Tag Archives: NMBR 9

28th November 2017

The “Feature Game” was to be Lords of Waterdeep, and with a nearly full turn-out, it was simply a question of who wanted to play it.  Some were a little put off by the Dungeons & Dragons theme, but Burgundy, Green, Ivory, and Purple were keen to give it a go, with Ivory and Purple new to the game.  Each player is a secret Lord of Waterdeep, who uses their agents to recruit adventurers to collect gold so that they can complete Quests to advance their cause.  Each player in turn places one of their “agents” on a building space on the board and immediately resolves the effects of that building. A player may not place his agent on a building space if it has already been taken; the round ends when all agents have been placed, and a game is exactly eight rounds long.  Most of the buildings on the board give money or adventurers. The adventurers are represented by coloured wooden cubes: orange for Fighters, black for Rogues, white for Clerics and purple for Wizards.

Lords of Waterdeep
– Image used with permission of BGG contributor mikehulsebus

The adventurers players collect are exchanged for completing Quest cards. These cards can range from only a few points (four to six), but an extra advantage or some adventurer returned (a bit like a cash-back scheme), to some that give a massive amount of points (over twenty).  This is not the only source of points as there is also a substantial reward given to each player for completing the requirements on their secret Lord of Waterdeep card.  Despite the Fighting Fantasy theme, Lords of Waterdeep is really just run of the mill worker placement game, with adventurers instead of resources.  Unlike many games of this genre, “resources” flow in quite readily, but unfortunately they also flow out just as easily too…

Lords of Waterdeep
– Image used with permission of BGG contributor mikehulsebus

When Green completed a twenty point Quest early on, he looked a long way in the lead, but although it took a couple of rounds for his advantage to be quashed, quashed it duly was. It didn’t take long for everyone to work out which Quest card types everyone had for their secret goals, with Green and Ivory both wanting Commerce, and Green and Burgundy both chasing Piety. Only Purple remained more elusive to work out which was not surprising since she was actually scoring for every building she built and not scoring for Quests completed at all. No-one guessed, even though she managed to build six out of the maximum ten built. To be fair to Green and Ivory, Green had only played the game once before and that was four years ago, and Ivory had never played at all. Burgundy was at least aware that there was such a task, but after the game commented that he never does well at this game (unusually for him), though he enjoys the challenge.

Lords of Waterdeep
– Image used with permission of BGG contributor mikehulsebus

Throughout the game, Purple employed an interesting strategy in that she built up a number of Intrigue cards without using them. She turned that round in the last two or three rounds as her pile of Intrigues got whittled down, gaining her bonuses at everyone else’s expense ( and occasionally to their benefit as well), until she ended the game with none.  Ivory put a lot of effort into trying to get the big scoring quests and at one point was holding out for one on display to use with the building that would gain him an extra four points if he could complete at the same time as picking it up. In the end he bottled it and took it a turn earlier in case it was lost. It turned out he was right to do so, as shortly after he had taken it, all the quest cards were replaced. Ivory also managed to gain a number of bonus points as he too was a prolific builder.

Lords of Waterdeep
– Image used with permission of BGG contributor kilroy_locke

Green was trying to get as many Commerce cards as he could figuring the low scores would add up (Peity cards, his other bonus challenge, were in rather short supply in this game). About half way through, he built the extra worker building that when used allows the player to choose an action before anyone else. Green then used this to great effect taking this piece regularly and combining it with the first player marker to get the first two turns.  In a game where white Clerics were in such short supply (and many of the Quests that appeared later required lots of clerics), this really scuppered the plans of Ivory and Burgundy in particular.  Peity cards need more Clerics than most, Burgundy’s game was often frustrated by the lack of white cubes, and although he kept the first player token in the early part of the game and made good use of it, he just couldn’t quite get his engine going.

Lords of Waterdeep
– Image used with permission of BGG contributor mikehulsebus

The intrigue cards added an extra layer and interaction into the game. Many of them gave a benefit, but also gave a lesser advantage to another player of choice. And some were downright mean to a player of choice, and so alliances were made and broken throughout the game. Reasoning and pleading were a regular feature—an enjoyable interaction which is not so direct in other games.  In the end, it was a close game, but Ivory came out on top, just three points ahead of Green.  Everyone enjoyed it though and would be happy to play it again, but there was general agreement that with five players it would get crowded and might begin to drag.

Lords of Waterdeep
– Image used with permission of BGG contributor mikehulsebus

Meanwhile, on the next table, they had a bit of a problem:  almost all the games they had were four player games and there were five of them!  That afternoon, Magenta had expressed an interest in playing The Climbers again and, as it plays five, it was an easy choice.  This is a great three dimensional strategy game that we first played about a year ago.  It looks like it is designed round a set of children’s building blocks, but it’s appearance belies its true nature however, and, although it looks like a kiddie’s dexterity game, it is really a strategy game with almost no dexterity component at all.  The game is played in turn order with each turn comprising three steps. Firstly, the active player can move a block, any block so long as there isn’t anything on it, and they can place it anywhere, in any orientation as long as there is sufficient space. Next the active player can move their Climber as far as they like within the rules.

– Image by boardGOATS

Climbers can climb up any step below their head height unaided as long as the face they are climbing onto is grey or their own colour. They can also use their long and/or short ladders to climb larger distances, but they are fragile and therefore single use. Before the end of their turn, the active player may place their blocking stone, which prevents a brick being moved or used until that player’s next turn.  These are also single use though, so timing is everything, in fact that is true for almost everything about this game which was amply demonstrated by Blue. Nominated to go first by random draw, she made the most of it using her long ladder and getting as high up as she could as quickly as possible, much to everyone else’s disgust.  Black got himself somewhat stuck on a ledge, but Red, Pine and Magenta quickly caught up.  Then it became a real game of chess with everyone trying to outmaneuver everyone else.   Red accused Blue of using “Dubious Tactics”, but they proved to be winning tactics as she finished just higher than Red in second.

The Climbers
– Image by boardGOATS

With the Matterhorn conquered, and Lords of Waterdeep still going, it was back to the search for a five-player game, and Santo Domingo fitted the bill.  This is a light card game of tactics and bluffing with a pirate theme set in the world of one of our more popular games, Port Royal.  The idea is that in each round player one character card from their hand which are activated in character order and then are placed on a personal discard pile.  The characters are designed to maximise player interaction, with their result dependent on cards that other players have chosen, similar to games like Citadels and Witch’s Brew.  For example, the first card is the Captain who can take a victory point (from a track on a central game board) up to a maximum of twice. The second character is the Admiral who also takes one victory point, but this time up to a maximum of five times, but this is only possible if there are enough points available. This means players have to play “chicken” and try to time playing their second card when other players play something other than the the Captain or the Admiral.

Santo Domingo
– Image by boardGOATS

Players have to be careful though because the third card is the Governor which gives players goods (rather than points) for every player who played either a Captain or an Admiral card. This means players are trying to maximise their return by reading everybody’s minds and saving their Governor for the round when everyone else is playing the Captain and the Admiral.  Cards four, five and six are the Frigate, Galleon and Customs are roughly analogous to the first three characters, except the Frigate and Galleon yield goods (instead of points) and the Customs card gives points (instead of goods).  Goods are very useful as they can be turned into victory points using the Trader (the seventh character card). Timing is key here too though as the potential return increases for every round that nobody uses the Trader; the return also depends on the number of people to play the card though, so even if everyone waits and then plays the Trader at the same time, players may get less than if they had played a round earlier.

Santo Domingo
– Image by boardGOATS

The final card is the Beggar which allows players to pick up their discard pile so that they can re-use them in the following rounds. At the end of each round, players check to see if anyone has passed thirty points and if so, that triggers the end of the game where any residual goods are converted to points at the minimum rate and the player left with the most points is the winner.  It was about half way through the game that Blue realised that there was something missing.  When the Trader is played, the return is dependent on the yellow track and how many players play the same card.  The problem was that once someone plays the Trader, that triggers a reset of the yellow, trader’s track.  Unfortunately, we forgot the reset bit which meant that players who were prioritising goods were finding it easy to get a good return whenever they wanted.  As a result, the game was very close and finished very quickly.

Santo Domingo
– Image by boardGOATS

Magenta took the first place with thirty-one points, just two ahead of Black in second.  As we had time, we decided to give the game another go, playing correctly this time.  Second time round was still close, though there was a better spread and the Beggar (who also gives goods for every Trader card played in the same round) suddenly became a bit more interesting.  After doing well in the fist game, Black got his timing wrong and failed to trade his goods.  Magenta was extremely efficient the second time round as well, but this time was beaten into second place by Blue.  With the game finished, Red and Magenta headed home and Blue, Black and Pine began a game of Azul.

Azul
– Image by BGG contributor JackyTheRipper

This is a new release that Pink and Blue picked up at Essen this year and so far has been popular with the group as well as receiving a lot of buzz further afield.  The idea of the game is that players are tile laying artists decorating a wall in the Palace of Evora with “azulejos”.  On their turn, the active player can either take all the tiles of one colour from one of the factory display (putting the rest in the central market) or take all the tiles of one colour from the market in the centre of the table.  They then place the tiles in one of the five rows on their player board.  The catch is that each player only has five rows, each with a set number of spaces, one to five. Players can add tiles to a row later in the round, but once a row is full, any left-overs go into the negative scoring row. Once all the tiles have been picked up, players evaluate their board, and, starting with the shortest row, one of the tiles from each full row is added to the player’s mosaic and scored.

Azul
– Image by BGG contributor JackyTheRipper

Players score one point for a tile that is not placed adjacent to any other tile, whereas tiles added to rows or columns score the same number of points as there are tiles in the completed row (or column). The game continues with players choosing tiles from the factory displays and then adding them to rows, the catch is that as the mosaic fills up, it is harder to fill the rows as each row can only take each colour once. The game is actually much more complex to explain than to actually play, and as such is just the sort of game we really appreciate.  Blue and Black had both played before, but Pine was new to the game.  Last time he played, Black had commented that this was “just the sort of game that he really liked, but wasn’t any good at”, so it was left to Blue to lead the way.  Pine didn’t need much showing however, and soon had a very fine wall of his own.  So much so in fact, that when Blue was forced to pick up five black “azulejos” she didn’t have space for he was in prime position to take a well deserved win.

Azul
– Image used with permission of boardgamephotos

While Azul was still underway, Lords of Waterdeep had come to an end, so Green, Ivory, Burgundy and Purple decided there was time for quick game of Lanterns: The Harvest Festival.  This is a straight-forward, light tile laying game, where players are decorating the palace lake with floating lanterns and competing to become the most honored artisan when the festival begins. Each tile is divided into four quarters, each of which has a colour, red, orange, blue, green, purple, black and white. On their turn, players choose a tile from their hand of three and add it to the central palace lake. Every player then receives a lantern card corresponding to the color on the side of the tile facing them, with the active player receiving bonus cards for any edges where the colours of the new tile match those of the lake. At the start of their next turn, players can gain honour tiles by dedicating sets of lantern cards, three pairs, four of a kind or seven different colours. Each tile is worth honour points and the player with the most points at the end of the game wins.

Lanterns: The Harvest Festival
– Image used with permission of boardgamephotos

Purple, Burgundy and Ivory went for trying to collect for the full colour set, while Green was content to begin targeting the “two-pairs” or four of a kind. Purple was a late starter to exchange her cards, forcing Burgundy to go for a couple of two-pairs, and Green got stuck with three orange lantern cards with none left to collect. Part way through the game, they suddenly realised that the six point scoring taken was actually a nine point scoring token and everyone had to work out who should have earned what. There weren’t too many already taken, so the correction was worked out quite easily. Purple seemed to not only hoard the cards, but was also building a large collection of bonus discs, such that the others thought that she wasn’t going to be able to use them all.  As usual there was the normal mutterings of the tiles being the wrong way round. Later on with shortages of some colours, tiles were placed in such a way to prevent some players collecting anything at all.  As the game wore on Purple started to exchange her cards and use her discs. By the end of the game she had actually used them all, and it turned out that she’d used them to perfection, proving that hoarding can sometimes be a winning strategy.

Lanterns: The Harvest Festival
– Image used with permission of BGG contributor punkin312

Just as they started, Azul finished so Blue suggested Black might like to give NMBR 9 a try since he had been quite intrigued last time when Pine, Blue and Purple had played it. Black was Keen and Pine had enjoyed it, so Blue explained the rules.  The idea is that players will play a total of twenty tiles, numbered zero to nine, with each one appearing twice.  One player turns over a card and calls the number and players each take one tile of that number and add it to their tableau.  Tiles must be placed such that at least one edge touches a previous tile.  Tiles can be placed on top of other tiles as long as there are no overhanging parts, and the tile sits squarely on more than one other tile.  At the end of the game the number tiles are multiplied by the level they sit on minus one.  So, a five on the third level scores ten points (5 x (3-1)).

NMBR 9
– Image used with permission of BGG contributor punkin312

The game followed the usual course, but it wasn’t long before the the bingo calls started.  Pine began, but Ivory on the next table soon joined in: “Number eight,  garden gate”; “On it’s own, number one”.  Pine finished with, “This number’s smaller, Ivory’s the caller!”  And finished the evening just about was, with only the maths left to be sorted out.  Both Blue and Black had managed to sneak a nine and a one onto the third story.  Pine had more than Black on the first story, but Blue had more than either of them and finished with a grand total of fifty three, some five points more than either of the others.

NMBR 9
– Image used with permission of BGG contributor punkin312

Learning Outcome: Don’t be misled by an unpromising theme.

14th November 2017

While Blue and Burgundy finished their supper, everyone else played a quick game of The Game, played with cards from The Game: Extreme.  The game is a very simple cooperative game: played with a deck of ninety-eight cards the group have to play all of them to win.  Each player starts with a hand of cards and must play at least two of their cards on one of the four piles. The first rule is that cards added to two of the piles must be higher face value than those previously played, while cards on the other two must be lower.  The second rule is “the backwards rule”, which says that if the interval is exactly ten the first rule is reversed.  The third and final rule is that players  can say anything they like so long as they don’t share specific number information about the contents of their hand.  The Extreme version has blue cards instead of red ones, but also has additional symbols on the cards which add further restrictions and make playing cards more difficult.

– Image by boardgoats

By ignoring the extra symbols the original version of The Game can be played with cards from The Extreme version.  As is often the case, the game started badly with almost everyone starting with cards between thirty and seventy.  There are two problems with this, firstly it forces players to progress the decks faster then they wanted.  Secondly, the very high and very low cards are still waiting to be revealed which causes the same problem a second time later in the game.  And this is exactly what happened.  Pine for example started with nothing below forty and only one card above sixty, and ended the game with a lots of cards in the nineties.  With such an awful hand before everyone else was ready, he ended up just playing everything and was the first to check-out.  By this time Burgundy and Blue were finished with pizza and had discovered that watching the others struggle was strangely compelling.  It wasn’t long before Purple was unable to play though, which brought the game to a close with a combined to total of seven cards unplayed.

The Game: Extreme
– Image by boardGOATS

With food finished and The Game over, the group split into two with the first group playing the “Feature Game”, Flamme Rouge.  This is a bicycle game that Blue and Pink played at Essen in 2016, but actually picked up at the fair this year.  The game is quite simple, bit even then we managed to get it slightly wrong.  The idea is that each player has two riders, a Sprinteur and a Rouleur, each of which has a deck of cards. Simultaneously, players draw four cards from one of their the rider’s deck and choosing one to play, before doing the same for their second rider.  Once everyone has chosen two cards, the riders move, starting with the rider at the front of the pack, discarding the used cards.  Once all the riders have moved, then the effect of slip-streaming and exhaustion are applied.  Exhaustion is simple enough – players simply add an exhaustion card to the deck for any rider without cyclists in the square in front of them at the end of the round.  The slip-streaming is slightly more complex, but the idea is that every pack of cyclists that has exactly one space between them and the pack in front, benefits from slip-streaming and is able to catch up that one space.

Flamme Rouge
– Image by BGG contributor mattridding

Slip-steaming is applied from the back, which means riders may be able to benefit multiple times.  The problem was, Blue had played incorrectly at Essen: they had played that a pack had to comprise at least two riders and would move forward regardless of how many spaces there were in front of them.  Ironically, the person to suffer most from this rules mishap was Blue as her Sprinteur was dropped from the pack early in the race and, although he got on to the back of the pack again, the exhaustion caused by all the early effort meant he struggled for the rest of the race and was soon dropped completely.  All the other riders managed to stay in the Peloton and, as the race drew to a close, there was some jockeying for position.  Black’s Sprinteur made a dash for the line, but got his timing very slightly wrong and didn’t quite make it.  Pine’s Sprinter on the other hand, timed his dash to perfection and pipped Black to first place.  In fact, Pine rode such a canny race, his Rouleur came in third.

Flamme Rouge
– Image used with permission of BGG contributor zombiegod

Meanwhile, on the next table, Burgundy, Purple and Green were giving Azul a go.  This is a brand new release that Pink and Blue picked up at Essen this year and played back at their hotel while they were in Germany.  It has such nice pieces and is such a clever, yet simple game, that Blue tipped it for the Spiel des Jahres award next year (or at least a nomination if something even better comes out).  The idea of the game is that players are tile laying artists decorating a wall in the Palace of Evora with “azulejos”.  On their turn, the active player can either take all the tiles of one colour from one of the factory display (putting the rest in the central market) or take all the tiles of one colour from the market in the centre of the table.  They then place the tiles in one of the five rows on their player board.

Azul
– Image by BGG contributor JackyTheRipper

Each row can only contain one colour, but players may have more than one row with any given colour.  The catch is that each player only has five rows, each with a set number of spaces, one to five.  Players can add tiles to a row later in the round, but once a row is full, any left-overs go into the negative scoring row.  Once all the tiles have been picked up, players evaluate their board, and, starting with the shortest row, one of the tiles from each full row is added to the player’s mosaic and scored. Players score one point for a tile that is not placed adjacent to any other tile, whereas tiles added to rows or columns score the same number of points as there are tiles in the completed row (or column).  The game continues with players choosing tiles from the factory displays and then adding them to rows, the catch is that as the mosaic fills up, it is harder to fill the rows as each row can only take each colour once.

Azul
– Image by BGG contributor JackyTheRipper

The game is much more complex to explain than to actually play, and as such is just the sort of game we really appreciate.  There are also end game bonuses which keep everyone guessing right up to the end.  So, although fairly simple to play, it is very clever and gives players a lot to think about.  Blue had played it with Burgundy, Black and Purple at the Didcot Games Club and everyone had enjoyed it, so Burgundy and Purple were keen to share it with Green.  The previous game had been very tight between first and second, with a tie for third, but this time, the game seemed quite tight throughout the game.  In the end, Burgundy finished the clear winner with seventy-eight points.  It remained tight for second place though, but Purple’s extra experience showed and she pipped Green by four points.  Both games finished at about the same time, so with Black, Ivory and Green keen to play 7 Wonders, and Purple and Blue not so keen, it was musical chairs while everyone else decided which group to join.

Azul
– Image used with permission of boardgamephotos

7 Wonders is a card drafting game similar to games like Sushi Go! or Between Two Cities.  Each player starts with a hand of cards and, simultaneously, each player chooses a card to play, a card to keep and then a passes the rest to the next player. The cards are played with various different aims:  players might try to build up their city and erect an architectural wonder, or attempt to have a superior military presence to neighbouring players. The game consists of three rounds, the first and third passing cards to the left, with the middle round passing cards to the right.  Black and Green went down the military route taking points from both Ivory and Burgundy and picked up additional victory points from blue cards.  Ivory and Burgundy, on the other hand, went for science points, but Ivory managed to take the most squeezing out both Burgundy and Black.  It was a close game with just five points between first place and third place, but it was Green who just finished in front.

7 Wonders
– Image by BGG contributor damnpixel

On the next table, Blue, Purple and Pine played a game of another Essen acquisition, Animals on Board.  This actually belonged to Pink, but Blue still had it in the bag from Didcot Games Club a few days before.  It is a very simple game of set collecting, with elements from Coloretto and 3 Sind Eine Zu Viel!.  Totally over produced, the game comes with fantastic cardboard arcs and thick card animal tiles.  There are five of each animal, and each set includes animals numbered from one to five and a selection are drawn at random and placed face up in the centre of the table.  On their turn the active player either divides one of the groups into two parts (and takes a box of fruit for their pains) or takes the animals from one of the groups, paying for them with boxes of fruit at a rate of one per animal.  At the end of the game (triggered when one player picks up their tenth animal) Noah claims any pairs of animals.  The remaining animals either score their face value if they are singletons, or score five if there are three or more.

Animals on Board
– Image used with permission of BGG contributor chriswray84

Blue began collecting pandas and zebras, while Purple and Pine fought over the tigers, foxes and crocodiles.  It was Blue who triggered the end of the game and everyone counted up their totals in whst turned out to be a very close game.  Everyone had at least one set of three and Purple had managed to take four foxes.  Blue had managed to pick up a total of eleven animals and that extra critter made the difference giving, her the win.  Since it had been so close and 7 Wonders was still going, they decided there was just enough time to play something else and see if revenge could be had.  Since NMBR 9, another game that came back from Essen, needs no setting up, they decided to give it a go.

NMBR 9
– Image used with permission of BGG contributor punkin312

NMBR 9 is a Bingo-type game like Take it Easy! or Karuba, where  one player calls a number and everyone plays their tile that corresponds to that number.  NMBR 9 takes the number theme one step further, since all the tiles are roughly number-shaped.  The idea is that players will play a total of twenty tiles, numbered zero to nine, with each one appearing twice.  One player turns over a card and calls the number and players each take one tile of that number and add it to their tableau.  Tiles must be placed such that at least one edge touches a previous tile.  Tiles can be placed on top of other tiles as long as there are no overhanging parts, and the tile sits squarely on more than one other tile.  At the end of the game the number tiles are multiplied by the level they sit on minus one.  So, a five on the third level scores ten points (5 x (3-1)).

NMBR 9
– Image used with permission of boardgamephotos

Blue started off well, which was unsurprising as she had played it before with Pink.  She quickly got herself into a bit of a tangle though, with the plaintive cry, “I’ve got a hole in the wrong place!”  Pine was steadily making up ground, but concurred, muttering, “There are too many sticky out bits on a four…”  With 7 Wonders finally coming to an end, Black and Burgundy found their curiosity piqued by the strange shaped tiles and tried to work out what was going on.  It wasn’t long before the last cards were turned over though and everyone had to take their shoes and socks off to work out the scores.  Pine’s smart second level placement had yielded success and he finished with score of sixty-one, a comfortable lead of five over blue in second place.

NMBR 9
– Image used with permission of BGG contributor punkin312

Learning Outcome:  Some games, make surprisingly good spectator sports.