from a neighbouring land space or the water next to the boat.  Meeples in the water can only swim one space per turn because it is tiring.  Once in a boat, however, movement is easier and they can move as far as they want and are able.

Survive: Escape from Atlantis!
– Image by boardGOATS

Thus, the priority is to get meeples into boats, but the decision players have is whether to try to put all their meeples in one boat or whether to hedge their bets.  Pine and Pink tried the former.  Pine managed to get two of his meeples in one boat and then, before he could get any passengers, set sail.  Being early in the game there weren’t many Whales or Sharks about, and with only a short distance to safety, Pine’s pair made it there safely.  From there, the game got quite savage with players preferentially taking land tiles with meeples on them, turning them into Swimmers with a long way to safety—one was unlucky enough to end up in the drink when a Shark dropped into the space next to him and swallowed him whole.

Survive: Escape from Atlantis!
– Image by boardGOATS

Pink tried to emulate Pine’s success, but was a mite more greedy putting three of his meeples with a total value of eight in one boat.  Although he had a plan to get the boat to shore, he reckoned without the appearance of a Whale which was promptly moved to the same space and proceeded to turn his boat into matchwood and transform his sailors into Swimmers.  Whales aren’t interested in Swimmers though, so once his meeples were in the water, it left them alone.  Pink then had ample opportunity to separate them out a little, and indeed was advised to by everyone else, but he choose not to.  So, although everyone felt slightly sorry for him, it wasn’t long before the little clutch of Swimmers proved far too tempting a target and a Shark rocked up and ate them all.

Survive: Escape from Atlantis!
– Image by boardGOATS

From there, there was a steady trickle of boats making landfall, with players trying to work together without doing the lion’s share of the work themselves.  For every boat that made it to safety, however, there was at least one Swimmer that was eaten by a Shark or boat that was attacked by a Whale or a Sea Monster making it a bit of a war of attrition.  But with six players, the game moves quite quickly and players don’t get many turns so collaboration is essential if players are to get anyone to dry land.  Blue and Black cooperated effectively to get a couple of Sailors each home, as did Teal and Pine.  Although for a long time, Lime was the only one not to have any of his meeples eaten, he was also the last to get one safe.

Survive: Escape from Atlantis!
– Image by boardGOATS

With six players, the end of the game came round quite quickly.  The game ends immediately when the Volcano is revealed under one of the last eight Mountain tiles and with so many players once the Woodland tiles have been exhausted the game can end any time, so one extra turn can make all the difference.  And so it proved for many.  It was Lime who turned over the Volcano tile, much to his disgust as he had a boat with two meeples ready to disembark on his next turn.  Pink also had two in a boat near shore (total value nine) and Blue was equally unimpressed as it was her turn next and she needed just one move for her most valuable meeple to crawl up the beach.

Survive: Escape from Atlantis!
– Image by boardGOATS

With Atlantis gone beneath a combination of waves and lava and every meeple that had not made dry land perished in the boiling sea, it was time to score.  Each meeple has a value printed on the bottom, and although players knew what these were when they were placed, they were not allowed to look at them again.  Teal had attempted to codify which meeple was which in their location on the spaces they were placed on, however, Blue quickly called him on this and like everyone else, over the course of the game he had mostly lost track of which was where. Pink and Lime had only got one meeple ashore a piece, but although they were relatively high scoring ones, everyone else had a similar value one home and at least one additional one too.

Survive: Escape from Atlantis!
– Image by boardGOATS

Blue, Black and Teal managed to get three meeples ashore each, with Black totalling six points and Blue totalling seven.  The winner was Teal, however, with a total of eight, though even one more turn or a slightly different turn of events earlier in the game would have made a huge difference to the final placings.  It had been a lot of chaotic fun, but unquestionably, with so many players, there wasn’t much chance to plan and the game  changed hugely between a player’s turns.  With fewer players it is definitely a more strategic game, but with more, the onus is on players to work together more—indeed the players that did this this time, were the most successful.

Survive: Escape from Atlantis!
– Image by boardGOATS

Learning outcome:  Just when you thought it was safe to fall into the water…