Tag Archives: SCOUT

9th July 2024

When Blue and Pink arrived, Crimson and Cyan were already there on their first visit, finishing their supper and playing a game of Molehill Meadows.  This is a new game by the designer of Zuuli, that they had picked up at the UK Games Expo (meeting the designer Chris Priscott and his delightful family in the process).  In Molehill Meadows, players take on the personality of Mika the Mole, who has an affinity for shiny things, a hunger for juicy worms and an innate desire to dig  A flip-and-write game, players dig tunnels using polyomino shapes to carefully expand their molehill home.

Molehill Meadow
– Image by boardGOATS

Their game was somewhat interrupted as people arrived and were introduced and they were surrounded by the general chatter of arrival and Blue and Pink munching their pizzas.  Crimson and Cyan carried on playing, flipping polyomino cards and then drawing the shapes on their map.  Extending their tunnel to find Worms gave both players four “Worm Powers”, and fining treasure gave them points.  Cyan collected twice as much treasure and picked up more than twice the number of bonus points than Crimson (for collecting all of the two sets of flowers on the Objective Cards) and thus was the eventual victor by something of a landslide (or should it have been a tunnel collapse?).

Molehill Meadow
– Image by boardGOATS

Then, while everyone else generally gossiped and caught up with the events of the last week or so, Jade and Sapphire joined Crimson and Cyan for a quick couple of rounds of the trick-taking, climbing game, SCOUT.  We’ve played this a few times on a Tuesday and everyone has always enjoyed it.  The game is simple in that on their turn, the active player either plays a set of cards to beat and replace the set on the table (a run or a meld), or take one card from either end of the set on the table and add it to their hand.  The round ends if a player plays the last card in their hand, or if it is a player’s turn and they played the current active set of cards on the table.

SCOUT
– Image by boardGOATS

At this point, player score for cards in their scoring pile (cards they have beaten during the round), for “chocolate bars” (rewards given when another player takes a card from their active set), and deducts a point for every card left in hand.  The clever part of the game is that, like Bohnanza, cards cannot be rearranged in hand, this with the fact that cards have different values depending which way up they are make this little card game really clever.  In the interests of time, the group only played two rounds, and although the scores can be very disparate, this time it was really tight with only five points between first and last and Sapphire taking the honours one point ahead of Crimson.

SCOUT
– Image by boardGOATS

By this time, Blue and Pink had just about finished eating and everyone else had mostly finished chatting, so with twelve, the group split into three groups of four, starting with Pine, Sapphire and Cyan who joined Jade in the “Feature Game“, Happy Home.  This is another polyomino game, with similarities to games like New York Zoo and Bärenpark, but with a theme of home decorating rather than building an animal park.  Like New York Zoo (or indeed Jokkmokk), the game has a central market, in this case representing a Store, which players move their Meeple round.

Happy Home
– Image by boardGOATS

On their turn, the active player moves their Meeple (or should that be Muman?) to an available space, takes the card and matching tile and then adds it to their home.  When all the cards are used up, players instead place a “Welcome Mat” on their doorstep to show they are ready to welcome visitors.  When everyone has finished , the game is over and players score their Home for Furniture, Colours, Pot Plants, their Welcome Mat and Design Objectives, losing points for any scratches still visible and not covered up by Furniture.

Happy Home
– Image by boardGOATS

There was a wee bit of misunderstanding on how the scoring worked even though Jade had done his best to explain it at the beginning.   Each Room scores one, three or six points if it has one, two or all three different core pieces of Furniture in it, and each Pot Plant is worth a point plus a bonus point for each empty space orthogonal to it.  That wasn’t where the problem was however, that was with the Colour scoring. Essentially players need to have the same Colour across at three different rooms to get two points and across four rooms to get five points, but somehow, this caused more confusion than it should have done.

Happy Home
– Image by boardGOATS

The group also made life more difficult for themselves by shuffling the cards and removing twenty-four cards as per the rules for the four-player game, but somehow the bulk of those removed seemed to be Furniture for just one of the rooms, the Bathroom.  It was a good learning game as the value of Rugs, for example, became evident later on—players were a bit confused as they don’t score in their own right, but they add Colour to a Room and thus can score at the end of the game.

Happy Home
– Image by boardGOATS

This time the Design Objective was “Bigger is Better”, so players lost a point for each empty floor space in their Room with the most empty spaces.  The lack of Bathroom fittings, meant Pine didn’t have a loo in his house and had to resort to “wafflestomping“, but he did have what looked like two pink ironing boards furnishing his Lounge.  Next door, Sapphire filled his Living Room with a pink sofa and an enormous matching pink widescreen TV (that was the same size as the sofa!).  In the end, the victor was a bit of a runaway winner.

Happy Home
– Image by boardGOATS

In spite of his lack of toilet facilities, Pine finished with twenty-four points, some seven ahead of Sapphire in second, with Jade taking the last place on the podium.  Before the game, Pine had said he wasn’t sure about it from the description, but in the event he really enjoyed it, as indeed did everyone else.  Meanwhile, there were two other games underway.  The first of these was Keyflower—a very popular game with certain members of the group, but one that hasn’t had an outing for a long time, in fact the last time the group played it was online in 2020, and the much-missed Burgundy was involved.

Keyflower on boardgamearena.com
– Image by boardGOATS from boardgamearena.com

This time, the four players were Blue, Pink, Black and Ivory, all of whom had played Keyflower before (albeit a while ago).  The game is fairly simple in terms of concepts, but like many good games, challenging to play well.  Each round, players take it in turns to bid on a tile, or activate a tile.  The clever part of the game is that both bidding and activating is done with red, blue, yellow or occasionally green Keyples (Meeple-shaped workers).  In each of the four rounds (or Seasons), a set number of tiles are put out for players to bid on.  Players take it in turns to bid or activate and when everyone passes in succession, any tiles won are added to the winner’s village, any losing bids and any Keyples used for activating return to their owner.

Keyflower: The Farmers
– Image by boardGOATS

At the end of each round, a boatload of new Keyples arrive in each village (players can bid to get the one of their choice), before the tiles for the next Season are set out.  In general, tiles are drawn at random, and in the first season, Spring, mostly provide Resources with Summer and Autumn tiles providing special powers and Autumn and Winter tiles providing scoring opportunities.  The Winter tiles are different to those for the other Seasons in that instead of being drawn at random at the start of the Season, they are dealt our to each player at the start of the game.  Then, at the start of Winter, players choose from their pile which ones they want to make available—in this way, the Winter tiles act as sort of objective tiles.

Keyflower
– Image by boardGOATS

The Keyflower box also contained The Farmers expansion and the question arose whether to include it or not.  Blue, Pink and Ivory were on the fence until Black said he’d never played with the Farmers, so of course that was a problem they had to urgently fix.  In the base game, the different tiles are connected by roads which are used for transporting goods to places where they can be used to upgrade tiles or score points.  In The Farmers expansion, these roads now define fields where animals can be left to graze and with each occupied field scoring points at the end of the game.

Keyflower: The Farmers
– Image by boardGOATS

Additionally, The Farmers expansion introduces wheat as a new resource, which can be used to add distance/quantity to the movement action, enabling players to move more animals and resources further.  There are several ways to set up the game with The Farmers expansion, but this time the group used The Farmers Variant, where all the tiles from the expansion are used and the number made up with tiles from the base game.  After setting up and explaining the additional rules to Black, Ivory went first, taking the waving purple start-player Keyple, and began the bidding.

Keyflower: The Farmers
– Image by boardGOATS

In Spring, Blue failed to get anything useful at the start of the game (or so she thought) taking just the Key Mine tile which gives Coal and didn’t match any of her Winter tiles.  Pink started off taking the Sheep Fold which gave him a source of sheep and the Paddock which gave him more Movement and upgrade ability together with some Wheat.  Then, he took the Workshop which gave him one resource of his choice from Wood, Coal or Stone, upgradeable to three resources, one of each, which matched his Winter tile, the Mercer’s Guild.  Ivory won the Quarryman, which gave him some very useful gold, and in Summer took the Shepherd’s Hut which gave him Wheat and Sheep and then embarked on a concerted breeding and movement programme.

Keyflower
– Image by boardGOATS

Black picked up a few tiles early in the game, which ultimately led to a lightly sprawling Village by the end of the game.  These included the Wheatfield in Spring and the Tavern, the Smelter and Boat 3a in the Summer.  By this time, Pink had decided that the sheep weren’t doing it for him so moved on to pigs, with the Pigsty.  Blue, having missed out on the Tavern which converts one Keyple into two, instead took the only tile that generated green Keyples, the Store which went well with one of her Winter tiles, the Key Market, but gave the added power of preventing other players from following if she was the first to Bid with Green, as they were highly unlikely to have any.

Keyflower: The Farmers
– Image by boardGOATS

In Autumn, Blue discovered the value of the Key Mine tile she had picked up in the first round, when the Blacksmith tile appeared which gave points for each Coal on the tile at the end of the game.  She added the Ranch to this which gave Cows and Wheat, and then began mining Coal in earnest and hoarding large numbers of sheaves for a super-movement move later in the game to get everything where it was needed as efficiently as possible.  Black got the Goldsmith which went well with his Smelter which gave him the Gold he needed to upgrade it and get ten points, while Ivory and Pink continued their procreation programmes.

Keyflower: The Farmers
– Image by boardGOATS

As the game progressed there were several visits from the other gamers in the room, many of whom, much to the people who were playing it’s surprise, had not played Keyflower. It is, of course, Blue’s favourite game and was a favourite of Burgundy’s, as well as being generally very popular with almost all of the regulars pre-2020.  So as the game continued into Winter, it was clear it would have to get another outing or two reasonably soon to rectify the situation. There is also The Merchants expansion which has not been played with the group, so that might be the “Feature Game” in the coming months.

Keyflower: The Farmers
– Image by boardGOATS

Only eight out of a possible sixteen Winter tiles were introduced by the players and the Scribes, which Ivory commented usually ensured victory was not there (it turned out nobody had started with it).  Black took the Granary which gave him points for his Wheat and Pink got his Mercer’s Guild that he’d been working towards.  Ivory won the Cathedral giving him a straight twelve points; the Weaver giving two extra points per sheep field, and the Bakery giving four points for each set of a Resource, a Skills tile and a Wheat Sheaf.  Blue had lots of options, so concentrated on building her piles of resources before bidding for her end of game scoring.

Keyflower: The Farmers
– Image by boardGOATS

This required a lot of nerve as Ivory had there wherewithal to take some of the tiles she obviously wanted.  Ivory hummed and hawed over it and as Black and Pink passed, twice he had the chance to begin a war, but decided not to as “that’s not very nice” and it can also backfire spectacularly.  Instead he generated the odd Gold for a point (“in case it was close”) and waited and watched.  In the end he passed and then Blue passed and that was that bar the counting.  And as it turned out, it was close, very close, but Blue just took victory, by a mere three points, with a total of ninety-five.

Keyflower: The Farmers
– Image by boardGOATS

The jury is out as to whether it was Ivory’s kindness that cost him the game because Blue did, of course, have contingency plans if someone had tried to take some of the tiles she wanted, and she could have cost him a lot of points.  However, by the end, Blue had no Keyples left and Ivory had a couple that he could have used, so depending on how things had panned out, he might have just nicked it or still lost.  Instead, his kindness and generous good nature won him a lot more respect from his fellow gamers, especially given that everyone knew how fond Blue is of Keyflower successfully destroying her plans might have made her just a little bit sad.

Keyflower: The Farmers
– Image by boardGOATS

Finally, the third table began their evening with Azul: Summer Pavillion, the third in the series based on the essentially abstract game of tile collecting, Azul.  Crimson kindly obliged in offering to lead the game with Lime, Teal and Purple, none of whom had played this variant before.  This is more similar to the original than the second in the series (Stained Glass of Sintra), but is built on lozenge-shaped pieces that make up hexagons.  Like the original, players take tiles from a central market and add them to their player-boards claiming points as they do so.  In contrast to the original, players store the tiles and add them all to their board at the end of the round (taking it in turns to do so).

Azul: Summer Pavilion
– Image by boardGOATS

After some initial confusion caused by the additional bag and player boards from the Objective Tiles and Glazed Pavillion expansions, the game got underway.  Unfortunately, there was a bit of a rules malfunction:  initially it was thought that every time a tile was placed it scored one point for itself, two for one next to it and three for a third one in sequence (totalling six).  The group soon realised this wasn’t right though.  So they then thought you scored at the end of the round after playing all the tokens, however, they soon realised there was no way anyone could remember when a new tile that round had been placed.

Azul: Summer Pavilion
– Image by boardGOATS

At this point, they then read the rules and from that decided players score one point for the tile and one for each tile it was adjacent to, thus scoring from one to three points per tile as they were placed and this is how they continued to play.  Cyan immediately identified they had come a cropper when he looked at the low end-game scores. He explained that they should have scored one point for the tile placed and one point for each tile connected to that group, so potentially up to six points could be scored for some tiles!

Azul: Summer Pavilion
– Image by boardGOATS

Although it wasn’t played by “the rules as written”, everyone had the same disadvantage, and the group resolved to give it another go again soon, but with the right rules next time.  As it was, it was a very close game with Crimson, beating Lime by a single point and Teal finishing some half a dozen points behind.  It is a very pretty game, and despite the issues, players had enjoyed making patterns and pushing the tactile bright tiles around, which was very therapeutic after a hard day at work.

Azul: Summer Pavilion
– Image by boardGOATS

Keyflower was ongoing (and would be for the rest of the evening), but Happy Home had finished so there was a quick game of musical chairs and Purple began by leading Lime, Cyan and Pine in a game of the group’s currently popular filler, Rome in a Day.  This is a little tile laying game built round the “I divide, you choose” mechanism.  The idea is that players draw five land tiles at random and place two buildings on tiles one and two. They then divide the five tiles into two groups—a bigger and a smaller one (in any ratio), and add a Crystal Gem to the smaller land set before offering the choice to their neighbour.

Rome in a Day
– Image by boardGOATS

During the four rounds that the game is played over this neighbour alternates, right, left, right, left. So, each round, players choose a set from their neighbour and these and the tiles they were left with are added to their domain.  At the end of the game, any building that stands on or adjacent to land of its own colour will score for each tile in the group and then players score for the diamonds they have collected—the player with the most points is the winner.  The game has had a couple of outings recently after Black and Purple picked it up at UK Games Expo a few weeks back.  Pine, Lime and Cyan had not been part of those games, so Purple explained the rules.

Rome in a Day
– Image by boardGOATS

The game was a bit of a struggle, probably not helped by the fact that on both the previous occasions the rules have not been strictly adhered to.  This is partly because the rules are not the best written and partly because when the game was explained to Black and Purple at UK Games Expo they were different to those published online.  Although it wasn’t entirely clear to everyone during the game, it was actually very close.  In fact, Lime and Cyan finished tied for first place with forty-four points each despite quite different tactics with Cyan prioritising collecting Gems and Lime making hay in his Wheat fields and wine in his Vineyards.

Rome in a Day
– Image by boardGOATS

While the group were fighting their way through Rome in a Day and Keyflower was coming to an end, Jade led Sapphire and Crimson in the 2024 Spiel des Jahres recommended game, Harmonies.  This was described by Jade as a sort of cross between Splendor and Cascadia, with an Azul-type market.  On their turn, the active player takes three wooden Tokens from one of the spaces on the central player board and places them on their player board. These Tokens represent Mountains, Trees, Buildings, Water and Fields.  Some tokens can stack, others cannot: the reasons why are thematic (e.g. tall Mountains and Forests, no tall Rivers etc.), but otherwise Tokens can be placed on any empty space.

Harmonies
– Image by boardGOATS

Players may then take an Animal card from the central display—they can have a maximum of four at any one time and each has a number of Animal cubes on them.  Each time the pattern on an Animal card is fulfilled, one of these Animal cubes is removed and placed on the token indicated on the card.  At the end of the game, players score for the highest achieved Animal on each card and for each Mountain, Tree, Building, Field and River (or Island, depending on  which side of the board players are using).  Mountains are made of stacks of up to three Rock Tokens, while Trees are a green Leaf Token on zero, one or two Wood Tokens.

Harmonies
– Image by boardGOATS

Taller Mountains and Trees give more points (one, three or seven points), while Buildings (made of two Tokens, at least one Brick and a Wood, Rock or another Brick), and Fields (two adjacent Wheat Tokens) score five points each.  Finally, depending which side of the board is used, players score points for the length of their River, or five points for each Island they make.  This time, the group played with “Side A” which scores for Rivers.  It was a learning game for Crimson, but was quite close quite between Jade and Sapphire, but Sapphire’s one hundred and eight gave him victory in what is an interesting point-salad tile-placement game that deserves another outing soon.

Harmonies
– Image by boardGOATS

Learning Outcome:  You don’t need a toilet to have a Happy Home.

11th June 2024

The pub was not as busy as last time, and in any case, Pink, Blue, Black and Purple were there in good time for food.  Once they had finished, they managed to squeeze in a quick game of Rome in a Day while they were waiting for food and eating.  This is a cute little tile-laying game Black and Purple picked up from UK Games Expo as few days back.  It is a bit like Kingdomino with the “I cut, you choose” mechanism to allocate the tiles.  The “I cut, you choose” mechanism is used in a number of other games like, Castles of Mad King Ludwig, Isle of Skye, and Dice Hospital, but it is a more fundamental part of games like San Marco, and particularly …aber bitte mit Sahne and New York Slice.

Dice Hospital
– Image by boardGOATS

In the case of Rome in a Day, Players start by taking five land tiles drawn at random and place two buildings on tiles one and two.  They then divide the five tiles into two groups—a bigger and a smaller one (in any ratio) and add a crystal to the smaller land set before offering them to their neighbour.  During the four rounds the game is played over this neighbour alternates, right, left, right, left.  So, each round, players choose a set from their neighbour and these and the tiles they were left with are added to their domain.  At the end of the game, any building that stands on or adjacent to land of its own colour will score for each tile in the group and then players score for the diamonds they have collected—the player with the most points is the winner.

Rome in a Day
– Image by boardGOATS

Like in Kingdomino where players score better for a medium number of crowns in a medium sized area than for a combination where one is large and the other small, players benefit more if they can surround one large area of coloured tiles with multiple buildings of the same colour.  The most successful at this was Pink who scored well for three coloured areas, the green Olive Groves, the blue-purple Vineyards and the yellow Wheat Fields, while the others didn’t score at all.  As a result of his ruthless scoring strategy, he finished with fifty four points, eight points clear of second place, which went to black by a single point.

Rome in a Day
– Image by boardGOATS

The game was just coming to an end when Jade, Sapphire, Plum and Byzantium arrived, followed by Pine, Ivory and Teal, and then the inevitable debate as to who would play what began.  In the end, Jade led a group of four including Black, Purple and Sapphire in the “Feature Game“, Courtisans (the French for Courtier as it is spelled with an “i” rather than an “e”), which also came from UK Games Expo.  The first game was essentially a learning opportunity where players tried to understand the learning the mechanics of the game.  On their turn, each player receives and plays three coloured Family cards.

Courtisans
– Image by boardGOATS

One card is played at the Queen’s table to sway a family’s influence in a positive or negative way depending on whether it is placed above the table or below—at the end of the game, those with more cards below than above will have “Fallen from Grace”.  The other two cards are then played, one in the player’s own Domain and the other in an opponent’s Domain. At the end of the game, each card a player has from an “Esteemed” Family is worth a point, while each card from an Family that has “Fallen from Grace” loses them a point.  Thus the cards can be worth positive or negative points, depending on the Family’s status at the end of the game.

Courtisans
– Image by boardGOATS

Some of the Courtier cards have a special power, for example, Nobles count as two cards, Spies are played face down and their allegiance is only revealed at the end of the game, Assassins can be used to eliminate other Courtier cards, while Guards are not affected by Assassins.  The game ends when the card deck has been exhausted and nobody has any cards left in hand.  Players then total up their score and add any points earned from successful Secret Missions (each worth three) and the player with the most points is the winner.

Courtisans
– Image by boardGOATS

Black went first chosen by an app and began feeling his way forward.  The group only realised there was a slight issue towards the end as they ran out of cards a bit early.  It was then that it was discovered that at some point Black had acquired a second hand which he had placed on the table beside him.  Despite only a few personal objectives being met mostly players scored scored well; the exception was Purple who was the only one to complete both objectives which added six points to her score at the end.  It wasn’t enough for victory though, that went to Sapphire who had fifteen points, with Jade a point behind in second.

Courtisans
– Image by boardGOATS

Having felt their way through the first game, the group decided to play again.  As the winner, Sapphire went first, and from the off, it was like everyone woke up together and all decided to attack.  This time, everyone completed at least one objective, but this second game was a lot more treacherous and this was evidenced in the scoring.  One of Jade’s objectives was to ensure at least one of the Houses had at least five cards bringing them into disrepute—Jade chose yellow which caused others problems.  It didn’t have as much of an effect as his second objective though,which was to have fewer red cards than the player to his left.  As a result of this, Black was the kind recipient of any red cards he acquired.

Courtisans
– Image by boardGOATS

While he tried to bring the reds into disrepute too, it wasn’t possible to do both.  So, despite his best efforts they still scored positively and probably helped ensure Black’s victory with seven points, four more than Jade himself.  The scores were much more diverse in the second game though with a range of sixteen points with the person at the back finishing with minus nine!  Although savage, it had been a lot of fun; Jade commented that the game felt a bit like a dance with lots of nuance.  Definitely one to play again, especially given the truly beautiful foiled cards which are a delight to play with.

Courtisans
– Image by boardGOATS

Meanwhile, Teal had picked up the Alpine expansion for one of his favourite games of the moment, Forest Shuffle, and was keen to give it its first outing.  He was therefore joined by Plum, Byzantium and Pink who were also keen to see how it changed things.  Forest Shuffle is mechanically a fairly straight-forward game, but playing it well is comparatively difficult as it requires good, robust strategies and an understanding of how to get the best from the cards.  The idea is that players start with a hand of cards and, on their turn draw two more from the market (or “Clearing”) or play one into their tableau.

Forest Shuffle: Alpine Expansion
– Image by boardGOATS

There are two sorts of card, Trees and “Critters”.  Before playing a Critter, players must have played a Tree, which then has spaces on all four sides.  Birds and Butterflies are played to the canopy (i.e. above tree cards), Fungi and Amphibians are played at the bottom of the tree (i.e. below them) and Mammals are played either side.  The clever part is that Critter cards are split so they show two critters (either left and right or top and bottom), so players choose which they would like to play, and where, tucking the other side under the tree, making the unplayed half invisible.

Forest Shuffle
– Image by boardGOATS

The new Alpine expansion for Forest Shuffle only adds some thirty six cards to the game and, since roughly twenty additional cards are removed during setup, in practice it adds just sixteen to the deck.  Of course, the cards are removed at random so many should be from the base game and the expansion adds new cards like the Mountain Hare, who scores as for the European Hare, but wants to stay alone so can’t share a space with another Hare.  There is an extra Butterfly and more Trees too, which make these easier to score and help to balance the game somewhat.  Additionally, there is the new Alpine Newt provides a new way of scoring, for players who have managed to pick up a lot of cards from the Alpine expansion cards.

Forest Shuffle: Alpine Expansion
– Image by boardGOATS

This time, Plum went for Trees in a big way with loads Horse Chestnuts which give more points the more you have on them up to forty-nine for seven or more.  While she didn’t quite make the full seven, she scored a total of forty-eight for her Trees, fifteen more than the nearest player (Byzantium) and more than double what anyone else took.  They, of course, got points elsewhere though.  Pink, for example, went for Butterflies and, with the additional Phoebus Apollo Butterfly, took thirty-five points for them alone.  Byzantium opted for a deer strategy and received a total of sixty-one points for all his Critters.

Forest Shuffle: Alpine Expansion
– Image by boardGOATS

The winner was Teal however, with everyone else totally overcome by “The Lynx-Effect”, where each Lynx he had gave ten points as long as he had a Roe Deer to keep them fed.  Perhaps his victory was to be expected as he has played the game quite a bit with family, but his finishing score of a hundred and fifty was some way ahead of Pink and Plum who tied for second place with a hundred and nineteen.  Overall, the Alpine expansion adds some pretty artwork and made a few of the alternative strategies a lot more viable, reducing the apparent dominance of Wolves and Deer which it has often been claimed are overly powerful.

Forest Shuffle: Alpine Expansion
– Image by boardGOATS

With the Courtisans and Forest Shuffle groups sorted, that left just three players without a game.  Since Ivory and Pine both missed out on playing Little Town last time and neither wanted a particularly late night the decision was made to eschew Key Flow in favour of the lighter, quicker, tile-laying game.  Play is very simple:  players take it in turns to place their Workers in a space on the central board and then activate the eight spaces around them.  These eight spaces could be Buildings, but may also be Trees, Rocks or Lakes pre-printed on the board giving resources (Wood, Rock or fish respectively).  With three players, there are four Workers in each of four rounds and the player with the most points at the end is the winner.

Little Town
– Image by boardGOATS

Little Town has had a few outings, but was the “Feature Gamelast time, with two games played simultaneously, both with the starting tile set up.  This time, a random tile setup was used drawn from the full set that included the Pier, the Marketplace, the Bar, from the variant set as well as the Shop, the Workshop, the Goldmine, the Bakery, the Pawnshop, the Quarry and Wheat Fields from the basic set.  The twelve Buildings were completed by the Temple, the Cornucopia, and the Sushi Bar from the Goodie Buildings mini expansion.  Blue and Pine both complained that their Objectives were considerably more difficult than Ivory’s as he claimed all his quite quickly.

Little Town
– Image by boardGOATS

Eventually though, all three managed to complete all their Objectives.  Pine misunderstood the fact that each Worker needs to be fed at the end of every round, rather than just at the end of the game.  As it was a genuine error, rather than cripple his game at the end of the first round, Blue and Ivory let him pay with other resources leaving his unfortunate workers to gnaw on bits of stone, wood and coins.  Other than that, the game proceeded according to the rules.  Ivory majored on trying to convert Fish into points, while Blue tried to do the same with Wheat and Pine played the merchant, building the Gold mine and the Shop.

Little Town
– Image by boardGOATS

As the game came to a close, Ivory had a substantial lead with forty-two, ahead of Blue in second with thirty and Pine with eighteen.  This was without any of the points from the buildings (which Blue had a lot of) or from leftover money (of which Pine had an enormous pile).  As it turned out, money is not worth much at the end of the game, and although Blue’s buildings were worth considerably more than Ivory’s, she still fell two points short of his final total of fifty-seven.  So although we’ve still not been able to use the “sixty point tokens” we were only a handful of points shy.

Little Town
– Image by boardGOATS

The others were still playing, so after some discussion, Blue, Pine and Ivory decided to give the 2022 Spiel des Jahres nominee, SCOUT, an outing.  This is a clever little card game with two key features: firstly, as in Bohnanza, players can’t rearrange their hands, and secondly, the cards have different values depending which way up they are.  Like Tichu or Haggis, SCOUT is a climbing game, that is to say, on each turn players are aiming to beat the previous score.  In SCOUT, that means players have to play a higher value or larger meld, or a longer run or one of a higher value (and a meld of the same size always beats a run).

SCOUT
– Image by boardGOATS

These cards are played from hand, but have to be consecutive.  In the event that a player can’t or doesn’t want to play cards from their hand (aka “Showing”), they may instead take a card from either end of the current winning set and add it to their hand anywhere, and either way up (aka “Scouting”).  Additionally, once per round, players can “Scout and Show” which is take a card and then also play cards.  The round ends when either nobody in the round has been able to Show or a player plays their last card and has nothing left in hand. At the end of the round, players lose a point for every card they have left, and this is taken from the total from their scoring cards and points earned when others Scout from their display.

SCOUT
– Image by boardGOATS

With three players, there were three rounds, the first of which was finished by Pine, though Ivory nearly managed to check out, leaving Blue with a large handful.  The second round was much closer with Blue playing a nine-card run (though as cards in front of players at the end don’t score, and very quickly nobody could beat it, she didn’t get the advantage she felt she deserved).  The final round was taken by Pine again, but it was also close again.  The total favoured Pine, who finished with a total of twenty-six, a clear victory with Blue just pipping Ivory to second place by a single point.

SCOUT
– Image by boardGOATS

Forest Shuffle and SCOUT were both still going when the Courtisans finished, so they quickly set about playing a light filler that Jade had picked up from the Hachette UK stand that he had worked on at UKGELine-it, is another card game, played with a deck that consists of cards in four colors, numbered one to a hundred and six “Bet” cards (numbered three to five), which are shuffled together and laid out to create a market consisting of slightly more cards than there are players.  Players then take it in turns to take a card and either add it to their hand or add it to the row of cards in front of them (their Line).  There is a hand limit of two and the row must continue either increasing or decreasing.

Line-it
– Image by boardGOATS

If a player can’t add the card to their hand or their Line (because it would break the ascending/descending pattern), they have to score their Line, then play that card to start a new Line.  After drafting a card, players may choose to add one card from their hand to their Line and then score it. When scoring, if there is a Bet card in the Line, if there are more cards added since the Bet card than the value depicted on the Bet card, players get chips equal to the value of the Bet.  If the Bet is lost, the player takes negative points instead. Finally, three cards are discarded from the Line and the others turned over and placed in the player’s scoring pile.

Line-it
– Image by boardGOATS

Once each player has had a turn, all remaining Bet cards are discarded, and the other cards are placed under the Jackpot token that corresponds to their colour—these can be claimed whenever a player adds the third card of the respective color to their Line.  The game ends when the draw deck depleted, and each player plays one last card from their hand, then scores their line and tallies their points, the player with the most points is the winner.  As he had won the second game of Courtisans, Black went first.

Line-it
– Image by boardGOATS

Black and Purple both took (and completed) Bet cards early in the game, whereas Jade didn’t even take because his Lines weren’t right when the Bet cards were available because just didn’t make sense.  Purple won the first jackpot of the game which was a tidy little stack of blue Diamond cards and Sapphire also picked up Jackpot cards later in the game.  The game plays quite quickly and smoothly and this time out, it was close, well, close between Black, Jade and Purple—Sapphire was streets ahead, finishing with twenty-six points, a long way clear of Black in second with fifteen.

Line-it
– Image by boardGOATS

Learning Outcome: UK Games Expo is a good source of new games.

30th April 2024

Blue and Pink were unusually early and had already finished their pizzas when Pine rolled in.  He was soon followed by Black and Purple and then Lime and Teal giving a total of seven for one of the quietest nights for a long time.  With seven, the question was how to split the group and what would everyone play.   For seven players, the go-to game is generally Bohnanza, which Blue inevitably suggested.  Pink suggested playing it later, but when Teal commented that he’d never actually played it, that was the decision made.  There was no way that state of affairs could continue, so the “Feature Game” (which was to be Canvas) was put on the back burner until later, and the Beans came out.

Bohnanza
– Image by boardGOATS

Bohnanza is best part of thirty years old and is, despite him designing a huge number of excellent and popular games since, including Agricola, Caverna, Le Havre, A Feast for Odin and Patchwork, is arguably, still one of Uwe Rosenberg‘s best games.  It is a really simple game of set collecting and trading, that when explained sounds strange, but when played is great fun.  While everyone else chatted, Blue explained the rules and how to play to Teal.  The important thing is players cannot rearrange the cards in their hand (similar to recent Spiel des Jahres nominee, SCOUT).

Bohnanza
– Image by boardGOATS

So, players start with a hand of cards, and, on their turn, must plant the first Bean card in the front of their hand into one of the two “Bean Fields” in front of them.  Then they may, if they wish plant the next Bean into one of their Fields, but each Field can only contain one type of Bean.  Once they have finished planting from their hand, the active player turns over the top two Bean cards, which must be planted, but may be traded and planted in another player’s Field if agreements can be reached.  Once these Beans have been dealt with, the active player can trade any cards from their hand, but all cards involved in any trades must be planted straight away.

Bohnanza
– Image by boardGOATS

Finally, the active player tops up their hand taking Bean cards into their hand (three in the case of the seven player game).  At any point, players can harvest one or both their Bean Fields converting some of the cards into Bean Thaler (according to the “Beanometer”), placing them face-down in their scoring pile, returning the other cards to the discard pile.  However, players cannot harvest a Field with a single single bean in it unless all their Fields have only the one Bean in them (a rule that can sometimes make things unbelievably difficult).  The game ends after three passes through the deck and the player with the most Thaler at the end is the winner.

Bohnanza
– Image by boardGOATS

There are a few, very clever things that really make the game work.  Firstly, there are different numbers of the different types of Beans in the deck—some beans are very common and give a small return, others are quite rare and give a better return.  The number of each card present in the deck at the start of the game is printed on them.  This is key, because it helps players to work out the rarity and therefore the value of different Beans when arranging trades.  However, the value also changes according to the situation in the game and how many players want each Bean type at the time.

Bohnanza
– Image by boardGOATS

Further, because the rare Beans give a larger yield, more of these are removed from the deck, which makes them increasingly rare as the game progresses.  This is because there are disproportionately fewer in the discard pile when it is shuffled to give the new deck.  Players can also buy a third Bean Field, but choosing to do this is a real gamble and only worthwhile if it can be done early in the game.  Choosing when to harvest is also critical, because harvesting a big Field just before the discard pile is shuffled will increase the length of the game.  Finally, players can be generous in their trades in the hope that the generosity will be returned, however, giving away trades too cheaply can cost a player the game.

Bohnanza
– Image by boardGOATS

Once Blue had finished explaining the game, Black started and explained his way through his turn.  Teal quickly caught on and got engaged in trading and planting Beans with everyone else.  There was a lot of debate about players buying their third Bean Fields with about half the players buying one and Teal leaving it to the second round (much against Black’s advice). Several people, including Purple, Teal and Pine got into Black-eyed Beans—quite an achievement given how few of them there are in the pack—and Blue had a couple of goes with the similarly rare Red Beans.  Pink tried for Soy with mixed success and almost everyone planted some combination of Wax, Coffee and Blue Beans at some point during the game.

Bohnanza
– Image by boardGOATS

Teal quickly realised how quick you have to be declaring an interest in a trade in a game where if you snooze, you lose.  And with seven you have to be keep an eye on what’s going on, which can be difficult given how far away some players are.  In the corner, Black quietly got on with his game eschewing the third Bean Field option as he felt there wasn’t time in the seven player game to recoup the cost, and perhaps he was proved right as he ran out the eventual winner with twelve Bean Thaler, closely followed by Pine with eleven and Blue with ten.  It had been a lot of fun, but as usual, had lasted longer than it really should, leaving little time before the first people needed to head home.

Bohnanza
– Image by boardGOATS

So after some discussion (where pink suggested Ticket to Ride: Northern Lights again), everyone settled down to play 6 Nimmt!.  This had recently had an outing with the new Jumping Cow mini-expansion, but this time the group chose to play it without the additional madness.  6 Nimmt! is also a simple game that is a lot of fun:  Players start with a hand of cards and simultaneously choose one to play, then, starting with the lowest value, these are added one at a time to the four rows on the table.  If a player’s card is the sixth in the row, instead, they take the first five into their scoring pile and their card becomes the first in the row.

6 Nimmt!
– Image by boardGOATS

This is another very clever game that does a lot with very little (which is probably why it is still so popular despite the fact it is thirty years old).  Different cards give a different number of points (or Nimmts), and players can also introduce a little bit of their own randomness by playing a card lower than the final card in all the available rows and thus, taking a row of their choice, upsetting everyone else’s plans.  The Jumping Cow mini-expansion adds more of this, but the group felt it didn’t really improve the game, so stuck with the chaos and fun of the original game, also eschewing the mathematical complexity of the Professional Variant.

6 Nimmt!
– Image by boardGOATS

This time, both Pink and Pine managed to avoid picking up any cards in the first round.  However, Blue only picked up two Nimmts and Teal collected seven leaving it all to play for, at least for most people—Black’s twenty Nimmts had already put him out of the game.  In the second half, Lime picked up twenty-four giving him the top score of thirty-eight (some way ahead of Purple with total twenty-nine).  Black managed a clear round, but there was nothing he could do about his pile of Nimmts from the first round.  It was tight between the top three, but Pink just took victory with ten, three fewer than Blue and Pine who tied for second place.  From there, the evening deteriorated into chatter and we decided to leave the “Feature Game“, Canvas, for another day.

6 Nimmt!
– Image by boardGOATS

Learning Outcome:  You can have a lot of fun with nothing but an old deck of cards.

Golden GOAT Award Winners – 2023

The boardGOATS love a good party, so once again, they met just before Christmas for their annual Un-Christmas Dinner and to decide the winners of the GOAT Awards.  After food, crackers and writing GOAT Christmas Cards, the group voted for two awards:  the Golden GOAT for our favourite game played during the year and the “GOAT Poo” award for our least favourite.  Everyone had the usual three points to hand out for the Golden GOAT Award (plus a bonus if wearing Festive Attire), though a maximum of two points could be given to any individual game.  Everyone could also nominate up to two individual games for the GOAT Poo Prize.

7 Wonders
– Image by boardGOATS

This year, there were a handful of games that received the unofficial “Marmite Award”, that is to say they received nominations for both the Golden GOAT and the GOAT Poo prizes.  These included Challengers!, Kites and SCOUT.  For the GOAT Poo Prize itself, this year there were no outstanding candidates, with a tie between 2019 winner 7 Wonders and Dice Hospital, with two votes each.  Nominations for “Moment of the Year included the game of Challengers!, which was likened to “Speed Dating”, and the massacre in Survive: Escape from Atlantis!, but the winner was the three way tie in the epic game of Tapestry with the Fantasies & Futures expansion.

Survive: Escape from Atlantis!
– Image by boardGOATS

And finally, there was the Golden GOAT Award for the best game played in the year.  Previous winners including Wingspan and 6 Nimmt! were ruled out, but there were plenty of options remaining. Earth, Fantastic Factories, SCOUT and Zoo Break all received three votes, but the clear winner was Tapestry.  Over the years, we’ve played this quite a bit, but it is a game that doesn’t suit a significant number of the group.  This year, however, with a slight shift in those eligible to vote, heavier games were in with a better chance and Tapestry was the beneficiary.  We will have to make sure it gets another outing in the new year.

Golden GOAT - 2023
– Image by boardGOATS

25th July 2023

After Blue and Pink had sampled the new pizza menu at The Jockey, people started to roll up and join them for the usual chatter.  There were a total of nine, which was one more than  required for the “Feature Game“, the recently announced Kennerspiel des Jahres winner, Challengers!.  This is a deck-building, dueling “capture the flag” game where players battle head-to-head to find the winner.  It is a very light game, with a largely random element, at least on the face of it, so it was always going to be a bit of a “Marmite” game.  Green commented that he wasn’t very interested in it, but as everyone else was quite keen to give something novel a go, he sportingly joined in.

Challengers!
– Image by boardGOATS

The game is very simple, and seems, at first glance to be quite random.  Players start with a hand of cards, and then draw five more and choose a set number to add to their hand.  The clever part is that (with eight players) the game is played over seven rounds, and each round the decks players draw from and/or the number of cards they can keep changes.  There are three decks, A, B and C, and the cards become increasingly powerful as the game progresses.  Once players have fettled their deck, they duel against their designated opponent by drawing the cards from their deck.  In this, one player starts by playing a card and taking the Flag, then the other plays cards until their total equals or exceeds that of their opponent.

Challengers!
– Image by boardGOATS

This initially seems quite random in that players have no agency in this element of the game.  There is a suggested variant that can change this by allowing players to draw two cards and choose one to play—this was an option for later in the game, but in the end, the group stuck to the rules as written.  The game focuses on this duel aspect, but really it is more about building card combinations during the first part of the game and deciding what cards to shed and how many.  Shedding cards is just as important as acquiring cards as, as the winner of a duel is the last player with the flag, so running out of cards can lose a match.

Challengers!
– Image by boardGOATS

Having too many cards can be a problem as well though—when they take the Flag, players move all their cards except the last played to the “Bench”.  The Bench has six seats, and when a card needs a seat and there isn’t one, that player loses.  The winner of the match, the last player with the Flag, then takes a winner’s token which is worth points at the end of the game.  The game is all about the cards which make it less random than it seems at first; some cards have special powers, while others give points.  Additionally, identical cards can share a seat on the Bench, so effectively allow players to have more cards, however, those tend to be weaker cards from the A deck.

Challengers!
– Image by boardGOATS

As such, Challengers! should perhaps be thought of more as a programming game, more in the mold of games like Colt Express, rather than a dueling “capture the flag” game.  After each match, players play musical chairs and after seven rounds (with eight players), the players with the most points duel for overall honours.  Although the idea is very simple, it took a little while for people to get to grips with the procedure.  Blue, who was suffering with the after-effects of a bad cold, acted as much needed umpire and guide, explained the rules and demonstrated how the duel worked using Pink’s hand of cards.

Challengers!
– Image by boardGOATS

Possibly thanks to her fuzzy head, but Pink despite the fact that he was sat in front of her, was onto the second round before Blue realised that something wasn’t right.  Instead of taking his starting hand back after the demo, he had just drawn five blind cards from the A deck, making his hand immensely over-powered.  There were the usual tongue-in-cheek cries of “Cheat!”, but it was a genuine error, albeit one that wasn’t easy to fix by this time.  As a result, the quickest and easiest solution was for him to forfeit the first round and fix his hand before re-starting the second round.

Challengers!
– Image by boardGOATS

One of the nicest aspects of the game was the way everyone played against everyone else.  The GOATS are a nice, friendly group, and although some people end up playing together more often, the group always makes a point of trying to avoid cliques caused by the same people playing together all the time.  The Musical Chairs element of the game meant everyone played against everyone else which gave it a fun, party feel that we usually only experience in October (when we play Crappy Birthday).  It was clear that some people enjoyed it more than others though.  Ivory, Teal and Black, really got to grips with the deck-building element and found the game exceeded their expectations, Ivory in particular really enjoyed it.

Challengers!
– Image by boardGOATS

Lime, Pink, Pine and Purple were a little less enthusiastic, while Green felt it was a clever little game enjoyable for a short while, but that it out-stayed it’s welcome—too long for the game-play within it, he couldn’t wait for it to finish.  It wasn’t much of a surprise, therefore, that Ivory, Teal and Black were the winners of the “Round Robin” tournament phase, finishing with thirty-five, thirty-three and thirty-one points respectively (some way ahead of Lime in fourth with twenty-three).  The play off between Ivory and Teal, therefore, was quite close and tense, but Ivory ran out the eventual winner, largely thanks to his handful of yellow Vendor cards.

Challengers!
– Image by boardGOATS

From there, everyone was keen to play something they were familiar with, but it had to be something quite quick.  Teal suggested SCOUT, which Blue was keen to give another try (having played appallingly last time) and Ivory and Purple were very happy to join them.  This is a very simple, but clever hand management game that was nominated for the Spiel des Jahres award last year.  The theme is almost non-existant (something to do with circus performers), and isn’t even reflected in the card art, which is not unpleasant, but very functional (and therefore useful).  The idea is that players have a hand of cards which, like in Bohnanza, they cannot rearrange.

SCOUT
– Image by boardGOATS

Unlike Bohnanza, on their turn players may play any set of adjacent cards from their hand as long as they beat the current winning set, taking any cards they beat into their scoring pile.  Cards can be a a run of cards with consecutive numbers, or a meld of the same number.  Sets are ranked by size and value and a meld always beats a run of the same size.  Players take it in turns to play, and if they can’t or choose not to “Show” a set of cards that beats the current winning set, they instead “Scout”, taking one of the two cards from either end of the set on the table, adding it to their hand (paying the former owner a point from the supply).

SCOUT
– Image by boardGOATS

And this is where the game gets clever:  all the cards have two values, one for each end, so players can add any cards to their hand anywhere they like and either way up (i.e. making either value active).  In this way, players can manipulate their hand making larger melds or longer runs.  The round ends when either every body “Scouted” in succession, or where one player has run out of cards.  Players then score points for each card in their scoring pile and for each chip for cards taken by “Scouting” with negative points for any cards left in hand.  The first time we played this with the group, it had all been a bit of a voyage of discovery, and last time, Ivory gave everyone a bit of a spanking, so Teal and Blue were keen to prevent that from happening again.

SCOUT
– Image by boardGOATS

Things started off well, with Blue beating Ivory in the first round, though Teal and Purple did less well ending up with a hand of cards.  The second and third rounds went better with everyone taking positive points and it was very close going into the final round leaving it all to play for.  Sadly for everyone else, Ivory brought his A-game to the last round ending the round swiftly leaving Purple and Teal with a hand that more or less off-set their takings and Blue with a positive score, though one with fewer points than Ivory.  The end result wasn’t really very close, though it felt less of a stomping than last time:  Ivory finished with fifty-five points and Blue took second with forty-one, ahead of Purple and Teal who tied for third.

SCOUT
– Image by boardGOATS

On the next table, Green, Pink, Pine and Black played a close fought enjoyable game of Les Aventuriers du Rail Express, a variant of the Spiel des Jahres winning Ticket to Ride series, but one that is a sort of half-way house between the original full versions of the game and the mini “city” games (like Ticket to Ride: London).  The game only plays four and takes less time, but is quite a nice variant and has a couple of differences to the original, being shorter without losing too much of the main game’s challenge.  As in the original, players can either take two cards from the market (face up cards, or the draw deck), or pay cards to place trains on the board.  Unusually, however, the Locomotive “wild” cards are kept in a single pile and therefore are always available.  This is quite a nice variation, as it means that players never feel forced to take blind cards because what they need isn’t available.

Les Aventuriers du Rail Express
– Image by boardGOATS

This effectively means players are guaranteed to get at least one train card they want.  The other major difference is the presence of the long route ticket.  This is one route that everyone can claim, however the highest scores go to the first to claim it.  It additionally means that failing to complete it does not lead to negative points, so players can ignore it and concentrate on normal short route tickets if they prefer.  There was a moment when the group had three identical coloured cards in the face up market which made them whether they should be scrubbed (as with three Locomotive cards in the base game).  It couldn’t be found in the rules and it was pointed out that in the original games it is possible to have five cards of the same colour, so they stayed and someone eventually found a use for them.

Les Aventuriers du Rail Express
– Image by boardGOATS

Pine took an early point lead which he maintained for quite a while until Green and Pink caught up, and not long after, Black too.  However, as the game neared its conclusion Pine pulled ahead again. Pink had completed the long route already and, at the cost of not being able lay his last two trains, Green decided to get the game finished before anyone else managed it. That long route helped Pink finish in front with sixty-four points, while Black’s slow start demonstrated that getting trains down early is no guarantee of success.  That said, he managed to pull into the station in second place with sixty-one points. Green and Pine fought to not be last and ended up tied just a couple points behind with fifty-nine points.

Ticket to Ride: Europe
– Image by boardGOATS

Learning Outcome:  Winning the Spiel des Jahres award means a game is good, but doesn’t mean it will suit everyone.

27th June 2023

Lime was the first to arrive, soon followed by Blue, Pink with Purple, then Pine, Jade, Plum, Ivory, and Teal.  Jade and Teal were armed with some of their toys from UK Games Expo, so the first two games were the “Feature Game“, the Aerial expansion to Draftosaurus and the 2022 Spiel des Jahres nominated SCOUT.  There was the usual chatter at the start while Blue and Plum tried to work out some of the details of the Draftosaurus expansion where the rules were unclear.  Then there was the usual hiatus to sort out who was playing what, but eventually Plum led Purple, Jade, Pine and Pink passing Pterodactyls round the table.

Draftosaurus
– Image by boardGOATS

Draftosaurus is a lot like Sushi Go!, but with wooden dinosaurs.  It’s one of our most popular games that we first played online in 2021 and have since played lots of times in person, drafting real, cute, miniature, wooden dinosaurs.  Instead of sushi cards, players start each round with a handful of wooden dino-meeples, choose one to keep and add to their dino-park, and pass the rest on to the next player.  The active player rolls a location die, which applies a restriction to where dinosaurs can be placed that everyone except the active player has to observe.  There are various pens, each of which score players points in different ways.  For example, the Meadow of Differences can only hold one of each type/colour and scores for each different type.

Draftosaurus: Marina
– Image by boardGOATS

In contrast, the Forest of Sameness can only hold one type/colour of dinosaur, but also scores more the higher the occupancy.  The Prairie of Love needs pairs of dinosaurs of the same type, each of which score five points, while the Woody Trio will score seven points if it contains precisely three dinosaurs at the end of the game (otherwise it scores nothing).  The King of the Jungle and the Solitary Island only hold one dinosaur each, but the King of the Jungle scores if nobody else has more of that type of dinosaur, while the Solitary Island only scores if it contains the only dinosaur of that type in the Park.

Draftosaurus
– Image by boardGOATS

At any time, players can place dinosaurs in the River that runs through the middle of their Park instead of placing them in an enclosure.  There, they will only score a single point, except for any that are the red tyranosaurus Rex which increase the score of any pen they are in by one.  Played over two rounds (passing clockwise and then anti-clockwise, scores are calculated at the end of the game and the player with the most points is the winner.  There is a bit of variety in the base game with double-sided Park boards, though we’ve rarely if ever played the winter side.  There are also two expansions;  a month ago, we played the Marina expansion which adds an extension to the river and plesiosaurs, but this time we wanted to try the Aerial expansion which adds nests on Mountain extension boards and pterodactyls.

Draftosaurus: Aerial Show
– Image by boardGOATS

Pterodactyls can only be placed in the nests on the Mountain expansion board, but when they are placed the player gets some sort of bonus.  The nests are all numbered, one, two or three.  The rules say that before a pterodactyl can be placed in a nest numbered two, one must be placed in nest numbered one.  It was not clear, however, whether players could place dinosaurs in multiple nests numbered one, or whether a second pterodactyl had to be placed into nest numbered two (and by extension, a third should be placed in a nest numbered three).  After much searching online, Plum concluded players had to start with a nest numbered one, before they had the option to use a nest numbered two—an interpretation that was later found to be correct.

Draftosaurus: Aerial Show
– Image by boardGOATS

The Aerial extension boards are double-sided, so things were further complicated by the fact that the board chosen had two nests marked 2a and one marked 2b.  It was suggested that perhaps players had to do both the 2a nests before progressing on to the third nest, but Plum thought that was not the case and that was the choice.  After the event, it was found that the third nest could only be used once one of the 2a nests had been filled (but was not accessible via nest 2b).  Plum did best finishing with a massive thirty-eight, but as everyone was still getting to grips with the new rules and the game is not a long one, the group decided to give it another go with the reverse side of the Mountain board.

Draftosaurus: Aerial Show
– Image by boardGOATS

This time it went better for everyone except Plum and Pink (who had come second in the first game, with thirty-four).  Plum had prioritised placing three pterodactyls so she would be able to ignore the restriction imposed by the placement die, perhaps at the expense of all else.  Lime (who always likes to play games twice in quick succession) and Pine had got the hang of the game and took first and second respectively with thirty-six and thirty-two points.  Although everyone had played Draftosaurus quite a bit during 2020/2021, nobody had been familiar with the expansions.  While they certainly add something new, the Marina expansion is probably the better of the two, though it would be interesting to see how the game would play with both expansions in use too.

Draftosaurus: Marina
– Image by boardGOATS

From there, the group went on to play Mamma Mia!, which is a hand-management card game from Uwe Rosenberg, the designer of the king of all hand-management games, Bohnanza.   Mamma Mia! is quite an old game and we played it quite a bit some years back, but the last time was nearly six years ago and those that knew how to play it had forgotten, and others hadn’t played it then or since.  Purple did her best to explain the rules from memory, but was somewhat hampered by Plum and Lime who kept interjecting, trying to guess how the game might play.  Meanwhile, Pink spent the time trying to read the rules and make sense of them, that said, the game is not all that complex, though really very clever, like all of Uwe Rosenberg’s games.

Mamma Mia!
– Image by boardGOATS

The idea is that each player starts with a hand of pizza topping cards and a deck of order cards.  On their turn, the active player puts pizzas in the oven by placing ingredients cards on top of the central pizza deck and then, optionally, follows it with an order card (which are colour coded for each player) before replenishing their hand from the supply deck.  Unfortunately, in the rushed rules reading, there were a couple of, er, malfunctions:  the group omitted to include the restriction that only one type of ingredient could be played per turn and only one order could be placed, and after placing the toppings cards.  Further, when drawing cards, a player may take them from either the central ingredient deck or from their personal order stack, but not both in the same turn—another rule that, er, malfunctioned.

Mamma Mia!
– Image by boardGOATS

Once the ingredients supply deck is empty, the pizzas are thematically taken out of the oven, by flipping the pile of cards over and placing the cards face up in separate piles for each ingredient i.e. in the order they were played.  When an order is reached the ingredients piles are examined to see if there are sufficient to fill the order.  If so, the cards are removed from the piles, if not, the owner of the order card may add any missing ingredients from their hand to ensure the order is fulfilled.  If they choose not to do so, the incomplete order card is discarded.  After three rounds, the player with the most fulfilled orders is the winner.

Mamma Mia!
– Image by boardGOATS

It was all a bit mad, and with players (incorrectly as it turned out) placing assortments of ingredients cards in the oven, they called out what cards they were adding to the deck.  The cry of “Four chilies and an olive,” was met with the comment from the next table, “That sounds like a mariachi band—who’s the olive?”  It was clear that a lot of fun was had.  Plum succeeded in completing an order of requiring fifteen ingredients that everyone else thought was very risky, but that was pretty much all she managed in the whole game.  Pink, who finished with six clearly thought he should have won, as he commented that Lime was “apparently” the winner with seven and Pine responded, that Pink was “apparently” second, “apparently” followed by Purple in third…

Mamma Mia!
– Image by boardGOATS

Pine commented that before the game started they’d had three different variations and he wasn’t sure which they were going to play, and as it turned out, the one they chose wasn’t quite right!  Despite all the rules issues, however, it had been a lot of fun.  The card-counting memory play worked well, though without a bit of luck in the ingredients department, players could keep playing cards hoping to replenish the hand with better once, without success.  Still, it is clearly fun little card game that we should play again and see if the game is better with the rules played as written.

Mamma Mia!
– Image by boardGOATS

On the next table, Ivory, Teal, Jade and Blue started with SCOUT.  This is a ladder-climbing game with a very nominal theme of circus owners collecting acts for their show.  This theme isn’t really reflected in the art or the game leading Blue to comment that it was the most theme-less game she had ever seen and she wondered why they had bothered.  Not that this made it a bad game, by any means—indeed, when the group played it last year both she and Teal had really enjoyed it.  The game is quite simple, the first player leads with either a run of consecutively numbered cards or a meld of cards of the same number.  The next player can play either a larger set of cards or has cards, or one of the same size but of a higher value (melds always beat runs of the same size).

SCOUT
– Image by boardGOATS

If they beat the cards on the table, the active player takes the beaten cards into their score pile and leads with a new set.  Alternatively, the next player can “Scout” i.e. take a card from either end of the set on the table and add it to their hand.  And this is where the game gets really clever—like Bohnanza, players can only play consecutive cards from their hand, but when they add a card to their hand, they can add it anywhere.  Further, the cards are double-headed, that is to say, they have different values depending on which way up they are.  At the start of the game, players are dealt a hand and, as in Bohnanza must not rearrange their cards, though they can choose which way up the whole hand is, and thus the quality of the hand as a whole.

SCOUT
– Image by boardGOATS

When Scouting, the player can choose which way up it goes into their hand as well as where, and it retains that value in their hand and when played.  Once per round, players can “Scout and Play”, taking a card from the display and immediately playing a set of cards for the cost of a single point.  Playing this at the right time can be critical to winning the game.  The round ends when either a player plays their last card or when play gets back to the player who last played a set and everyone else in between Scouted.  Players score for each card they have taken, but any remaining cards in their hand give negative points, often the decisive factor.

SCOUT
– Image by boardGOATS

This time, the first round was quite close.  Ivory finished the round and also took the most points.  This was the case for much of the rest of the game, and it was soon clear that everyone else was playing for second place.  In that, it was actually quite close.  Blue did particularly badly in the penultimate round, and looked to be cruising for a bruising.  However, she ended the final round very quickly with a very long run leaving both Jade and Teal with negative points (though Ivory still top-scored).  These negative point proved critical, and Blue took second with twenty-seven points, two more than both Teal and Jade.  They were all miles behind Ivory though, who finished with nearly twice that with forty-nine.

SCOUT
– Image by boardGOATS

From there, the foursome moved onto an equally theme-less card game that Jade had come back from UK Games Expo, but one that is also very good, Cat in the Box.  The game that was preceded by a quick game of Snap when Ivory pulled the same game out of his bag.  The game is essentially Hearts, but with the twist that the cards exist in all suits until they are played (analogous with Schrodinger’s cat where the it is both alive and dead until the box it is in is opened—hence the name of the game).  The cards are all black and there are five cards of each value.  As in Hearts, the first player leads with a card of there choice declaring its suit.  The players have a pile of tokens and, when they play a card they mark that card on a tally board so nobody else can play the same card.

Cat in the Box
– Image by boardGOATS

At a time of their choosing, players can declare they no-longer have cards of a suit by marking that on their cat card, but although that enables them to play a red trump card, it also limits what cards they are left with in their hand.  The round ends either when a player creates a Paradox because they cannot play any of the remaining cards in their hand, or when the last player plays their final card.  At the end of the game, players score one point for each trick they took during the round.  However, in a sort of solo-Bridge fashion, players make a contract at the start of each round, declaring how many tricks they think they will take.  If they successfully take exactly this number, they get bonus points equal to the largest contiguous group on the tally board, introducing an area control element.

Cat in the Box
– Image by boardGOATS

The catch is that if the round ends with a Paradox (and it usually does), then the player that caused the Paradox does not score any bonus points and additionally scores minus one for each trick they won.  This is particularly savage as a player can go from doing very well to doing very badly in a heartbeat, as Blue discovered in the first round. Not appreciating the risk, she made a contract for three tricks, which she achieved and with the bonus points would have taken seven or eight in the round until she went bust and ended up with minus three!  So, the risk of Paradoxes introduces a lot of tension, but there is also an element of tactics in forcing players to take tricks they don’t want to

Cat in the Box
– Image by boardGOATS

Teal was more circumspect and played very cautiously, so although he caused two paradoxes, they only cost him a total of two points.  Unfortunately for him, he only picked up one point in each of the other two rounds leaving him with a round fat zero.  Jade started cautiously, but then went for bonus points, successfully taking seven points twice, but unfortunately, for him his paradox in the third round was costly, losing him three points, he still finished with ten points, one more than Blue.  Ivory just managed to avoid triggering a Paradox, which is a key part of the game of course.  So with his moderately high, consistent scoring in the second, third and final rounds he finished with fifteen points and his second victory of the night in what was a fun, if quite nasty game.

Cat in the Box
– Image by boardGOATS

Learning Outcome: Little card games can be an awful lot of fun.

UK Games Expo 2023

It is hard to believe that it is a whole week since the start of the sixteenth UK Games Expo.  With the Friday falling in half-term week for most schools, attendance reached an all-time high with reports of 32,000 unique visitors over the three days of the event—a remarkable bounce back from the 10,671 in 2021 (the first Expo after the cancellation in 2020).  As in previous years there was a viking encampment outside the NEC, and the queues to get in to the main halls were substantial.

UKGE 2023
– Image by Jade

Inside, though busy things were more manageable, gamers from boardGOATS managed to run into each other by accident, which was quite remarkable considering the massive crowds.  Queue conversations were quite a thing this year, especially in the queue for the Bring and Buy which was spacious and well laid out.  The Bring and Buy itself was especially good for Buyers this year as there were constantly new items being put out (though it was perhaps more frustrating for Bringers as their items weren’t put on display until there was space).

Hegemony: Lead Your Class to Victory
– Image by Teal

There were some great demonstrations of new games. One highlight was playing as the State in Hegemony: Lead Your Class to Victory, a great, new, heavy-weight, political board game.  There were also demonstrations of Undaunted: Stalingrad as well as for Vivarium and Vaalbara from the marvelous folks on the Hachette Boardgames UK stand (all of which came out last year).  There was a hilarious reading of Ian Livingstone’s City of Thieves and foiling a dastardly aristocrat’s demon-summoning plans in the new, one-shot RPG, Candela Obscura was memorable too.

UKGE 2023
– Image by Jade

As usual, there were also a lot of designers about, including Tony Boydell, Alan Paul, Andy Hopwood, Bez Shahriari, Rob Harper, Gav Thorpe, Florian Sirieix and Morten Billcliff all sharing their games, chatting with gamers and signing boxes.  Copies of Condottiere, Azul: Master Chocolatier, Next Station London, Earth, Tiwanaku and After Us were also acquired amongst other things, and will likely be played over the coming weeks.

UKGE 2023
– Images by Teal and Jade

Deutscher Spiele Preis – 2022

The Deutscher Spiele Preis awards recognise the “Best Children’s Game” and a top ten list of the “Best Family and Adult Games”, the results of an open vote by games clubs, gamers and people in the industry.  They are awarded annually at the Internationale Spieltage in Essen and the winners are announced in advance.  As annual awards, the games named in the Deutscher Spiele Pris lists often intersect with the winners and nominees of Spiel des Jahres Award, but in many other ways, the awards differ.

Deutscher Spiele Pries 2022
– Image from
spiel-messe.com

The Spiel des Jahres winners are chosen by a committee with a list of strict criteria whereas the Deutscher Spiele Preis is more a list of the most popular games of the preceding year.  As such, games that are not eligible for the any of the Spiel des Jahres Awards often feature in the top ten list of “Best Family and Adult Games”.  For example, games that were considered at the time to be too complex or aggressive for the Spiel des Jahres awards have ranked number one in the Deutscher Spiele Preis list.  These include Tigris & Euphrates (1998), Puerto Rico (2002), Louis XIV (2005), Caylus (2006), The Pillars of the Earth (2007), Agricola (2008), Terra Mystica (2013), Russian Railroads (2014), Voyages of Marco Polo (2015), Mombasa (2016) and Terraforming Mars (2017).

Terraforming Mars: Hellas & Elysium
– Image by boardGOATS

Of all these great games, only Terraforming Mars even received a nomination for the Kennerpiel des Jahres award (though Agricola did receive a special “Complex Game Award”).  In contrast, over the last few years, there has been much more overlap with games like Azul (2018), Wingspan (2019) and The Crew (2020) all ranking highest in the Deutscher Spiele Preis list and winning either the Spiel or Kennerspiel des Jahres award.  Further, all the other winners of both awards including MicroMacro, Cartographers, Paleo, Lost Ruins of Arnak have featured high on the Deutscher Spiele Preis list and/or received Spiel/Kennerspiel des Jahres nominations.

Ark Nova
– Image by boardGOATS

This year, while there is still a lot of overlap between the lists, the top ranked game on the Deutscher Spiele Preis list is a bit of a throwback, being too complex even for the Connoisseur or Kennerspiel des Jahres award.  The Deutscher Spiele Preis winner, Ark Nova has been extremely popular amongst gamers creating a lot of “buzz”, so it is no surprise that it did well.  The strategy revolves round building card combinations and the theme, zoo building is very appealing—everyone loves animals.

The full Deutscher Spiele Preis list is:

  1. Ark Nova
  2. Cascadia (Spiel des Jahres Award Winner)
  3. Dune: Imperium (Kennerspiel des Jahres Award Nomination)
  4. Living Forest (Kennerspiel des Jahres Award Winner)
  5. The Red Cathedral
  6. Witchstone
  7. Beyond the Sun
  8. SCOUT (Spiel des Jahres Award Nomination)
  9. Golem
  10. Terraforming Mars: Ares Expedition
Ark Nova
– Image by boardGOATS

26th July 2022

Blue and Pink were first to arrive and were just finishing their supper when Ivory joined them soon followed by Pine.  Ivory and Pink were keen to play Ark Nova which is longer than our usual fare and therefore needed a quick and early start.  So, when Black and Purple arrived, they grabbed Black and headed over to the other side of the room.  Everyone else conformed to more typical hesitant behaviour and were a lot slower to get going.  This wasn’t helped by Blue who was explaining how Pink had managed to find the “Only Panda Themed Village in Cornwall” and when Lemon and Orange queried it, she felt the need to find the photos to prove it.

The Lanivet Inn
– Image by boardGOATS

Eventually, the group split into two with Purple, Blue, Pine and Teal playing the “Feature Game“, the Spiel des Jahres nominee, SCOUT.  Although this has a nominal and very tenuous “circus theme”, it really is well hidden and “pasted on” to what is otherwise a relatively traditional, though clever little Rummy-esque card game with a Bohnanza-type twist—players cannot change the order of the cards in their hand.  The idea is that players have a hand of cards and on their turn takes an action:  they play a run or a meld (set of cards of the same value à la Rummy), or take a card from the active set (the previously played set).  The first of these actions is called “Show” and players can only Show the set they want to play beats the previously played set (called the Active Set).  A set wins if it has more cards or the same number, but a higher value, and a meld always beats a run.

SCOUT
– Image by boardGOATS

When Showing, the cards played must be consecutive in the player’s hand, so a player can, for example, take a four, five and six from the beginning, middle or end of their hand.  It must beat the current Active Set, and it then becomes the new Active Set with the old one turned face down and added to its owner’s scoring pile.  In this way, the quality of the the Active Set is ever increasing—this mechanism makes SCOUT a ladder-climbing game, of which Tichu and Haggis are probably the best known.  The problem is that of course it will become progressively difficult to play cards (especially with the consecutive constraint), so players can also use the Scout action and take a card from the Active Set, for which it’s owner gets a Scout token as a reward.

SCOUT
– Image by boardGOATS

When Scouting, players can only take a card from the end of the Active Set, ensuring that runs retain their integrity and just become shorter and maybe of lower value.  A card that has been Scouted goes into the player’s hand, anywhere they like, so they can use this to connect two cards in a run, or enhance an already existing meld for example.  The really clever part of the game is that the cards have two values, and which value they take depends on which way up the cards are.  This is clever because it adds just enough flexibility to make the game work, while not making things trivial.

SCOUT
– Image by boardGOATS

At the start of the game, players are dealt a hand of cards and choose which way up the hand goes—not the individual cards, the whole hand.  From this point on, the hand stays the same way up, but when cards are added to a player’s hand (and only then), the added card can be rotated.  The game ends when either, one player runs out of cards, or when it gets to a player’s turn and they were the last person to Show.  In addition to Scout and Show, once during the game, players can also “Scout & Show” which is often used to bring about or prevent the game coming to an end.  Players then add up the number of scoring cards and tokens and subtract the number of cards in the their hand and the player with the most is the winner.

SCOUT
– Image by boardGOATS

The game is one of those games that is a bit odd to understand at first, so Purple (who started), began tentatively, but it wasn’t long before people were Scouting and Showing happily.  There was a bit of confusion when it came to Teal’s turn and he Scouted one of his own cards—a rules check didn’t answer the question of whether he should get a token (we called them Cadbury’s Chocolate Bars because of their colour) or not, so we decided not.  It was only later that we realised that of course players could not Scout from their own set, as a round of Scouting triggers the end of the game.  Pine was the clear winner with fourteen points, more than twice Blue in second, and in spite of forgetting he could Scout & Show which would have given him victory earlier.

SCOUT
– Image by boardGOATS

The game can be played in campaign mode where players get scoring tokens and add up the total after several rounds, however, we tend to prefer to play games like this as single, short, one-off games.  And this time, everyone wanted to “do a Lime” and give it a second go now they understood what they were doing.  It was about this time that Pine checked his phone for the first time and reported that the England versus Sweden semi-final in the Women’s European football championships was goalless, but that “Sweden were playing well”.  There was a general slightly pessimistic noise around the table and Teal began the second round.

SCOUT
– Image by boardGOATS

A cheer from the bar prompted Pine to check his phone again and everyone relaxed a little when he reported that England had scored their first goal.  This second game of SCOUT was much closer than the first with scores of eleven, twelve, thirteen and fourteen, with Blue the victor, just ahead of Teal.  It had been a lot of fun and everyone really appreciated the cleverness of such a simple little game and found it had really grown on them from the two rounds they’d played.  There were other games people fancied playing, however, so the group moved on to Trek 12: Himalaya, a Roll and Write game we first enjoyed playing a few months ago and was given a “Recommendation” by the Spiel des Jahres Award committee.

Trek 12: Himalaya
– Image by boardGOATS

Trek 12 is similar to On Tour which we played several times online, but is a little more complex.  In On Tour, two d10 dice are rolled and players combine them to make a two digit number, so a five and a four can be combined to make a forty-five and a fifty-four, one of which is then written in a location on the map.  Locations are connected by “roads” and players are aiming to make the longest continuous route of numbers that only increase.  Trek 12 does something similar in that two dice are rolled and the numbers combined to give one, but as the sum, difference, or product, alternatively players may choose one single die (either the larger or the smaller).

On Tour
– Image by boardGOATS

The catch is that each of these operations can only be used just four times each during the game.  The resultant number is then written on the map, but the theme is trekking so chains of ascending or descending numbers represent ropes while groups of the same number represent camps.  Another difference is that in On Tour player can write their numbers anywhere on their map, whereas in Trek 12 numbers have to be added next each other.  This means that it is advisable to start in the centre and work out, advice that Pink eschewed at his cost last time we played.  Scoring is more complex as well, since players score for the highest value in each rope/camp plus one for each other number in the rope/camp with bonuses for the longest rope/largest camp and negative points for any isolated numbers.

Trek 12: Himalaya
– Image by boardGOATS

This time the group  used the Kagkot map, rather than the Dunai map used last time.  Teal, Purple and Pine all started at much the same place putting a five in the middle, but from there things quickly diverged despite the plague of fives that were rolled.  Blue decided to do something different and started with a zero in the middle.  Everyone got themselves into a bit of a tangle, but Purple struggled the most.  Part of the reason might have been distraction caused by the updates on the football as, during the second half of the match, there was a second goal, then a third.  Everyone was still digesting the third which was described as “Outrageous” when a fourth went in just eight minutes later to leave the final score four-nil to England.

Trek 12: Himalaya
– Image by boardGOATS

Teal gambled on getting the high dice rolls he wanted, and jammily got them.  However, the game was won by Blue who put together lots and lots of very short ropes and small camps to give her high base scores, with one long rope to give a decent bonus and a final total just above the target set for the map in campaign mode.  While all this was going on, Lilac and Green were introducing Orange and Lemon to Carcassonne, an older, now classic Euro game that won the Spiel des Jahres award over twenty years ago.  The game is perhaps one of the best known tile-laying games and was the inspiration for the term “Meeple“.

Carcassonne
– Image by boardGOATS

On their turn, players draw a tile and add it to the central map.  The tiles feature some combination of Roads, Cloisters, City and Fields.  Once the tile has been placed, the player can then add a single Meeple from their supply to the tile placing it on one of the features so it becomes a Thief, Monk, Knight or Farmer (respectively).  Finally, any features that are completed are scored and the players gets their Meeples back.  In this context, completed means Roads that end with a junction at both ends, Cloisters that are completely surrounded by other tiles, and Cities without gaps where the wall is closed).  Fields or Farms are only scored at the end of the game.

Carcassonne
– Image by boardGOATS

In this way, players score one point for each tile in a completed Road, nine points for a completed Cloister and two points for each tile in a completed city (plus two for any Pennants).  Although players can’t add a Meeple to a feature that is already occupied, it is possible to end up with shared features.  This happens when two separately owned Roads (say) are joined together.  In this situation, the player with the most Meeples scores the points, or, if there is a tie, both players get the points.  And this is really the crux of the game—players can play nicely or nastily, working together to build big Cities, or muscling in and stealing them from other players just before they score, or even playing tiles to make Features difficult to complete.

Carcassonne
– Image by boardGOATS

At the end of the game, Farms and any still incomplete Features are scored (though they only give only one point for each tile and Pennant in a city and one point for each tile in a Cloister array).  A Farm is a continuous Field, i.e. a green space that a Meeple could “walk” around that might be bordered by Roads, City walls, River or the edge of the map.  Each Farm then scores three points for each City that it “feeds”, i.e. that borders the Farm.  Since Farms can be very high scoring, early Farmers in the right place can be very valuable as they mean other players have to work hard to join fields together if they want to share the points.  On the other hand, an early farmer can be cut off and left scoring very few points.

Carcassonne
– Image by boardGOATS

Additionally, since they are not recovered during the game, Farmers placed early are not scoring points during the game, so part of the skill of the game is timing when to place Farmers to maximise their value.  Scores are kept on a track, and the player with the most points at the end is the winner.  This time, although there were a number of expansions available, with Lemon and Orange were new to the game, the group only added the River expansion, which consists of a small number of tiles played at the start and helps to prevent the formation of one massive Field.  Lilac explained the rules: although it is mostly a simple game, the Farmers always cause a little confusion, in particular where the edges of the Fields were and how you might end up with more than one Farmer in a field.

Carcassonne
– Image by boardGOATS

Lilac placed the second river tile and with little other option available to her placed the first Farmer.  For the next few turns of placing River tiles, the question of when another player could place a farmer was often repeated, until Orange was able to get one with a road and bridge tile.  The River started running along the length of the table, expecting the board to develop more in the that direction than to the edges of the table. Unfortunately, fairly early on the river shifted sideways and the whole board developed across the table rather than along, so they had to shift the tiles a couple of times to make room (this was not meant to be the Discworld!).

Carcassonne
– Image by boardGOATS

Lilac took an early commanding lead on the score board, with Orange next to start scoring. It seemed to take ages before Lemon got her first points and even longer for Green to get going.  However, Lilac’s lead soon disappeared as Green, Lemon and Orange shared the points for one enormous city—they thought they would never complete it, but with three people after one particular tile, it was almost inevitable really.  Lilac meanwhile was after the single bend road tile to complete a roundabout with her Meeple on it.  Everyone else got that tile, everyone except Lilac of course.  It looked like it would never happen, but in the dying moments of the game, she finally got the tile she needed. It was only worth four points, but it gave her a spare Meeple.

Carcassonne
– Image by boardGOATS

With the Farmers now understood, with his last tile, Orange was able to complete a City and then place a Meeple on the field part of that tile to be sole farmer for one complete city. It was only three points, but more than the couple he could have scored by using the tile to complete a Road. Having spotted this useful use of a final Meeple, Lemon and then Lilac both did the same.  In the mêlée of farmers, Orange came out on top, managing to knock out Lilac’s and Green’s farmers, and Lemon scored a few too.  The end result was a victory for Orange, a close second for Lemon, with the veterans of Green and Lilac well behind.  Perhaps they did not play quite as aggressively as they could have done, but mostly they just didn’t get the right tiles and were simply out-played.

Carcassonne
– Image by boardGOATS

Meanwhile, on the other side of the room, Black, Pink and Ivory were playing Ark Nova, but as it was showing no sign of finishing soon, with both Carcassonne and Trek 12 finished, the two groups had a decision to make:  play two games (maybe with a quick game of Musical Chairs first) or play one large game.  Las Vegas was suggested as a possible large game (it plays eight with the Boulevard Expansion), and Living Forest (winner of the Kennerspiel des Jahres this year) was an option if breaking into two groups.  Time marched on, and nobody in the group is very good at decision making and before long it was too late to play Living Forest and Las Vegas can take a while to play.  So in the end, the group decided to introduce Orange and Lemon to an old favourite, 6 Nimmt!.

6 Nimmt!
– Image by boardGOATS

Although 6 Nimmt! didn’t win the Spiel des Jahres Award, we certainly think it should have done; it did get a recommendation from the Jury though and of course it won the Golden GOAT in 2020 (a very difficult year for everyone).  Teal had to play taxi for his family, so headed off leaving seven to play.  The game is very simple:  players simultaneously choose a card from their hand and play it face down in front of them.  Once everyone has chosen a card, the cards are revealed and played in order from lowest to highest.  The cards are added to one of the four rows on the table—they are added to the row that ends with the highest number that is lower than the card itself.

6 Nimmt!
– Image by boardGOATS

If the card added would have been the sixth card, instead the player takes the cards in the row and their card becomes the start of the new row.  If the card is lower than all the cards at the end of the rows, instead the player chooses a row and their card replaces that row.  At the end of the game, players sum the total of Bull’s heads or “Nimmts” shown on the cards in their scoring pile and the player with the least is the winner.  There are a hundred and four cards in the deck, and we play a variant where the game is played over two rounds, each with half the cards.

6 Nimmt!
– Image by boardGOATS

The delicious thing about 6 Nimmt! is that everyone feels that they are in control, until the moment when they aren’t.  Some people argue that it is a random game, but as the same players (like Burgundy) often seem to do well, it can’t be.  That said, and it is especially true for those that often do well (like Burgundy), when it goes wrong it can go catastrophically and spectacularly wrong.  As a result the suspense is murder and the game is loads of fun yet never seems to outstay its welcome.  Orange quickly got to grips with it and clearly quickly appreciated the jeopardy.

6 Nimmt!
– Image by boardGOATS

This time we played without the “Professional Variant” that had become so popular online, partly because it would not be fair on the people new to it, but mostly because everyone was tired and nobody was up to the mathematical gymnastics it required.  This time the first round was unusual, because everyone had similar scores.  Usually, at least one player manages to keep a clean or cleanish sheet and at least one player picks up lots of pretty coloured cards, but the range of scores at half way were between seven and thirteen.  That meant it was all to play for in the second half.

6 Nimmt!
– Image by boardGOATS

The second half was a little more varied with Green only collecting four Nimmts and Blue and Lilac collecting sixteen, but the net effect largely offset the differences in the first round.  Blue top-scored with twenty-seven, Pine was just behind with twenty-six and Lilac after him with twenty-three (she really is going to have to try harder if she is going to compete with the really high scorers).  The winner though was Purple with fifteen, one Nimmt less than the runner up, Green, in what had been a tight game, but a lot of fun, as always.

6 Nimmt!
– Image by boardGOATS

Ark Nova was still on-going, so Orange, Lemon and Lilac killed a few minutes with a quick round of Dobble.  This Snap-a-Like game is simple, but a lot of fun.  This time, players started with a single card and called a match with the central pile and grabbed a card.  Despite playing in English which is not his first language, Orange is remarkably good at this game, taking twenty-two cards, beating Lemon into second place.  From there, that side of the room just deteriorated into random chatter about random pub-type things (including the Voice of Jack and the demise of Frosts at Millets) as people ran out of steam and waited for Ark Nova to finish.

Dobble
– Image by boardGOATS

By this time, Black, Pink and Ivory were rapidly running out of time as last orders had been called some time ago.  Ark Nova is a much longer game than we usually play with an advertised playing time of upwards of two hours and reputedly considerably more with inexperienced players and setup time included.  It is all about planning and designing a modern, scientifically managed zoo—when this was first mentioned at the start of the evening, Pine looked all interested in the theme, but was quickly put off when Ivory added it was “a bit like Terraforming Mars with animals”.  That said, although it is quite complex, 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.

Ark Nova
– Image by boardGOATS

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, or move a card back to the first space and take a cross token instead.  When activating a card players perform the action based on its power level.  The power level is dictated by its position in the row, with the level one power to the left and the level five to the right.  Once a card has been played, it is moved the first space in the player’s five card row (i.e.to the lowest power position on the left) moving the other cards to the right to replace the card removed, effectively incrementing their power by one.  During the game, players can upgrade and turn over the action cards to a more powerful second side using various bonuses.

Ark Nova
– Image by boardGOATS

The Cards action is the simplest action, which lets players draw cards from the deck (the number depending on strength) then advance the marker two spaces along the break track which defines when the round ends.  The Build action allows players to pay to construct one building on their zoo map.  Players can build basic enclosures with a size of one to five, but they can also build a petting zoo for animal storage or pavilions and kiosks (which give players appeal and money respectively based on adjacent filled enclosures).  With the upgraded build action, players can build multiple different buildings and have access to the large bird aviary and reptile house which allow the storage of multiple animals.

Ark Nova
– Image by boardGOATS

There’s no point of having enclosures without animals, and that’s where the animals action comes in:  it allows players to add animals into enclosures in their zoo. Some animals have a special requirement and need a symbol in their tableau and/or the upgraded animal card. Adding an animal to an enclosure has a cost, and then the player turns over the empty enclosure of at least the size needed or places the listed cubes into a special enclosure (an aviary or a reptile house).  The player then adds the animal card to their tableau and resolves the abilities on it and receives ticket sales along with possibly conservation points and reputation.

Ark Nova
– Image by boardGOATS

The association action allows players to take one task on the association board with different tasks available based on their power level.  This allows people to gain reputation points, acquire a partner zoo they don’t already own, gain a partner university, or support a conservation.  Finally the sponsor action allows players to play exactly one sponsor from their hand which offer ongoing abilities.  They can allow players to place unique tiles in their zoo and offer end game conservation point opportunities. Some Sponsor cards have conditions on their play similar to the animal cards.

Ark Nova
– Image by boardGOATS

Players take it in turns to take actions, resetting every time a break occurs, until the end game has been triggered.  There are two tracks, Appeal (Tickets) and Conservation that follow the same course, but in opposite directions.  The game end is triggered when one player’s pair of scoring markers cross, after which, everyone gets one more turn and then the end-game cards are scored.  The player with the largest overlap between their Conservation and Appeal values is the winner.  A player’s tokens can meet and pass at any point, but Conservation points are much harder to get than Appeal, so to compensate, each step on the early part of the Conservation track is equivalent to two Tickets on the Appeal track, while each Conservation step is worth three Tickets.

Ark Nova
– Image by boardGOATS

Pink started hard and fast with a simple animal strategy concentrating on upgrading his action cards to get the more powerful actions and getting extra workers.  In contrast, Ivory and Black started a little slower and focused on getting larger (Size five) pens, like the reptile house and the aviary.  These are more difficult to get, but are also more valuable.  Ivory then added a Stork and a Condor, while Black collected a Horse and engaged the services of a European Hobbit-like Expert.  The game was about half-way through when the other table heard a howl of delight from all three of them:  The Panda card had come out.  From this point forward, Pink’s primary aim was to get the Panda and find it a nice, cosy, bamboo-filled space in his zoo where he could love it and hug it at leisure.

Ark Nova
– Image by boardGOATS

Although Pink got a lot of Tickets early, his Conservation was very low which made him look like he wasn’t a threat.  Maybe Ivory and Black took their eye off him because of this, as they seemed surprised when Pink suddenly got ten Conservation points very quickly using the Association action which triggered the end of the game quite abruptly.  In a similar way to the recent game of Viticulture where Teal did the same thing, this meant everyone else had to make the best of things.  It was probably for the best, however, as by this time it was a real race against the clock.

Ark Nova
– Image by boardGOATS

In the end game scoring, Ivory also managed to get his Appeal and Conservation pieces to cross over, but Black was less fortunate finishing with a negative score.  It was close between Pink and Ivory, but Ivory scored more in the end-game scoring and took victory by a single point.  Even though it finished in a bit of a rush, they had all really enjoyed the game; Black commented that rather than being like Terraforming Mars, to him it felt more like Wingspan, which was probably just as well as he’s not very fond of Terraforming Mars.   As they rushed to pack the game away, Pink gave his Panda one last hug before putting him back in the box and going home.

Ark Nova
– Image by boardGOATS

Learning Outcome:  Pink Likes Pandas.

UK Games Expo 2022

Today was the first day of the fifteenth UK Games Expo.  After the cancellation two years ago and the subdued event last year, it was almost back to normal this year.  On arrival, outside the NEC, there were vikings in their camp, playing Hnefatafl with their visitors.

Hnefatafl
– Image by boardGOATS

It seems blinging games has been a thing for over a millennia, as the vikings were proudly showing off their pimped out copy.  Inside, the halls were busy, but not overcrowded, though of course this was Friday, traditionally the “quiet day”.

UKGE 2022
– Image by boardGOATS

Just inside the door was the Burley Games stand with a shelf of variants of Take it Easy!—an unwanted reminder of playing games remotely through Teams for eighteen months, albeit as one of the games that worked quite well in that format.

UKGE 2022
– Image by boardGOATS

Nearby was the Oink Games stand, showing off the newly Spiel des Jahres nominated, SCOUT and just round the corner, the staff from the Oxford-based Osprey Games were obviously delighted that their game Cryptid had received a Kennerspiel nomination and were keeping their fingers crossed that it would go one further.

SCOUT
– Image by boardGOATS

Hall One was also the home to Fire Tower, a clever puzzle game with the tag line, “fight fire with fire”.

Fire Tower
– Image by boardGOATS

As well as a very smiley sheep from Catan, there were also a lot of designers about, including Tony Boydell, Alan Paul, Andy Hopwood, Bez Shahriari, Rob Harper and Matt Dunstan, all sharing their games and chatting with gamers.

UKGE 2022
– Image by boardGOATS

There were a number of interesting little British games, including Daring Dustbunnies and Deckchairs On The Titanic, which were on neighbouring stands, while Surprised Stare were selling a special tribute to the festive weekend called Corgi Dash (based on the 1986 Spiel des Jahres winner, Heimlich & Co.).

UKGE 2022
– Image by boardGOATS

Universities of Warwick, Chester and Canterbury were all present, variously advertising their courses in game design and demonstrating how gaming can be used as a learning device.  One Warwick (IATL) computer science student showed a game he designed to demonstrate the Turing Test and how people are poor at understanding randomness.

UKGE 2022
– Image by boardGOATS

There were also previews of upcoming games.   These included Namiji, a game which has the same theme and uses the same basic mechanic as Tokaido, but increases the complexity with more challenging steps along the way.  Namiji was demonstrated at Essen in 2019, but like so many things, fell foul of the global pandemic in the interim.

Ticket to Ride: San Francisco
– Image by boardGOATS

The new Ticket to Ride game which will be released later this year was also available to see and play.  It is based round the city of San Francisco and features street cars and follows the successful format of a new map and a slight rules tweak.

UKGE 2022
– Image by boardGOATS

Aside from games, there were also a lot of stands selling books, costumes, props, and scenery—these days, the distinctive aroma of singed wood pervades the aisles of games conventions as an homage to the laser cutter, which is used to make everything from wooden boxes, to houses, coasters and puzzles.

UKGE 2022
– Image by boardGOATS

All in all, the return to face-to-face conventions was a date to remember.  UK Games Expo continues until 4pm Sunday 6th June.