Tag Archives: Parade

29th July 2014

After a bite to eat, we started late with our first game, Indigo and immediately in walked a two more gamers.  It is a quick game though, and Yellow in particular was quite fascinated watching.  It is a really beautiful and simple yet clever game, based on tile laying and path building.  The idea is players have to direct glass pebbles and catch them in their “gates”; different coloured stones are worth different numbers of points.  Each player has a single tile and on their turn, they place that tile anywhere on the board in almost any orientation.  If the tile extends the path of one of the stones or connects it to another bit of path, the stone is moved along the path to the new end.  If a stone arrives in a gate, the owners of the gate get to keep the stone; each stone have a value and the player with this highest total at the end wins.

Indigo

In the four player game, players have three gates each, sharing one with each player, so there is a certain degree of team-work.  This was White’s first visit, and it became clear early on that this was not the best game for her as, without her glasses, working out where the blue ribbons go was challenging!  Nevertheless, she did remarkably well, especially in helping us make sure Green didn’t win!   Red and Blue led the charge and, when Red brought home the blue stone (which is worth a valuable three points), the writing was on the wall – a draw!

Indigo

With a few more arrivals, we decided to play our “Feature Game” next, which was 6 Nimmt! (aka Category 5 amongst other things).  This is a much older game (celebrating its 20th anniversary this year), though is also quite simple to play.  There are four cards on the table forming the start of four rows and players start with ten cards in their hands.  Each card has a face value between one and one hundred and four and features a number of “Bulls Heads” (mostly just one, but some have as many as seven).  Basically, players secretly choose a card to play, and then simultaneously show them.  The lowest card is then placed after the highest card on the table that has a face value lower than the card they are playing.  In this way, four rows are formed.  The rows are full when they contain five cards and when the sixth card should be added, the active player instead takes all the cards in the row and places their card down to start a new row.  A player scores the number of Bulls Heads on the cards and winner is the one with the fewest at the end.  Since the number of cards in the rows increase (making it harder to play safely) and the number of cards in hand decrease on each turn (players don’t pick up after each turn), the decisions get increasingly agonising, especially when the number of Bulls Heads in the rows starts to increase.

6 Nimmt

We checked that Red understood that she wasn’t supposed to be collecting cards and she assured us that she understood this aspect of the rules, however, it wasn’t a surprise when she finished with nearly twice as many Bulls Heads as anyone else!  So we decided to play a second round and work our way through the second half of the deck to give her a chance to improve things.  Green decided that it was time to “nobble” Blue as she had finished the first round with one Bulls Head, however, he had no idea how to go about doing it, nevertheless, everyone was delighted when Blue was the first to pick up.  Red seemed to have got the hang of it this time and managed to get through the whole round without picking up a single card which meant she finished in joint second with Green.

6 Nimmt

We didn’t have long before people had to leave,  so we played a game of one of our new favourite fillers, Dodekka, which has a lot in common with another game we like, Parade.  This is a simple little push-your-luck card game, with five different suits, Fire, Earth, Air, Water or Ether each with cards numbered 0-4. The game starts with three random cards placed in a line from the draw deck.  On a player’s turn they can either take a card from the deck and add it to the end of the row of cards, or take the card nearest the deck.  If the total of the face values of the cards in the row exceeds twelve, then the player has to take the whole row.  At the end of the game, players choose a scoring suit and add up the face value for that colour, then they subtract the penalty points – one for every card not in their scoring suit.

Dodekka

Yellow was the first to pick up a handful of cards, but it quickly became clear that he had a strategy and, as a substantial number of the cards were blue he was hoping to collect enough to offset any penalties.  Red, Green and Blue, meanwhile tried to delay picking up cards and then minimise the number they got so they could leave the decision until they were forced to choose.  Purple was forced to choose quite early on, but ran out the winner with a grand total of five, just one ahead of Green and three ahead of Yellow.  Remarkably, nearly everyone finished with a positive score, which we felt was much better than last time!

Dodekka

Next up was another recent favourite in Ivor the Engine.  We played this only a few weeks ago, but Yellow has won every game he’s played, so we all felt we couldn’t let this record stand…  Yellow started out well early on, with a lucrative job in Llangubbin, but it stayed close.  Purple carried out a lot of jobs at Mrs. Porty’s House and then picked up the matching event card to add more points.  Green collected a lot of sheep in the Grumbly Town area and then played a handful of cards to do several jobs one after another.  When an event card came up that moved everyone to Tewyn, we all payed a sheep except Yellow who followed the move with an ominous number of jobs in Tewyn Beach.  Meanwhile, Blue had picked up a lot of cards for Dinwiddy’s Gold mine, but without help was unable to clear the sheep efficiently.  So when the matching event card came and went, she changed her strategy and collected a couple of tasty looking jobs in Grumbly Town.  When it looked like Yellow was about to finish the game, Blue gave him a lost sheep card, immediately followed by Purple who forced him to lose a couple more sheep.  Blue turned her Goldmine cards into gold, then into coal enabling her to move and carryout a couple of jobs bringing her sheep flock to twenty-five, and as the last player in the round, brought the game to an abrupt end.  With her extra sheep event card, she finished with thirty, just ahead of Green who pushed Yellow into third, for the first time.

Ivor the Engine

With only half an hour left, we decided to play what looked like a quick game in The Great Downhill Ski Game.  This is is an old game dating back to over forty years, but was ahead of its time.  Basically, players have a hand of ten tiles and on their turn they lay as many of them as they can to create a continuous path avoiding all the trees.  At the end of their turn they draw tiles from a face down pool to bring their hand back up to ten.  The game ends when one player makes it to the bottom of the run and players get points for finishing the course, but also for the tiles they lay, with points for corners and more points for sharper corners or crossing a track.

The Great Downhill Ski Game

Yellow started followed by Blue and Purple, so by Green’s turn he was squeezed into a corner and had to wriggle between the edge and Yellow’s track, as well as avoid the trees.  Purple was lucky with the space she had as Blue had left her with a lot, but didn’t get the tiles she needed.  Meanwhile, Blue started well and made a run for the line, but trying to weave in as many of her higher scoring tiles as she could.  It looked like Blue was miles ahead, but Yellow crossed the line first, leaving everyone one turn to finish.  Purple was the only one who couldn’t quite make it, though she managed to use nearly all her tiles.  Blue was hampered by drawing a high scoring, but high penalty tile in the penultimate round that she couldn’t get rid of, and came joint second with Green who did remarkably well considering his difficult start.  The gold medal went to Yellow though, who was not only first down the course, but was also left with the fewest penalties at the end.

The Great Downhill Ski Game

Learning Outcome:  Old games are sometimes still good games.

11th February 2014

One of our regulars is moving pastures new, so as this was probably her last week, we played games she said she liked.  We started off with Parade, which is a little card game with an Alice in Wonderland theme where you add cards to a row, but the cards that you place dictate what cards you pick up.  In general, cards score their face value and the object of the game is to have the lowest score, however, for the person who has the most of a colour, that colour scores only one for each card. So, the game starts with everyone trying to minimise what they pick up and then, once the writing is on the wall, everyone scrabbles to pick up as more cards than everyone else.  We first played it a few weeks ago and our leaver came second by just one point, so this had an element of a re-match.  The winner from last time was quickly forced out of the running and ended up with twenty-eight points, and the battle was between our leaver and the player who came last in the previous game.  Sadly, our leaver once again finished in second place with twenty points after being forced to pick up a couple of tens, but, with fourteen points, the win went to someone who claims he always looses “little games”.

Parade

Next we started setting up the “Feature Game” which was Keyflower with the Farmers expansion and then a couple more people arrived.  Keyflower is one of our most played games, but there is one player who usually wins, so the rest of us made a point of ensuring that Green didn’t have it all his own way this time.   Like the last time we played with the expansion, we used all the farming tiles.  Winter tiles were doled out and the rules were passed round as people checked and double checked what they had.  Spring tiles were then revealed and Red and Blue went for the sheep tiles.  Red and White won them, but Blue had placed a couple of workers on the tiles before the end of the round giving her a breeding pair.  By the end of the summer both Red and Blue had a large flock of sheep and it was only then that Blue dissolved into fits of giggles as she realised that sheep weren’t pink and she had been collecting the wrong animal…

Keyflower

Meanwhile, Green had been acquiring resources, Yellow had been trading tiles getting two for one on each occasion, and White had been busy building up a healthy stock of green meeples and pigs.  In the last round, the winter tiles were revealed.  The Hillside tile came out and it suddenly became apparent why Green had such a strange shaped village, so Yellow took it off him.  The only other animal tile that came out was the cow tile which Blue made a play for to try to redeem her earlier spell of colour blindness.  Red pointed out a couple of turns in that it was worth a lot and promptly started to bid for it too.  In revenge for “stealing” his Hillside, Green took the Scribe which rewards players for collections of skill tiles, so Yellow took the Windmill which rewards players for collecting resources…

Keyflower

Despite Red’s efforts, Blue managed to sneak under the radar and nabbed the Keythedral (which is worth twelve points).  The collective efforts of Yellow, White and Red had succeeded in preventing Green from winning.  However, despite having a chronic shortage of meeples throughout (due to squandering them on sheep in the first two seasons) and therefore a very small village, and almost no points from anything else, the combination of a heard of cows, the Keythedral and the damage the other players had done to each other, meant Blue finished with seventy-one points, seven ahead of Yellow in second and twelve ahead of Red in her last, quite epic game with us.

Keyflower

Learning Outcome:  Beef is very nourishing!

14th January 2014

As we weren’t too sure about who was coming it took a while to get going, but first up, we decided to play our “Feature Game”, Parade.  This is a set collecting card game with an Alice in Wonderland theme.  Basically, there is a “parade” of characters in the form of a row of cards.  Players take it in turns to add a card from their hand to the parade and depending on the number and colour of the card they play, they then remove cards from the parade and place them in suits in front of them.  So, if a player places a red five, the five most recently played cards are “protected” and the player takes all the red cards and any cards numbered five or lower and places them in their area.  The aim of the game is to finish with the lowest accumulated total.  The clever part is the scoring:  if a player has the most cards of a given colour, all the cards score one regardless of the face value; all the remaining cards score their full value.  So, a set of high scoring cards can suddenly score a lot less because that player has the largest number of cards in that suit.  The other key part is that at the end of the game, each player adds two cards from their hand to their sets on the table.  Thus, the last two cards can have a dramatic effect on the game as they can change who has the majority in the colour suits and if you get it wrong  it can have a catastrophic effect on your end score.  Two players started off well, picking up only zeros and ones, while another was forced to pick up a few high cards straight away so decided to try to collect the most cards in these suits.  He was doing a good job when the everyone else was forced into taking a couple of high scoring cards each and started competing.  Despite initial appearances, the game was very tight, with the winner just one ahead of second with sixteen points, and slightly different card choices at the end could have completely changed the placings.

Parade

Next, we decided to play Agricola.  This is one of our more popular games and we had just finished setting up when one of the players was called away with boiler trouble.  We decided to leave it for another day and play Flash Point:  Fire Rescue instead.  This is a cooperative game where players take on the roles of fire-fighters trying to rescue people from a burning building.  Players take it in turns to carry out actions and then dice are rolled to spread the fire.  The addition of dice makes the game less predicatable than in some of the other cooperative games we’ve played where cards are used to simulate impending doom.  The use of dice also means that there isn’t the same “ticking clock” that there is with cards:  if you can stay on top of the fire, you can take as long as you like to get people out, on the other hand, if the fire gets out of control, it spreads faster and faster increasing the risk to the casualties and increasing the chance of explosions which cause damage to the building and suddenly the building collapses and everyone dies.

Flash Point:  Fire Rescue

Since we had a player who was new to the game, we played Veteran level (three explosions, three hotspots and four hazardous materials) and used the reverse side of the base game board.  We divided our labour so we had half the team fighting the fire and the other half rescuing people.  There was a lot of fire in the centre of the board down the corridor, so Red went in first as the CAFS fire-fighter.  Meanwhile, Blue entered via the side door as the Rescue Specialist and quickly saved the first casualty before riding the ambulance round to the other side and following Red in to rescue a couple more.  Red dealt with the recurrent smoke in the shower cubicle while Blue enlarged the hole in a damaged wall and rescued a couple more.  One of the new Points of Interest was placed rather unfortunately next to fire and we didn’thave time to deal with them before an explosion meant we had our first victim of the flames.  Despite the loss, however, we had soon rescued the required seven people.  Somehow, leaving casualties in a burning house seems wrong, so we continued to try to rescue everyone else.  All the Points of Interest were now on the far side of the board, so the Rescue Specialist rode round the building in the ambulance and made a new more convenient entrance.  Red helped reveal which of the Points of Interest were real people and then together Blue and Red carried the last two people out leaving only one Point of Interest behind, which was known to be a false alarm.

Flash Point:  Fire Rescue

Learning Outcome:  Where there’s smoke, fire will surely follow…