Tag Archives: Noch mal!: Zusatzblock I

19th January 2021 (Online)

Although they started the meeting early, Blue and Pink left Pine and Green to chat while they set things up.  Lime popped in and joined the chatter, with everyone else arriving in good time for 8pm.  Blue was just starting to explain the rules for the “Feature Game“, Noch Mal So Gut!, when the gremlins first put an appearance (and no, it wasn’t Beige, though he might have been responsible for summoning them).

Beige
– Image by Pine

For the most part, we’ve been quite lucky with the technology.  We’ve had a couple of issues, once when Lime and Ivory got alternately thrown out of Microsoft Teams and another when Tabletop Simulator died on us last April in the middle of a game of Finstere Flure (aka Fearsome Floors), but otherwise the issues have been very minor.  This time the Gremlin Attack was ultimately more spectacular, although it started slowly with Black and Purple having issues with the window-in-window Teams view that wouldn’t maximise.  Eventually the problem went away and Blue explained the rules.

Finstere Flure
– Image by boardGOATS

Noch Mal So Gut! is a slightly more complex, more strategic version of Noch Mal!, a game we have played a few times (including with the first Zusatzblock) and is known within the group as “Boardgame Bingo“.  The basic version of the game is quite simple:  the active player rolls three colour and three number dice and picks one of each, using them to cross off coloured blocks on their player board.  Everyone else then picks one colour and one number from the remaining dice and uses them in the same way.  The player board consists of coloured squares in groups making blocks.  Squares can only be crossed off when they are orthogonally adjacent, match the colour on the die chosen and either start in the middle row (Row H) or are next to another square that has already been crossed off.

Noch Mal!
– Image by boardGOATS

The dice are numbered one to five with a wild for the sixth face, and the number indicates exactly how many squares must be crossed off, it is not possible to “overpay”.  Similarly, there are five colours and one wild (black)—each play only gets eight chances to use number or colour wilds during the game, so they must be used sparingly.  Points are scored for completing columns or crossing off all the squares of a colour, with the player who manages this first scoring more points than those to achieve it later in the game.  Negative points are scored for any stars that are not crossed off.  The game ends when a player crosses off all the squares of two colours.

Noch Mal!
– Image by boardGOATS

The second implementation, Noch Mal So Gut!, adds a couple of new features which add a large slice of strategy.  Firstly, there is an extra die which players can choose to use instead of the colour/number dice pair.   This special die provides actions like bombs which blow up any four squares in a two-by-two group, or the ability to cross out two squares with stars on them.  The special actions can only be used if a player has a “special die” token to spend.  These can be collected during the game, primarily by crossing off squares featuring the special symbol.  In addition to the special die, players also score points for completing rows, with the first successful player or players additionally gaining a bonus, special dice tokens, bombs or hearts.  The hearts are one of the symbols on the special die, in fact it features on two faces so comes up quite often.

Noch Mal So Gut!
– Image by boardGOATS

Hearts give players the bonus points when they complete columns; the number of bonus points they get depends on the number of hearts they have when they complete the column.  So this adds a little bit of spice to the game:  should a player spend dice rolls in the early stages on hearts and hope to be able to cash in later?  Or should they concentrate on completing rows and columns and end the game before other players can capitalise on the hearts they have collected?  The good thing about Noch Mal! (and the reimplementation) is the interaction, through the dice selection and also the scoring.  This is something that is sorely missing in many of the “Roll and Write” style games we have been playing.

Noch Mal!
– Image by boardGOATS

That said, the dice selection element does slow the game down somewhat.  It’s not too bad though, as everyone is only waiting for one player before they can make their selection simultaneously.  It didn’t take too long to get started, though first Black and Purple had technical issues and then Green dropped out for a bit too, so they all had to be filled in on the bits they missed.  A couple of others had a moment and Microsoft Teams got the blame, but we soon started playing, and as always, Ivory was quick to start collecting columns making rapid progress to the right where he started to claim lots of points.  We were making good progress when Black and Purple vanished, so we waited to see if they would come back.

Dots
– Dots by Dribbble on
pinterest.com

After some waiting, and attempts to invite them back, it was starting to look like they had a more serious problem.  Green offered to contact them by SMS and everyone else took drink, snack and litter tray breaks while the opportunity was there.  Eventually, we heard back that Black’s computer had crashed and was now doing a disk-check.  We were reluctant to admit defeat, so although we carried on without them, we took screen-shots of the dice choices they had, just in case they were able to rejoin us.  This was working fine until it was Black’s turn and it was looking like the game might have to continue without Black and Purple, when miraculously, they suddenly rejoined the meeting.  A quick flash back through the previous three or four rolls and the game continued from there.

Noch Mal So Gut!
– Image by boardGOATS

Blue picked up the first row, Green took one, Burgundy got a couple and Blue took a couple more.  Pink meanwhile had collected a full set of hearts and was starting to make hay on the bonus points.  People seemed to enjoy this implementation more than the original Noch Mal!, because it offers more in the way of strategy.  It was pushing 10pm by the time Burgundy brought the game to an end, though to be fair we’d spent nearly half of the time dealing with the gremlins. And it took a while to work out the scores too.  Like the original, the first task is to finish with a positive score, which this time, everyone managed.  As the totals came in, Burgundy, Green, Pink and Pine had all done well, but Blue was well out in front finishing with sixty-four points, more than twenty ahead of Pink in second.

Noch Mal So Gut!
– Image by boardGOATS

The lateness of the hour ruled out the possibility of playing ClipCut Parks or Cartographers (again!), and given the IT issues, we decided it was time to move to Board Game Arena.  After a bit of chit-chat about leaving up Christmas lights, Ivory and Lime said good night.  There was some discussion about what to play:  Pine commented that despite nominating it for the GOAT Poo prize before Christmas, he actually really liked Welcome To… on Board Game Arena, and for some reason found it better than playing on paper.  Green took a quick look and vetoed it as “another Roll and Write game” saying he’d had enough of them.  So eventually, we decide to play Saboteur.

Saboteur
– Image by boardGOATS

Saboteur is an old favourite which we’ve played a lot over the years, including just two weeks ago.  This is a hidden traitor type game where players are Dwarves tunnelling to find gold, or evil Saboteurs trying to prevent the Dwarves succeeding.  Players have a hand of cards which they can use to progress the tunnel or or action cards which they can use to do things like stop other players from digging, cause rock-falls or look at the target cards and help to identify where the gold is hidden.  Half the fun in this game is the banter and accusations that go along with it.

Saboteur
– Image by boardGOATS

This time, the banter started with Green accusing Blue of being a Saboteur, mostly just because.  Blue retaliated and accused Green, but when Pink played a dead-end card on the main route to the gold, Black broke Pink’s pickaxe for him and Pine followed by breaking his lamp. Green triggered a rock-fall only for his suspicions about Blue to be confirmed when she blocked the tunnel.  With Purple aligning herself on the side of the Saboteurs, by breaking Green’s pick, the three Saboteurs knew each other.  The game is always really difficult for the Saboteurs, but with three against four Dwarves and the tunnel blocked, there was just a chance that they might manage it this time.

Saboteur on Board Game Arena
– Image by boardGOATS from boardgamearena.com

Pink broke Black’s trolley only for Burgundy to repair it immediately.  Pine removed the blockage and Blue blocked it again.  Eventually Pine cleared it again and with the deck exhausted, victory for the Saboteurs was tantalisingly close.  That triggered a tsunami of tool destruction.  The Dwarves were creeping ever closer to their target though, but there was just a chance.  If Purple could play a straight tunnel past the target it would mean the Dwarves would have to tunnel that bit further, and perhaps they wouldn’t have the cards.

Saboteur on Board Game Arena
– Image by boardGOATS from boardgamearena.com

Unfortunately, Purple misunderstood and, amid much hilarity, the Dwarves gleefully claimed their treasure.  They almost certainly would have won anyhow, but it still felt a bit like an opportunity missed.  There wasn’t time to dwell on it though as it was time for the second round.  Burgundy declared his position early by playing a dead end card forcing Pink to clear it, exonerating him.  Pine joined Burgundy’s side when he caused a tunnel collapse in the middle of Route One and Purple again showed her evil side by breaking tools.  The Dwarves quickly patched up the tunnel, but the Saboteurs again put up a fight.

Saboteur on Board Game Arena
– Image by boardGOATS from boardgamearena.com

Eventually, Blue claimed some coal and the gold with a single card, and it was time for the third round.  This time, the Dwarves hedged their bets and started with a three-pronged approach, but before long, the tunnel was marching forward towards the central card.  Green revealed his true nature as an Evil Saboteur by playing a dead-end card and was joined by Purple and Pink, (again). Pine cleared his blockage enabling Black to get to the treasure before the deck was exhausted.

Saboteur on Board Game Arena
– Image by boardGOATS from boardgamearena.com

The winner depends on the distribution of “gold cards” at the end of each round.  There are the same number of cards as players, and the number of gold on the cards varies at random between one and three.  The person who finds the gold will always get the highest value card and one other, as they are doled out to the winning team, highest first, in reverse player order.  The problem is, as the Dwarves have the advantage, the “winner” will almost always be a player who has not been a Saboteur.

Saboteur
– Image by boardGOATS

This time that was not the case, with Blue and Burgundy tying for first place, both having been Saboteurs, but also both having personally found gold and also been the penultimate player (thus getting four cards).  Black was the only player not to have been Evil at some point during the game and took the bronze medal, also having taken four cards, but with a lower total value.  Poor Purple though, who had been a Saboteur in all three rounds definitely drew the short straw.  In fact, we are starting to think her friendly exterior belies an Evil lurking beneath as she has been the Saboteur on no fewer than four occasions this year already!

Saboteur
– Image by boardGOATS

As Pink and Pine signed off, eschewing our usual finale of 6 Nimmt!, this time we enticed Green to stay for one last game of Coloretto.  This is a very simple card game that forms the underlying mechanism of the perhaps better known board game, Zooloretto.  On their turn, players have a very simple choice:  Draw a coloured chameleon card and add it to a truck, or take a truck.  The chameleons come in seven different colours and players are trying to build sets, but only the largest three sets will score positively, with the rest subtracted from that total.  With five players, the game is quite short.  This time, the game started with everyone pretty much level until Blue started to lag behind.

Coloretto
– Image by boardGOATS

Forced to gamble, when she found herself the only player left “in” with an almost empty truck, she chanced her arm and turned over cards.  When she got lucky the first time, she tried gambled the second time it happened and went from the back of the pack to taking a large lead.  Black tried the same trick and also got lucky then when Burgundy decided to “take one for the team” and played “King Maker”, Black took the lead as the game came to an end and held on for a fine victory.  With that, Green decided it was definitely time for bed and after a little bit of chit-chat, everyone else went too.

Coloretto on Board Game Arena
– Image by boardGOATS from boardgamearena.com

Learning Outcome:  Being evil is harder than you might think.

24th Movember 2020 (Online)

As people signed in, Blue, Pink and Burgundy shared some feelings about the “Feature Game” which was to be Troyes Dice.  This is back to the “Roll and Write” style games and is a very recent release, based on the well regarded game Troyes (a game about a medieval city, the name of which is pronounced a bit like “trois”, the French for the number “three”).  When Pine joined the group he made his feelings known about the awful joke at the bottom of the reminder page, and said it was old when he was at school back in the middle ages…

Rue Émile Zola in Troyes
– Adapted from image by Zairon on wikimedia.org

Troyes Dice is a planning and resource management game with an interesting rondel mechanism at its heart.  Although the fundamentals are not overly complex, the number of options players have make the game very challenging.  The game is played over eight days, each with a morning and afternoon phase.  At the start of each phase, four dice are rolled and placed on the four available coloured plazas.  The clear dice then adopt the colour of the plaza they are placed on, while the black die “destroys” its plaza making it unavailable.

Troyes Dice
– Image by boardGOATS

Players then choose one of the coloured dice to use, and pay the associated cost shown in the centre of the dial.  Dice bought in this way can be used to buy resources or to construct a building of the same colour and number.  Buildings come in two types: Worker buildings which ultimately give points and Prestige buildings which provide special effects.  There are three colours red, yellow and white representing the Noble, Civil and Religious districts respectively, and there are different resources and special effects associated with the different districts.

Troyes Dice
– Image by boardGOATS

Although this is fairly straight forward, the number of options players have and the interplay between them make the game one of the most complex that we have played since the group has been forced to play online.  All the Worker buildings get players workers which equate to points at the end of the game.  However, more points are available to players that build Cathedrals (Religious Prestige buildings) as Cathedrals give points to players for building other buildings.

Troyes Dice
– Image by boardGOATS

So, a player who has built the left-most Cathedral (i.e. number one) will get points for the number of Noble Prestige buildings they have built.  The amount of points each one of these is worth depends on when the player builds that particular building:  if it is the first or second, they will be worth just one point, but if it is built later in the game and is the fifth or sixth, each Noble Prestige building will be worth three points.  Thus a player who builds all six buildings of one type and then manages to build the associated Cathedral will score six, twelve, or eighteen points depending on when the Cathedral was built.  So timing is critical.

Troyes Dice
– Image by boardGOATS

The Civic Prestige buildings give players resources depending on the number of dice of the relevant colour currently available.  Resources are essential.  Money (the Civic Resource) is essential for buying dice and the higher value dice cost more.  The other two resources, red pennants and white bibles are useful because they allow players to alter the number of the die to be used, or its colour.  This is adds hugely to the number of possible options available.

Troyes Dice
– Image by boardGOATS

The third set of Prestige buildings in the red, Noble district, is the most difficult to understand.  Building one of these protects all the buildings of the same number from the black die.  From the third round, the black die not only makes its plaza unavailable, but also makes any buildings of that colour and number that have not yet been built, unbuildable for the rest of the game.  If a player builds, say, the sixth Noble (red) Prestige building, that means that any subsequent black sixes rolled will have no  effect on that player.

Troyes Dice
– Image by boardGOATS

There are a number of obvious strategies that arise.  For example, to get the maximum protection, Noble Prestige buildings should be built as early as possible.  In contrast, since the Religious Prestige buildings that are built later give more points, trying to build some other scoring buildings first is a good idea.  This is risky though, as failing to build the target building will score nothing.  Although the rules are quite complex, in practice they are not as bad as they may seem at first.  Simply put, players choose one of the three available dice and use it to collect resources or build a building in one of the three districts.

Troyes Dice
– Image by boardGOATS

It is dealing with the number of options available that is the real challenge though.  There are only three active dice, but using a combination of pennants and bibles, the numbers and colours of the dice can be changed to almost anything people want, which gives lots to think about.  That said, even this is not as difficult as it seems at first because resources are valuable so unless the action is mission critical, most options will rule themselves out as they are too expensive.

Troyes Dice
– Image by boardGOATS

First time through though, the number of options can seem bewildering and planning a strategy can seem daunting.  That said, for the first couple of rounds, Blue and Pink talked through the options people had available and almost everyone did the same thing, starting by building protective fortresses because these were good value and early in the game seemed to give the best chance to use them.

Troyes Dice
– Image by boardGOATS

Playing games remotely can be a bit of a solitaire experience and it is generally very hard to follow what others are doing.  As a result, players often take more information from throw-away comments than they would usually do.  From this, Green seemed to think that he and Burgundy were following very similar strategies.  The game is also a slow burner, and Ivory repeatedly commented that he couldn’t see where he was going to get any points from.  This unsettled Pine, because this sort of game is usually meat and drink to Ivory, so if he was struggling, that meant Pine felt doomed.

Troyes Dice
– Image by boardGOATS

About half-way through, Black and Purple went silent and didn’t respond when people asked if they were OK.  Someone pointed out to them that their microphone was on mute, but there was still no reply and even text messages didn’t get a response.  Eventually they rejoined the group and Purple got a bit of a telling off for muting the mike, though she was adamant it wasn’t her fault.

Troyes Dice
– Image by boardGOATS

There are only eight days, or sixteen rounds in the game, so it didn’t last over-long.  It wasn’t long before players were adding up their scores and Ivory was finding that he had more points than he’d thought.  It wasn’t surprising that Pink top-scored with Blue in second place, as they had both played it it before.  What was more surprising was how close together everyone else was.  Ivory was a very close third with forty-four and Green was just two points behind him, but everyone else was within ten points of Blue too.

Troyes Dice
– Image by boardGOATS

With that done, it was definitely time for something lighter. We haven’t played Noch Mal! (aka Encore!, or Boardgamers Bingo as some of the group call it) for a while and since we have some new player boards, we thought we’d give it another outing.  The idea of the game is that six dice are rolled, three showing numbers one to five and a question mark, and three showing five different colours and a cross.  The active player chooses one colour die and one number die to use and everyone else gets to pick one of each of those that remain.

Noch Mal!
– Image by boardGOATS

Players use their dice to cross of blocks on their player boards with players scoring points for completing columns and for crossing all of one colour off.  The question marks and crosses are wild, but players can only use total of eight during the whole game—any that remain unused by the end of the game score a point.  Players also score negative points for any stars that have not been crossed by the time one player has completed all of two colours and brings proceedings to a close.

Noch Mal!
– Image by boardGOATS

In this game, the first target is to end with a positive score.  The first time we played, everyone really struggled with that, but more recently people seem to have got the hang of things a little.  We decided to play Zusatzblock I, which is a pink colour.  This time, although it was not obvious why, playing with the new board seemed to really upset things.  For some, it was clear that the pink background messed up their ability to see the difference the colours (we dealt with people’s difficulty distinguishing colours on camera by placing the coloured dice on a home-made, quickly-cobbled-together play mat).

Noch Mal!
– Image by boardGOATS

Pine in particular really struggled with the colours and got his plans completely screwed up when he confused orange with red.  Others did not have that excuse though, and many still failed to get a positive result.  In a remarkably low scoring game thanks to the game “finishing early”, Green looked to have it with a score of just eight.  That was until Pink, who had triggered the end of the game as part of his plan, announced he’d managed a massive ten points and took his second victory of the night.

Noch Mal!
– Image by boardGOATS

Time was marching on, but HexRoller had gone down really well last time and was almost over before it had begun, so the group decided to give it another go.  This is a completely abstract game where players write numbers rolled to write on a grid.  There are eight dice rolled each round and players choose two of the numbers rolled and write them on their grid the number of times they appear.  Numbers must be written in spaces adjacent to numbers (of the same value) that already appear on the board.

HexRoller
– Image by boardGOATS

Points are scored for filling the coloured regions, connecting the two preprinted numbers, for not using the special actions etc..  Although it is not very easy to understand from the description, it is actually quite easy to play, so much so, that Pine, who had missed out last time picked it up really quickly.  Also, as the game is played over just seven or eight rounds (depending on the board used), so doesn’t really have time to outstay its welcome.

HexRoller
– Image by boardGOATS

Despite its simplicity, Black managed to make a meal of it and somehow missed out a number.  Although everyone else really enjoyed the game last time, it seems it is not his favourite.  Pink tried to claim a “moral score” of fifty-four because he only needed one more number to fill one of his coloured areas, but nobody else was buying into that.  It wouldn’t have been enough for him to win his third game of the night though, as victory went to Burgundy who finished with sixty-three points.

HexRoller
– Image by Burgundy

Everyone was feeling a little jaded so we decided to play just one more game, our old favourite, 6 Nimmt! (on Board Game Arena).  This pops up almost every games night, and after the new-lease of life given to it by the “Professional” variant, we thought we’d give the “Tactical” variant a go.  The idea of the game is that players start with a hand of ten cards and simultaneously choose one to play.  Starting with the lowest card played, these are then added to the end of one of the four rows of cards (in the case of the “Professional” variant, to either end).

6 Nimmt! on Board Game Arena
– Image by boardGOATS from boardgamearena.com

When a player’s card is the sixth card added to a row, the player takes the other five into their scoring pile.  Normally, the cards have a face value between one and a hundred and four, with typically around half in play in any given round.  This means that if a row has three cards in it and ends with a eighteen, playing the nineteen is guaranteed to be safe.  Playing higher numbers, say low to mid twenties, though is increasingly risky, but is often a good gamble.

6 Nimmt! on Board Game Arena
– Image by boardGOATS from boardgamearena.com

The “Tactical” variant changes the number of cards in the deck so that the highest card is ten times the number of players plus the four on the table.  In other words, every card is present in every round and now, there really is nowhere to hide.  This makes the game much more stressful, but as it progressed, we came to the slow realisation that it actually wasn’t as much “fun”.  We decided this was probably because there wasn’t as much chance in the game, which effectively reduced the excitement of finding out whether you were going to “get away” with a risky card.

6 Nimmt! on Board Game Arena
– Image by boardGOATS from boardgamearena.com

Furthermore, if the cards were not in your favour, it very much felt that it was game over—yes it might be possible to reduce the number of nimmts picked up, but in most cases, there wasn’t much you could do about it.  So in a way, reducing the chance almost made it feel like the game was more random, rather than less.  Some things don’t change though.  Purple was still the main instigator of the race to the bottom, although this time her main competitor was Black who actually got their first and triggered the end of the game.  As usual, Pine came in the top three, this time beaten only by Burgundy.  And with that, everyone signed off for an early night.

6 Nimmt!
– Image by Burgundy

Learning Outcome:  If at first you don’t succeed, Troyes, Troyes, et Troyes again!