Tag Archives: Port Royal

24th June 2025 (Report)

The evening began quietly and for a while Blue, Purple and Black wondered whether they were going to be the only ones and had got the wrong week, but before long, people trickled in.  The hot weather seemed to have sapped a lot of the enthusiasm from everyone, but eventually, two groups began playing Port Royal. This is a fairly simple “Push-your-Luck” game where players are merchants in the Caribbean.  It has an interesting history as it was originally released by the Österreichisches Spiele Museum, the Austrian Games Museum as Händler der Karibik (Traders of the Caribbean).

Port Royal
– Image by boardGOATS

When it won the Austrian Game Designers Competition, the game was taken up by the publisher Pegasus Spiel in 2014, who added a few cards and tweaked the rules including adding a few cards so it works with five players.  The artwork didn’t change significantly though, that happened much more recently, in 2022, when Pegasus brought out a Big Box edition which included both the Contracts and Campaign expansions, the Gambler promo and the lighter “expandalone” Unterwegs game.  This time both the 2014 version and the Big Box edition got an outing, with Jade leading Lime, Ivory and Mint with the new edition, while Plum set up the older game in a much smaller box with Sapphire, Black and Flint.

Port Royal
– Image by boardGOATS

The basic game is quite simple:  players draw cards, as many cards as they like until they choose to stop and take cards, or go bust by drawing a second Ship card of one colour.   There are four different types of cards, but most are Ships or Characters.  Ships come in different five colours and are worth Doubloons (like San Juan and Bohnanza, these are just cards that are stored face down to show the Coin on the reverse), whereas Characters generally give some sort of on-going power, are worth Points, and are paid for with Doubloons.  Some of the Character cards (Pirates and Sailors) provide Cutlasses, which enable players to repel Ship cards that they don’t like, thus extending the number of opportunities to draw cards without going bust.

Port Royal
– Image by boardGOATS

In addition to Ships and Characters, there are also two other types of cards in the deck:  Expedition and Tax cards.  Expedition cards, once drawn are placed in the centre to become communal objectives that give points, but once achieved by one player they are gone.  In general, these involve collecting symbols shown on some of the cheaper Character cards.  There are two Tax cards in the deck, and when one is drawn anybody with twelve or more Doubloons has to discard half their cash.  Additionally, depending on which card, either the player with the fewest Points gains or the player with the most Cutlasses gains one Doubloon.

Port Royal
– Image by boardGOATS

So, players draw and reveal cards until they go bust or decide to stop and take cards.  The player can stop whenever they like, then take one card if there are three or fewer Ships in the Harbor display, take two cards if four ships are present, and three cards if five ships (one of each of the five colours) are present.  Thematically, players either rob Ships (collecting the number of Doubloons depicted, then discarding the card) or hire Characters, paying from their stash.  The game ends when one player has at least twelve Points, and the round is completed before scoring—the player with the most points is the winner.

Port Royal
– Image by boardGOATS

The Ein Auftrag geht noch expansion (aka Just One More Contract…) adds solo and cooperative modes, but aside from these it doesn’t change the game significantly, just adding a handful of cards and an alternative mechanism to gain Doubloons and score points.  The new game element is “Contracts”, which provide additional ways to score victory points and get coins by meeting the listed conditions.  At the start of the game, each player gets three tokens and four Contracts are revealed.  If a player meets the requirements of a Contract at any time (including not on someone else’s turn) they can place one of their cubes on the leftmost spot on the contract taking the financial benefit.

Port Royal: Ein Auftrag geht noch...
– Image by boardGOATS

This reward decreases each time the Contract is subsequently completed.  When the player completes their second contract they additionally receive one point taking a Contract card from the unused stack and keeping it face down to display the Point shown on the reverse.  On completing their third Contract, players receive the financial reward and two additional Points.  Plum led one group, comprising Sapphire, Black and Flint.  The contracts they draw out were New Colony, Comedian, Cheap Staff, and Gamester.  New Colony and Comedian required a a specific pair of Character cards (Settler/Gunner and Priest/Jester respectively), while Cheap Staff needed four Characters with a cost of three or less.

Port Royal: Ein Auftrag geht noch...
– Image by boardGOATS

The Gamester Contract was a bit different as it was based on Ships, and could be claimed by the active player as soon as there were four of different coloured Ships in the Harbour at the same time.  Early in the game, Plum and Flint claimed a Gunner, while Flint added and a Clerk from the expansion and Black took an Admiral.  The Gunner and the Admiral provide benefits if conditions are met just before they take a card, respectively giving money if there are multiple ships available or two extra coins if there are more than five cards in the Harbour display.  The Clerk gives the owner the option to take a second card if they take a ship of the right colour from the Harbour.

Port Royal
– Image by boardGOATS

Sapphire took a slightly different approach.  He collected Traders, getting one of each colour which meant that whenever he took a ship, whatever the colour, he always got an extra coin and together with his Vice Admiral (who gave an extra coin coin if there were three or four cards in the Harbour on his turn) meant he always had plenty of cash.  Plum was the first to complete an expedition, the Gamester, but everyone completed one, although Black managed a second.  Black, Plum, and Flint also completed an expedition giving more points, but the winner was Flint who finished with thirteen points while Plum and Black tied for second.

Port Royal
– Image by boardGOATS

Elsewhere, there was a second game of Port Royal underway with Lime, Ivory and Mint, led by Jade.  This group were playing with the 2022 Big Box editionwith the new artwork that includes both expansions. However, as they were playing with people who were new to the game, they chose to stick to the base game and spent a lot of time at the star sorting out cards.  Once they got going a lot of hilarity ensued, particularly when Lime, who desperately needed some cash turned over twenty cards in succession without a single ship!  The victor was Mint, however, with Jade and Ivory tying for second.

Port Royal
– Image by boardGOATS

They had enjoyed it so much and with time left, the decided to “do a Lime” and give it another go.  This time, the winners were tied with Ivory and Mint both finishing with twelve just ahead of Lime in third.  With the winners tied, there was more interest in what the tie-breaker was.  Both also had the same amount of money and the rules state that in such cases victory is shared.  However, according to the rules there is a end of game variant which requires the winner to have an Expedition card.  As Ivory had completed an Expedition and Mint had not that was assumed to be the tie breaker leaving Ivory the victor.

Port Royal
– Image by boardGOATS

Meanwhile, Blue and Purple introduced Ruby to Little Town, another popular game within the group, but this time, one with much less luck.  It is a fairly simple little worker placement and tile laying game based on a central board.  The idea is that players have five workers and on their turn players can place them on the terrain area and activate the space, or in the build area and place a building on the board paying the costs and placing an ownership marker on it.  When activating a space, players also activate the eight surrounding spaces.  Some of these will be spaces printed on the board which allow players to collect resources (Wood, Stone or Fish), while others might be buildings tiles placed, by themselves or one of the other players.

Little Town
– Image by boardGOATS

Players musty pay to use other players’ buildings, only one coin, but coins can be difficult to acquire.  Players get points during the game by activating some buildings, lose points if they are unable to feed their workers.  They also start with three personal objective cards which are scored as and when they are achieved.  At the end of the game, after four rounds (just twenty actions per player), the player with the most points is the winner.  The first draw of tiles included three from the Goodie Building promo set, but as the rules for these had gone walk-about, two were thrown back and re-drawn.  Blue explained the rules, and then Purple started unfortunately, this meant that Ruby going last had fewer good placement options, and worse, was the only player to go last twice during the game.

Little Town
– Image by boardGOATS

Both Blue and Purple offered what help and advice they could they could and all three players were pretty much dead level for the first couple of rounds. Cash is often hard to come by in this game, but this time with the Gold Mine present, which was built early by Purple, there was enough to grease the wheels and keep the game moving.  In addition to the Goldmine, other buildings included the Fishmonger which Ruby built and enabled players to sell fish, getting money.  Blue began by building a little fish engine with a Pier and a Sushi Bar (from the Goodie Buildings) placed near a Lake, then Purple widdled on her bonfire a little, by turning one of the neighbouring spaces into a Wheat Field.  Even so, with just two turns she could gain Fish and turn them into a total of six points, picking up a bit of Wood and some Wheat (at a cost of one coin) on the way.

Little Town
– Image by boardGOATS

It had been back and forth between Blue and Ruby until Blue nabbed the Statue from under Ruby’s nose giving her a straight ten points.  That forced Ruby to switch tack and build the Church which allows players to convert Cash into points.  Although there wasn’t really time to activate it more than once, it was also worth eight points in its own right.  All three players managed to complete their Objectives, even Purple who had some tough ones.  Before the game, Purple had made a comment, that nobody would need the Sixty Point Token, but as the end of the final round approached it looked like both Blue and Ruby might actually manage it.  In the end, it was close, but Blue just managed it finishing with sixty-four, while Ruby didn’t quite make it in second place.

Little Town
– Image by boardGOATS

Learning outcome:  Popular games are popular for a reason.

29th April 2025

The evening began with a quick game of the popular Blackjack based game, Flip 7.  This is a quick, push-your-luck card game along the lines of Port Royal where players turn over cards and gamble on not revealing the same number twice taking it in turns to decide whether they want to “flip” or ” stick”. The catch is that each numbered card appears in the deck that number of times (i.e there is one one, two twos and so on). Flipping over seven different cards in a succession gives fifteen bonus points.  There are also some action cards in the deck, “Flip Three”, “Freeze”, “Second Chance” and modifier cards which give extra points. The game ends when players have reached the pre-agreed total.

Flip 7
– Image by boardGOATS

Ivory was keen to get in a little practice as “Little-Ivory” was getting it for his birthday in the next few days.  Although the game plays up to eight (with one box), there were just the four as Ivory was joined by Jade, Sapphire and Mint.  Mint went bust early and Sapphire started fast, but the victor was Ivory who didn’t go bust at all during the game.  With that over quite quickly Jade and Sapphire were joined by Pine, Plum and Byzantium to play the “Feature Game“, Creature Comforts.  In this game, players spend Spring, Summer, and Autumn gathering different resources from the forest and spending them to collect items that will home a more inviting place while the world outside is covered in a layer of snow in the Winter.

Creature Comforts
– Image by boardGOATS

Creature Comforts is a worker placement game with a twist:  the workers can be placed at various locations, but dice of specific values (or sum-totals) are required to activate the locations. Thus, the players need access to dice of specific values when it comes to triggering those workers.  Jade explained the rules to Pine, Plum, Byzantium and Sapphire, some of whom were new to the game.  Played over twelve months, at the start of each month or round, a Traveler “event” card is revealed which either applies an instant effect or one that lasts the duration of the month.  Simultaneously, players then roll their two Family dice and place them on their Home Boards.

Creature Comforts
– Image by boardGOATS

Then, players simultaneously place their Workers at their choice of the twelve locations.  Although the locations can hold any number of Workers, players can only place a single worker at each one.  Each location will either require a dice of a specific value or multiple dice that add to a given sum (or have a particular requirement e.g. feature all odds or evens).  The catch is that at this point, players only know the values of the two dice that they have access to, their Family dice.  So, placing Workers requires some astute planning mixed with some luck when the four communal Village dice are rolled next, by the start player for the month.  Players then take it in turns to allocate the six dice at their disposal to activate as many of the locations their Workers are at as possible.

Creature Comforts
– Image by boardGOATS

Each Worker that a player cannot activate gets them a Lesson token, which can be used to modify dice values in later turns (for only that player).  Finally, players finish their turn by crafting any creature comfort cards they can, keeping in mind that only three can be carried over to the next round.  After eight months (six if playing a shorter version of the game), players can craft any left-over cards they might have in their hand if they can afford to and then score for their Comfort Cards, Improvement Cards, for empty Cottage spaces and left-over resources.  The first problem was that there were a lot of locations to get to grips with.  Pine, who was new to the game, struggled initially, but by the end was wanting to play again soon!

Creature Comforts
– Image by boardGOATS

Sadly, although the game was a lot of fun and enjoyed by all, it was marred by the fact that “Last Orders” was called sooner than expected.  This meant the last couple of rounds were played at something of a rush and points were missed and some of the scores might not have been correctly counted.  There are a lots of odd points to be counted, but the bulk come from the eponymous Creature Comfort cards.  Byzantium top-scored for these with forty-three points, some ten more than anyone else, so it was no surprise that he ran out the winner by a sizeable margin, with everyone else left fighting for second.  That battle was won by Sapphire with Pine taking third.

Creature Comforts
– Image by BGG contributor hipopotam

Meanwhile, Mint introduced Blue and Ivory to the really cool, three-dimensional game, Planet.  This is quite a simple game, but really clever:  each player receives a dodecahedral planet core with twelve pentagonal spaces and a magnet in the centre of each one.  On their turn, players choose a pentagonal tile with different terrains (Mountain, Ice, Forest and/or Desert) on them and stick it to their planet. The player who fulfills the most conditions for the appearance of certain animals gains its card.  There are public, animal objectives and each player has a private objective, their “Natural Habitat”.

Planet
– Image by boardGOATS

Players score points for the size of their Natural Habitat, and also for each animal card they claim.  Animals that live in an area that is not the player’s Natural Habitat score extra points which creates sort of opposing incentives to cover the planet with Natural Habitat tiles while also creating the right conditions to score animal cards.  And as the Planet fills up, this gets more and more complex.  Although everyone loved it, the game didn’t quite click for Blue, but it was close between Ivory and Mint.  There were only two points between them in the final totals, with Ivory taking his second victory of the night with twenty points.

Planet
– Image by boardGOATS

From there, the trio went on to play the Golden GOAT Award winning game, Stamp Swap.  In spite of the theme (which didn’t really set anybody’s imagination on fire), this has proved to be a really popular game within the group—it is just very smooth and doesn’t outstay its welcome.  Everyone had played it before, so there was only the barest minimum of a rules run-down.  The game takes place over three rounds, each split into two parts:  Firstly players take it in turns to choose from a central pool, then players divide their pile into two and the first player chooses one pile from another player to take, who keeps their other pile and chooses one from another play—and thus the piles of stamps are swapped.

Stamp Swap
– Image by boardGOATS

Players score points at the end of each round for their achievements and at the end of the game, for the face-value of the stamps and for end game objectives.  Despite everyone having played it before, there was a rules malfunction that might happened before and could have made a significant difference, to Mint and Blue especially.  Each player has an “Exhibitor” which gives players a point for each stamp they have of a given theme.  The group scored this at the end of the game, however, it is supposed to give points at the end of each round.  Everyone played by the same rules, so Ivory was the deserved winner with a hundred and eighteen points, but the scores would have been closer if the Exhibitors had been played correctly.

Stamp Swap
– Image by boardGOATS

On a night when there were four tables, the third consisted of Pink, Black, Pine and Purple, started with a game of Little Town.  This is a really cute little game of Worker placement, resource collection and management, and building tile placement.  The game lasts for four rounds, during which players collect resources (wood, stones, fish, and wheat) from the eight surrounding squares by placing Workers on central map.  Players can then build buildings using these resources, players can then gain the effect of the building by placing a Worker next to it.  Placing a Worker next to a building owned by another has a cost though, and the player must pay a coin before you can collect resources.

Little Town
– Image by boardGOATS

Players collect victory points using the powers of buildings, by constructing buildings, and by achieving objectives dealt at the beginning of the game. This time, Pink played a really pragmatic game essentially simply repeatedly activating the Well and the Bar (giving him two and three points each respectively).  As a result, the game was a bit of a land-slide with Pink taking victory with thirty-nine points, eleven ahead of Black in second with Pine a few points behind that.  With everyone else otherwise engaged, the group went on to play a quick game of Ticket to Ride: New York.  This is one of the first of the very small editions of Ticket to Ride, in fact, the first of the “Cities“, as it was preceded only by the Demo version.

Ticket to Ride: New York
– Image by boardGOATS

The game is played much the same as the full version of Ticket to Ride, with players taking coloured cards from the market and spending them to place pieces (in this case taxis) with the aim of completing tickets.  Black took the most points for the Tourist Attractions he made connections with, but had a bit of a ‘mare elsewhere, failing to complete a large pile of tickets which left him losing fifteen points.  This almost entirely wiped out the rest of his points, but it was relatively close between the others.  Pink was once again the victor though, taking the most points for placing taxis and for his tickets giving him a total of thirty-four points, with Pine taking second place just ahead of Purple.

Ticket to Ride: New York
– Image by boardGOATS

The fourth table consisting of Green, Teal, Salmon and Flint, only played the one game, but it was one of the most beautiful of recent times:  Earth.  This is a card-driven engine-builder where players are building themselves an ecosystem.  Often compared to Wingspan, although there is a lot to understand, the game itself is not actually all that complicated. Players are building a four by four grid of Flora and Terrain cards which represents their island; during the game they will plant flora, water it and allow it to grow.

Earth
– Image by boardGOATS

On their turn, players do one of four things: Planting (paying the cost in Soil tokens), Composting (gaining Soil and placing cards from the deck in their discard pile), Watering (place Sprouts and gain Soil) & Growing (draw new cards and place growth tokens).  A bit like Puerto Rico, once the active player has chosen which action they are taking, everyone else gets to do a subsidiary, slightly weaker version of the same action.  For example, when Planting, the active player plants two cards, draws four and keeps one, while the other players plant one and draw one.

Earth
– Image by boardGOATS

Once everyone has completed the action for the turn, everyone activates all the cards in their island that match the colour of the action chosen, starting with the card in the top left and working across each row in turn.  So, not only is it important which cards are played, but also where they are located in the player’s island.  At the end of the game (which is triggered when one player has completed their island), players score points for each Flora card, any Trunks and Canopies they have grown, their Sprouts and their pile of “Composted” or discarded cards.  Players also score points for achieving objectives on the Fauna cards revealed at the start of the game and for completing their island first.

Earth
– Image by boardGOATS

This was another game that turned out to be a bit of a land-slide.  The base scores for the islands was pretty consistent, but as with many games, it’s about what you do with the cards you get that makes the difference.  Green “Composted” fewer cards, but scored more for his Sprouts.  Players had ups and down, but otherwise it was fairly even.  The biggest difference, however, was the number of Leaf Tokens on the Fauna board—Green had more than twice as many as anyone else with sixty.  As a result, his total of two-hundred and forty-four was nearly fifty more than that of Teal who took second ahead of Flint in third.

Earth
– Image by boardGOATS

Learning outcome:  Rushing the end of a game can take the shine off it.

4th February 2025

Blue and Pink were just finishing their supper when not one, but three copies of Ark Nova walked in, escorted by Ivory, Cobalt and Green.  This was because the “Feature Game” was to be its Marine Worlds expansion and, as Ark Nova is a substantial game that doesn’t get as many outings as it deserves, everyone was keen to give their copy a bit of an airing.  The game is much longer than those we usually play on a Tuesday so everyone who was keen to play was early and started setting up promptly.  Given the length, we also erred on the lower end of the player count, with just Ivory, Cobalt and Green playing.  The game is all about planning and designing a modern, scientifically managed zoo, but the game-play is more like Terraforming Mars with animals, than Zoo Break or Zooloretto.

Ark Nova
– Image by boardGOATS

Although it is quite a complex game, functionally it is not difficult to play on a turn by turn basis, though there is quite a lot to manage and keep a track of.  On their turn, players take one of six possible actions:  activating one of the five action cards (Cards, Build, Animals, Association and Sponsor) with a strength equal to the number above the card.  When activating a card players perform the action based on its power level which is dictated by its position in the row.  During the game, players can upgrade and turn over the action cards to a more powerful second side using various Bonuses.  The Marine Worlds expansion introduces several new elements to the game.

Ark Nova: Marine Worlds
– Image by boardGOATS

Firstly, there are sea animals that have to be played in new special enclosures that must be built adjacent to water.  Roughly half the sea animals are reef dwellers, and whenever a player adds a reef dweller to their zoo, they trigger the ability of all reef dwellers in that zoo. To deal with the dilution of the deck (caused by adding more cards), all sea cards feature a wave icon, and whenever it is revealed in the display, you discard the first card in the row, then replace it.  For each of the five Action cards there are four alternate versions with a little twist. Players draft these action cards at the start of play, replacing two of their standard action cards with these new ones, increasing the asymmetry in the game.

Ark Nova: Marine Worlds
– Image by boardGOATS

A new fourth University option is also available on the Association board.  If a player takes it, they claim one of six special Universities from the Reserve that feature one Research icon and one of six animal icons.  When a player takes this, they reveal Cards from the top of the deck and keep the first revealed card with an animal icon that matches their chosen University.  There are also new bonus tiles and other little bits and pieces to smooth out the game play.  Although the Marine Worlds expansion comes is modular, the group chose to play with all the components (Marine animals, asymmetric maps and drafted action cards).

Ark Nova: Marine Worlds
– Image by boardGOATS

Ivory took a Sponsor Card that gave him extra money for breaks and an Association Card that gave him the ability to hire workers.  This coupled with the lake map which gave extra money for building around the lake meant Ivory had access to lots of cash as the game developed.  Both Cobalt and Green took a Sponsor and an Animal Card, with Cobalt taking a map that allowed him to discard cards for money while Green had the map with the park restaurant.  While Cobalt was also able to build up a lot of cash, Green spent most of the game playing the poor relation, just scraping by.  The game started slowly, with initial conservation projects devoted to Australian animals, Birds, and African Animals.

Ark Nova: Marine Worlds
– Image by boardGOATS

Both Green and Ivory wound up spending all their early money, trying to get Animals out, whereas Cobalt focused on the Association board and playing Sponsor cards.  After struggling with money for the first couple of rounds, Ivory managed to get two Australian animals, allowing him to put a token on the conservation card, giving an additional Zoo Dollars at each break/income step and from then on, money wasn’t too much of an issue for him. Green however, struggled for money for most of the game, where Cobalt continued to focus on Sponsor Cards and Association Actions, and as a result, he took an early lead on the Research track which gave him a much greater card choice. Cobalt did build an early aquarium, however, and started filling it up with fish.

Ark Nova: Marine Worlds
– Image by boardGOATS

After a quick start, both on the conservation track and appeal track, Ivory’s game slowed down significantly—he was too focused on animals, compared to Green and Cobalt.  They had both spent time taking Association actions, leading them to Upgrade cards and progress up the Reputation track. Cobalt was able to significantly move up the Conservation track in the middle game using his Sponsor Cards, whereas Green focused on one big move by having lots of birds in his zoo.  Much to Pink’s disgust, although the panda was an option at one point in the game, the “wave” added by expansion pushed it on, so nobody got the Panda.  Instead, by the end of the game, Ivory had quite a collection of monkeys, Green had a few some birds and Cobalt had a lot of fish.

Ark Nova: Marine Worlds
– Image by boardGOATS

Going into the end game, Cobalt some way ahead on the Conservation track, followed by Green, while Green and Ivory were fairly similar in Appeal.  Cobalt then started playing lots of animals in his zoo and managed to completely fill it moving rapidly along the Appeal track.  It was clear he was soon going to bring the game to a close, due in part to both his (and Green’s) ability to make donations by upgrading the Association card. Green was also moving forwards on both tracks while Ivory was lagging behind albeit with three conservation cards in hand. Fortunately, Ivory had lots of “x tokens”, allowing him to play all his conservation cards (and gain the additional worker he needed, shooting up the conservation track, though sadly, it was too little too late.  From there, It wasn’t long before Cobalt’s Tokens to crossed, ending the game.

Ark Nova: Marine Worlds
– Image by boardGOATS

Everyone had made some mistakes reading their cards and/or abilities which cost a little bit, but was probably fairly balanced out.  Everyone managed to get the full four Conservation points on their personal scoring cards, but Green picked up quite a few extra points from the Sponsorship cards leaving him level with Cobalt.  Inevitably, this led to a hunt for tie-breakers—the rules state that the tied player who supported the most Conservation Projects wins the game.  As Green and Cobalt had also supported the same number of Conservation projects the rules dictated they should share the victory.  That said, Green magnanimously said he felt Cobalt had the edge by virtue of having way more coin at the end of the game.

Ark Nova: Marine Worlds
– Image by boardGOATS

On the next table, Blue, Pink and Mint had finally got underway playing Kavango.  This is a conservation, card-drafting game.  A bit like games like Sushi Go! and 7 Wonders, players draft cards to build their Reserve.  Like games like Terraforming Mars, however, cards can only be added to a player’s Reserve if they have its requirements.  These might be the food supply, or enough protection (environmental, poaching or climate).  Climate protection is unique because, as in real life, players have to work on that together.  At the end of the game, after three rounds, players add up the value of their animals, and any bonuses together with any points scored during the game for Research, and the player with the most points is the winner.

Kavango
– Image by boardGOATS

Pine joined them briefly and expressed an interest in playing another time, but decided this week he would take himself home to better acquaint himself with his C-vitamins and avoid unnecessarily sharing his bugs.  Mint was the nominal first player, though mostly the game is played simultaneously.  Blue started hard and fast building up lots of income, however, she was forced to invest heavily in Climate protection—honourable, but not necessarily lucrative.  Pink and Mint were a little slower to start, but made good progress.  Both got caught out by a very minor rules malfunction that had a significant impact:  Cards not used at the end of the round are supposed to go into a discard pile, but instead were returned to their decks.

Kavango
– Image by boardGOATS

Towards the end of the game, this suddenly became significant as some types of card are not available in the final rounds.  So, those that needed, for example, termites (like Mint), were unable to get them.  Pink and Mint were most obviously affected, though everyone got caught in some way or another.  The card draw hindered Blue as she struggled to find any migratory animals at all and had to abandon her personal objective as unachievable.  In contrast, Mint and Pink both did really well with theirs (birds and toxic creatures respectively), making the result much closer than it would otherwise have been with Blue the victor with a hundred and seventy-one, a single point more than Mint.

Kavango
– Image by boardGOATS

Meanwhile, Plum and Byzantium had kindly agreed to take Lime to the other side of the room to play the Golden GOAT Award 2024 Winner, Stamp Swap.  Somehow, despite the flurry of outings it received towards the end of last year, Lime had missed out on playing it.  This is also a drafting-type game, but this time with stamps (mostly).  The game takes place over three rounds, each split into two parts:  Firstly players take it in turns to choose from a central pool, then players divide their pile into two and the first player chooses one pile from another player to take, who keeps their other pile and chooses one from another play—and thus the piles of stamps are swapped.

Stamp Swap
– Image by boardGOATS

On previous outings, Byzantium had managed to annoy Blue by just beating her.  It had been his birthday at the weekend, so the question was whether he would get another, albeit slightly belated, birthday gift in the form of another victory.  Sadly for Byzantium, it was not to be though.  Plum took ten more points than him during the game and another ten more in the end game scoring between them, giving poor Lime quite a trampling on his first game.  Stamp Swap wasn’t the only popular new game to get an outing this evening.  On the next table, Jade and Sapphire were introducing Purple and Black to Fromage, a sort of cheesy worker placement game with simultaneous play and a time component, not completely unlike Tzolk’in.

Fromage
– Image by boardGOATS

The actions are tied up in four “mini-games” which players take it in turns to participate in.  It has proven quite a popular little game because once everyone knows how to play, there is relatively little down time and despite playing different areas at different times, quite a lot of interaction.  Players simultaneously choose where to place their workers, in their quadrant of the board, and once everyone is done, the board is turned and then players retrieve any workers they can and then place workers on their next quadrant.  Players score points for occupying tables in the Bistro quadrant, holding the majority in regions in the Villes quadrant, filling different tables in the Fromagerie quadrant, occupying contiguous areas in the Festival quadrant, and for fulfilling Orders.

Fromage
– Image by boardGOATS

This time, Purple and Jade made a bit of a killing in the bistro taking nearly thirty points each, while Sapphire took twenty-two points in the Villes.  Black’s strategy was somewhat different, picking up points more evenly across the board and focusing particularly on fruit.  In the end, despite the differences in approaches, the scores were very similar, with only three points covering second to fourth.  The winner was Jade, however, some twenty points clear of Sapphire, who just nicked second, but a single point.  The game had been well received, and the group ended up “Doing a Lime” and playing it a second time.

Fromage
– Image by boardGOATS

The second game was also tight, although everyone was much more even in where they scored their points.  Sapphire just edged it though, again by a single point, again from Black, pushing Jade into third.  There was still time after the second game for something else, something new, something quick—Flip 7.  This is a really simple “Push your Luck” game reminiscent of Port Royal, where players simply turn over cards and gamble on not revealing the same number twice.  The catch is that each numbered card appears in the deck that number of times (i.e there is one one, two twos and so on).  Flipping over seven in a row gives fifteen bonus points.

Flip 7
– Image by boardGOATS

There are also some action cards in the deck, “Flip Three”, “Freeze”, “Second Chance” and modifier cards which give extra points.  Players take it in turns to decide whether they want to “flip” or ” stick”.  The game ends when players have reached the pre-agreed total (two hundred, according to the rules, though games can easily be made longer or shorter as desired).  In the first round, three players scored well, but the rest of the game did not go so well.  In fact, the only player who managed to score in every round was Black with a fairly consistent total around thirty.  It was no surprise that he was the first to pass two hundred and was therefore the winner, ahead of Sapphire and Purple, who were joint second with a hundred and seventy-six.

Flip 7
– Image by boardGOATS

Learning Outcome:  Zoos are even more fun with sea creatures.

Mike and the Perseid Meteor Shower

High pressure tends to give clear skies which makes it great for star gazing, and especially for spotting Perseid Meteors.  These are small objects, in this case from the tail of the Swift-Tuttle Comet that appear as shooting stars.  They are called Perseids because they come from the general direction of the Perseus Constellation and appear annually, in July/August.

Perseid Meteor Shower
– Image by Flickr user slworking2,
adapted by boardGOATS

However, for some of us, the appearance of the Perseids will always be associated with the much missed, Mike Parker (aka Burgundy), after we spent too long standing in the pub car park after one games night, getting a crick in the neck.  Mike was taken from us much too soon; later this month would have been his sixty-sixth birthday.  This year, the peak of the Perseid Meteor Shower is expected to be from the evening of the 11th August to the morning of 14th August, so tonight, just after midnight should be a good time to find a dark spot and watch.  And for those of use who remember him, to think of Mike.

Mike Parker
– Image by Pushpendra Rishi

30th May 2023

Pink and Blue were late arriving thanks to a debate as to whether the actor Gary Lewis was in the Roland Emmerich film The Day After Tomorrow.  Eventually Blue and IMDb were proved right when Pink found the guy who WAS in the film (Richard McMillan, who bore no resemblance to Gary Lewis whatsoever), but that meant they were late arriving and Plum and Byzantium were already there.  Unfortunately, due to a mix up, the Jockey wasn’t serving food, so Blue headed off to get chips for everyone from Darren at The Happy Plaice.  As the chips were consumed, everyone else arrived and it was just a question of who would play the “Feature Game“, the Wild Ride expansion to our go-to motor racing game, Downforce, and what everyone else would play.

Downforce
– Image by boardGOATS

Eventually Pink and Green committed to Downforce, and were joined by Pine (who claimed that after doing well the first time he played, he’d come last ever since), Black and Lime (as long as the other group weren’t playing Wingspan).  Pink and Green reminded people of the rules of the base game, which are simple enough:  after being dealt their hand of cards, players bid for cars, with the player who pays the most deducting the cost from their final score.  Once the bidding is over, the race takes place.  Players take it in turns to play one card from their hand, and then move all the cars depicted on it in turn.

Downforce
– Image by boardGOATS

When the first car crosses a betting line, the race is paused while everyone bets on which car will win the race.  There are three betting lines, but the winnings for betting decrease the closer they are to the finish line.  At the end of the game, players total their winnings from the race with those from the betting, deducting the cost of their car and the player with the most cash is the winner.  The Wild Ride expansion adds two new tracks: Aloha Sands and Savanna Stretch. Aloha Sands adds water jumps which cars can use if they are moving fast enough. The jumps allow players to pass other cars and get round the track more efficiently, but timing is everything.

Downforce: Wild Ride
– Image by boardGOATS

In contrast, Savanna Stretch features wild animals that block the track.  Once the first car has passed an animal, they are moved to another part of the track, as such, they help to prevent the “runaway leader” problem that can sometimes be an issue in the base game.  It was this track that players chose to use this time.  The inclusion of extra animals on the track caused a little confusion initially, but the group soon worked out two of the important features of this track.  Firstly, the animal tile only moves after the first car is fully past it and all other the cars have finished their movements for that card, which means that the animal is really only an impediment for the first few cars.

Downforce: Wild Ride
– Image by boardGOATS

The other the slightly unusual aspect of this track is that the pole position car starts at the rear of the pack.  With five players and six cars, there was always a chance that someone would get two, and that someone was Lime.  While this can be a huge advantage, especially if the cars are cheap, it can also be a risky strategy as it can be difficult to manipulate two cars and they can also become a target for other players.  Unfortunately for Lime, his cars were among the most expensive, leaving him with a deficit of $11M before the racing began, compared with Pink and Green for example, who paid just $2M for theirs.  Once everyone had got to grips with the rules and the cars had been allocated, the race was underway.

Downforce: Wild Ride
– Image by boardGOATS

For a track with so many tight sections it was not surprising that there was a lot of blocking going on—most of it, to be fair, totally deliberate… Pink (in the red car) found his early push to the front to be a mistake, as he was instantly the target for blocking maneuvers from turn two until the final straight.  Green (in orange) used his online experience from Board Game Arena to keep himself in the pack, but not at the front. Luckily for him several other players selected his car to win the race at the first two check points, which helped keep him out of trouble and pushed forwards.

Downforce: Wild Ride
– Image by boardGOATS

However after the halfway mark, Black (driving the blue car) and Pink both surged forward causing Green and Pine to lose their nerve and bet on Black (instead of Green) at the last checkpoint.  However, they should not have worried, as very soon after that, Green’s car surged forward weaving between the cars in front to race for the line and victory.  Pine was close behind, followed by the first of Lime’s cars (the other brought up the rear).  With the race done, there were just the winnings to claim from the bookies.  Because Green had got away with paying little for his car and won the race, he had a significant prize pot even before betting was paid out.

Downforce
– Image by boardGOATS

There wasn’t a huge difference in the results from the betting, but it was enough for Green to extend his lead.  Pine also raked in millions as his betting pattern was the same as Green’s (perhaps someone should investigate them for race fixing).  As a result, Pine come in clear second with Black completing the podium.  Since there was still some time left for a “proper” game, the group hunted around for something that wasn’t too long and could play five.  In the end, they settled on the simple little “push your luck” game, Port Royal, as much because no one could find anything better for five players, than because anyone really wanted it specifically.

Port Royal
– Image by boardGOATS

It had been a little while since most of the group had played, though the rules are simple enough.  On their turn, the active player chooses to “twist” and turn over the top card of the deck, or “stick” and keep the current card set.  The deck of cards consist of coloured ship cards and character cards.  The first decision is to decide whether to risk a “twist” because if second ship card of a colour is drawn the player goes bust and their turn ends.  If a player “sticks” they can take a ship and add its treasure to their stash, or they can use their gold to buy the support of characters.  These give players victory points and special powers, but also can be used to claim contracts and give more points.

Port Royal
– Image by boardGOATS

Once the active player has taken a card, players round the table can take a card too.  The cards are double-sided like those in San Juan or Bohnanza, so in the same way, keeping an eye on the discard pile and the money in players’ hoard is also key.  Although Black and Green did their best to quickly explain the rules, Pine and Lime were still both a little unsure, and perhaps with good reason.  Part way through the second round Black and Green realised something was amiss and re-read the rules and spotted a “rules malfunction”:  they had forgotten that when a player takes a card on another player’s turn, they pay the active player one coin, thus encouraging players to push their luck further to give more players more choice.

Port Royal
– Image by boardGOATS

So from the second round on-wards they group started playing correctly.  Pink’s strategy involved ignoring the Sailors and trusting to luck with turning the cards while spending his money on symbols to make up Expedition cards.  That gained him the first Expedition card, but ultimately, this single minded approach wasn’t very successful, at least in this game.  Green went for a strategy of collecting fighting cards, in order to fight off the pirate ships.  This worked initially, but by the time he had five fighters (and seven points), he kept going bust on his turn as he turned up skull bearing Pirate Ships against which there is no defence!

Port Royal
– Image by boardGOATS

This meant that everyone else was able to gradually build their wealth and cards to catch him up.  Green then collected two more fighters and in preparation for one final attack, but would he get the chance?  Black had managed to accumulate a lot of points, not least because he collected money for both a large array of cards and for when it went bust thanks to the Admiral and the Jester.  If Black could collect another special symbol he could claim an expedition and win the game before Green could make his mega move with a full fighting force.  Unfortunately for Pine, he wasn’t able to collect the symbol he needed to claim a expedition as he went bust.

Port Royal
– Image by boardGOATS

So it was Green’s turn again and he started to pull out cards, with a huge line of cards.  After defeating every lower value Pirate Ship he came across, he managed a full five different coloured ships.  From there he was able to collect another five coins and purchase the two crosses on display, which gave him an expedition card and enough points for victory.  At the conclusion of the game, Pine confirmed his early feelings that he did not really like this game, and Lime felt it was all a bit too confusing, never really sure what he was doing.  This was an older game that we used to play a lot of at the club, but it seems to have lost its lustre now and will probably forever remain an occasional play game.

Port Royal
– Image by boardGOATS

Meanwhile, on the next table there was a lot of debate as to what they’d play.  With five, the options were quite restricted, Burgle Bros. almost made it, until Teal realised it only played four, which left Tiny Towns.  Plum wasn’t so keen, so in the end, the group went for the old favourite Wingspan (having said to Lime that they weren’t going to play it…  Sorry Lime!).  There was some debate as to whether there was time for the game with five players, and options of playing three rounds instead of four were briefly discussed, but since everyone knew what they were doing, the group decided to give it a go and see if they could squeeze in a full-length game.

Wingspan
– Image by boardGOATS

The game is an engine builder that is quite simple in theory, but quite difficult to play well.  Players are collecting birds for their sanctuary, scoring points for exciting birds, eggs, cached food and cards tucked under birds (representing flocks of birds or prey caught), as well as bonus points for achieving particular goals during the game and at the end of the game.  The idea is that, on their turn, players either play a bird card from their hand into their tableau, or carry out the action associated with one of the three habitats (Woodland, Grassland or Wetland) and then activate each bird in that habitat.  While that is all there is to it, it’s all in the cards and getting them to work together.

Wingspan
– Image by boardGOATS

Wingspan can be a little “multi-player solitaire”, that is to say, there can be very little interaction between players in some games.  For some players this is preferred as it means players don’t have their carefully laid plans destroyed by others, while others feel they might just as well be sitting alone and interaction between players is what makes playing games important.  It had been a while since it’s last outing, but the group were quick to get going and were happy to play with the European Expansion which was already mixed in.  Plum in particular, got off to a flying start with her opening hand, four of which were coloured birds and matched her chosen Bonus card (the Photographer).

Wingspan
– Image by boardGOATS

In contrast, Blue had cards that didn’t match at all.  The Rodentologist was her best Bonus card giving her two points for each bird in her sanctuary that ate a rodents, but not one card in her starting hand qualified.  Teal started out with a strategy to maximise his egg production and prioritised birds with brown powers and resource conversion to assist that aim.  The first card Plum played helped him in this, and everyone else too as it happens as it was a very generous Ruby-throated Hummingbird that gave everyone food every time it was activated.  Teal returned the favour as he laid eggs at every opportunity and Plum had a bird that rewarded “once between turns” if anyone laid eggs.

Wingspan
– Image by boardGOATS

As the game progressed, players worked on the end of round bonuses.  Three of the four birds Plum had kept from the start also happened to have bowl nests which contributed towards the fourth round goals, as long she could ensure they had eggs on them.  She didn’t really aim for anything else, but Blue, Byzantium and especially Teal did well in the early rounds.  Plum picked up some more birds with colours in their names, but also managed to play the Yellowhammer end of round card which she was able to use to great effect as it enabled her to play an extra bird card if she had used all four actions during the round.  Byzantium had issues with the dice which repeatedly wouldn’t give him what he wanted.

Wingspan
– Image by boardGOATS

Then to compound Byzantium’s woes, he got himself in a bit of a mess when he played his migrating bird into the wrong habitat meaning he didn’t get the advantage of moving the bird straight away and costing him more eggs into the bargain.  Purple had different dice issues when she rolled five berries and called “Yahtzee!”  Blue had improved her hand and acquired some more helpful cards, including one that gave her an extra Bonus card, the Behaviourist, which gave her three points for each column with three different power colours.  As people sifted through the deck trying to find cards they liked the look of, the California Condor appeared, which everyone agreed looked like a monkey.

Wingspan
– Image by boardGOATS

Towards the end of the game, partly as a result of Plum’s Hummingbird, Byzantium ended up with a surfeit of food and nothing to spend it on.  So, he switched tactics and took the Condor hoping to get a bonus card that would improve his fortunes.  It didn’t.  Blue tried the same and didn’t do any better.  After the final round Plum activated her Yellowhammer again and was left with the choice of playing a bird that gave her a Bonus card or one that gave two extra points.  She also went for the Bonus card, the Fishery Manager, but only one of her birds ate fish.  Time was ticking on, but the game was over well within two and a half hours with just the scoring to go as last orders chimed.

Wingspan
– Image by boardGOATS

Blue had some high scoring birds, but not as many as Plum who took fifty-five points for them alone. Blue had quite a lot of eggs too, but not as many as Teal who had twenty-three.  Everyone else was concentrating on counting, when Purple (aided by Black who had come along to lend a few fingers), gave her score for her bonus cards: thirty-four points, more than twice that of anyone else.  Unfortunately for her though, prioritising her Backyard Birder Bonus which gave her points for birds scoring fewer than four points left her with lots of low scoring birds.  It was a close scoring game, but first place went to Blue who finished a handful of points ahead of Plum with Teal a little way behind in third.

<Wingspan: European Expansion
– Image by boardGOATS

Learning Outcome:  Forget snakes on a train, what about snakes on a race track?!?!

10th February 2022

It was just Blue and Pink for food, so while they waited, they killed time with a very quick game of Ticket to Ride: London.  The little, city versions of Ticket to Ride make great appetisers, and this one is no exception.  The game play is essentially the same as in the full-sized versions (collect coloured cards and play them to buy routes), except they have fewer pieces, a much smaller map and take a lot less time to play.  In terms of strategy, there usually isn’t really time to do much, so it’s typically a case of doing one thing and doing it well.

Ticket to Ride: London
– Image by boardGOATS

This time, Blue decided to really challenge herself.  The London game gives bonus points for connect for players that collect certain locations together.  Blue worked out that if she managed to complete her longer ticket (Buckingham Palace to Brick Lane), going via the “ring road”, she could also complete her shorter ticket (Hyde Park to St Paul’s), and pick up lots of bonus points too, with just one bus left over.  Unfortunately for her, Pink managed to end the game just one turn too soon, leaving her with a gap between Regent’s Park and King’s Cross, no bonuses, no tickets and almost no points.  When it came to sparing her blushes, food couldn’t arrive too soon.

Ticket to Ride: London
– Image by boardGOATS

With Green bringing his parents (Saffron & Sapphire), the “Feature Game” was a light, hand-management, double-think fox and chickens game that we’ve played a few times before, called Pick Picknic.  It looked like three games were going to be needed, so Pink suggested Altiplano (in lieu of Orléans which didn’t quite make it last time), and took it to the other side of the room along with Ivory, Sage and Teal.  Pick Picknic plays six, but with eight foxes to fight over the chickens, two games of four seemed the best way to set things up.  Green suggested breaking up his family unit, so Blue instigated a trade and swapped Lilac and Sapphire for Lime and Purple.

Pick Picknic
– Image by boardGOATS

So, after a quick game of Musical Chairs, Green, Saffron, Lime and Purple settled down to play Pick Picknic.  At the start of each round, the six coloured farm yards are seeded with a random corn (worth one, two or three points).  Players then simultaneously choose a card from their hand and play it.  If their card is the only card of that colour and is a chicken, it gets all the corn.  If there is more than one chicken of that colour, they can either come to an agreement to share the corn, or fight for it.  If there is a fox amongst the chickens, the fox has a good feed and the corn remains till the next round.  If someone plays a fox card and there are no chickens, the fox goes hungry.

Pick Picknic
– Image by boardGOATS

The game started in an amicable manner sharing out the corn instead of fighting for it when the need arose, until half way through when Lime decided he no longer wanted to share. He won, but the scene was now set and squabbles broke out over corn more often.  In the meantime, Lime’s foxes were getting fat from eating everyone else’s birds and corn was building up, uneaten.  The others’ foxes were usually not so lucky, and Purple’s foxes were hungriest of all.  Towards the end of the game peace finally broke out once again and sharing was order of the day once more.  In the final tally, Lime proved the wiliest of us finishing first with fifty points and Saffron and Green close behind with forty-four and forty-five respectively.

Pick Picknic
– Image by boardGOATS

On the neighbouring table, Blue, Lilac, Black and Sapphire were a little slower to get going as they had to choose a game, but eventually decided on Coloretto.  While we’ve played it a lot, it was new to both Lilac and Sapphire so there was a recap of the rules first.  Blue explained that on their turn players have a simple decision:  turn over the top card in the deck and choose a “cart” to add it to, or take the cards from one of the carts.  Lilac commented that it was similar to Zooloretto, which of course it is, as Coloretto was it’s predecessor and they share the same basic mechanism.

Coloretto
– Image by boardGOATS

Players are trying to collect sets of the coloured chameleon cards, but there are two clever features.  Firstly, the largest three sets score positively and scores for the others are subtracted from a player’s total.  Secondly, for each set, the first card is worth a single point, but the second is worth two, the third is worth three and so on (up to a maximum of six cards).  Thus, it is better to get six cards of one colour, rather three in each of two suits.  Sapphire, took this to heart, focusing solely on red and green, and often taking nearly empty trucks as a result.

Coloretto
– Image by boardGOATS

Lilac was more adventurous and pushed her luck a bit, ending up with a bit of a rainbow, but with a couple of strong suits and a few bonus point cards.  Blue commented that, although players need to avoid negative points, players who don’t take cards generally don’t do well, and promptly took lots of cards and ended up with lots of negative points as a result.  Black, very experienced at this game, played smart and took an early lead which he held right until the last round when Blue got lucky and drew cards in her longest suit and with it, took victory, pushing Black into second.  Lilac and Sapphire were not far behind and separated by a single point.

Coloretto
– Image by boardGOATS

Pick Picknic and Coloretto finished at much the same time.  Purple then requested a game of Azul, so we preceded it with another quick game of Musical Chairs as Blue swapped places with Green.  Then, after a little discussion, Green, Lilac, Black and Sapphire chose to play Draftosaurus.  This is a fun little drafting game like Sushi Go!, but instead of drafting cards, players are drafting little wooden dinosaurs.  The dinomeeples are placed on the player’s board with different areas on the board scoring points in different ways.  For example, the “Meadow of Differences” can only hold one of each type of dinosaur, but will score twenty-one points if it contains all six (using the same scoring scheme as Coloretto).

Draftosaurus
– Image by boardGOATS

The game is played over two rounds (drafting clockwise and then anti-clocwise), before all the parks are scored.  Players also score an extra point for each Tyrannosaurus rex they have in their park, as well as extra points if they have if they have the most dinosaurs of the type they put in their “King of the Jungle” pen.  Everyone knows there is only one King of Jurassic Park and Black was looking like the winner with his T-rex strategy. He not only got several bonus points for pens with T-rex’s he also got seven points for having the most T-rexes too.  However it was Green’s more general approach to his dinosaur park that pipped Black to the post.

Draftosaurus
– Image by boardGOATS

All the scores were close though: Green finished with thirty-seven with Black in second with thirty four, and Lilac and Sapphire were just behind.  As everyone else was still playing, the group carried on together and moved on to the fun little push-your-luck game, Port Royal.  This (like its little cousin “Unterwegs“) is a very simple game: on their turn, the active player chooses to “twist” and turn over the top card of the deck, or “stick” and keep the current card set.  The deck of cards consist of coloured ship cards and character cards.  The first decision is to decide whether to risk a “twist” because if second ship card of a colour is drawn the player goes bust and their turn ends.

Port Royal
– Image by boardGOATS

If a player “sticks” they can take a ship and add its treasure to their stash, or they can use their gold to buy the support of characters.  These give players victory points and special powers, but also can be used to claim contracts and give more points.  The cards are double-sided like those in San Juan or Bohnanza, so in the same way, keeping an eye on the discard pile and the money in players’ hoard is key.  Once the active player has taken a card, players round the table can take a card too, but they must pay the active player for the privilege.  The game ends when one player has twelve points or more, that triggers the end of the game and the winner is the player with the most points.

Port Royal
– Image by boardGOATS

Black, once again, got off to a fighting start, collecting arms to help him ward off the pirates while Lilac had her eye on the contract symbols. Sapphire went for the Admiral, which gave him a bonus for drawing at least five cards and would give others an increased chance to buy and pay him even more.  Green started out with Green Trader bonus, but then got consistently hit by the black pirates before he could barely draw any cards, so his game was hampered from the very start.  With his fighting force at strength, Black was able to haul the cards out and start raking in the points.  Lilac managed to convert high value contracts before anyone else, gaining her more coins to buy more cards.

Port Royal Unterwegs
– Image by boardGOATS

Sapphire built up a “Jack of all Trades” hand, but it only steadily gained him points.  Green managed to finally rid himself of the scourge of the black pirates by stopping draws early, and started collecting symbols, but it was too late as Black reached the twelve points before anyone else. Everyone had one more turn, and Lilac was able to convert her final contract to also reach twelve. Both Lilac and Black managed one more purchase to finish on thirteen points each, but Lilac won took the tie break by virtue of having one more coin left than Black.  Sapphire and Green were also tied on points (on nine-points), but Sapphire completed the podium places with four coins more.

Port Royal
– Image by boardGOATS

Meanwhile, Blue, Saffron, Purple and Lime were playing Azul.  We’ve enjoyed the recent versions of these (Stained Glass of Sintra and Summer Pavillion), but this time the original was the game of choice.  All three use the same market mechanism where players either take tiles of one colour from one of the small markets and put the rest in the central pool, or take all the tiles of one colour from the central pool.  In this original version of Azul, players add these tiles to the channels on the left of player board, and at the end of the round if any of these are full, they move one tile to their mosaic and recycle the rest.

Azul
– Image by boardGOATS

Players score points for placing tiles such that they are part of a row and/or a column in the mosaic and at the end of the game, players score bonus points for completed rows and columns and also for placing all five tiles of any one colour.  There is a catch, however.  When a player takes tiles, all the tiles must go into a single tile channel, and must be of the same colour as any that are already there.  Any left overs score negative points and, as the more left over tiles a player has, the more negative points each one will score.  This has the potential to leave one player picking up lots of tiles and scoring lots of negative points.

Azul
– Image by boardGOATS

This time, that player was Lime.  Having scored a few points during the first round, he was unimpressed when all his negative points at the end of that round pushed him straight back to zero.  This wasn’t the only time that happened though, to the point that it became a bit of a running joke, especially as he made it a point every round to take the first player token (which counts as another negative tile).  One of the key tactics of the game is to try to complete tile channels at the end of the round because these are then emptied leaving the maximum amount of flexibility for the next round.

Azul
– Image by boardGOATS

And this is exactly what Saffron did.  Despite never having played the game before, by focusing on completing her tile channels she was always able to dig herself out of any difficulties.  Although the game was longer than Draftosaurus, it didn’t seem like very long before Purple triggered the end of the game by completing a row, the only one to do so.  It was quite close, but Blue just edged it from Saffron who took an excellent second.  With that, Lime headed off (before the drawbridge was raised) and Blue left Purple and Saffron chatting while she went to watch the last few rounds of Altiplano on the other side of the room.

Azul
– Image by boardGOATS

Altiplano is a much longer game and one that we are very fond of in the group.  Indeed, it was the first winner of the Golden GOAT award (in 2018), though we haven’t really been able to get it to the table since then.  For a while, it had been in the plan to play The Traveler expansion, however, we wanted to play the base game again first and with both Teal and Sage new to the game only the Sunny Days mini expansion was included.  The basic mechanism of the game is quite simple:  on their turn, players carry out the action based in the location their meeple is in, and optionally, moves their meeple either before or after, if they can.

Altiplano
– Image by boardGOATS

The game is a “bag building” game, so a bit like its predecessor, Orléans, or even deck builders like Dominion, players need the correct resources to be available when they carry out the actions.  So, at the start of each round, players draw resource disks out of their bag and place them on their player board to be used in the locations they plan to visit.  Mostly the game trots along quite merrily as this stage of the game is carried out simultaneously and everyone does their planning at the same time so the action phase is quite rapid.  Pink explained what all the different locations did and that there were two main sources of points:  Contracts and Resources.

Altiplano
– Image by boardGOATS

At the end of the game, the resources give points with the amount depending on what it is: primary resources score one point (wood, stone, fish etc.) while advanced processed materials (like cloth and glass) can score up to three or four points.  These will score even more points if they are stored in the Warehouse.  When a resource is used it is places into the players recycling box and goes back into their bag when their bag is empty.  In this way, instead of relying on probability/luck as in Orléans where used resources are returned straight to the bag, all resources are used before they are recycled.

Altiplano
– Image by boardGOATS

Players can leave unwanted resources on their player board, but this can obstruct their plans, so another option is to move them to the Warehouse.  Once in the Warehouse, they cannot be removed, but each full shelf (which can only store one type of resource), gives more points at the end of the game.  Only completely full shelves score in this way, which cost Pink some valuable points when he realised Ivory had pinched the last available fish just before he got there.

Altiplano
– Image by boardGOATS

The other main route to scoring points is through completing Contracts.  Players can only have one on the go at any one time, but when complete, they are worth points and also provide the player with a corn which goes straight in the warehouse and can act as a space-filler too.  As well as getting resources from the Wood, Mines, Seafront etc., players can also buy Contracts, build Carts (to provide them with additional travel options), build Boats or Huts (which provide resources and increase their resource scoring), or buy Board Extensions which give them enhanced abilities.  These Extensions also act as a timer triggering the game end.

Altiplano
– Image by boardGOATS

The game was really tight and despite the fact that all four protagonists employed different strategies, a postage stamp would have covered the final scores.  Pink, despite having carefully explained the importance of Contracts as a means to get points, decided to see how he could do by avoiding them completely—the only one to do so.  He concentrated instead on getting resources, especially high value ones, and storing them in his Warehouse.  Teal’s strategy was driven by the fact he started with the Woodcutter which allowed him to turn food into wood, so he concentrated on building Canoes, lots of Canoes.  This was not a strategy anyone had seen before, but it provided him with a lot of resources.

Altiplano
– Image by boardGOATS

Ivory went for Contracts in a big way, taking a massive fifty-five points for them alone.  Since resources on Contracts don’t score in and of themselves, however, this meant he scored fewer points elsewhere.  Sage went for a more “all round” strategy, picking up a lot of points for his contracts too, but also building a lot of Huts to enhance his resource score.  As the game came to a close there was the inevitable checking what the final Extension tiles and then everyone took their shoes and socks off for the complex final scoring.  The winner, on his first time out was Teal, his unconventional Canoe strategy netting him eighty-six points.  Pink finished second with eighty-three and Ivory was just one point behind that, in what had been a very tight game.

Altiplano
– Image by boardGOATS

Learning outcome: Teach a man to fish, and he’ll swap them for a pile of stones.

31st March 2020 (Online)

It is at times like this that we need social contact more than ever, and board games are a great medium for that, a fact recognised by both the World Health Organisation (WHO) and the British government.  With everyone confined to barracks for the foreseeable, we felt it was important to give online meetings a go.  There are several online gaming alternatives, but they all either cost or are horribly slow thanks to the fact that everyone else is trying to do the same.  For this reason, we decided to try to play a real game using the medium of Microsoft Teams with a camera pointed at the board and everyone else giving instructions.

Setting up for online gaming
– Image by boardGOATS

Our game of choice, and therefore our “Feature Game” for the day, was Las  Vegas. This was because everyone knows it (minimising explanations), lots of people can play (this was intended to be a social event, so that meant lots of people could be involved); it has no hidden information (a necessity for this sort of thing).  Blue and Pink began setting up at about 6pm, after the long walk home from work. They used two laptops: one was perched on some place mats and a pile of sturdy game boxes (specifically Tapestry, In the Hall of the Mountain King and Teotihuacan) with the reverse camera pointing at the table and the game, the second laptop was then used to see what everyone else could see.

Las Vegas
– Image by boardGOATS

Black and Purple (in Abingdon), were the first guinea pigs and struggled to get the link to work. Eventually, with some discussion over the phone and the inevitable microphones and speakers on/off issues, they were successful. While Pink popped out to fetch fish and chips from Darren Pryde and his itinerant chip van (which were truly excellent), Mullberry (in Wantage) became the next guinea pig and signed in with little difficulty.  After Blue sent out the link to everyone else at 7.30pm, there was a steady precession of gamers joining the party.  There were a few things we learnt from this first experience:

  • As the sun set, the natural light from the window faded and the camera really struggled—lighting really is critical.
  • MS Teams worked OK with people joining through a link via a web browser, but it is important that the “game camera” has an active microphone. If it does not, Teams decides it is not active and it disappears for anyone viewing on a browser.
  • MS Teams thinks that feeds where the image changes a lot are the most active and therefore the most important focuses on these.  This is a particular problem for those using a browser rather than the application; turning off cameras when inactive can help.
  • During setup, it helps to have something really obvious for people to focus on.
  • Maybe it’s the stress of the current climate, but there are an alarming number of soft toys in close proximity of people’s web cameras, most of which seemed to be pandas.

By about ten minutes to eight, most people had “arrived” and everyone was chatting about their new normal and sharing what they were drinking and stories of shopping—for a moment, it was almost like we were at The Jockey. A couple of minutes before the scheduled start, Green, the last to join, signed in.  As Blue began dealing out the cards, Green’s opening comment was that it didn’t feel like a games night because we hadn’t spent half an hour chatting! That produced much hilarity, and more chit-chat, before we eventually started.

Las Vegas
– Image by boardGOATS

Las Vegas is a very simple game, which is, of course, why we picked it.  Players have a handful of dice and take it in turns to roll them and then place all the dice of one number on the casino of their choice. When nobody has any dice left, the player with the most dice in each cassino wins the jackpot.  There are a couple of clever twists that make this a really great game though. Firstly, the prize fund for each casino is dealt out in money cards.  Some cards are as high as $100,000, while others are only $10,000—the winner takes the largest denomination for that casino, the jackpot, leaving the player in second place to take the second largest, and so on.

Las Vegas
– Image by boardGOATS

Secondly, and perhaps most cleverly, all ties, cancel each other out.  This is absolutely key to the game: the vagaries of dice mean that a well-positioned player could roll one die and end up with nothing, and much hilarity follows. We also add the Slot Machine from the Boulevard expansion, which works in a slightly different way with dice of each number being added a maximum of once.  We also use the “Biggun” from the expansion, so each player has on large die that counts as two.

Las Vegas
– Image by boardGOATS

Mulberry began. One of the reasons we picked this game was that we thought most people might have dice of their own at home and could roll them themselves. Mulberry was the only one who didn’t, so being a true Millennial to the core, she opted for an electronic solution using an online dice roller.  Otherwise, it was very satisfying to hear the rattle of dice as people took their turns.  Although chatting was quite difficult over the network, that didn’t prevent a lot of smutty comments and requests for him to stop bragging when Green announced that he had “got a big one”.  Even more entertaining was when the conversation moved onto Iceland’s entry for Eurovision and links were shared through the chat feature which resulted in Pink pressing play by mistake and drowning out everything else.

– From Eurovision Song Contest on youtube.com

It was not an ideal way to play any game and with our group Las Vegas is not quick at the best of times, but the combination of people reading out their dice roll so that Blue and Pink could display them, dodgy internet connections, people sounding like Miss Othmar (the teacher from the Peanuts cartoons), and trying to keep eight people on-message, definitely slowed things down. At the moment though, these things are unavoidable and we managed. It was nearly 9pm before the first round finished and people were happy enough with the result to play a second, if not our usual third.

– From Corgi Adventures on youtube.com

Black made hay with his singleton on Casino Three, when Mulberry’s and Lime’s piles of dice cancelled each other out. Green just pipped Blue to take $100,000 on the Slot Machine, leaving her with just $20,000 for the round, and poor Lime with nothing at all.  Purple, Black, Pink, Green and Pine all had good totals in the range of $100,000-$150,000, so it was all to play for going into the second round.

Las Vegas: The Slot Machine
– Image by boardGOATS

This time it was Casino Two that was a knife-fight in a phone box.  Pink, Blue and Pine all had four dice in the mix with Green in second place (and therefore winning the jackpot) with two.  The final roll of the game was Green’s “Biggun”, so when he rolled a two, nobody could believe his misfortune.  Just before he placed it though, he realised he had another option—the oft-forgotten Slot Machine. At which point Pink realised the jackpot could have been his if he had done the same on his previous turn.

Las Vegas
– Image by boardGOATS

Nobody really cared about the scores, but Mulberry, Lime and Blue all did better in the second round, though it was too little, too late. The winner was Green with total winnings of $280,000 with Purple in second with $230,000 and Pink and Black just behind.  The real loser of the evening was Covid though: it wasn’t a great game, but for a couple of hours, we’d all had a bit of fun chucking dice about, forgetting reality for a while.  And with that, Green, Lime, and Pine (signing in from Stoke of all places), left the meeting.

Las Vegas
– Image by boardGOATS

Those remaining, decided to give yukata.de a go, and after a bit of discussion, decided to opt for Port Royal. It took a while to get going with Blue and Black trying to remember how to play and explain it to Mulberry. The game itself is simple enough though, and yukata.de, though old-school, keeps everyone honest.

Yucata.de
– Image by boardGOATS from yucata.de

Port Royal is a fairly simple, push-your-luck game.  On their turn the active player turns over cards until they either find one they want (and can afford) or go bust. There are four different types of card: Characters, Ships, Expedition and Taxes.  Ships are free and give money, Characters give victory points and special powers, while Expeditions give opportunities to trade Characters for more points, and Taxes give people behind in the game a little windfall.  Once the active player has taken their card, everyone else gets the chance to take/buy a card in turn order, paying the active player for the privilege.

Port Royal
– Image by boardGOATS

Pink started well, but Blue eventually got her act together and initially made inroads into his lead before taking it from him. When there was a succession of people going bust, her Jester gave Blue lots of cash enabling her to cement her position at the front.  It wasn’t long before her advantage was eroded though, first by Black, adding a Jester to his Admirals, and then by Purple, claiming an expedition.

Port Royal on yucata.de
– Image by boardGOATS from yucata.de

It was all very tight towards the end, but Purple was the first to our chosen end of twelve points, with a score of thirteen points. Unfortunately, due to a rules misunderstanding, everyone was expecting one final round, but sadly, it was not to be.  Purple was the last player in the round, and once everyone had taken cards from her leavings, Yukata decided that was it, Game Over. In truth, it probably wouldn’t have made much difference, and Purple deserved her victory though the other platings might have been different if there had been another round.

Port Royal on yucata.de
– Image by boardGOATS from yucata.de

It had been a slow and trying game, though not quite as bad as attempts to play synchronously at the end of last week when the website had repeatedly failed to record moves.  Mulberry was looking very tired and it was getting very late, so she signed off, leaving Blue, Pink, Black and Purple to start what will probably be a long, asynchronous game of Snowdonia. That’s another story though, especially as it could take a fortnight or longer to play!

Yucata.de
– Image from yucata.de

Learning Outcome: Playing remotely is not as good as playing round a table together, but it is definitely better than nothing at the moment.

3rd April 2018

Blue and Pink arrived first and, as they were early, they decided to get in a quick game of NMBR 9, while they waited for food and more people.  This is a game which is rapidly becoming one of our go-to fillers primarily thanks to it’s almost non-existent setup time.  This time, Blue turned over the cards, and Pink scratched his head a lot as he tried to work out what to do with his tiles.  Once a few tiles have been placed to form a base layer, then tiles can be placed on top of other tiles as long as there are no overhanging parts, and the tile sits squarely on more than one other tile.  This is essential as the higher the tiles are placed the more they score.  Unfortunately, the rule Pink forgot about was that tiles must be placed such that at least one edge touches a previous tile on that level.  “Cheating” didn’t do him much good though, as Blue won by more than thirty finishing with a massive eighty-one thanks largely to placing a seven on the fourth tier.

NMBR 9
– Image used with permission of BGG contributor punkin312

Although a few of our regulars were missing (Green, Red and Ivory), they were ably replaced by a couple of our irregulars in Pink and Turquoise.  So while we made sure there were no more stragglers and Burgundy finished his inch thick slice of ham, we played another quick filler game, this time of 6 Nimmt!.  This has long been a favourite in the group, thanks to the fact that it plays a lot of people coupled with the hilarious way that a tenuous control of the game can catastrophically turn into chaos.  It is one of those games that is more difficult to explain than to play, but essentially each player has a hand of cards and simultaneously everyone chooses one to play.  Simultaneously, everyone then reveals their card and each card is added in turn to the end of one of the four rows of cards on the table.  Beginning with the lowest each card is added to the row with the highest number that is still lower than the active card.  The snag is, if anyone’s card is the sixth to be placed in a row, the first five are “won” and and the card becomes a new starting card.

– Image by boardGOATS

As well as a face value (one to a hundred and four), each card also has a “nimmt” value: most are one, but there are some as high as seven.  The player with the fewest nimmts at the end is the winner.  It has been somewhat neglected of late though, and has only been played once this year by the group, and then only just (it was the early hours of New Year’s Day), so it was definitely time for another outing.  Normally we play two rounds, dealing out approximately half the deck each time, but with so many of us all wanting to play, we decided to go for a single round and deal ten cards each.  This time Black and Purple were fighting it out for the unofficial wooden spoon, but that honour was reserved for Turquoise with a quite fantastic thirty-one.  At the other end, both Burgundy and Blue thought they might have got it with just three and one respectively, but it was Pink with a nice round zero who pipped them to it.

– Image by boardGOATS

Once the food and the nimmts had been dealt with and it was clear that no-one else was coming, the inevitable squabble began over who wanted to play the “Feature Game”.  This week it was Fabled Fruit, a very light worker-placement and set collecting card game with a “Legacy” element to it.  As such, the game is very simple, but develops as you play.  The idea is that the game starts with six “Locations”, each of which is formed by a deck of four cards.  On their turn the active player moves their meeple to one of the locations and either carries out the action shown on the cards in the deck or buys one card for the amount shown.  The locations provide access to “fruit cards”, which are the currency in the game and are used to buy the location cards.  Each location has a different action, for example, the first location enables the active player to draw two cards from the top of the fruit deck.

Fabled Fruit
– Image by boardGOATS

On the other hand, Location Five allows the active player to draw cards until they have a hand of three—useful if they started with no cards, but not so helpful if they had a handful. At Location Six, the active player can turn over as many cards as they like, keeping all the unique cards they turn over, but go bust in a Port Royal sort of way if they turn over a duplicate card.  Since there are five different fruits, this action quickly becomes increasingly risky.  There are other actions, some of which add a bit more interaction, like giving a player a banana card and getting two cards in return or drawing one card from the fruit deck and then exchanging three fruit cards with another player.  A little more interaction comes from the fact that visiting an occupied location costs a fruit card: since location cards typically cost four or five fruit cards, this is expensive, especially with low player counts, but playing with the full complement makes this almost unavoidable from time to time.  Aside from this though, there is very little interaction and the actions for the starting locations are quite mild.

Fabled Fruit
– Image by boardGOATS

The interesting part is how the game develops, since a new card is added to the game every time a location card is bought.  Each location holds just four cards, so for every cards that are bought, a new location is introduced, and once all the cards for one location have been bought, that location and therefore that action is no longer available.  The really clever part of the game is the “Legacy” element:  the end game condition, becomes the start condition for the next game.  For this reason, we decided to play the game three times so we could see and appreciate how it evolves.  The rules were easy enough to explain and Turquoise, Magenta and Burgundy were keen to give it a go, so they joined Blue and Pink leaving Black, Purple and Pine to find something else to play.  It wasn’t long before the Fabled Fruit players were happily collecting fruit cards and occasionally turning them into juice by buying location cards.

Fabled Fruit
– Image by boardGOATS

It is a game of very fine margins, though and it wasn’t long before almost everyone had two Location cards tucked away and were fighting for one more to win.  In truth it wasn’t a long fight as Pink made his experience with the game tell and took the first round.  Then instead of resetting the game, we checked we still had the right number of cards out, and started again with the new set up.  So this time, we started with the market which had been introduced during the first round.  This is a face up display of five cards that players can interact with.  The Locations that were available allowed players to trade cards with the market, but also trade one strawberry, for any three non-strawberry fruit cards in the market.  This hugely increased the value of strawberries and, with the high value of pineapples (which could be traded for five from the deck) and bananas (which could be used to take cards off another player), it meant that players were holding more and more cards.

Fabled Fruit
– Image by boardGOATS

This all changed in the third round, however, when Location Ten appeared which allowed the active player to take two fruits from the player with the most cards.  Nobody liked falling victim to that one very much, but everyone took advantage where they could.  With just Pink taking the second round as well as the first, it was all about trying to stop him taking a clean sweep.  In the end it was really tight.  Everyone gets the same number of turns, so when it was clear that Pink was once again in a position to trigger the end by purchasing his third card, it was a question of whether anyone could stop him.  Although Turquoise who started the round had been steadily improving, there was nothing she could do, nor Burgundy who went next.  As Pink then played his master-move and picked up third Location card, the question changed to whether Blue and Magenta would be able to join him.  Both had enough cards, but but Magenta, was unfortunately standing on the only card she could buy, so in the end, the final round was shared by Blue and Pink.

Fabled Fruit
– Image by boardGOATS

Meanwhile, on the next table, Black, Purple and Pine had started off with Azul.  This, like NMBR 9, has been an immensely popular game since it first appeared on the group’s radar at Essen last year.  The game is almost entirely abstract, with a very loose “artists decorating a wall in the Palace of Evora” theme, but somehow, that doesn’t seem to matter as the game play is good and the production values very high.  In summary, the active player can either take all the tiles of one colour from one of the factory displays (putting the rest in the central market) or take all the tiles of one colour from the market in the centre of the table.  They then place the tiles they took in one of the five rows on their player board.  The catch is that although they can add more tiles to a row later in the round, once a row is full, any left-overs go into the negative scoring row. The round ends when all the tiles have been picked up, and one tile from each full row is added to the player’s mosaic and scored.

Azul
– Image used with permission of boardgamephotos

Tiles placed singly score just one point, but if they become part of a row or column, they pick up points for each tile in the row or column, so clever players can make tiles score over and over again.  The game ends when one player gets a complete row, so it takes at least five rounds, and then bonus points are awarded for completed columns or rows and full sets of five of a colour.  Purple wasn’t concentrating, so failed to get any bonus points, while Black and Pine picked up a few negative points.  Pin had a disastrous final round when he was forced to pick up six red tiles but could only place two of them meaning the rest all scored negative points, a total of minus thirteen for that round.  It didn’t do him too much damage though as he finished with thirty-eight, ten points clear of the others who were in a battle for second that Black won by a single point.

Azul
– Image used with permission of BGG contributor Toynan

Next the trio moved on to Sagrada.  This is another popular “game of the moment”, with very similar feel to Azul, but this time using dice and players are building a stained glass window by placing dice on a grid of dice on their player board.  Each board has some restrictions on where certain coloured or numbered dice can be placed there and players take it in turns to take dice from a pool and add them to their window.  Depending on the difficulty of the starting grid, players start with a small number of favour tokens which act as “get out of jail free” options and allow them to use special tools to manipulate some of the dice, either during the “drafting” phase, or sometimes those already in their “window”.  Points are awarded for fulfilling certain criteria, depicted on cards drawn at random at the start of the game.  Although completing the window can be challenging in its own right if the dice don’t roll well, it is the objective cards that are the key to the game.

Sagrada
– Image used with permission of BGG contributor punkin312

Each player has their own private objective which scores for the number of pips displayed on dice of a given colour in that player’s window. There are also three public objectives which everyone can use to score points; this time these gave points for complete sets of all five different colours, complete sets of all six numbers, and for columns that contained different numbers.  The game starts with each player choosing a window from two double-sided cards dealt at random.  The hard ones come with a lot of favour tokens and these can be critical as they can be used to move and re-roll dice or other special actions depending on what special tools are available.  This time they were particularly important, as everyone kept rolling sixes which wasn’t what they really needed.  Purple in particular made full use of all her favour tokens which helped keep her in the game.  When it came to scoring, it was quite close, with players taking similar scores on the separate public objectives. The small differences added up, however, and Pine finished in front with a nice round fifty, a handful of points ahead of Black in second place.

Sagrada
– Image used with permission of boardgamephotos

Fabled Fruit still hadn’t finished, but was well into its third round, so Purple, Black and Pine, looked round for something familiar and quick to play, and their collective eye fell on Kingdomino.  The rules didn’t need much recap: take a domino and add to the kingdom and then place a meeple on one of the dominoes on display for the next round.  When placing the dominoes, one of the two ends must connect to terrain of the same type already in the kingdom, or connect directly to the start tile.  Points are awarded at the end of the game by multiplying the number of tiles in an area of terrain by the number of crowns in the area.  All dominoes must fit in a five-by-five space (or be discarded) and bonus points are awarded for successfully placing all tiles and finishing with the start tile in the centre.

Kingdomino
– Image used with permission of boardgamephotos

It is a very clever little game, and tile placement is clearly critical, but one of the most important aspects is the trade off between turn order and tile value.  Each domino has a numerical value and they are set out and taken, from low to high, so players going for the more valuable tiles are trading this value against their position in the turn order.  This was key for Pine who failed to get the crowns he needed and when he did couldn’t add them to the terrain he wanted.  This was exacerbated by the fact that with only three players, some tiles never appear which can upset the balance of the game.  All in all, Pine had a complete “mare” of a game, crowned by the fact that he failed to place all his tiles and didn’t get his castle in the centre of the kingdom either.  It was a game he wanted to forget, but was close between Black and Purple.  Black had the edge though and finished with a grand total of seventy.

Kingdomino
– Image used with permission of boardgamephotos

Nobody wanted a late night, but everyone fancied finishing with something light, and with so many people Las Vegas is always a good option.  This light dice game is really easy to play and doesn’t require much in the way of concentration, so is great to wind down with.  On their turn, each player begins by rolling their dice, then assigning some of them to one of the six casinos.  Each casino is numbered one to six and has a jackpot drawn at random from a deck of money;  the catch is that to place a “bet”, the player must use all the dice of one number that number.  Once everyone has placed all their dice the player who placed the most dice on a casino takes the highest value currency card. The really clever bit is that before any money is handed out, any “draws” are removed, which leads to a lot of barracking.

Las Vegas
– Image used with permission of BGG contributor joeincolorado

We also always add the Slot Machine from the 2015 Brettspiel Advent Calendar, which is like a seventh casino, except that it can hold dice of any number, but each number can only be added once (though a player must add all the dice they have of that number).  We also add some elements from the Boulevard expansion, including extra high value money cards, the “biggun” (which replaces one die per person with a larger, double weight die worth two of the little ones) and extra dice so more people can play.  Finally, we always house rule the game so we only play three rounds instead of four—although we love it, with four rounds it can outstay it’s welcome for those who feel they can’t catch up.

Las Vegas
– Image by boardGOATS

It’s never easy to tell how people are doing as the money is stored face down and the denominations vary from $10,000 to $100,000, so someone with a large pile may be very rich or just have a lot of “notes”.  And Purple certainly had a lot of notes as she popped out to the conveniences and came back to find a massive money pile.  Everyone was so impressed that several others optimistically tried the same trick, but unfortunately they didn’t quite have the knack.  It was an exciting game though; with so many people playing there were a lot of draws and lots of bids ended up cancelling out others, often with three people involved and a fourth very lucky “loser” picking up the spoils.  In the final counting, Pink proved that while he was good at collecting fruit, he was rubbish at collecting money.  At the other end of the scale meanwhile, Black and Purple were again fighting it out for first place, but a tie on $340,000 each was eventually resolved in Purple’s favour.

Las Vegas
– Image used with permission of BGG contributor ckirkman

Learning Outcome:  Aesop doesn’t have a monopoly on Fables.

20th February 2018

As food was being dealt with, Red introduced a new gamer, Olive.  Olive is not new to Eurogames, but was unfamiliar the “Feature Game”, Colt Express: Marshal & Prisoners.  This is the second expansion to the train robbing game, Colt Express, and one nobody around the table had tried before.  Pretty much everyone said, “I really like the game, but I wouldn’t mind playing something else depending what that is…”   This inevitably led to a lot of debate as to who would play what, but in the end, Blue, Magenta, Pine, Black and Olive settled down to play Colt Express.

Colt Express
– Image used with permission of BGG contributor lacxox

Colt Express is a programming game where players take it in turns to choose the cards they are going to play (sometimes in the open, sometimes in secret) and then, after all the cards have been chosen, players take it in turns to action the cards.  The cards enable players to move their robbers along the train, onto the roof of their carriage, shoot or punch each other and pick up loot, the ultimate aim of the game.  The thing is, by the time players come to actioning the cards they chose, they have forgotten what their plan was, and usually the game state is completely different to what they thought it would be.  This ends up with lots of people taking a wild swing at empty space, or shooting someone they hadn’t intended to target.  The Marshal & Prisoners expansion makes things even more complicated as one of the players is the train Marshal instead of a robber, and has different objectives during the game.

Colt Express
– Image used with permission of BGG contributor Punkin312

Black took the role of the Marshal, who starts the game with five objective cards.  Two of these are to capture other players (drawn at random), and all of them are placed face down to be revealed to the Marshal one at a time, one per round.  He also got a hand of special action cards and two clips of bullets.  Everyone else got the same action cards as in the base game, but additionally got a Brilliant Ideas card.  This card affects how players interact with the other new component, the Prison Car. Basically, its effect depends on the character’s location:  if they are not in the prison car then they repeat the previous robber’s actions, otherwise they have a choice of freeing a captured robber or rescuing a prisoner who will then work for them.

Colt Express
– Image used with permission of boardgamephotos

It took us a little while to remember some of the finer details and also get to grips with the changes caused by the expansion.  Marshal Black quickly captured Olive, a move everyone felt was a bit harsh on her fist visit.  Fortunately for her, Pine was in a chivalrous mood so instead of freeing a prisoner (and getting the associated special power), he liberated Olive from her cell, at a cost of course.  Meanwhile, Magenta had started out as she clearly meant to carry on, by being violent and shooting Blue.  Inevitably, she retaliated in the next round and from there bullets flew in all directions.  Magenta wasn’t only busy being a brutal murdering psychopath, she was also busy collecting.  Pine was slightly more gentlemanly about it, but was also making free with the available loot.  Blue’s game ended when she too was caught by Marshal Black and nobody saw fit to let her out.

Colt Express
– Image used with permission of BGG contributor Punkin312

Eventually the game came to an end, and Marshal Black was first to declare whether he had achieved his goals.  To win, he had to succeed in four of the five challenges, but unfortunately for him, he’d only managed three of them.  He’d managed to shoot all four people and capture Olive (which was one of his goals), but he’d failed to nab Pine and one of his other tasks was nearly impossible.  This meant everyone had to reveal their stash.  While locked in her prison cell, Blue had been reading the rules and discovered that the Brilliant Idea card would enable her to escape on her own, but by that time, the game was nearly over and the damage was done.  Magenta, Pine and Blue had all managed to empty their clips so scored $1,000 as gunslingers.  Pacifist Olive had managed to pick up the strong box and some other loot, but getting captured cost her $500.  Pine finished second with an excellent $2,200, but it was a long way behind Magenta who finished well ahead with $3,150.

Colt Express
– Image used with permission of boardgamephotos

Meanwhile, after some discussion, everyone else settled on playing Port Royal (with the extra cards from the Expansion).  This is a very simple game; on their turn the active player turns over the top card of the deck.  If it is a Ship that they want, they can take it to give them income, alternatively, they can repel the Ship if they don’t want it and have sufficient cutlass cards to do so.  If it is a Character card that they want and can afford, they buy it and put it in front of them.  If they do not want the card they place it face up in the display in front of the draw-deck and draw another card.  The active player continues in this way until they have taken a card, or a Ship is drawn that is the same colour as a ship already in the display and cannot be repelled, in which case, they go bust and play passes to the next player.

– Image by boardGOATS

The clever part of the game is that it uses the same dual use cards trick as Bohnanza, where the cards have one meaning when face up and are coins when face down.  This means some cards get buried in the money piles and may never appear face up, making each game slightly different.  The other clever part of the game is that if the active player buys or takes a card, then everyone else has the chance, in turn, to take or buy a card until there are none left in the row, however, it will cost them one coin, paid to the active player.  In general, each Character card has a special power, but is also worth victory points at the end of the game which is triggered when someone reaches twelve points.

Port Royal
– Image used with permission of BGG contributor msaari

It had been a little while since we last played this and we all felt a little rusty, and Ivory was entirely new to it.  So, the first few rounds were a little tentative but as we got into it, Burgundy opted for his tried and trusted strategy of gaining the Admiral Character card that would give him two extra coins (taken from the draw deck) if there were at least five cards in the row when it was his turn to choose. This worked very well for him initially, so that when the option to get a second came along he took it for a potential gain of four coins when there were five cards in the row just be fore he could choose one.  Whether it was just luck or that the rest of us made an extra special effort, he immediately stopped getting his five card chance after this and only rarely managed his four coins.

Port Royal
– Image used with permission of BGG contributor Punkin312

After the first couple of rounds we were still finding our feet and everyone really needed more money so we were all trying to get some higher scoring pirate ships. Green was the first to go bust when the third he pulled out was a second green pirate.  Tom was next up and he also bust and so it went on round the table for an (almost) fully busted round, with only Burgundy bucking the trend.  The game was generally bereft of the Expedition Cards (which allow players to exchange some people for more points), and unusually there were only two available in the whole game.  This meant that for Green, Purple and Red who were pursuing and Expedition card based strategy it was a real struggle.  Despite Burgundy’s frequent large haul of coins, it was actually Purple that fell foul of the Tax Man first, and Burgundy (by way of having a solitary soldier), kept winning the extra coin for largest defense force when the taxes were due.

– Image by boardGOATS

In the past, Green had done well with Pirate and Sailor strategy, but unfortunately this time he struggled to get the fighting cards he needed.  Ivory was getting a feel for the game and took two red Trader cards that would add to his coin haul whenever he took a red ship.  However, these cards are not as powerful in this game as they at first appear, as it’s rare that you get to choose which colour ship you take. Since he had this double bonus, the rest of us made sure he didn’t get to use it.  In the end Burgundy made his strategy work and as everyone else struggled to gain traction he sailed to victory finishing with twelve points with everyone else in a very tight game for second place.  It was not clear how long Colt Express was going to go on, but as they were about half way through, a shorter five player game was in order.  This was not an easy choice with the games available which were either way too long or rather too short.  It ended up being Red’s favourite, Bohnanza.

Bohnanaza
– Image used with permission of BGG contributor spearjr

Bohnanza is a very popular game within the group, but somehow Ivory had managed to avoid playing it.  Everyone else were old hands with it though, so after a quick summary of the rules we had a discussion of the key points of the game.  As far as the rules go, the key part is for everyone to suppress all natural instinct and NOT sort their hand of cards.  This is something that is surprisingly difficult given the OCD nature of most gamers, but is is the crux of the game as the cards must be played in the order they are received.  The only way to work round this is to trade away the cards in hand, which means they must be played straight away, but by another player.  There was a short discussion on this point as the fun of the game is in the trading and if people refuse to trade it becomes tedious.  That wasn’t going to happen here though.  Our group are usually fairly free and easy with our trades, but that’s not to say we are push-overs. We trade, but we trade hard. Occasionally we might let someone have an exceptionally good deal, but only on the condition that they remember for next time!

– Image by boardGOATS

In many ways this was fairly typical game of Bohnanza.  Green was the first to go for a third bean field (often none of us do), and that was because he wanted to plant his Garden Bean while not getting in the way of his normal game.  There are only six Garden Beans in the game, but if you can get at least two, that gives you a point per bean card.  Although Ivory had already planted and harvested three Garden Beans, Green felt it was worth the gamble that at least one of the others was going to turn up sometime.  He was right about that.  They both turned up in Burgundy’s hand and he wasn’t trading!  Ivory followed shortly after planting his third bean field, largely for the same reason: he did not want to harvest an incomplete field just yet for a low yield, high scoring bean.  Like Green however, ultimately, the strategy failed.

Bohnanaza
– Image used with permission of BGG contributor spearjr

By this time, Colt Express had finished and since Bohnanza was going with such a swing the “train robbers” decided to join in with their own “Game of Beans” using a second copy.  In many ways it was a mirror of the first game; a case of different people, same game.  So, Blue picked up a third bean field quite early in the hope that it would ensure she could capitalise on some of the rare, but valuable beans she had in her hand, in particular her Garden Bean.  Everyone else tried to manage without, though Olive decided to pick one up in the late stages—a controversial decision in the eyes of the spectators.  Like Green and Ivory, the third bean field didn’t help them either though, in Blue’s case, largely because it spent the almost the whole game with one solitary bean in it because the rest all ended up in Pine’s coin stash. Both games were quite tight, so much so that when the first group couldn’t find someone to trade with, they tried to see if anyone on the next table could help.  Red, The Bean Queen, came out on top in the first game with sixteen, with Ivory finishing in second with fifteen and each place thereafter one coin behind the one above.  The winner on the second table also finished with sixteen and was a tie between Pine and Black who’d had a quiet, but obviously effective game.

Bohnanza
– Image by boardGOATS

Learning Outcome: Sometimes violence pays.

28th November 2017

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

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

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

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

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

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

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

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

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

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

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

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

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

– Image by boardGOATS

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

The Climbers
– Image by boardGOATS

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

Santo Domingo
– Image by boardGOATS

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

Santo Domingo
– Image by boardGOATS

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

Santo Domingo
– Image by boardGOATS

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

Azul
– Image by BGG contributor JackyTheRipper

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

Azul
– Image by BGG contributor JackyTheRipper

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

Azul
– Image used with permission of boardgamephotos

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

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

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

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

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

NMBR 9
– Image used with permission of BGG contributor punkin312

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

NMBR 9
– Image used with permission of BGG contributor punkin312

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