Green and Lilac were first to arrive followed by Blue, Black, Purple and Pine with Pink late to arrive as he was enjoying the seemingly random deployment of variable speed limits along the M42 (30 mph, really?). The others had finished their supper and Pink was still dealing with his Ham, Egg & Chips, by the time everyone else had arrived and the great “who’s playing what” debate began. Several people were interested in playing the “Feature Game“, the first Tapestry expansion, Plans and Ploys, but it proved difficult to confirm a group. Despite enjoying the game, Blue was not up for something too thinky after a long week at work, and Jade (putting in a welcome return six weeks after his first visit) fancied something different. In the end, Green joined Ivory and Teal over the other side of the room.
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Playing explanations were relatively quick, and even set up did not take as long as some heavier weight games. It turned out everyone was a relative novice with Ivory having played it twice, Teal only once (and that was online at Board Game Arena), and Green not at all. Functionally, the game is quite straight forward, indeed the rules consist of just four, well illustrated pages. On their turn, players either advance along one of the advancement tracks, or begin an era by taking Income. The clever part is that the game ends at different times for each player — each player ends their game when they finish their final, fifth Income turn. Thus, prolonging their eras means more turns which means more time to generate points.
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Otherwise the game basically proceeds with players paying the fee for the space they move to and then doing whatever the space they move to dictates, sometimes with an optional bonus action. Often the action involves getting resources, but the four different tracks also allow players to claim space on the central map, gain technology cards (which give end game points as well as in-game bonuses), and build fabulous resin buildings in their capital city. Although this is quite simple in concept, the depth of the game is in the cards and the asymmetry in the special powers associated with the Civilisations that players get at the start of the game.
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The expansion mostly just adds more of the same with new Civilisations, Tapestry Cards and space tiles. The biggest difference is the addition of Landmark Cards which are designed to give each player a personal short-term goal in the first part of the game, in the form of buildings that only they can claim. The first few turns required a little help from Ivory, but very soon everyone had got the hang of it. The game is deceptively simple with only a few choices on each turn. As a result, turns were very quick and the group soon felt comfortable.
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Teal started on the Exploration Track, just ahead of Green who also wanted to go down that route. Ivory started on Science, which also got him going on the Military Track. Green had a plan and found Teal being one step ahead on the Exploration Track quite frustrating. In no time players started taking their second Income turns. Teal snatched the first Exploration Building and concentrated on developing his island on the central board. Green was using the Explore options to build his little huts onto his Craftsmen Civilisation Card instead of on his capital city board, gaining benefits on the way. Ivory was trying to get several different small buildings onto his city, and being the only one in Science he was unhindered in getting these to his board as well.
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Then much to Green’s delight, Teal changed tack and started on Military expansion. Now that his island had grown, Teal needed to expand if he wanted to it to grow any more. His collection of unused land tiles then enabled him to gain him his personal Landmark, making him the first to do this. By now his score was racing ahead of the others even though Ivory had started with a twenty point boost thanks to the civilisation adjustments. Green continued to concentrate on the Explore track and gained the next building and then revealed that his Landmark for the game had been to get the launch pad (third building on the Explore Track) and make it in to space. That had been Ivory’s strategy for his very first game too… “To get Meeples into Space!”
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Teal’s island empire was ever growing and he was the first to get to the central island. He was further helped by his Islanders Civilsation that enabled him to conquer an extra tile each Income round. He wanted to make sure he kept a buffer to everyone else’s islands though as he did not want any toppling. Ivory was flying up the Science Track by this time, getting other bonuses on other Tracks too, and his capital city was beginning to look a little crowded as well. Ivory had also got a couple of Technology Cards to Green’s one while Teal eschewed Technology entirely.
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As the game looked like it might be drawing to a close, Teal had raced well ahead on points, although Green was starting to catch him while Ivory was trailing well behind. Ivory completed the Science Track, then just into his final era, Green made his final trip into space reaching the top of the Explore Track. Teal, for his last action, played an extra Tapestry Card and declared an “Alliance of Peace” between Green and himself, which instigated much spluttering and muttering from Green who had just settled on growing his empire with a plan to topple Teal in the centre island for his final turns. With his carefully worked out plan in tatters he scrambled around to maximise the last few points, but probably lost some on the way.
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It was about at this point, Teal and Green realised that Ivory had still to collect his fourth Income round. So with Green and Teal finished, Ivory started his “attack run” and was left playing alone. His fourth Income gave him more than fifty points and he shot past both Green and Teal; both knew that they were going to be well beaten. This of course turned out to be the case, as in final income scoring Ivory lapped both his opponents and kept going lapping them a second time. Although it had been an extremely dominant victory by Ivory (winning by over a hundred points), everyone had thoroughly enjoyed the game. Although the game play is good, the icing on the cake really is the fabulous 3D buildings that come with it; cardboard counters would have been cheaper, but nowhere near as pretty or as satisfying.
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Meanwhile, after the game of PARKS last time, Lime had requested the chance to play it again, so Pink, Black and Jade joined him. The game is reasonably simple, with players taking it in turns to choose one of their two hikers to move along the track, and then carry out the action dictated by the location. The aim is to collect “memories” (or “resources” as most players think of them) to buy “trips to National Parks” (or Park Cards). Lime and Pink ran through the rules as they had played it the previous week, discovering as they did so, a few deviations that had crept into the previous game. These included the fact that the trail gets longer each round and a misinterpretation of one of the icons. As last time, to keep it simple, the group decided not to include the personal bonuses, though they included the Parks Cards from the Nightfall expansion.
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This time, Pink (playing what he thought was pink this time, not what he thought was orange, like last time), was fortunate in acquiring the Sunscreen gear card. This replaces Mountain tokens with Sun tokens when buying in Parks Cards and along with the canteen that provided two Suns, gave him a formidable points generating engine. There was much conversation about whether sunscreen could let you replace ALL the Mountains with Suns for a single Parks Card, or just one. Based on the use of the plural in the rules, the former seemed more likely. However, it was an important point, so a drinks break was instituted whilst Jade consulted the the rules forum on the Board Game Geek website.
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Results were inconclusive, so the decision stood (or to quote Pink who had been watching too much rugby, “On field decision is ‘Try’ — is there any reason why I cannot award the Try?”). As last time, Lime went for a “reserve Parks Card and then work towards it strategy”, whilst Black, Jade and Pink only reserved cards occasionally. This time, nobody seemed to want to take the camera: Pink got it at the start of the game, and despite him trying persuade people to take it, no one was having it, and he kept it until the end of the game, taking only the occasional photo (worth one point each at the end of the game).
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Jade picked up the compass Gear Card which came in very useful for collecting Parks Cards, while Black collected a store of emergency ketchup sachets. Lime almost kept the start player marker from start to finish until Jade decided at the very end of the game, that he fancied that extra point and took it off him. In the end, the Sunscreen strategy did it for Pink who won by a healthy margin of seven points, but otherwise it was really tight with just one point between everyone else and Lime and Jade tied for second place.
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The third table were slow to get going with nobody being very decisive. Eventually Blue suggested playing Sagrada and everyone else concurred. We’ve played this quite a bit in the group since it was released five years ago, but it has been a little while and we were rusty on the rules and details of setup. The idea of the game is very simple though: In “Settlers Style”, players draft dice and add them to their player board. Each die must be added according to the placement rules: next to another die (orthogonally or diagonally) while not orthogonally adjacent to a die of the same colour or number. Additionally, at the start of the game, each player chooses a “window card” which dictates the numbers and colours of dice in some of the positions.
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The game is completed by Tool Cards which allow players to pay one of their limited number of tokens to briefly break the rules, and public and private objective cards. Sagrada ends after ten rounds (twenty dice). The group started with a lot of discussion about the private objective cards as some had snuck in from an expansion and confused everyone. Once everyone was mostly happy with what they were trying to do, Pine started with the first draw. Although he wasn’t aware of it at the time, his first placements turned out to be sub-optimal, as for the next few turns he had little or no choice in his placement and used up a lot of his most flexible spaces in the process.
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Purple and Blue tried to focus on the public objectives which were Shade Variety, Colour Variety and Row Colour Variety. The latter pair fitted together very well since one gave points for each set of five different colours, while the other gave points for five different colours in the same row. Given that people were trying to go for sets of different colours and numbers, it was particularly amusing when the random nature of dice drawn from a bag and rolled gave a very limited selection, which only added to Pine’s woes. The Tools cards weren’t terribly helpful either, especially as everyone was trying to save them for later.
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Lilac was the only one new to the game, but she got to grips with it quite quickly despite the fiddlyness of some of the rules. When she realised she had got herself into a little bit of a tangle, she managed to extricate herself using the Tap Wheel tool which allowed her to move dice. Lilac was very disappointed when she was unable to complete her window and had to leave a couple of spaces blank, but empty spaces only cost one point and the additional flexibility can often mean more points elsewhere. Indeed, only Purple actually managed to complete her window.
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The dice just rolled right for Purple and Blue was able to use the Running Pliers to ensure she got what she needed in the penultimate round. So, aside from poor Pine who had struggled throughout, everyone got what they wanted. When Lilac took the only “red three” in the final round, however, it cost Pine twelve points . With ten points for each complete row containing five different colours, it was clear it was between Blue and Purple. Blue just had the edge though with more points from the Shade Variety and pushed Purple into second by nine points. Pine took an early bath, but as the others were still playing, the remnants of the group looked for something else to play and grabbed the nearest quick game, which was Abandon all Artichokes.
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Abandon all Artichokes is a very silly little deck-builder, which is somehow different to almost anything else. Players start with a deck of ten artichoke cards from which they draw a hand of five. The aim of the game is to shed all their artichoke cards so that when they draw their new hand of five at the end of their turn, there are no artichoke cards in it. To do this, on their turn, the active player chooses one card from the face up market and, unlike most other deck builders, adds this to their hand (rather than their discard pile) They then play as many cards as they can/want before discarding any leftover cards into their personal discard pile and drawing again.
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Artichoke cards are basically hand blockers, with no practical use, but all the other cards (including the Rhubarb Promo cards) have an action that allow players to do things. These include swapping cards with other players, discarding cards onto other players’ discard piles and placing artichokes onto the compost heap (a communal discard pile) which takes cards out of the game. It took a while for everyone to get to grips with the rhythm of the game, but before long everyone was down to their last couple of artichokes.
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You could hear the anticipation as people drew their five cards and disappointment when they found it still contained an artichoke. PARKS had finished so, Pink and Black came over to see what was going on, and they were soon joined by Teal and Green who left Ivory to play with himself (the last era of Tapestry). Eventually, after each player had had several hands where they’d hoped to finish and hadn’t, Purple finally put everyone out of their misery and ended the game. Her obvious delight was in victory, rather than because of any dislike for the game, so although it is a strange little game, it will likely get another go soon.
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Learning Outcome: If you arrive late, you might not get the dinner of your choice.