Tag Archives: Steam Donkey

27th Movember 2018

With the Festive Season now apparently upon us, the pub was once again packed and food was later than usual.  For this reason, we started with a quick game of No Thanks!.  This used to be one of our “go-to” filler games, but has been somewhat neglected of late, so was surprisingly unfamiliar to some people.  It is very simple though and very easy to learn on the fly:  everyone starts with eleven red chips and the first player turns over the top card—they can take it, or pay a chip for the privilege of passing the problem on to the next player.  The player with the lowest summed card total when the deck expires is the winner.

No Thanks!
– Image used with permission of BGG contributor msaari

There are are two catches, firstly, where a player has a run of consecutive cards only the lowest is counted and secondly, a small number of cards are removed from the deck at random.  Top scorer looked to be a toss up between Blue, Red and Mulberry, but Red took the dubious honour in the end, with forty.  It was tight between Pine and Burgundy, however, both of whom had a large pile of chips and a substantial run of high cards (between them they had nearly forty of the fifty-five chips and the cards numbered twenty-eight to thirty-five).  There were only two points in it in the end and it was Pine who took the honours.

No Thanks!
– Image used with permission of
BGG contributor ronster0

The group had been just about to start playing when Black, Purple and Green had walked in.  Since No Thanks! only plays five, so pre-empting a discussion of options, Blue chucked over a copy of Dodekka which the group obligingly settled down to play.   This is another light set collecting game where the aim is to get the highest score possible from one of the five colour suits, while ideally scoring nothing in all the other suits.  Gameplay is very simple:  take the first card on display, or reveal a card from the deck and add it to the end of the row (thus “passing”).  If the sum of the cards on display now totals more than twelve, the active player must pick up all of the cards on display. When the deck runs out, the winner is the player with the highest score (the total face value of one suit minus one for each other card).  It was very close at the top, with only one point separating Black and Purple, and much to Purple’s chagrin, it was Black who came out on top.

Dodekka
– Image by boardGOATS

Just as No Thanks! was coming to an end, food arrived, along with Ivory.  Dodekka was still going, so while some munched, those remaining decided to give The Game an outing (played with a copy of The Game: Extreme, but ignoring the special symbols).  This is a surprisingly popular game within the group, which is remarkable because it is cooperative and we generally prefer competitive games.  Another simple game, the idea is that the team have a deck of cards from two to ninety-nine and they must play each card on one of four piles:  two where the card played must be higher than the top card, and two where it must be lower.  There are just three rules:  on their turn, the active player can play as many cards as they like (obeying the rules of the four piles), but must play at least two cards before replenishing their hand, and players can say anything they like but must not share “specific number information”.  Finally, there is the so-called “Backwards Rule” where players can reverse a deck as long as the card they play is exactly ten above or below the previous card played on that pile.

The Game: Extreme
– Image by boardGOATS

Red started and it quickly began to go wrong with with Pine holding a “nice mid-range hand”.  With the help of everyone else he battled through though, and it wasn’t long before he had a “nice extreme hand” while all the piles were offering “nice mid-range options”.  It perhaps wasn’t surprising with this that the group didn’t win (i.e. play all their cards onto the four decks), but given that they had such a poor run of luck, they did well to exhaust the draw deck and ultimately have only eight cards they were unable to play.  Inevitably, Dodekka finished just after The Game started, so Black, Purple and Green killed time with a quick game of Love Letter.  This is the original “micro game”, consisting of just sixteen cards.  The idea is that each player starts with a single card, draws a second card and chooses one of the pair to play.  The cards are numbered one to eight (with more of the lower numbers), and each number has an action associated with it.  The aim is to eliminate all opponents, as the last man standing is the winner.

Love Letter
– Image by boardGOATS

Rounds only take a minute or two, so elimination is not a problem.  This time, each player won a round.  So with honours even and with the other game and food coming to an end, it was sudden death.  This time it was Purple’s turn to come up trumps, taking the final hand and with it, the game.  This started a big debate as to who was going to play what.  As it was likely to be Ivory’s last chance for a meaty game for a few weeks (with Christmas and his impending arrival), the “Feature Game” was Ambition, the expansion to one of his favourite games, Roll for the Galaxy.  With Burgundy fed-up with the feeling of confusion that Roll for the Galaxy always gave him and Black feeling that he’d played it a couple of times recently, for a while it looked like it was only going to be Blue and Ivory.  Eventually Black saw sense, and Green joined in, despite the fact that he felt he’d not played the base game enough to appreciate the expansion.

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

Roll for the Galaxy is the dice game of the popular empire building card game, Race for the Galaxy.  Both suffer from the same “iconography confusion”, but that aside, neither are actually complicated games.  The idea builds on the Puerto Rico/San Juan idea of different phases or activities that only happen if or when players want them to.  Roll for the Galaxy is almost a “worker placement” game where dice are the workers and have a say in what sort of work they do with players “spending” these dice to make actions happen.  Each player starts with a dice in their cup which they roll and assign, in secret behind a screen.  When dice are used they are placed into the player’s Citizenry and it costs a dollar to move them from the citizenry to back into the cup.  Each face of the worker dice corresponds to one of the five different action phases:  Explore, Develop, Settle, Produce, Ship.  Each player uses one die, any die, to select a single phase that they want to “happen”.  All the other dice are assigned to the Phase that corresponds to the face rolled.  Any that do not correspond to the chosen phase can only be used if another player chooses those phases to happen.  Any that are used move into the player’s Citizenry, any that are not used go back into the cup.

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

As such everyone is reliant on other players to help them out and the player who best piggy-backs other players’ choices usually does well.  It is not only about second-guessing what other players are going to do though: success also requires a good strategy, a complementary tiles (Worlds), an understanding of probability, the ability to effectively manipulate the dice rolled, and a modicum of luck.  Luck is everywhere, but there are ways to mitigate its effect.  For example, in Phase I (“Explore”), players draw tiles out of a bag.  These are double-sided with one side being a Development World and the other a Production World.  These are “Built” in Phases II & III (“Develop” and “Settle”) and the cost is paid in dice, anything from one to six (with expensive Development Worlds generally partnered with cheap Production Worlds).  These tiles are drawn at random in Phase I and a side chosen and the Worlds added to the bottom of their personal Development or Settle pile as appropriate.  The top World tile is the one that will be built first and if there is not enough to complete a building, that means there will be fewer dice available for the following rounds, until it is finished.

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

This may seem very harsh, with players potentially getting stuck with a high value building and a shortage of dice so that they struggle to complete it in a timely fashion.  However, clever use of the Explore Phase can ensure that this is not a problem, despite the luck involved.  Players can discard as many tiles as they like, drawing one extra from the bag.  Thus, an early round committing lots of dice to the Explore phase can enable lots of tiles to be recycled as better ones are drawn.  Dice assigned to Phase IV (Produce) are moved to Production Worlds where they will stay until Phase V (ship) happens and that player has dice assigned to it.  In this way, dice can get “stuck” in a similar fashion to dice involved in Developing or Settling.  Thus dice management is one of the key skills to the game.  Points come from building (a building that requires five dice is generally worth five points at the end of the game); from bonus points Development buildings which give points for some particular feature (e.g. one extra point for a particular type of Production World), and from victory points generated during Phase V (Shipping) by using the “Consume” option.

Roll for the Galaxy: Ambition
– Image used with permission of BGG contributor dotKeller

The Ambition expansion doesn’t change the game very much, simply adding a very small number of Worlds, some extra Starting Worlds, some in game Objective tiles and replaces one of each player’s starting white dice with a black “Leader” die.  The first player (and only the first player) to achieve each of the objectives receives “Talent” counters; these can be treated as single-use workers or as victory points at the end of the game.  There are also orange “Entrepreneur” dice—these and the “Leader” dice have some faces with two symbols allowing players to choose which of these Phases to assign them to and giving them the magic power of automatically switching to the alternative Phase if the initial nomination does not happen.  There are a couple of other little twists, for example on some faces the second symbol is a dollar sign signifying that if the die is used for its intended Phase then the die goes back into the Cup (not into the Citizenry) after use, making it effectively free to use.

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

Ivory was fastest out of the blocks with a large amount of liquidity from his “Doomed World” that gave him $8 start up.  Furthermore, his “Alien Artefact Hunters” start-world gave him $2 each time he consumed Alien goods, and Victory points (from Consuming).  For everyone else it looked like it was going to be over before it had begun when Ivory  was the first to achieve an Objective, adding the associated Talents to his already growing pile of victory points.  Although they were a little less obvious , everyone else’s Start Worlds were quite useful too however.  Black for example received extra cash every time he developed, Green had the ability to reassign two of his white dice as Explorers or Settlers and Blue could reassign any two dice to explore.  These special abilities were slower to take effect, but gradually, these, together with the lack of production on the “Doomed World” meant the group began to haul back Ivory’s rapid head-start.

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

Blue, and to a lesser extent Green, spent a lot of time Exploring (using their special abilities), carefully choosing which Worlds to build and stacking the deck to control the order, a tactic that paid dividends later in the game.  In Blue’s case, she used the Objectives as a target and then used the Talents to finish off Worlds quickly enabling her to grab a couple from under Ivory’s nose.  Green more or less ignored the Objectives as he was too busy trying to remember how to play the base game while fiddling with his phone.  Black was less fortunate, and really struggled with the luck of the dice and found it difficult to make use of his special ability to get his engine going.  Then suddenly it looked like Ivory might end the game as the Victory Point reserve rapidly depleted.  He couldn’t make it on the first attempt though and there were a couple more things he wanted to do in any case.  In the end it was Blue who ended it—building not only her twelfth World, but also an extra one giving her a massive forty points for that alone.

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

Although Blue had a couple of Victory Point chips and a handful of Talents left over, it paled into insignificance compared with the massive pile of chips in front of Ivory—the question was whether it would be enough though.  It was very close, but Blue’s last round just tipped it in her favour and she won by five points.  With that, Ivory and Green took their leave, leaving Black and Blue to consider their options.  While they had been playing with their dice, the others had played a full four rounds of Saboteur and moved on to their next game.  Saboteur is a fun little hidden traitor game where players are either Dwarves trying to find the treasure or Saboteurs trying to stop them.  We’ve played it quite a bit and in truth it plays best with more than six players, as the number of Saboteurs varies and there is an element of doubt.  With five their can be either one or two Saboteurs, and the odds are heavily stacked against a lone Saboteur, but in favour of a pair.  Nevertheless, the group were keen to introduce Mulberry to it.

Saboteur
– Image used with permission of BGG contributor mothertruckin

It is another quite simple game:  On their turn, players can play a tunnel card onto the grid in the centre, play a special card (a broken or fixed tools card on another player or a map card to look at the destination cards), or discard a card face down and then draw a replacement.  If the Dwarves don’t get to the treasure before the cards run out, the Saboteurs win.  In the first round, Burgundy was isolated as the Saboteur and despite his best efforts, he failed to disrupt an organised team of Dwarves.  In the second round Burgundy was joined by Pine, and with two of them the odds were much better and the pair took the opportunity to prevent the Dwarf team from getting to the gold.  As a group, we normally only play a couple of rounds, but everyone wanted to see if luck would deal Burgundy a Dwarf card.  The immediate answer was no, and in the end it turned out that the third rounds was a direct replay of the second with Pine joining Burgundy on the Saboteur winning team.

Saboteur
– Image used with permission of BGG contributor mikehulsebus

By this time the group had decided they would keep playing until Burgundy wasn’t the Saboteur, and in the fourth round they finally got their way when Mulberry was a lone Saboteur.  Inevitably she failed to break the will of the “gang of four” who easily found the treasure.  Normally we don’t bother sharing out the “gold” scoring cards as it is very arbitrary who goes first and in a low number of rounds it is purely luck who wins overall which takes some of the fun out of the game.  This time though, the group played the rules as written.  With Burgundy and Pine winning two rounds and sharing the spoils two ways (instead of three) it was inevitable that they would score well.  In the end it was Pine who did lightly better, thanks to the fact he had been on the winning Dwarf team in the first round.  As Roll for the Galaxy was still going (and Red and Mulberry had gone home for an early night), the group looked round for something else to play and Purple’s beady eye lit on Steam Donkey.

Steam Donkey
– Image by boardGOATS

Steam Donkey is a card game that involves building a seaside resort consisting of a four by three grid of attraction cards. The three rows represent the different parts of the resort:  beach (yellow), town (pink) and park (green).  Similarly, the four columns correspond to the different types of building: amusements, lodgings, monuments and transport.  In order to place a feature, it must go in the correct location and must be paid for using cards of the same type, as such it has similarities with games like Race for the Galaxy and San Juan.  As players build their resort, visitors arrive at the station and come to see the attractions. Each attraction can take a certain number of visitors, which are actually a row of face down cards that are used to replenish the cards in players’ hands. Thus, on their turn players carry out one of the following actions:  choose a colour and build as many attractions in that colour as they can/want paying with other cards from their hand; choose a colour and start taking cards in that colour from the “station” (a row of face down cards), or if there are no visitors of the chosen colour (or there are no spaces for the visitors to go), they can add visitor cards to their hand and refill the station platform with four new visitors.

Steam Donkey
– Image by boardGOATS

The colour of the visitor side of cards does not reflect the colour of the attraction on the other side, however, the type of attraction is indicated.  There is a hand limit of twelve though and this can actually be quite a serious impediment for players collecting cards to build the more valuable attractions.  At the end of the game, points are scored for each unique attraction built as well as for fulfilling individual goals and bonuses depicted on players’ resort posters.  It was a long time since anyone in the group had played it, and Pine hadn’t played it at all, so it took a while to get going.  It was close at the top with Burgundy and Pine scoring pretty evenly for their buildings and taking almost exactly the same number of bonus points too.  Burgundy just had the edge however, and took the game by three points, with a grand total of seventy.

xSteam Donkey
– Image by boardGOATS

When Roll for the Galaxy finally finished and Green and Ivory left Blue and Black alone it was clear that they were going to be waiting for a while, so they looked round for something that wasn’t too long and played well with two.  In the end, they settled on Kingdomino, but decided to add the new Age of Giants expansion acquired at Essen.  Kingdomino is a tile-laying game with a couple of clever mechanics.  Players take it in turns to choose a “domino” and add it to their “Kingdom”.  The clever part of the game is that the tiles are numbered with players who choose the high numbered (and therefore more valuable) dominoes taking their turns later in the next round.  In the two player game, players get two turns per round, so their first turn can be used to try to set up the second turn.  In the two-player game, each player is building kingdoms consisting of 7×7 arrays of “squares” rather than 5×5 arrays, which makes the game much more strategic.

xKingdomino
– Image by boardGOATS

The game ends when there are no more tiles to place.  Scoring is by multiplying the number of tiles in each terrain by the number of crowns in that terrain.  Thus a moderate sized area with plenty of crowns is worth more than a large area with very few crowns.  The Age of Giants expansion doesn’t change things as much as Queendomino, which we found managed to take all the fun out of the game and add a whole load of unnecessary complexity instead.  This expansion adds a small number of tiles that feature either a Giant or a Giant’s footprints.  When a Giant Tile is drawn, a large wooden giant meeple is placed on it.  When this is taken, the Giant is taken too and is placed over one of the crowns anywhere on that player’s area.  When a footprints tile is taken, a Giant of their choice moves from their Kingdom to another player’s Kingdom.

xKingdomino: Age of Giants
– Image by BGG contributor kalchio

There are two problems with this little addition, firstly, there is a rules tweak that means five tiles are drawn in the two player game and one is discarded.  Blue and Black found that this meant they just chose not to take tiles with Giants on them except when forced to right at the end.  Secondly, even when forced to take a Giant, there was almost always somewhere it could be poked that caused minimal damage, so it wasn’t really a big issue.  This was a real shame as the Giants are lovely.  As well as adding a fifth player there is also a a small pile of bonus-point tiles; both Blue and Black really liked these as they thought that they added a nice twist.  This time, they ended up with bonus points for Sea tiles adjacent to the castle and Marsh land on the corners.  Both players tried to accommodate these, though Black did a much better job than Blue.

xKingdomino
– Image by boardGOATS

It may have been that Black was focussing too much on the bonuses however, as he ended up unable to place all his tiles.  And although he scored well on the bonuses and for Sea and Pasture, he scored very little for Woodland, Marshland and Mountains.  In contrast, while Blue completely failed to score for Pasture, she scored well in every other terrain and made a killing with her Wheat fields, giving her a total of two-hundred and thirty-three, some sixty more than Black.  With that done and the epic game of Steam Donkey finally over, there was just time to arrange some of the details for the Christmas Party nest time before everyone went home.

xKingdomino
– Image by boardGOATS

Learning Outcome:  We like simple games: they can be quick to learn, but take time to master.

30th June 2015

Continuing the theme from last time, food was a priority, so we didn’t get started until well after eight o’clock.  We split into two groups, the first playing Steam Donkey again as it turned out that we had played it wrong two weeks ago. This card game involves building a seaside resort consisting of a four by three grid of attraction cards.  The idea is that players build the attractions from their cards in their hand, then take passengers from the station who visit their attractions, which they then take from their tableaux to become cards in their hand.  The more popular attractions get more passengers, thus yielding more cards.  Unfortunately, it turns out that on their turn, each player can do only one of these three actions instead of all of them!  It was still a tight game though, with Burgundy and Magenta drawing for first place on fifty-two points.  As, Magenta commented though, “Playing it right is better…”

Steam Donkey
– Image by boardGOATS

Meanwhile, Grey, Green, Cerise and Blue tried an older game, Gheos, which is new to the group.  When Cerise and Grey introduced it, Blue (who had played it a very long time ago) commented that all she could remember was that it was a bit like Carcassonne, but the tiles were triangular and it was a lot nastier.  In this game, players have three tiles in their hand and on their turn place one extending the play area, or replacing one of the existing tiles.  The tiles form land rivers which make islands (land comprising two small sections of land surrounded by water) and continents (larger areas of contiguous land).  Unlike Carcassonne, all the edges are the same so every tile can go anywhere, but some places are better than others of course.

Gheos
– Image by BGG contributor Gonzaga

When a player places a tile, if the continent has not already been settled, they can choose to place a settlement receiving followers equal to the total number of wheat sheaves shown on that continent.  If a player doesn’t start a new settlement, placing a tile allows the active player to recruit a single follower of their own choice.  Followers are important because they dictate how many points players get during scoring.  Everyone scores points when epoch tiles are drawn and each player has three cups tokens which they can play at the end of their turn triggering allowing them to score alone.  Epoch scoring gives players points equal to the number of pyramids on a continent multiplied by the number of followers they have for the tribe settled on that continent.  Cups tokens work in a similar way with points awarded for every follower multiplied by the number of cups on the continent, but only the active player gets to score these.

Gheos
– Image by BGG contributor Outside Lime

Since tiles can be replaced, rivers can be moved creating islands, and merging continents, creating war, causing migration and even leading to extinction (since islands are to small to sustain a tribe and continents can only support one tribe).  This is what makes the game nasty since a players’ followers are immediately lost.  The complexity of the rules associated with migration and war coupled with the different triggers for scoring meant that it took Blue and Green a while to get their heads round it.  Despite Cerise’s protestations, she showed them the way to score taking an early lead.  Grey’s experience showed in the latter stages, however, giving him the first place, eight points ahead of Blue in second.

Gheos
– Image used with permission of BGG contributor KSensei

Green had been desperate to play his new game, Fresco, so had agreed to play Gheos with Grey on the condition that he would play Fresco next.  This is a game where players are master painters working to restore a fresco in a Renaissance church.  Each round begins with players deciding what time they would like to wake up for the day. The earlier they wake up, the earlier they are in turn order, and the better options they get.  However, if they waking up early too often, the apprentices become unhappy and stop working as efficiently. Players then decide their actions for the turn, deploying their apprentice work force to the various tasks:  buying paint, mixing paint, working on the fresco, raising money to buy paint by painting portraits, and even going to to the opera to increase the apprentices’ happiness and inspire them. Points are scored mostly by painting the fresco, which requires specific combinations of paints.  For this reason, players must purchase and mix their paints carefully and beat the other players to the store to buy the pigments and fresco segments they would like to paint.

Fresco
– Image used with permission of BGG contributor Toynan

As a new game, that claimed to take an hour, it was clear it was not going to be quick, so Blue decided to help things along by reducing the number of players and joined the other group to play something shorter before Magenta had to leave.  Although Fresco  was not difficult to explain the other group had nearly finished their first game before play actually started.  With only three market stalls in the three player game and a possible three actions in each section for each player, the game very quickly fell into a routine where the earliest player went to the market to buy paint, with each assistant closing the stall afterwards. This left the other two players painting portraits for money and visiting the theatre to enhance their mood. This rotated around as the paint buying player completed retouching the fresco for tile points and thus pushing into the lead on the score track and moving down the order to choose when to get up.  This did not feel right and the consensus was that maybe the three player game was broken and it needed a fourth player to work. Nevertheless, in a game that nobody had played before, Cerise made it her own, winning by nearly twenty points.

Fresco
– Image used with permission of BGG contributor Toynan

Meanwhile, the other group were playing another new title, confusingly called The Game, which is a cooperative card game nominated for Spiel des Jahres this year.  In this game, players have a hand of five cards from a deck containing cards numbered two to ninety-nine and there are four piles: two starting at 100 and decreasing, two starting at one and increasing.  On their turn, players must play at least two cards and can play more as long as they obey the basic rules.  The cards can be played on any pile so long as it is lower in number than the top card of a decreasing pile or higher than the top card on the increasing pile.  Alternatively, if the card is exactly ten more or less than the the top card on the pile, the “backwards rule” can be invoked and the pile can be pushed back.  The aim of the game is to place all cards on the four piles and it is much more difficult than it seems.  The Game is often compared with Hanabi because it is a cooperative card game, however, the game play and the atmosphere it is played in are very different. In Hanabi, the best games are played in near silence where everyone is trying desperately not to give away any unintended information.  In The Game, players can say anything they like, so long as they don’t give away any specific number information.  This makes it much more chatty, though it took us a while to work out what was useful information and we only got about halfway through the deck before Magenta was unable to play a card.  Clearly one to try again to see if we can do better.

The Game
– Image used with permission of BGG contributor henk.rolleman

Fresco had only just started, so down to four players, Black Fleet came out for another outing.  This is a beautiful over-produced game that we played a few weeks ago, where each player has a merchant ship which they use to collect goods from one port and take to another port earning money.  However, each player also has a pirate ship which they can use to take goods from the merchants.  This also earns players money, but they must beware of the navy vessels which every player can manipulate to sink pirates and use to try to protect their merchants.   On their turn, the active player plays one card which moves both of their ships and one of the navy ships, during which, each ship may perform one action.  The idea of the game is that players can also play fortune cards which modify their actions and also use their money to buy  advancement cards which change the rules of the game, sometimes dramatically.

Black Fleet
– Image used with permission of BGG contributor The_Blue_Meeple

This time, Black got his nose in front buying the first advancement card, but it wasn’t long before Blue and Burgundy caught up.  While Purple was struggling to get anything and kept falling victim to everyone else, Blue moved into the lead with her very effective use of her False Colours and Secret Plans advancement combo (which together allowed her to swap her pirate with one of the navy ships and then earn four doubloons for attacking a merchant).  Burgundy pushed hard with his Delivery Bonus and judicious use of the Pirate Hideout (which allowed him to move his pirate more unpredictably), but could not get enough money to buy his last card leaving Blue to win.  Despite being the first to buy advancement cards, Black finished last as his cards felt relatively under-powered.  So maybe next time, now we all know how to play, we’ll try drafting the cards at the start.  That way there is less chance of one player getting more than their share of the best cards,

Black Fleet
– Image by BGG contributor lacxox

Fresco had finished first, and Green moved over to watch the last moves of Black Fleet, commenting sadly on how the game was broken with three players, which elicited the automatic response of, “Have you checked the rules?”  Whenever anyone online says a game is “broken” that is always the response and it often turns out that they weren’t playing right.  So despite his protestations that they had played correctly, while the last ships were being sunk, Green double checked and found what was wrong. Each player may have three assistants visit the market stalls, but they all visit the same stall and buy one tile, rather than buy one tile from each stall. Thus there will always be a stall open for each player.  This made a lot more sense and will really open the game up for those difficult decisions of timing and tasks. The rules check also brought to light an error in the way the bishop moves:  he was supposed to jump to the retouched or claimed tile each time rather than just staying put.  Although that was a much more minor mistake it was enough to make the choosing of tiles less interesting.  Another game to play again, and correctly this time!

Fresco
– Image used with permission of BGG contributor Toynan

Learning Outcome:  Games are better when played according to the rules…

16th June 2015

Burgundy and Blue were just finishing their supper when they were joined by Cerise, Grey and Red and decided to play a short game until everyone else had arrived.  They chose Sushi Go! which is a card drafting game similar to 7 Wonders, though without the complexity, so, all the players start with a hand of cards, simultaneously play one and pass the rest of the cards to the player on their left.

Sushi Go!
– Image used with permission of BGG contributor henk.rolleman

Since every player is doing the same thing, each player also receives a hand of cards from the player on their right, but each time the cards are passed the hand gets smaller.  In this game players are collecting sets of cards with rewards varying depending on the card and the target.  This time, we played with the Soy Sauce mini expansion which consists of four cards that reward players for getting more different colours encouraging more speculative play.  The game is played over three rounds, with the middle one going in the opposite direction and the winner is the player with the most points.

Sushi Go!
– Image used with permission of BGG contributor kladan

Grey went for the unusual combination of dessert with soy sauce, but Blue topped the round by the judicious application of wasabi to a valuable squid nigiri.  Burgundy won the second hand and Red close behind with a large pile of maki rolls, so, it was all to play for in the final round.  It was a low scoring finale, with Grey the only really successful player, pulling off his best round when it counted.  Unfortunately it wasn’t quite enough:  although Blue’s scores had been steadily diminishing round on round, she just managed to hang on to win, just one point ahead of Grey.  With Black and Purple having arrived, the group split into two, one playing the Feature Game and the other playing another new game, Om Nom Nom.

Om Nom Nom
– Image by BGG contributor jancis

Om Nom Nom was a UK Games Expo special that Purple had been looking for since Essen last year.  The game is quite quick and fairly simple with a lot of “double think”.  The game simulates the hunter and prey relationship.  There are three game boards each depicting a food chain:  cat, mouse & cheese; wolf, rabbit & carrot; hedgehog, frog & fly.  Each player has six cards representing the top two rungs of each ladder; at the start of a round a handful of dice are rolled that represent the lowest two rungs and are then placed on the appropriate section of the board.

Om Nom Nom
– Image used with permission of BGG contributor msaari

Game play is very simple:  simultaneously, all players choose a card to play a predator.  If their is enough prey to feed each hunter, then the player gets their card back with the prey and they score one point for each.  If there is insufficient food available, the animal starves and they lose their card.  Once the first card has been resolved they must play one of the remaining five cards.  So, the clever bit is the middle rung of the food chain where there are both cards and dice, so a card played in the middle will get eaten by any played above.  There are three rounds with everyone playing all six cards in each round, so trying to out-think everyone else is the name of the game.  Purple had played Om Nom Nom before and used her extra experience to win the first round by a sizable margin.  Grey made up for it in the second round as everyone began to get the hang of it, and Red took the final round, making it a close game.  Her consistency made the difference though and Purple finished just two points ahead of Grey.

Om Nom Nom
– Image by BGG contributor Jean_Leviathan

Next the group had a rummage through the bag and opted for another Essen/UK Games Expo acquisition, Steam Donkey; with such a cool name, we wanted to see if the game play matched.  The game is set in 1897, a time when rival seaside resorts are competing to attract a visit from the Queen.  So, players are trying to build a four by three grid of cards representing their seaside resort.  The three rows represent the different parts of the resort:  beach (yellow), town (pink) and park (green).  Similarly, the four columns correspond to the different types of building: amusements, lodgings, monuments and transport.  In order to place a feature, it must go in the correct location and must be paid for using cards of the same type, as such it has similarities with games like Race for the Galaxy and San Juan.

Steam Donkey
– Image by boardGOATS

As players build their resort, visitors arrive at the station and come to see the attractions.   Each attraction can take a certain number of visitors, which are actually a row of face down cards that are used to replenish the cards in players’ hands.  Thus, on their turn players first choose a colour and build as many attractions in that colour as they can/want paying with other cards from their hand.  Next they choose a colour and start taking cards in that colour from the “station”, a row of face down cards.  The colour of the visitor side of cards does not reflect the colour of the attraction on the other side, however, the type of attraction is indicated. Once there are no more visitors of the chosen colour, or there are no more spaces for the visitors to go, the active player adds the visitor cards to their hand and the station platform is refilled with four new visitors.  There is a hand limit of twelve and this can actually be quite a serious impediment for players collecting cards to build the more valuable attractions.

Steam Donkey
– Image by boardGOATS

At the end of the game, points are scored for each unique attraction built as well as for fulfilling individual goals and bonuses depicted on players’ resort posters.  Since this was the first time anyone in the group had played it and there are a couple of unclear points in the rule-book it might not have been played quite correctly, however, everyone seemed to enjoy it what was a very tight game and finished with Purple one point ahead of Red who was just one point ahead of Grey.  Since Purple declared, “It’s a good ‘un!” it almost certainly won’t be long before it gets another outing.

Steam Donkey
– Image by boardGOATS

Meanwhile, the other group were playing the Feature Game, Evolution, yet another game about food and eating!  This is another Essen Special, and is a reimplementation of an earlier game, Evolution: The Origin of Species: the idea is that the game(s) simulate evolution and the “survival of the fittest” concept.  Players start with a herbivore with no special characteristics, and a hand of cards.  Like many games, the cards serve multiple purposes, in this case, they carry a “food supply” number, details of a trait and can also act as a sort of currency,  At the start of the round, players simultaneously choose a card to place face down in the watering-hole, which will dictate how much food will be available later in the round.

Evolution
– Image used with permission of BGG contributor henk.rolleman

Once this is done, players can begin to modify their species.  This can be done in turn, but as it is slow and quite boring if you are relatively unfamiliar with the game, we played this part of the game simultaneously.  There are three things players can do:  they can add a trait to their species; spend a card to increase the body size or population of a species, or spend a card to start a new species.  Cards are a valuable resource and players only get three cards at the start of each round, plus an extra one for each species they have.  This means that traits must be played with care, but also that there is a strong argument for adding new species as early as possible.  However, if there is insufficient food available, animals will starve and if they starve their population will fall, potentially to extinction.

Evolution
– Image used with permission of BGG contributor henk.rolleman

There are a wide range of traits that can be added to a species.  For example if a species is “Fertile”, its population will automatically increase every round saving cards.  Alternatively, if an animal has a “Long Neck” it will feed twice before everything else, allowing it to jump the queue.  It is also possible, however, to make a species a carnivore, which means that instead of feeding from the communal watering-hole, they will only eat meat, feeding off other, smaller species round the table.  Since there are carnivores, there are also traits that can be used to help protect species from being eaten, like the ability to climb, burrow or camouflage.

Evolution
– Image used with permission of BGG contributor henk.rolleman

Traits are most powerful in combination, however. For example, a species which has the ability to cooperate will feed every time the animal to its right feeds.  This means it will jump the queue if that species has a long neck.  Similarly, an animal that can climb and camouflage can only be attacked by a climbing carnivore with good eye-sight.  Since each species has a maximum of three traits, this carnivore would go hungry if the only animals smaller than itself give warning calls as it has no ability to ambush them.  Trait cards are all played face down and revealed in turn order once everyone has finished playing cards and modifying their animals, so players have to try to work out what others might be doing and plan accordingly.

Evolution
– Image used with permission of BGG contributor henk.rolleman

Once everyone has finished playing cards and the traits have been revealed, the amount of food available is revealed and the food numbers on the cards played at the start of the round added up.  Players then each feed one of their hungry species in strict rotation (varied only where traits allow), starting with the start player.  Each player can choose whether to feed one of their herbivores from the watering-hole or use a carnivore to attack another species.  Tactics are important here because each species will need sufficient food for its population.  Once nothing else can feed, any hungry animals will suffer population loss and anything that was completely unfed loses all it population and will become extinct.  On the rare occasion that there is any food left in the watering-hole, it remains there until the next round.  The round ends with each player putting all the food into their food bag which makes the bulk of the points at the end of the game, with extras for each surviving member of the population and any trait they may have.

Evolution
– Image used with permission of BGG contributor henk.rolleman

Unusually there was plenty of food in the first few rounds and everyone quickly built up a pack of animals to try to ensure they got plenty of cards at the start of later rounds.  Unfortunately, food shortages soon set in and one of Black’s animals went carnivorous.  Burgundy suffered badly from the early loss of his alpha species and never really recovered.  Cerise started off well, but was the first to lose a species to Black’s hungry hunter.  Blue was the only player who had tried the game before and was able to use a combination of climbing, cooperation and a long neck to keep her animals fed, but still fell prey to Black and his savage carnivore.  One by one, the animals developed traits to try to out-smart Black, as he added features in a race to avoid starvation.  It was quite tight in the final count, but Blue finished five points clear of Black in second place.

Evolution
– Image used with permission of BGG contributor punkin312

Since the other group were still building their seaside resorts, so the group decided to try Om Nom Nom, and see what all the noise on the other table had been about.  By the end of the first round, it was obvious and there were howls of laughter as everyone tried to second-guess everyone else and everyone’s best laid plans crumbled into dust.  Blue and Burgundy managed to systematically stamp on each-others toes leaving Black and Cerise to fight it out for first place.  Her superb first round turned out to be the deciding factor though and Cerise finished four points ahead of Black.

Om Nom Nom
– Image by BGG contributor jancis

With time creeping on and Cerise and Grey leaving, we looked for a quick game to finish and decided to try another new game, called Skull which is based on an older bluffing game called Skull & Roses.  The idea is that each player has four cards:  three featuring flowers and one with a skull.  Players take it in turns to play a card and declare what the card is.  Alternatively, instead of playing a card, they can start bidding by declaring how many roses they can find around the table.  Once every player has passed the winning challenger must attempt to locate the required number of roses, starting by turning over all the tiles in their own pile.  If they find a skull before they complete their challenge, the lose a card; the winner is the first player to successfully complete two challenges.

Skull
– Image used with permission of BGG contributor nad24

Blue started off showing everyone else how to lose a challenge, by unsuccessfully bluffing to lure others into over bidding.  Black lost two challenges in quick succession, but Burgundy made an end of it by winning two out of two.  Since Skull had finished so quickly, we all felt there was still time for that last game and with barely a mention of 6 Nimmt!, Purple was getting the cards out to play what is rapidly becoming one of our most popular games.  It’s not obvious why we like it, but part of it is probably the fact that nobody really understands it.  This time it was a three way competition for the most points as everyone dived to the bottom, leaving Blue to finish with just eleven, some thirty points better than the person in second place.

6 Nimmt
– Image by boardGOATS

Learning Outcome:  Food is important, both in life and in games, but especially on Alternate Tuesdays