Tag Archives: Orléans

1st October 2019

It was a bitty start with lots of chit-chat and eating, including Blue’s fantastic pizza with mushrooms growing out of it. A little bit of singing to celebrate the fact it was the eve of our seventh birthday was immediately followed by special meeple cakes. Eventually, when everyone had finally finished sucking the icing off their wooden meeples, we finally settled down to the now traditional birthday “Feature Game”, Crappy Birthday.

Pizza
– Image by boardGOATS

Crappy Birthday is a very silly party game that most of the group would normally turn their noses up at, but love to play once a year. The idea is that each person has a hand of cards featuring silly things and chooses one to give to the active player as a birthday present. The Birthday Boy/Girl then chooses the best and worst gifts which score the giver a point. Players take it in turns to receive gifts and after everyone has had one go, the player with the most points is the winner. It is very simple, but the best part is really when the recipient has to sit and sort through all their gifts and justify their choices. It seems a really silly game, and indeed it is, but it encourages people to get to know each other a little better and in a different way too.

Crappy Birthday
– Image by boardGOATS

This year, we discovered that Black would like a trip to the North Pole, Pine fancied two weeks in a swamp and Purple fancied a course on Mime Art.  In contrast, Burgundy was not keen on getting his earlobes stretched, Blue wasn’t keen on a GPS (with or without an annoying voice) and Lime eschewed some “garden manikins”.  Perhaps the most surprising thing we discovered was just how great Ivory would be as a day-time quiz host.  Amongst the fun, the scores were largely incidental, but everyone picked up just one or two points except for Purple who scored three points and Black who just pipped her to the post, with four points.

Crappy Birthday
– Image by boardGOATS

Since Blue and Ivory had both brought Roll for the Galaxy, it was clear that they were keen to give it a go and when Green said he’d play it, the only real question was which copy would get played. Since it can be quite a long game, Blue and Ivory got going quickly and left the others to sort themselves out. Although Ivory was keen to give the new Rivalry expansion a go, as it has been a while since we last played (and Green wasn’t totally familiar with it either), the trio decided to leave that for another day.  Although a lot of the group seem to get in a bit of a mess with Roll for the Galaxy, it is not actually a complicated game. It is a “pool building” game, similar to deck builders like Dominion or bag builders like Orléans or Altiplano, except with dice.

Roll for the Galaxy
– Image by boardGOATS

The idea is that at the start of the round, everyone simultaneously rolls all their dice in their cup and, depending on what faces are shown, secretly allocate the dice to the five possible phases of the game: Explore, Develop, Settle, Produce & Ship. One of the dice can be used to select which phase that player wants to “nominate”, i.e. guarantee will happen. Any die can be used for this, it does not have to match the chosen phase. Once everyone has assigned all their dice and chosen their phase to nominate, all dice are revealed and the active phases are revealed. The clever part is the element of double think that players have to use: a player can only nominate a single phase, so if they want to Produce and Ship they have to rely on someone else to nominate the other one. Guess right and both phases will happen, guess wrong and they will only get one of them, and if that relies on something else happening, they may find they end up doing neither.

Roll for the Galaxy
– Image by boardGOATS

Thus, while there are a lot of other moving parts, fundamentally, a successful player must piggy-back on other players because it will give them more actions.  Dice that are used then go into the players’ Citizenries, and unused dice go back into the players’ cups. Dice are extracted from the Citizenries and returned to the cups on payment of $1 per die, once all the actions have been carried out. Thus, the player with the most appropriate dice can turn the handle on their engine most efficiently. The aim of the game is to finish with the most points, which are obtained from settling and developing worlds and shipping goods to give points.

Roll for the Galaxy
– Image by boardGOATS

So, the first action is Explore, which is taking world tiles from a bag. These are double-sided with a development on one side and a production or settlement world on the other. They go into either the Development or Settlement piles so that dice are placed on top of these during the Develop and Settle phases: when the cost has been matched by the number of dice, the world is added to the player’s tableau and they can use whatever special power it provides. Some of the worlds are production worlds which typically provide more, exciting dice to add to the system.  In addition to extra, coloured dice, Production worlds also house dice played during the Produce phase. These can then be consumed for victory points or traded for cash, enabling more dice to be transferred from the player’s citizenry to their cup.

Roll for the Galaxy
– Image by boardGOATS

The game ends at the end of the round when either, a player Settles/Develops their twelfth world or when the stock of victory point chips run out. The winner is the player with the highest score from their combined victory points and worlds. There are a couple of other minor rules (for example players can pay one die to effectively change the face of one other die), but essentially, that is all there is to it.  Players start with a double tile comprising a complimentary pair of settlement and development worlds and a start world, together with a couple of tiles to add to their Development/Settlement piles.  For the first game it is recommended that players choose the Development and World with the lowest cost to add to their piles, because that is easier to play.  For later games, however, players can choose, which gave Blue a really tough decision.

Roll for the Galaxy
– Image by boardGOATS

In the end she decided to go for it, and chose to start with the “Galactic Federation”, “6+” development world in her building pile.  This would give her an extra one third of her development points at the end of the game, but more importantly two of the dice used for every development would bypass her citizenry, going straight into her cup.  Green started with no fewer than three of the red, “Military” dice, which coupled with his “Space Piracy” starting development, gave him really a good source of finance. He looked very unimpressed with this combination, but Ivory and Blue felt it was a really nice combination of starting tiles. Ivory’s start tiles were also nice, but didn’t have quite the same degree of complimentarity, but he did get a nice  purple, “Consumption” die.  The starting tiles are only the beginning though; the game is all about building an engine made up of dice, Production Worlds, and Developments and then using it efficiently.

Roll for the Galaxy
– Image by boardGOATS

In the case of Blue, her starting tiles led her towards a Development strategy, so she spent a lot of the early part of the game Exploring to try to find nice Development tiles to enhance that approach.  Green and Ivory had a more conventional, “build the finances and the dice pool then Produce and Consume” strategy.  The problem with this was they both frequently wanted the same phases, but ended up with either both of them choosing to, say, Produce, or both choosing Ship, when what they both really wanted was to maximise their dice by Producing and then Shipping.  Blue, on the other hand, could mostly be fairly sure that neither Ivory or Green were going to what she wanted, so was able to focus on her own plan, and just piggy-back the actions of the others.  Although the game has a reputation of being slow (with our group at least), this time, the game got going quite quickly and it wasn’t long before Ivory started his Production engine, Shipping his produce for victory points.

Roll for the Galaxy
– Image by boardGOATS

Green soon followed, while Blue kept building her Developments and occasionally taking advantage of the “Produce/Consume” strategies of the others to provide enough finance to move her dice out of her Citizenry.  Blue felt her game was really boring since all she did was Develop, but in the end, it was probably the fact that Blue was doing something different that was key.  Blue triggered the end of the game placing her twelfth Development/World tile, which gave her the most points from building, slightly more than Green.  Ivory Consumed the most victory points, with Green not far behind, and Blue not really troubling the scorer in that department.  It therefore all came down to bonuses from the “6+” Developments, which is where Blue made up for other deficiencies taking fifteen points giving her a total of fifty-seven points, five more than Green who was just a couple ahead of Ivory.

Roll for the Galaxy
– Image by boardGOATS

It had been a lot of fun, and next time we’ll have to give one of the modules form the Rivalry expansion a try.  On the next table, their game was coming to an end too.  Having been abandoned to sort themselves out, someone mentioned Ticket to Ride, and with everyone having a good idea how to play, that turned out to be most popular. The game is very simple and everyone has played it, in most cases, quite a lot, so we often play with expansion maps.  This time, the Team Asia/Legendary Asia expansion was an option, but as we usually play with the Europe version of the game, the group decided to play with original USA map with the addition of the USA 1910 additional route cards.

Ticket to Ride: Europe
– Image by boardGOATS

The basics of the game is that players start with a handful of train pieces and place them on the board to connect cities, paying with cards.  Thus, on their turn a player can take two coloured train cards from the market (either the face up cards or blind from the deck) or play sets of cards of a single colour that matches both the number and colour of one of the tracks on the board.  Players score points for the number of trains they place, but also for tickets.  Players choose from a handful of these at the start of the game and can take more tickets on their turn instead of placing trains or taking train cards.  These are risky though, because although they are a source of points, any tickets that are not completed at the end of the game give negative points.

Ticket to Ride (USA)
– Image by boardGOATS

The original version of Ticket to Ride (with the USA map) is much less forgiving than the Europe edition that we more usually play.  This is partly thanks to the layout of the tracks, but also due to the absence of Stations which can help alleviate some of the stress associated with failure to complete tickets.  With five, it was always going to be a really hard game and likely to end up with a bit of a train-wreck for someone, and so it turned out.  The eastern states were rough, really, really rough with Burgundy, Lime, Pine and Purple all fighting for routes in the same space.  As a result, Black benefited from mostly staying out of the scrap.

Ticket to Ride (USA)
– Image by boardGOATS

Pine, Lime and Purple managed to complete the most tickets, five each, but remarkable, all three were a long way behind Burgundy and Black who only completed three and four tickets respectively.  This was partly due to negative points, but was mostly caused by the fact that the longer tracks give disproportionately more points and Black for example was able to pick up two of the long tracks around Salt Lake City relatively unopposed as he was mostly alone working in the west.  Similarly, Burgundy did well in the north.  As a result, it all came down to the longest route bonus, ten points, but with Black and Burgundy both in the running it gave a twenty point swing to Burgundy giving him a total of one hundred and thirty-five points, nearly twenty more than Black in second place.

Ticket to Ride
– Image by boardGOATS

Ticket to Ride and Roll for the Galaxy finished simultaneously and only Green decided he needed an early night, leaving everyone else to play one of the group’s favourite game, Las Vegas.  This is a simple game of dice rolling and gambling, where players use their dice to bet in one of the six numbered casinos.  Each casino has one or more money cards and at the end of the round, the player with the most dice in that casino takes the highest value money card.  The player who comes second takes the next highest value card and so on.  When betting, players must place dice in one of the numbered casinos.  The first catch is that they must place all the dice they roll that depict that number in the matching casino.  The second catch is that any dice involved in a tie at the end of the round are removed, and it is this that makes it a great game.

Las Vegas
– Image by boardGOATS

We have the original version of the game rather than the new edition, Las Vegas Royale, though we added elements from the Las Vegas Boulevard expansion, including the double weight “Big” dice and the Slot Machine.  We also house-rule to only play three rounds instead of the four in the rules as written.  This time, Ivory stole a march in the first round, when he was forced to place his last die as a losing singleton in “Casino Five”, only for Purple to roll a five with her final roll and take out both herself and the hitherto winner, Pine.  As a result Ivory took the jackpot of $90,000 to go with his other winnings.

Las Vegas
– Image by boardGOATS

It is not a game to give up on though, as anything can happen.  The second round was relatively uneventful, but the deal for the final round left the last three casinos each with a single card of $100,000.  This is highly unusual, but we decided to play on and see what happened.  In the end, it had a bit of an “all or nothing” feel about it, with players going in early and in big.  It was probably no coincidence that the three big jackpots were taken by the three highest scoring players.  Pine thought he had come off worst, Black, who had done so well in the other two games took the wooden spoon.  It was Ivory’s flying start that was key though, and together with his strong finish, his total takings were a massive $430,000, $40,000 more than Blue in second.

Las Vegas
– Image by boardGOATS

Learning Outcome:  Party games can be great when everyone is in a party mood.

19th February 2019

Blue, Black, Purple, Burgundy and Mulberry were just trying to squeeze in a quick game of No Thanks! before eating, when Green arrived with his parents.  They were quickly followed by the first round of food, so it wasn’t until they had finished that the carefully counted piles of chips finally got put to use.  The game is very simple:  players take it in turns to either take the card on the table or pay a chip to pass the problem on to the next player.  If they don’t have any chips left they must take the card when it is their turn (and any chips that are on it).  The game ends when the deck has been depleted and everyone scores the sum of the face value of the cards minus any remaining chips—the player with the lowest score is the winner.

No Thanks!
– Image by boardGOATS

Last time we played this, Pine dropped a chip, but a thanks to the kind generosity of the people at  Amigo Spiele, it had not only been very swiftly replaced, but they had kindly sent spares in case the something similar happened again.  And they were almost required straight away, when Black managed to send a couple of chips flying.  Having learnt our lessen from last time, we immediately took a quick intermission to play “Hunt the Game Piece”, finding one quickly, while the other perched precariously over the same large gap that the had been so disastrous last time.  The rogue chip was rescued without further calamity, but for the avoidance of other mishaps, we might have to put tissue paper down the hole for next time…

No Thanks!
– Image by boardGOATS

The game of No Thanks! was a bit incidental around all that excitement.  Burgundy took the first card in an effort to get ahead, but it wasn’t the best card to build from.  Purple and Blue were forced into trying to build runs from the ends, which is always risky, but can yield huge rewards.  This wasn’t going to be one of those times though and Purple’s problems were compounded by the fact that she only discovered the twenty-three in the middle of her long run was missing when it came to scoring.  Mulberry was very tempted by some if scoring cards, but despite the fact she was pushed to her last chip, she managed to avoid getting herself into a mess.  Black played a very canny game building a small medium value run, not tempted to take a chance on gaps.

No Thanks!
– Image by boardGOATS

With everyone finished eating, it was time to decide what to play.  Black had suggested that Dixit might be suitable for Green’s parents.  However, Green was keen to play the “Feature Game”, Celestia (a remake of the older game, Cloud 9), and as Black was the only one who knew the rules, that meant he was up for that too.  Burgundy was less keen, so in the end, as Celestia is better with more players, and to avoid too much shuffling of seats, Blue, Mulberry and Burgundy left everyone else to board the airship.  In this game there is no board, instead there are nine city tiles making a path.  Players then take on the roles of adventurers exploring the cities of Celestia by airship.  At the beginning of each journey a new captain is identified and they begin by rolling the dice to discover the challenges they will face.  Before the Captain faces these challenges, however, however, each player must decide whether to stay on board, or leave the airship.

Celestia
– Image by boardGOATS

At each city there is a pile of treasure cards (mostly just victory points) which get better as the journey progresses.  When a player leaves the ship, they take a treasure card at that city, forfeiting the potential riches to come.  Once everyone has made their decision, the Captain has to deal with the challenges by playing equipment cards.  If the Captain is successful, the airship moves on to the next city where a new captain is identified who rolls the dice and so on.  If the Captain is unable to deal with the challenges they face, the airship crashes, returning to the first city and none of the passengers on board get any treasure.  Those passengers who left the ship then get back on board for the start of the new journey.  When one  player has a total of fifty points the game ends.

Celestia
– Image by boardGOATS

This time, the group added the A Little Help expansion which adds cards that players can use to help out the Captain.  There are a few extra cards like The Bandit and The Mooring Line as well, which players who are not on the ship can use to make life harder for those trying to get to the next city.  The group also added the lifeboat from the A Little Initiative expansion, which enables players to continue on their journey alone.  One of the key parts of Celestia is hand management as cards are scarce.  Players start with a hand of cards, six cards in a four or more player game and only get to draw a card when the journey ends, either due to a crash or arriving at the ninth city.  With the inclusion of the expansion cards, there seemed to be quite a bit to remember when learning the rules, but as ever, once underway the game flowed and the rules became clearer. Even so there was still a lot of double checking of which cards could be used when. Black and Purple had both played the game before and knew how quickly things could get difficult.

Celestia
– Image by boardGOATS

So Black and Purple cashed in their travel tickets early in the first round and hopped off the airship quite early on, leaving everyone else wondering if they were missing something as they sailed onwards. In contrast, Green and his parents (who had not played before) stayed on board and as a result took a lot of points.  This all seemed a little too easy and on rechecking the rules it became apparent that something was wrong. Players had been drawing cards after arriving at each city as the Captain changed rather than after it crashed, which meant everyone was awash with cards.  From then on the group played correctly, but the damage had already been done.  The balance of cards had been destroyed, and Green and his mum had an unassailable lead.  Green came out he victor with some canny play that allowed him to hop on and off the airship, but it was a hollow victory as those first twenty-five points were not fairly won.  The game definitely deserves another try though as it is a clever and fun game when played correctly.

Celestia
– Image by boardGOATS

While the airship was being filled, Blue, Mulberry and Burgundy debated what they were going to play.  Orléans was very tempting, but as Celestia was supposed to be relatively quick, the trio decided to play the shorter Tokaido instead.  This is a simple, but very clever game where players are traveling the East Sea Road from Kyoto to Edo (Tokyo), meeting people, tasting fine food, collecting beautiful items, discovering great panoramas, and visiting temples and wild places.  The winner is the player who discovers the most interesting and varied things and is the most initiated traveler.  The really clever part of the game is the turn order, because the player at the back goes first.  Although this is an unusual mechanism, it is not unique and is also seen in Glen More, an out of print game that is getting a face-lift and reprint this year as Glen More II: Chronicles.

Tokaido
– Image by boardGOATS

The idea is that each location on the road can only be occupied by one player.  Players only ever move forward and the player at the back has a free choice of which empty location they move to.  They can choose to stop at the first empty location which means they will be able to maximise the number of locations they can visit, or they can choose to skip a few locations potentially gifting these to their opponents, but ensuring they stop at the locations they will profit most from.  Thus the game is all about optimising movement, compromising visiting the best locations, visiting the most locations and preventing opponents visiting the locations they want by getting there first.

Tokaido
– Image by boardGOATS

Each player starts with a character card which gives them a different start condition and a special power.  Burgundy was positioned at the front playing Yoshiyasu enabling him to draw a second card whenever he encounters someone, and choose which one to keep Encounter cards give a one-off bonus, so being able to choose instead of relying on random draw is a nice advantage.  Mulberry started in second position on the track and as Kinko, was able to pay one Yen less for her food at mealtime.  There are several stops for food along the way and money is always scarce so anything that saves money is always good.  Blue began at the back (and therefore started), playing Sasayakko who gets the cheapest souvenir for free whenever she buys two or more when visiting the Village.

Tokaido
– Image by boardGOATS

In this game, it is essential that players make the most of their special powers, so Blue visited as many Villages as she could, collecting as many sets of souvenirs as she could.  To do this though, she need lots of money and money is not easy to come by.  Similarly, Burgundy stopped to make as many encounters as he could and coupled this with visiting the Hot Springs.  Hot Springs simply give a two or three point card drawn at random from a deck, with the three point cards depicting monkeys playing in the spring.  Somehow, every time Burgundy drew a Hot Spring card, it featured monkeys, while Blue and Mulberry received no monkey-love; after his fifth card it was something they really began to resent.

Tokaido
– Image by boardGOATS

Mulberry was the first to score points and Burgundy wasn’t far behind.  Blue was slowest off the mark, but eventually caught up and overtook the others, romping into the lead, helped by Burgundy who persisted in moving Blue’s token when he scored points.  That wasn’t the full story, however.  At the end of the game points are awarded to the players with the most Hot Spring cards, the most Encounter cards, the most Souvenirs, for donating money at the Temples, and for the player who spent the most on food.  With Burgundy taking the vast majority of these points, he caught up and, after several recounts, both Blue and Burgundy finished on eighty-one points with Mulberry not far behind.  With more achievement cards, Burgundy was the clear winner, but he’d tried to be generous with his points throughout the game and insisted on sharing victory with Blue (to go with the lack of sleep they shared).

Tokaido
– Image by boardGOATS

Celestia was still going and wasn’t looking like it was going to be finished very soon, so Blue,  Burgundy and Mulberry decided to try something else.  After a bit of discussion, they opted for a new game by the producers of the Spiel des Jahres and Deutscher Spiele Preis winner, Azul, that had been brought back from Essen late last year.  Blue had played Reef with Pink, Black and Purple after The Gallerist during a recent “Monster Games” session, but otherwise it hadn’t made it to the table.  It isn’t a complex game though and is very quick to teach:  on their turn, players can either take a card from the pool of face up cards, or play a card, adding the pieces of coral depicted in the top half to their reef and then scoring the pattern shown in the bottom half of the card.

Reef
– Image by boardGOATS

The reefs are a three by four grid and the pieces of coral can be played anywhere and can stack up to a maximum height of four.  Scoring the patterns is as viewed from above, and each one can be scored several times with different patterns worth different numbers of points.  This means there are two approaches to the game, scoring low but frequently, or building to one large score.  Mulberry opted for the first approach and facilitated this with single colour piles of coral.  Blue tried the alternative strategy, building to a large twenty-plus point score, while Burgundy tried a mixture.  As a result, Mulberry quickly built up a healthy lead, and the question was whether the others would catch her or not.  It was close, very close, with just four points covering all three players.  This time though, little and often was the winner, and Mulberry finished with forty-two points, one more than Burgundy.

Reef
– Image by boardGOATS

Celestia was still going, so Mulberry stayed to play one last game, San Juan.  This is an old game from the Alea Small Box Series that is sometimes referred to as the card game of Puerto Rico.  The idea is that on their turn, the active player chooses a role, Builder, Producer, Trader, Prospector, Councillor and then everyone takes it in turn to carry out the associated action.  The person who chose the action gets to use the privilege of the role (pay one less for building, trade or produce one extra item etc.).  One of the clever things about the game is that cards have multiple purposes, similar to Bohnanza where cards can be money or beans.  In San Juan, each card can be played onto the table as a building, but when in hand they can be used as payment, and during the game they can be used as produce as well.  Each card has a value when built and there are a small number of special buildings whose score depends on the other buildings in play.  The game ends when a player builds their twelfth building.

San Juan
– Image by boardGOATS

Mulberry was tired and really struggled, so Blue and Burgundy tried to help explain what she could do, certain she’d get the hang of it.  They stressed the importance of not getting left behind on the building, a message Mulberry took to heart, building at every opportunity.  Blue made life difficult for everyone though, building a Guardhouse reducing everyone else’s hand limit to six.  Burgundy saw one of the valuable six point plus violet building cards early in the game, but that was it, so he ended up building lots of production facilities.  Blue on the other hand built lots of violet buildings and with it a City Hall giving her one point per violet building.  In the meantime, Mulberry kept building so when Blue failed to spot she had eleven buildings she accidentally triggered the final round.  It was very, very tight, but somehow, Blue just kept her nose in front finishing with twenty-three points, one more than Burgundy and two more than Mulberry.

San Juan
– Image by boardGOATS

In the meantime, Celestia had finally come to an end.  With Green and his parents wanting to leave and Pine finally putting in an appearance after a long day bird watching in the West Country, the group we went for a very short game, one about birds: Pick Picknic.  This game combines simultaneous card selection with bluffing and a slice of luck.  The idea is that there are six farm  yards of different colours, if someone plays the only chicken card of a given colour, they get all the grain at that coloured farm.  If multiple players go for the same coloured yard, then players can either agree to share the corn in any way that is mutually acceptable or roll the die for all of it.  Foxes don’t eat corn, however, they only eat chickens, so if someone plays a fox card, they will eat any chicken cards of that colour.  This time there seemed to be a lot of hungry foxes, and lots of fighting birds.

– Image used with permission of BGG reviewer EndersGame

These were accompanied by the usual exclamations as people realised that their attempt to grab a pile of corn was stymied by someone else’s decision.  It was a close game, with four players within four points of each other.  It was tight at the front too with just a handful of points between first and second place, but it was Purple who just edged Green’s father into second place.  With that over Family Green headed off and, as Burgundy was still occupied playing San Juan, everyone else felt it was a good opportunity to play Splendor as someone else would have a chance to win.  Splendor is a game we’ve played a lot and it is ideal for late in the evening when everyone is tired because it doesn’t need too much thought.

Splendor
– Image by boardGOATS

Splendor is very simple:  players take it in turns to take gems (chips) or use the gems to buy cards from the display.  Cards can be used to buy other cards, but some of the cards also give points, and collecting certain combinations of cards allows players to claim a Noble tile giving more points.  Essentially, it is a race to fifteen points, though as players finish the round (so everyone gets the same number of turns), it is the player with the most points who wins.  This time the game started with everyone evenly matched.  There was a lot of overlap in the colours required to claim Nobles tiles, so they were claimed at much the same time.  Then Black took the lead and although both Purple and Pine were close to adding to their respective totals, Black’s score of nineteen was unassailable.

Splendor
– Image by boardGOATS

Learning Outcome:  Close Games are Good Games.

Boardgames in the News: What are “House Rules” and are they a Good Thing?

Occasionally, our game reports refer to “House Rules”.  These are slight alterations to the game rules which our group introduce when we play.  For example, the GOATS are quite slow players and, although we love Las Vegas, they find that it drags a little if the full four rounds are played, so we have a House Rule which means we stop after three.  Similarly, for us Saboteur sometimes drags and we find the scoring element a bit pointless.  For this reason, we usually skip the scoring and play each round as a short, independent game, which means we can play for as long as we want and just stop when we’ve had enough without worrying about overall winners.  The group also recently discussed allowing two players to make a pact with the Devil in Auf Teufel komm raus when playing with six, to help those players bringing up the rear catch-up, and perhaps make the decisions a little more interesting for the other players too.

Las Vegas
– Image by boardGOATS

House Rules are frequently quite controversial though, and the reason is largely philosophical:  the game designer’s vision is based on “The Rules as Written”.  Tampering with the rules can be seen as showing anything from a lack of respect for the designer, to ignorance.  This is because the designer, publisher and development team will have the best understanding of the game through extensive play-testing which will be reflected in the rules. There is a point here, famously, many people play Monopoly “wrong” for example, which changes the character of the game significantly making it overly long and often extremely tedious (especially for players at the back).

Carcassonne
– Image by boardGOATS

When asked, most games designers will encourage experimentation though. This is for two main reasons.  Firstly, game designers enjoy experimenting themselves; to them there is no “one true rule set”, only the “current rule set”.  This is true for the rest of us too, as some games change when new editions are published—for example Carcassonne where the first, second and third editions all have different scoring, and Orléans where the rules for the Bathhouse  changed between the first and second edition.

Orléans
– Image by boardGOATS

Secondly, most designers understand that different groups have different characteristics and dynamics, and enjoy different aspects of playing games.  Designers also want people to get the maximum enjoyment out of their game and sometimes that means tweaking the rules slightly, so ultimately, they want people to play the way that makes them happiest.  For the avoidance of arguments, it is clearly important to make any “House Rules” very clear to everyone playing, as there is an expectation that games will be played with “The Rules as Written” except by prior arrangement.  However, if playing a game in a particular way is enjoyable, there is absolutely nothing wrong with using “House Rules” as long as everyone knows they are doing it.

Las Vegas
– Image by boardGOATS

13th Movember 2018

There was a bit of a delay for food, so after Blue had handed over an exciting box of echidnas to Pine and given Burgundy and Green a selection of Splendor, Orléans, and Zooloretto promo cards from Essen, we decided to play something quick.  As there were a lot of hungry people, we decided to start with a quick game of Om Nom Nom.  This is a fabulous little double think game based on critters eating other critters further down the food chain.  The game is set up with a large handful of dice which are rolled to give either items from the bottom of the food chains (flies, carrots and cheese) or animals from the middle of the food chains (frogs, rabbits and mice).  Players start with six cards representing animals from the middle of the food chain and the predators from the top of their food chains (hedgehogs, wolves and cats).  Players simultaneously choose a card to play and then everyone reveals them and they are placed on the appropriate space on the three central player boards. before and the animals begin to feed starting at the top of the food chain.  For example, wolves eat frogs and any surviving frogs then eat flies.

Om Nom Nom
– Image by boardGOATS

If only one card of any type is played, the predator feeds and the player takes their card back with any cards/dice their animal has eaten placing everything in their scoring pile.  Where more than one card of the same type is played and there is enough food to go round it is shared equally and everyone eats (taking their cards back with their share of the prey).  If there is not enough food for everyone to get a share, they all starve and lose their cards going home with nothing.  This is repeated until there are no cards left.  Food at the bottom of a chain is worth two points at the end of the game and food from the middle of a chain and any cards are worth one point.  The game is played over three rounds and the winner is the player with the most points.

Om Nom Nom
– Image by boardGOATS

Blue won the first round with eleven, more than twice the points anyone else managed to gather.  Om Nom Nom is one of those games where a high score in one round is usually balanced by a dreadful score in the next, so everyone expected Blue to fail to score at all in the second round.  Burgundy’s twelve points in the second round looked really good, but contrary to the usual run of things, Blue somehow managed to improve her score picking up eighteen points—one less than the record for a single round in our group.  The third round was a little bit of a dead rubber, but Burgundy was keen to see Blue get her bad round and if she did, fancied his chances.  It was a much more even final round and with lots of points available, things looked good for Burgundy, but unfortunately for him, everyone else chose this round to get it together.  In the end it was all about second place, which Burgundy just managed to take ahead of Black and Mulberry as food arrived.

…Aber Bitte Mit Sahne
– Image by boardGOATS

While Burgundy, Blue and Mulberry ate their belated supper, everyone else carried on the food theme, playing a little Japanese game picked up by Black and Purple at Essen called くだものフレンズ or Fruit Friends.  This is a little card drafting and set collecting game where players are collecting different types of fruit using the “I divide, you choose” mechanism.  There are a surprisingly few games that use this idea, but two of the best are …Aber Bitte Mit Sahne (aka Piece o’ Cake) and San Marco.  …Aber Bitte Mit Sahne is relatively unusual as it works well with players dividing the pie into more than three.  In contrast, San Marco is a three to four player game, but plays much better with three than four because the “I divide, you choose” mechanism generally works best when the pile is divided into three.

Fruit Friends
– Image by boardGOATS

In Fruit Friends, each player starts with a random start or “seed” card, dealt face up.  Players are then dealt seven cards which they divide into three piles of two (discarding the final card).  Beginning with the player who was dealt the apple start card, players offer the three piles to the player on their left who takes one pair; the next player then chooses from the remaining two piles leaving one pair for the active player.  Play continues in this way until everyone’s cards have been taken.  The second round is played the same way except cards are offered anti-clockwise and the player with the grapes start card goes first.  The final round is clockwise again, and the player with the kiwi start card begins.  At the end of the game, each player has eighteen fruit cards, with each type scoring differently.

1 card 2 card 3 card 4 card 5+ cards
Apples 0 points 2 points 5 points 9 points 14 points (max)
Grapes 2 points 5 points 8 points 11 points 11 points (max)
Kiwis 2 points 6 points 0 points 12 points 18 points (max)
Bananas 3 points 7 points 12 points 0 points 0 points
Peaches 2 points 5 points 9 points 14 points 20 points (max)

There are some catches, for example, peaches come in two colours, yellow and white, but only one of them scores.  Oranges score one point per apple card and similarly melons score one point per grape card (both up to a maximum of four points). The scoring intervals also offer some quirks, so while almost everyone scored twelve points for their bananas at the end of the game, Ivory went “Banana Bust” by over-shooting.  Otherwise it was close at the top and you could fit the first four players in a fruit-basket with only five points between them.  It was Purple, the “Kiwi Queen”, who just had the edge, “pipping” Green by a single point with Pine and Black finishing in joint third.

Fruit Friends
– Image by boardGOATS

By the time the game came to an end, the eaters had mostly finished, so Black started getting out the “Feature Game”, Imaginarium (also described previously as “the one with the elephant on the box”).  Burgundy and Ivory were quick to stake a claim to play it and Purple was equally quick to opt out.  Mulberry and Blue made up the five, so Green started to collect together the games he thought the rest might play, which Pine pointed out just made it look like he was playing Jenga with boardgames.  It took a while to come to a conclusion, but eventually the trio went for Echidna Shuffle.

Jenga
– Image by boardGOATS

Echidna Shuffle is a game that we first discovered at the UK Games Expo back in June and since then, has been very popular with everyone who has played it.  This is partly because of the fabulous, over-produced pieces, especially the lovely echidnas with cute smiley faces.  The game is very simple:  Players have to get their bugs to their tree-stumps by moving echidnas around the board.  On their turn the active player rolls the die, and moves echidnas a total of that number of spaces.  The clever part is that players only roll the die on alternate turns with intermediate turns evaluated from the dice board giving a total over two turns of nine moves.  Thus, if someone rolls the maximum, a seven, the next turn they get just two.  Similarly, if they roll a small number, say a three, then they get a six on the next turn.  This means nobody gets screwed over by the dice, but there is still a nice, randomisation effect to the movement.

Echidna Shuffle
– Image by boardGOATS

There are two sides to the game board:  green “Summer” and snowy “Winter”.  There was some discussion as to which to play.  Pine thought the Summer side of the board rather than the Winter side was more of a challenge.  He explained that it was more confusing on the snowy side and that it is not so easy to block people.  On the other hand, the first time it was played with the Summer side, the game had become something of an epic marathon as everyone worked together to stop everyone else winning.  So this time the group started with the “advanced” Winter board and ended up with a very short game indeed.  After only about three rounds, Purple had got one of her bugs home and Green had managed two.  Then Pine surprised everyone and with a roll of seven managed to complete all three of his bugs and the game was over, almost before it had begun.

Echidna Shuffle
– Image by boardGOATS

Echidna Shuffle is really meant to be a children’s game, so perhaps it should not have been a huge surprise that it ended quite so quickly.  Maybe Pine had had a point though, so unusually the game got a second chance, this time with the Summer board.  This second game, did indeed last longer, but was still relatively quick and before too long everyone had just one bug remaining each. Green was first to get to this point, but Purple and Pine managed to successfully block his route while they also got their second bug home.  In the end Pine became the “Kingmaker” as everyone knew how many moves each player would get and he found himself in the position where he could either move the echidna out of purples way and into Green’s or do something else entirely. Either action (or inaction) would result in win for either Green or Purple and in the end he inevitably chose to open the door for Purple.

Echidna Shuffle
– Image by boardGOATS

It maybe that as a bunch of adult gamers, we have found the limit of this very pretty and lovable game.  On the other hand, the number of players also has quite an impact—the full compliment of six seems to have the effect of dragging out the Summer board, but the combination of a small number of players and the complexity of the Winter board appears to make the game too open.  Hopefully the company will bring out some new expansions or different board layouts that will give us more to explore, in the meantime, the game may get fewer outings in the weeks to come.

Echidna Shuffle
– Image by boardGOATS

Because of the late start and the fact that Green wanted an early night, there wasn’t enough time for another medium-weight game, but it was still early enough for a short game. After some discussion, the trio agreed upon Walk the Plank!, a cute little programming game with a hefty dose of “take that”.  In programming games players choose the cards they are going to play before the round starts and then action them during the round, usually taking it in turns to reveal one card and then carry out the associated action.  One of the classic games of this type is Colt Express which won the Spiel des Jahres a few years ago, but Walk the Plank! is a quicker and simpler game.  The idea is each player has three pirate meeples on a ship and the last one remaining is the winner.  Players start each round by simultaneously choosing three cards and laying them face down in front of them.  On their turn, players turn over the top card and action it.

Walk the Plank!
– Image by boardGOATS

The cards allow players to do things like “shove” one of the meeples belonging to the player on their left, or to the player on their right.  When this is played a meeple that shares a space with one belonging to the active player is moved one step along the plank and thus closer to falling into the depths.  There are lots of other actions including “drag to ship”, “drag to sea” and “Charge!”, but the most exciting cards are probably the “retract the plank” cards.  At the start of the game the plank comprises three pieces, but usually at least one player removes one of these at the start of the game, heightening the stress levels. We usually play with a couple of house-rules too, firstly we play to the last meeple standing (the rules say the last two share victory) and we allow the plank to be completely removed (the rules say there is always one piece left).

Walk the Plank!
– Image by boardGOATS

We’ve loved the game for years and have several different editions within the group—this time we played with the “limited edition” which includes some optional extra cards.  This time two of the extra single use cards were added to each player’s deck:  “Parlay”, which gives a player a chance to turn the tables via a game of Rock-Paper-Scissors, and “Dynamite”, which pushes everyone on one tile one space closer to the sea.  After a little shuffling about, Green played his “Dynamite”, but succeeded in sending two of his own men closer to the water as well as the others.  Then Purple played a “Charge!” card to try to push Green into the sea.  Green used his “Parlay” to see if he could to prevent it, but this ended up in hysterics thanks to a total inability to play the game correctly.  It started with Green playing on the count of three as agreed and Purple after the count of three (i.e. on four).  After multiple attempts including one where Purple ended up just pointing vaguely at Green everyone was in fits of giggles, but it didn’t look like the tie was anywhere nearer being resolved.

Rock-Paper-Scissors
– Image from theguardian.com

Pine suggested that perhaps they should try after the count instead.  Green duly obliged, but Purple had finally worked out how to play on the count of three and still the problem persisted.  Then Green chose stone and Purple also chose stone changing to paper at the last second, but this was spotted by Pine who ruled a “Let” and so they had to try yet again.  By this time everyone was laughing so hard that in a fit of confused giggles Purple then chose “none of the above” by using a single finger.  Pine suggested Green and Purple put their hands behind their backs, but this time it was Green’s turn to make a mess of things and he just couldn’t get the hang of it.  In the end, in an effort to stop Purple from soiling the furniture, Pine suggested they remove the counting element and play with closed eyes which was finally successful.  It was largely immaterial by this time, but Green won, so one of Purple’s pirates went charging off the plank into the sea.

Walk the Plank!
– Image by boardGOATS

Getting back to the game seemed tame by comparison. Everyone ended up back on the boat and then started moving forward again.  With the plank retracted, Green found himself with all three of his pirates on the end when Pine played his dynamite and Green was out in one go taking one of Purple’s and one of Pines own with him.  So Green became the Ghost and with two pirates versus one, it looked to be Pines game.  Two rounds later, though the Ghost shoved one of Pine’s pirates off the ship to level things up until Purple played her “Dynamite” and managed to get both dumped into the water, bringing the game to a shuddering halt, and on that note, Green headed home.

Walk the Plank!
– Image by boardGOATS

Imaginarium was still underway with no sign of finishing soon, so Pine and Purple decided to give Azul: Stained Glass of Sintra a go as Pine had missed out last time.  As in the original game, Azul, players take all the tiles of one colour from a “factory” and put the rest in the middle, or they take all the tiles of one colour from the middle. Tile placement and scoring is rather different however. All the tiles taken in a turn are placed in a single column of the player’s personal player board. This board is modular with the double-sided strips laid out at random so everyone has a different starting setup.  Tiles must be placed in the strip immediately below the Glazier meeple, or in a strip to its right.  The Glazier is then placed above the strip the tiles were placed in.  Instead of taking tiles, players can choose to reset the Glazier’s position, moving him back to the left most strip.

Azul: Stained Glass of Sintra
– Image by boardGOATS

Players get points when strips are completed scoring the sum of the score depicted below the strip and any strips to the right that have already been completed.  There is also a colour bonus—each round has a colour drawn at random at the start of the game, and any tiles that match the colour for the round score extra.  Once a strip has been completed, it is flipped over; after it has been filled a second time it is removed.  Any left over tiles that cannot be placed yield a penalty with players moving along a negative score track which has small steps at the start that get larger.  There are also end-game bonus points with two variants available, one colour dependent and the other rewarding completing adjacent strips.

Azul: Stained Glass of Sintra
– Image by boardGOATS

This is definitely a game that takes a at least one play to understand how it works and what the best way to score points is.  For example, the way the score builds, it is imperative to complete the furthest right strips early as then they score again and again.  However, they are relatively low scoring, so this is not the only important strategy. So while Pine started off well, Purple scored more later, especially when she picked up colour bonus point as well.  Early in the game, the penalty for picking up the first player token or for having left-over tiles is small, but it quickly increases, and with Pine taking the first player token more than Purple, he finished with more negative points too.  All the little extras combined to make it a bit of a landslide in Purple’s favour, but then Purple had the advantage of having played the game several times, so next time will surely be different.

Azul: Stained Glass of Sintra
– Image by boardGOATS

While these games had been going on, the “Feature Game”, Imaginarium was getting an outing.  Subtitled “The Dream Factory”, this game is a worker-placement, engine builder with a Steam Punk theme where players are building machines in a factory.  Beautifully produced with remarkable artwork, players first take it in turns to choose a position on the factory conveyor-belt.  They select either the broken machine card that they are going to buy or a position to collect charcoalium.  These are then carried out in “action” order which then also becomes the selection order for the next round.  At the end of the round any unused cards move long the conveyor-belt and the early positions are populated with new, exciting cards.  As the game progresses, the broken machine cards generally become more expensive, but the machines become more useful, producing more and/or higher value resources.

Imaginarium
– Image by boardGOATS

On a player’s turn, their existing “machines” first produce resources, then the player must buy the broken machine card they had chosen. The active player finally carries out two actions dictated by an unusual clock mechanism:  each player has a board with the six possible actions arranged in a circle and the hands of the clock are fixed such that players are unable to take actions that are adjacent.  As the clock hands must be moved every round, players are only able to take repeat one action in consecutive rounds.  Possible actions include hiring a character, trading resources, extracting charcoalium, repairing broken machines and reorganising or dismantling existing machines.  When a machine card is taken from the conveyor-belt, it is broken, they must be repaired before they will work and produce resources.  Once repaired, machines can be combined to make them more efficient, or dismantled to give points, the game ends when one player gets to twenty points.

Imaginarium
– Image by boardGOATS

One of Ivory’s questions before playing a new game is always, “Where are the points going to come from?” In addition to dismantling machines, points are also available for completing “projects” i.e. satisfying goals drawn at random at the start of the game, or by trading charcoalium.  There are also two points available for players who have the most of one of the four resources at the end of the game.  As the game was late starting, the group decided to end the game at fifteen points instead of twenty, though to begin with it didn’t look much like anyone was going to get to fifteen points before midnight.  Black assured everyone that people would pick up speed as the game progressed and eventually, Ivory got going completing the first of the projects and then Black and Blue followed.

Imaginarium
– Image by boardGOATS

The game is mostly multi-player solitaire, except when it’s not.  There are some machine cards that take resources from the other players.  In a game where resources are very tight and players are very reliant on resources for their plans this can be crucial.  The game also has a distinctly mean streak, as a player that is unable to pay for the card they have chosen, doesn’t get the card, but also loses all their resources, completely upsetting their plans and forcing them to start again from scratch, potentially losing them the game.  This is exactly what happened to Blue—Ivory went earlier in the turn order and bought and then repaired a machine that took all her charcoalium which meant she lost the card she was going to buy and all her resources.  She vowed to get her revenge, but the opportunities for that are few and far between.  As she waited for her chance, she gathered charcoalium to ensure she would be able to buy the right card when it came up.

Imaginarium
– Image by boardGOATS

Sadly for her, interaction in the game is minimal so there she never really got her chance.  Amassing large amounts of charcoalium wasn’t totally without use though as it enabled her to fulfill one of the projects and as they were playing to a smaller total, she started trading them in for points in an effort to avoid coming last.  Meanwhile, Ivory kept amassing points and Mullberry kept doing “the weird goat-head thing” which ensured she always had plenty of charcoalium and was starting to build a productive engine.  Black and Burgundy had also just got their engines going and were planning to score heavily when Ivory announced that he’d passed the fifteen point mark.  With Blue still to take her turn, she maximised her points and everyone added up their scores.  Sadly, for Black, Burgundy and Mullberry this wasn’t a long process as shortening the game had had the unforeseen consequence that the game ended just before their plans had come to fruition.  Much to her surprise, Blue had done rather better as she had stuck to short-term targets that lent themselves to the short game.

Imaginarium
– Image by boardGOATS

There was only one winner though and Blue’s fourteen points flattered her position as the scores did not tell the true story of the game.  It’s definitely a game to try again sometime, though perhaps with fewer people which would give players a bit more control over their own destiny.  The artwork is somehow both amazing and very disturbing at the same, and it certainly had an unforeseen effect on Blue.  She is not normally one to remember dreams or one to design games, but when she awoke the next morning she had a fleeting recollection of dreaming about playing a card only version of Om Nom Nom that she had designed called “Yum Yum Tum”.  We will have to see if that ever comes to fruition.

Imaginarium
– Image by boardGOATS

Learning Outcome:  When gamers are hungry they play games about eating.

16th October 2018

Blue was late after an unscheduled nap, so Burgundy consumed the first half of his supper alone.  Blue was quickly followed by Ivory and Pine and then a new visitor, Navy.  With Cobalt last week (who was busy moving house this week so couldn’t come) that makes two new people in two weeks.  Navy is a more experienced gamer and is into slightly more confrontational games than those we normally play, but that’s good as it might encourage us to leave our comfort-zone of cuddly Euros set in medieval Germany.  As we were all introducing ourselves, Green, and then Black and Purple turned up and the discussion moved on to how we choose the “Feature Game” (Blue suggests something to Green who mostly replies that he’s never heard of it, but it sounds quite interesting…).  Recent discussions have centred round the new Key Flow (aka “Keyflower the card Game”) for the next meeting and maybe Imaginarium (or, “The One With The Elephant on the Front” as Navy referred to it).  With that, Green started getting out this week’s “Feature Game“, which was Greed, a card drafting game where players are crime lords trying to earn more money than anyone else through clever use of their cards.

Imaginarium
– Image by BGG contributor W Eric Martin

At it’s heart, Greed is a quite simple, card-drafting game with a healthy dose of “take that” and a gangster theme.  Players start with a hand of twelve cards and “draft” three cards  (i.e. choose a cards and pass the rest on, three times).  Players then simultaneously choose one card then together reveal this card and action it before the it is replaced with another drafted card.  A total of ten cards are played in this way per person before the players tally their holdings and the player with the highest value is the winner.  Obviously, the game is all about the cards and there are three types, Thugs, Holdings and Actions, but it is the combination of these that is critical.  Actions have a unique effect associated with them while Thugs and Holdings typically also have a cost or a condition associated with them (e.g. cash paid to the bank or a collection of symbols on cards held).  Holdings are the key however.  When a Holding is played a token is placed on that card for each symbol on it and an additional token for each symbol of that type already possessed. These tokens are worth $10,000 each at the end of the game which is added to the value of cash collected through card plays.

Greed
– Image from kickstarter.com

Although it was Green’s game he had only played it once and that was over a year ago, while Burgundy had read up on it.  Pine and Navy had joined them to make the foursome.  The game takes a few rounds to understand how it really works.  After that, it’s quite easy to play, but working out which card to take and which to play is much harder, as they all seem to be really good. Unfortunately Navy struggled a bit at the beginning and made mistakes in his first couple of plays as he either found he couldn’t actually play his chosen card and had to just ditch it, or wasn’t able to get the indicated bonus. However, as he had not accumulated any wealth early on, it also meant he didn’t lose any when Green played a couple of cards which meant everyone else lost dollars, which leveled the scores a little.  Burgundy’s preparation really helped when he played a Holding card and proceeded to place six tokens on it, so by the half way mark it was looking like a two horse race between Burgundy and Green with both Navy and Pine looking short on cards.

Greed
– Image used with permission of BGG contributor punkin312

Through the second half of the game, Pine really got the hang of it and started raking in the dollars and had quite a pile of cash. Green then played a Holding card which enabled him to add chits equaling the same number as the maximum on another players cards, which meant he was able to gain from Burgundy’s excellent earlier play.  In the final rounds, Green played another card which removed one of his holdings only to be able to play it again the following round with even more tokens than it had previously. There was a brief discussion as to whether he should get the usual amount for it as well as the removed ones and two extras, a decision that went in Green’s favour, but the real question was whether it would be enough to beat Burgundy.  In the end, it was close, but the answer was no and Green finished with $30,000 behind Burgundy’s winning total of $235,000.

Roll for the Galaxy
– Image used with permission of BGG contributor punkin312

Meanwhile, on the next table everyone was being indecisive, but in the end the decision was made in favour of Roll for the Galaxy.  This is a game that really fascinated the group for a while because somehow it behaves differently to everything else we play and we really struggled to get to grips with it.  At the time, we concluded that our struggles were probably because we weren’t playing it enough so effectively had to learn it afresh every time we played.  For this reason we went through a phase of playing it quite a bit, but that was some months ago now and it was definitely time for another outing.  In principle, it is not a difficult game and the core mechanism is similar to the so-called “deck builders” (like Dominion) or “bag builders” (like Orléans or Altiplano), except instead of building a deck of cards or a bag of action tokens, players are building their supply of dice.  In Roll for the Galaxy, each different die colour reflects the different distributions of the dice, so for example, white “Home” dice feature each of the symbols for Develop, Settle, Produce and Ship once and Explore twice.  On the other hand, the yellow “Alien Technology” dice have three faces that depict the asterisk (“Wild”) and one each of Develop, Settle and Produce.  Thus, where probability affects which cards or tokens are drawn in the other games, in Roll for the Galaxy, players have more control over which dice they are using, but chance affects how those dice roll.

Roll for the Galaxy
– Image used with permission of BGG contributor punkin312

In principle, Roll for the Galaxy is not a difficult game and the basic mechanism is similar to that in Dominion or Orléans/Altiplano, except instead of building a deck or a bag of action tokens, players are building their supply of dice.  Each different die colour reflects the different distributions of the dice, so for example, white “Home” dice feature each of the symbols for Develop, Settle, Produce and Ship once and Explore twice.  On the other hand, the yellow “Alien Technology” dice have three faces that depict the asterisk (“Wild”) and one each of Develop, Settle and Produce.  Thus, where probability affects which cards or tokens are drawn in the other games, in Roll for the Galaxy, players have more control over which dice they are using, but chance affects how those dice roll.  Although the dice are important, like Greed, the game is really all about the special powers the players’ tableau, in this case made up of World tiles rather than cards.  Ultimately the game is really a race to trigger the end of the game is when the victory point chip pool runs out or a player builds their twelfth World.

Roll for the Galaxy
– Image used with permission of BGG contributor punkin312

Game play is mostly simultaneous:  players roll their dice and  allocate them to their phase strip.  Each player can choose one phase that they guarantee will happen, so in a four player game there is a maximum of four phases per round and where players choose the same phase there will be fewer, sometimes even only one.  The phases are:  Explore, Develop, Settle, Produce & Ship which correspond to draw Worlds from a bag; “spend” dice to build development Worlds;  “spend” dice to build production Worlds; place dice on production Worlds, and move dice from production Worlds in exchange for either victory points or money (which in turn can be used to speed up recycling of dice).  While we were setting up Ivory regaled us with the first few pages of Julia Donaldson’s “The Gruffalo”.  We will miss him and his stories when he takes his paternity leave in the new year.

Roll for the Galaxy
– Image by BGG contributor The Innocent

Blue began with the poor starting combination of a level six development World and a level one settlement, or a a level one development World and a level six settlement so began by rectifying the problem by exploring.  The game rocked along at a merry lick, with Black and Purple building and Ivory thrilled that he finally managed to build his first ever “Alien Technology World”, a feat he quickly followed with his second. Blue was slower building, but had a few high value developments and made good use of these before she began collecting some victory points.  This started a sudden cascade of Black and Ivory collecting points as well.  As a result, everyone focused on the number of victory point chips as the end game trigger, so much so that nobody, spotted that Purple had built her twelfth World.  As the group was just about to start the next round and everyone likes seeing their plans fulfilled, they played on anyhow.

Roll for the Galaxy
– Image by BGG contributor dodecalouise

Although it was a very tight game and everyone added to their scores, the extra round probably didn’t make any difference to the final placings.  Black and Ivory took over twenty victory points in chips alone, but they were offset by Blue’s high value Worlds and bonus points which gave her fifty-six points, just three more than Black in second place.  Everyone enjoyed the game, but there was one non-game highlight: Green’s sad little face when he looked across and broke off from setting up Greed with the sad comment, “Oh, They’re playing Roll for the Galaxy…”  Well, as everyone had a good time and with players getting quicker at it, it’s less of a labour than it used to be, so it surely won’t be long before he gets a chance to play it again.

Roll for the Galaxy
– Image by BGG contributor haslo

Greed finished first and as it was still early there time for another game, but nobody wanted to have a late night so the group picked something shorter and settled on this year’s Spiel des Jahres winner, Azul.  This was another game that was new to Navy, but it is very popular in the group and we’ve played it a lot.  Players are tiling a wall, taking tiles of one colour either from one of the factories (putting the rest in the central pool) or from the central pool.  Tiles are added to rows on the players’ boards and at the end of the round one tile from each full row is transferred to the players’ mosaics.  The aim is obviously to fill all the rows to transfer the maximum number of tiles, however, any excess tiles score negative points.

Azul
– Image used with permission of boardgamephotos

Navy quickly got the hang of this one and all the scores were close for a lot of the game, though it was noted how neat Green’s mosaic was looking as he managed to fill the first left hand vertical row and nearly completed the second as well before placing anywhere else.  Burgundy and Pine were both less tidy, but was still picking up extra points for connecting tiles when placing them. Although Navy’s board was a little more scattered, but that would help him to catch up later.  Everyone thought they were entering what would be the final final round with  three players with at least one row just one tile from completion, amazingly nobody completed them and everyone get one extra round.  This meant the group actually ran out of tiles to place on the central discs, triggering the end game in different way.  After this final round and final scoring, Pine finished on top of the podium, ahead of Burgundy in  second place with Navy in a very respectable third in a close game.

Azul
– Image by BGG Contributor styren

While Roll for the Galaxy was finished, there was a bit of chit-chat about strategy and it was clear that to do well at the game, you also need to keep a close eye on what everyone else is doing too. This can be tricky when you are struggling to work out what to do on your own board however.  Winning or losing though, Azul is a nice game that always delivers a challenge; it will be interesting to see how the new stand-alone version of the game, Stained Glass of Sintra compares and if it is as good or better than the original, or whether it “does a Queendomino or Tsuro of the Seas“.  No doubt we will find out in due course.  With that, those that wanted an early night headed for home, leaving Black, Purple, Burgundy and Blue with time for one last, shortish game.  Black suggested San Juan which had been played at the last Didcot Games Club meeting, and everyone else concurred.

San Juan
– Image used with permission of BGG contributor EndersGame

Essentially, San Juan is sometimes referred to as “Puerto Rico the Card Game”, but in truth they are very different games although the artwork and roll selection is similar.  In practice, it is actually a simpler version of the card version of Roll for the Galaxy, Race for the Galaxy.  The game uses the same multi-purpose card mechanism seen in games like Bohnanza, though in this case, cards can be buildings, goods, or money.  The idea is that players take it in turns to choose a “role” and then everyone carries out the action associated with that role, though person who chose it carries out with the “privilege”, a slight advantage.  The roles are Councillor; Prospector; Builder, Producer and Trader.  Players have a hand of cards and can use the Builder to build these cards to paying for them with other cards from their hand.  Hands are replenished directly using the Councillor or Prospector.  However, it is much more efficient to build an engine using production buildings.  These take cards from the deck and turns them into goods when a player chooses the Producer role; when the Trader role is chosen, these goods can be traded for cards according to the current value depicted on the tally stick.  The game end is triggered when someone builds their twelfth building.

San Juan
– Image by BGG contributor Aldaron

Black and Burgundy were quick out of the traps building their efficient production engine, with high value coffee and silver producers.  Purple started with “purple buildings” before also moving into sugar production and then Monuments.  Blue on the other hand started with a hand full of nice looking purple civic buildings that she didn’t want to part with and after three rounds hadn’t seen a production building, so decided to try something different and built a Tower (to increase her hand limit from seven to twelve) and started building.  Elsewhere on the table Burgundy was stealing a march on everyone else, adding a Well, Smithy, Aqueduct and Market Hall to his high value buildings.  When he added a Library which enabled him to use his privilege twice, he began turning over cards at a phenomenal rate and it looked like the writing was on the wall.  Everyone was keeping a careful eye on everyone else, trying to make sure they didn’t fall behind in the number of buildings they had, and before long, the game end was triggered and it was the final round then the scores were added up.

San Juan
– Image used with permission of BGG contributor EndersGame

After the scores had been added up, Black bemoaned the lack of the endgame scoring bonus cards that rewarded the production buildings and monuments that he had been collecting (Guild Hall and Triumphal Arch).  It was then that Blue explained that she had been stashing them under her Chapel as she had no use for them and didn’t want the others to have them.  It was possible that this tactic made the difference, as despite having only two production buildings, her City Hall and Chapel delivered a massive thirteen bonus points, just enough to offset the cheaper buildings she had been forced to build.  Remarkably, Blue finished with thirty-one points, four ahead of the “Production King” Burgundy.

San Juan
– Image used with permission of BGG contributor thatmadgirl

Learning Outcome:  Though difficult, it is important to keep a close eye on what everyone else is doing.

2nd October 2018

Blue was the first to arrive with Pink, who had come specially to celebrate our sixth birthday.  While they were waiting for food they managed a quick game of NMBR 9.  This is a very simple game, almost like Tetris where players try to tessellate tiles, building layers on top of layers, with the higher layers scoring more points.  It is almost a year since Blue and Pink picked it up at Essen, and since then it has been played repeatedly, an average almost once a month (or every other games night).  Mostly we aren’t so keen on multiplayer solitaire games like this, but NMBR 9 is the exception largely because it is so very fast to set up and games are quick to play too making it a great filler.  It is a shame it only plays four, because there is no real reason that it couldn’t play a few more.  Food arrived really quickly, and we were still placing the final tiles.  It was quite close with similar values for the “first floor”, but Blue edged it with a four and a nine on the next layer compared with Pink, who only managed a six.

NMBR 9
– Image by boardGOATS

Burgundy arrived soon after, and attacked his ham, eggs ‘n’ chips, eventually followed by Pine, Ivory, Green, and Cobalt (a friend of Green’s who will be moving into the village in a few weeks time).  As it was exactly six years since the first games night, we couldn’t let the night pass without some sort of small celebration.  So this year we had chocolate brownie cupcakes adorned with meeples to go with the now traditional, the “Birthday Feature Game”, Crappy Birthday.  This is a very silly game that we now play exactly once a year at the beginning of October, with some house rules to make it slightly more palatable as it really isn’t our sort of game at all.  Strangely though, everyone seems to really enjoy playing it once a year on our birthday.  The idea is very simple:  everyone has a hand of gift cards, and everyone takes it in turns to “celebrate their birthday”.  On a player’s “birthday” they receive a gift from everyone else.  These are shuffled, and the “birthday boy” picks the best and worst – the players who gave these get a point and after one year (i.e. after everyone has had a “birthday”), the player or players with the most points win.

Crappy Birthday
– Image by boardGOATS

It is the cards that “make” the game for us:  they are brilliant with fantastic comments.  For example, Pink was tickled, well, pink, by the “pet vulture” that he gave to Pine, which was “very friendly, but stares at you while you are sleeping”.  Pine was quite taken with it too and picked it to be his favourite gift, to go with the “fresh turkey” which was always going to be unpopular with a vegetarian (though might have given him something to feed to the vulture).  Burgundy showed an unexpected desire for a set of fluffy dice (thought that might have been more due to the nature of the other gifts than their actual desirability), and Ivory returned the “thoughtful gift” of a set of “camera scales”, which he felt would have been off-putting.  Despite his love of Star Wars, Green decided he’d rather have “a suit of armour” than a complete collection of memorabilia .  Star wars wasn’t in favour with Cobalt either as he unceremoniously returned the gift of “a Star Wars themed wedding” (though it wasn’t completely clear whether it was the Star Wars theme or the wedding that he was rejecting).

Crappy Birthday
– Image by boardGOATS

There was a brief hiatus while Ivory entertained everyone with a complete rendition of Rod Campbell’s “Dear Zoo” story.  Despite being written over thirty-five year ago, nobody else seemed very familiar with the story and everyone was spell-bound as Ivory explained, “I wrote to the zoo to send me a pet.  They sent me an elephant, but he was too big, so I sent it back.”  A very long list of animals later, we established that the puppy was just perfect and Crappy Birthday continued.  The game finished with Pink who fittingly received a real birthday card (it really IS his birthday soon).  Blue then tried to persuade him that Chernobyl was now a safe place to visit and full of lots of interesting wildlife, but he wasn’t convinced and much to everyone’s surprise, rejected a visit (and possible nuclear suntan) in favour of “twenty tanning sessions”.  With Crappy Birthday done and people just licking the last of the icing off the meeples from the cupcakes, it was time to decide what to play next.

Cupcakes!
– Image by boardGOATS

Pink was very keen to play either Altiplano or Clans of Caledonia and Ivory and Burgundy were very keen to join them.  Time was short and the games are similar lengths, however, Blue, Pink and Burgundy had all played Altiplano, and with it’s similarity to Orléans, it was felt that it would be easier for Ivory to pick up quickly.  On the next table, everyone else was trying to decide what to play.  With Cobalt new to the group and not able to stay late, they needed a short game that was quick and easy to explain that might be a good introduction to gaming, so in the end, the group settled on Coloretto.  The game is very simple, with players drawing a card and adding to one of the available “trucks”;  each truck can take a maximum of three cards.  Instead of drawing a card players can take a truck and the round is over when everyone has taken a truck.  The aim of the game is to collect sets of cards, but while the three largest sets score positive points, everything else gives negative points.  The really clever part is the score which is based on the triangular number series, so sets score increasingly well as they get larger (or badly if they score negative points of course) .

Coloretto
– Image used with permission of BGG contributor punkin312

Cobalt  quickly got to grips with the game, but played it safe by taking the bonus score cards. Pine went for a specific set of colours and Green ended up with several that he could build on.  As the game progressed, Cobalt continued to play cautiously and kept the number of colours he had small. Green had several colours, but a few sets were building to a significant number.  Meanwhile Pine’s attempt to keep to specific colours was failing and although had lots of one colour, just couldn’t get the others he wanted.  The final round featured a golden joker which took a little while to work out the rules for.  Despite being very pretty, it turned out that it wasn’t such such a good thing after all, especially at the end of the game. Pine ended up with it and took another random card, which didn’t help him, but didn’t hurt him either.  It was very close, but in the final scoring, Cobalt’s cautious approach kept his negative points down to just one, but his positive score had also suffered. It was Green that topped the podium though, with five points more than Pine.

Coloretto
– Image used with permission of BGG contributor punkin312

Cobalt and Green were chatting while Pine was side-tracked by the eye-catching alpaca on the neighbouring table.  Eventually Cobalt called it a night, and Green and Pine contemplated playing something and had just decided to play a quick game, when Black and Purple arrived. They were delighted to find that cakes had been saved for them (with suitably coloured meeples), and the foursome settled down to a game of Splendor.  This is another light, set collecting game that we’ve played a lot.  With simple choices, we find it a relatively relaxing game to play and perfect in the circumstances.  The idea is that players use gem tokens to buy cards, which in turn provide permanent gems that can be used to buy other cards.  Some of the high value cards also give points and players who collect enough of the right gems may earn a visit from a Noble giving them more points – first player to fifteen points is the winner.

Splendor
– Image by BGG contributor zapata131

Everyone followed their own strategy, but it looked like opal (black) and diamond (white) gem cards were the ones that everyone would need due to the Nobles and very few blue sapphires and green emeralds. Purple managed to corner the market for diamonds causing everyone difficulties.  Green was building up red rubies and opals and also going for high scoring cards and Black was managing to gain lots of opals and was quietly beavering away. Pine seemed to find himself in all sorts of trouble as he just couldn’t get the cards he needed with everyone else nabbing them just before him.  It was beginning to look like Black was going to win, but suddenly Purple’s hoarding of diamond gems paid dividends as she was able to grab nobles one after the other and reached the magic fifteen points before anyone else, and exactly one turn ahead of Black as it turned out.

Splendor
– Image used with permission of boardgamephotos

Meanwhile, on the neighbouring table, Altiplano had been going for some time.  It had been the “Feature Gamea few weeks back and everyone had really enjoyed it as it gave a new spin on the “bag building” mechanism used in another game we are very familiar with, Orléans. The games are similar in that each player has their own player board, draws “workers” out of their bag and then plays them onto their board before everyone takes in it in turns to carry out the associated actions (one at a time).  The biggest fundamental difference between the two games is that in Altiplano, when tokens are used, they don’t go straight back in the bag as in Orléans, instead, they go into a separate box.  The tokens then only go back into the bag once everything has been used and the bag is empty.  This reduces the lottery element and as a result the game is a lot less forgiving to a poorly controlled bag, but players have much more control if they can find a way of using it.

Altiplano
– Image used with permission of BGG contributor JackyTheRipper

The games are visually very different too, with everything set out on a central player board in Orléans, which also features a map which players are trying to navigate and build on.  There is no map, in Altiplano, but there is still a spacial element to the game:  the central play area is made of locations arranged in a circle and only certain actions can be carried out in each one.  For example, if players want to sell goods, they must be at the Market, and must have the relevant goods placed in the Market spaces on their player board.  Before or after their action, players can move, but movement is very restricted.  Players begin with one card that can move up to three spaces in either direction, but they can also “buy” additional moves. And this is where we got the rules wrong.  The correct rules are that players can place a food token onto one of the movement spaces allowing the player to travel just one space (recycling the food into their box).  When these spaces are upgraded with carts, there is still a cost of one food, but now players can move up to three spaces. The rules error was that players couldn’t use the extra movement spaces until they had got a cart, and then they could only travel one space.

Altiplano
– Image used with permission of boardgamephotos

Blue was sure something wasn’t right, but was too busy checking other things and answering questions that she didn’t get to find what the problem was until the game was nearly finished.  At this point, Pink informed everyone that he hadn’t been listening to the rules outline and had just been “playing correctly”.  The problem with this is that in a game as tight as Altiplano, even the smallest of changes can have unpredictable consequences.  Last time, Green had been taking a token when he bought Cottage Cards (in effect using them as Canoe Cards); although he had only benefited from a couple of extra tokens, he would have been able to use them several times, and as one of them was Stone it would have helped him to get extra tokens out of his bag, and taking the last Glass token ended the game prematurely etc.  Thus, in this game in particular it is impossible to unravel mistakes and try to work out what effect it might have had, though both Blue and Burgundy felt they would have benefited hugely had they been able to take those extra moves.

Altiplano
– Image used with permission of boardgamephotos

Aside from that, the game was mostly played according to the rules.  Pink went for a warehouse strategy concentrating on trying to obtain high value goods, in particular Silver and Wool. Burgundy really struggled at the start and in the end just tried to get hold of any resources he could, and then send them off to his warehouse.  Blue started off really well, but her game stalled in the second half when she ended up with a lot of stuff in her bag that ended up blocking spaces she wanted to use and slowed down the rate she was drawing the tokens she wanted.  While trying to sort out the mess she commented, “I’m going to stuff my whorehouse,” which gained a lot of sniggers from the neighbouring table.  The game was a bit of a mystery to Ivory and he kept saying that he could see how the game worked, but not where he was going to get any points from.  That said, he managed to get nearly a hundred of them giving him a very creditable score for a first try especially given the rules error and the haste they had been explained in.  He probably raised the biggest laugh of the night as well when he sighed deeply and announced, “I think I’m just going to have to get my wood out!”

Altiplano
– Image used with permission of BGG contributor JackyTheRipper

Blue had fulfilled more contracts than anyone else and had the vast majority of the glass, but it wasn’t enough.  It was very tight between Pink and Burgundy in first and second place though—Burgundy had more goods in his warehouse, but Pink’s were generally of a higher value.  In fact it was so close that it called for a recount, just in case.  It turned out that the scores had been correct though and Burgundy’s hundred and fifty-two, just edged out Pink who finished three points behind.  Comparing the totals to those achieved last time showed how much everyone has improved since the winning score for that game was a hundred and three.  The reason for that is probably largely the fact that everyone is getting better at controlling the contents of their bag.  As Pink pointed out, it really is critical to get rid of things that aren’t wanted, otherwise you end up in the mess Blue got herself into.

Altiplano
– Image used with permission of boardgamephotos

Learning Outcome:  Don’t put wooden meeples on cakes, they are too chewy…

7th August 2018

Largely due to holidays and work, for the first time in months, we only had enough players for one game.  Blue and Pink were first to arrive and, while they were waiting for their pizzas, they played a quick game of Honshū.  This is a game that Blue had played with Black and Purple about a year ago when Black and Blue agreed it was a very, very clever game.  Somehow though, it hadn’t got another outing until last week at the Didcot Games Club, when Blue introduced Pink to it.  He really enjoyed it and was keen to give it another go.  It is a trick taking game, so it plays a bit differently with two.  The idea is that players start with a hand of six cards; two cards are drawn at random from the deck to make one pool, and the players play a card each to make the second pool.  Each card features six districts and a number – the player who wins the trick by playing the highest number chooses one pool and then chooses a card from that pool.  The other player does the same with the second pool.

Honshū
– Image used with permission of
BGG contributor  HedgeWizzard

The players then add the cards to their city. Each card is divided into six districts, each of which scores in a different way at the end of the game. For example, every district in their largest city, players score a point. Similarly, all forest districts score two points. More interestingly, a single water district is worth nothing, but water districts connected to it after that are worth three points each. Perhaps the most interesting are the factories which only score if they are supplied with the appropriate resources, wooden cubes that are placed on resource producing districts.  These resources can also be used increase the value of cards when they are played, in the two-player game this is only by the losing player who can guarantee a win by paying a resource.  One of the biggest challenges is choosing the cards though. When the cards are placed, players must take care to make sure that they either partially cover (or are covered by) at least one other card. This, together with the fact that players are trying to expand their largest city and any lakes makes choosing and placing a card really difficult as there are many options to explore.

Honshū
– Image used with permission of BGG contributor msaari

Despite playing it a couple of times, neither Blue nor Pink have really understood how the game plays which is probably what makes it interesting.  After the first three rounds, in the two-player game, players swap their remaining three cards and are supposed to add another three (repeating this after the sixth and ninth rounds).  Unfortunately, Blue misunderstood the rules for some reason, so instead, they swapped hands after three tricks, refreshed their hands to six cards at half-way and swapped hands again after nine.  This simplifies the game a lot, as the obvious strategy is to play high cards early and then hand all the dross over to the other player who is forced to play them.  It also introduces a lot of luck, and while we like luck in the right place, the game would definitely be more interesting with the rules as written.  Blue won, but it is definitely one to play again, and correctly this time.

Honshū
– Image used with permission of BGG contributor bkunes

With Burgundy’s arrival and then Green’s, and food out of the way, we moved onto the “Feature Game”, Altiplano.  This is a bag building game that re-implements some of the mechanisms found in one of our more popular games, Orléans.  Like Orléans, Altiplano has two phases: planning and carrying out.  The idea is that players start off with a handful of resource tokens and, on their turn can draw a number of these out of their bag, placing them on their personal worker board.  Simultaneously, players then place them on the action spaces on their board.  This usually takes a little time as everyone is trying to maximise their return.  And this is where it differs significantly from Orléans where everyone can more or less do whatever they want, whenever they want.  In Altiplano, there is a central circle of locations, and actions can only be carried out when player’s meeple is in the appropriate area.  There are seven locations and players get one movement of a maximum of three spaces for free on each turn.  This means it is possible to get to any location, but only one of them, unless they pay a food token which will allow them another move, but only a single space.  Thus getting the planning right is essential.

Altiplano
– Image used with permission of boardgamephotos

In the action phase, players must take an action, or pass.  Once they’ve passed, they cannot have another turn.  Before or after they take an action, players may move if they are able to.  This effectively means that players can carry out actions in two locations per turn, unless they pay for more.  Once a token has been spent, it it goes into a little cardboard crate where it stays until the player’s bag is empty.  This means that unlike Orléans, every token must come out of the bag and be placed; there is no element of chance except in the timing.  Thus, instead of playing with probability, the game is now all about controlling what’s in the bag and knowing what can come out and when.  Anyone who’s played Orléans and felt that their Monks have entered a closed order in the corner of their bag will really appreciate this.  However, it also means rubbish can be even more costly as it WILL come out and must be used.  Worse, any rubbish will will eventually go back in the bag and have to be dealt with again, and again and again…

Altiplano
– Image used with permission of boardgamephotos

It is possible to get rid of resources:  they can be placed into the player’s personal warehouse. Once they are in the warehouse though, they can’t be taken out again and as all resources are limited, it may not be possible to obtain a replacement.  Placing resources in the warehouse is done by visiting the Village and is a useful thing to do as it is one of the ways to score points.  Most resources are worth points at the end of the game, but in addition to this, full shelves in the warehouse score bonus points.  Each shelf can only hold one type of resource, and the higher shelves score more points.  Getting resources is therefore important, but they have to be the right resources as the warehouse isn’t the only strategy available.  At the Village location, players can also buy Hut cards which depict one resource and give players extra points for that resource at the end of the game (as well as a little bonus).  In the Market, it is possible to “sell” goods (they still go back into circulation though), and buy Contract cards which give points when completed.  Players can only work on one Contract at a time, but once they are finished, they can be worth a lot of points.

Altiplano
– Image used with permission of boardgamephotos

The Market will probably be one of the most visited locations as players can also buy “Extensions” to their player board.  These are really key to playing the game well, as without them there are lots of resources that are difficult to get.  In addition to the Village and Market, there are five other locations to visit:  the Farm, the Forest, the Mines, the Harbour and the Road.  The first four of these are mostly about using one sort of resource to get another (e.g. using an alpaca and some food to get wool, or using two fish to get stone).  All resources acquired in this way go into the recycling crate to be used on a later turn.  The Road is slightly different as it features a track similar to the Knights track in Orléans, and players’ position on the road dictates how many resource tokens they are allowed to place in the planning phase.  Like Orléans, players don’t have to place their full quota of tokens on action spaces, but these will block spaces for their next turn if they don’t (which can be doubly damaging as it prevents more useful things coming out of the bag).  The Road has to be built though, and it costs a wood and a stone to travel along the path.  Some steps give Corn instead, and this has to be placed in the warehouse, but it can be very useful as it is “wild”, so can help fill those difficult rows where resources are scarce.

Altiplano
– Image used with permission of BGG contributor JackyTheRipper

The game is not terribly complicated in itself, but there is a surprising amount of thinking to be done and, like all great games, players always want to do many more things than they are able.  Blue had played Altiplano with Pink a couple of times, and Burgundy had read the rules and watched a video, so the rules explanation was really for the benefit of Green.  Unfortunately, he was too interested in playing with his phone to pay attention, which might explain why he made such a mess of things later on.  To be fair, everyone was interested in the difference between an alpaca and a llama (apparently llamas have long banana-shaped ears and are roughly twice the size of an alpaca, but alpacas have softer fleece and are a bit more skittish).  We all had a good laugh at the jumping alpaca footage too, but even after all that and everyone else focussed on the game, it was clear Green’s attention was elsewhere.

Altiplano
– Image used with permission of BGG contributor Mouseketeer

At the start of the game, everyone gets a character card which dictates their starting resources and gives them a special action.  Green was the Woodcutter, Blue was the Shepherd, Pink was the Miner and Burgundy was the Farmer, giving them access to Wood, Wool, Ore and Alpacas respectively.  Blue and Green started with only three resources (and an extra coin), which didn’t seem to bother Green much.  Blue felt it was a big disadvantage though, especially as it wasn’t clear to her what strategy the Shepherd encouraged.  In the absence of anything better, she started off going to the Market and buying an Extension, and using her Alpaca to make some Wool in the hope that things would become clearer in time.  Green on the other hand, began with the obvious tactic and used his Woodcutter to get some wood.  For Burgundy, the priority was to increase the number of resources he was able to place in each round, so he began by trying to get the stone he needed to start building his road.

Altiplano
– Image used with permission of boardgamephotos

Pink had a two-pronged strategy, planning to go for the three point resources  (especially Silver as he had the Miner which meant he could get plenty of Ore).  This was because they were less difficult to get than Glass, but were still worth a lot, especially if augmented with a Hut bonus.  So that was the second part of his plan: get lots of Hut cards from the Village as they give a small bonus anyhow, and by taking them he was depriving everyone else.  As Burgundy started to build his road, Blue and then Pink decided to join him.  Eventually Green followed suit, but it wasn’t until he was several steps along the road that it became clear that he hadn’t actually been visiting the road to build it.  He explained that he didn’t think it was necessary as the road was different and it had been positioned very slightly out of the line of the circle due to the slightly cramped space.  Everyone else had been visiting properly though, so if he’d been concentrating on the game and watching what others were doing (instead of playing with his phone), it probably wouldn’t have happened.

Altiplano
– Image used with permission of boardgamephotos

Meanwhile, Pink was continuing to collect Huts and Silver, and Blue had another Extension, was buying lots of Cocao and using it to get Glass (or occasionally Food or Cloth).  It was around this time that Green began to join Pink collecting Huts.  Burgundy was just beginning to get his game off the ground when he got into a bit of a tangle.  He had positioned himself to move onto his third step along the Road, but that gives Corn and he really didn’t want to take it yet as it would have to go into his Warehouse.  Since he didn’t have any resources in his Warehouse yet, it would mean he would have to start a shelf with Corn.  The problem with this is that any corn he got later would have to go on that shelf too, rather than padding out any other, scarce resource.  Eventually, Burgundy managed to sort out his problem, but it took a couple of turns and set him back just long enough for Blue to buy the Extension he had his eye on (again).

Altiplano
– Image used with permission of BGG contributor JackyTheRipper

The game was entering its final stages and Blue began filling her Warehouse, trying to keep the size of her bag down.  She was helped by the Extension she’d grabbed from under Burgundy’s nose which allowed her to place an extra item in the Warehouse on each visit.  Everyone else followed, and began worrying about what they needed to maximise their bonus points.  Everyone that is except Green, who was still fiddling with his phone despite the fact that his friend had apparently gone to bed.  The game end is triggered when either there aren’t enough Extensions left to fill the Extension Strip, or one of the locations is completely exhausted.  When Green took the last Glass token, everyone had just one more round to maximise their bonus points.  Blue and Burgundy fought to try to get the last Extension that allows players to draw an extra ten tokens out of their bag and put them straight in the Warehouse at the end of the game.  This time Burgundy won, as Blue discovered that she didn’t need it anyhow because she could use Corn to do the job, and as she didn’t have the right resources in her bag it wouldn’t have helped her in any case.

Altiplano
– Image used with permission of boardgamephotos

Eventually, the game petered out as there was nothing more people could do and players began adding up their scores.  Burgundy had struggled throughout and Pink’s experience and Hut strategy had worked well.  It was very, very close at the front though with just three points in it, and much to everyone’s surprise given how much attention he wasn’t paying, Green finished just ahead of Blue with a hundred and six to her hundred and three.  He was obviously pleased and professed to have liked the game despite not really focusing on it.  It was when Burgundy commented on all the Wood and the Glass that he had, that someone asked where Green had got all the Glass from.  As Green explained that he’d got one from a Hut, it all came out.  Every time he’d taken a Hut card, he’d taken a resource (perhaps confusing them with Boat cards).  He said it wouldn’t really have made much difference, although he wouldn’t have won as he’d have had fewer resources and therefore maybe ten points less, leaving him in second place.  Burgundy pointed out that the advantage he got from all those resources during the game was incalculable, added to which, taking the last Glass ended the game early preventing others from scoring more.  Normally nobody would have minded as everyone makes mistakes from time to time, but as Green had been playing with his phone all evening and not concentrating, we decided there was no cause for a llama, and just disqualified him.

Altiplano
– Image used with permission of boardgamephotos

Learning Outcome:  Playing with your mobile phone means you make mistakes which upset the balance of the game.