Tag Archives: Sushi Go!

13th May 2025 (Report)

For some, the evening began early with fish and chips in the garden to mark a special visit from Plum’s Aunt Damson.  The evening took an even more special turn as it was the day before Pine’s Big Birthday, so there was cake.  Green also put in one of his special appearances, bringing his mum, Saffron, with him.  Salmon came for the second time, and lastly, Orange, who had acquired a motorbike and was therefore now able to travel, also came for the first time in about eighteen months.  So with all these extras as well as the usual suspects, the room was packed and the group split into four with Jade leading the “Feature Game” which was to be Moon, a card drafting game where players construct bases, vying to build the new lunar capital.

Moon
– Image by boardGOATS

Moon is played over three rounds or Eras, collectively representing the first hundred years of populating the Moon.  Each Era is divided into three parts:  first players produce Resources, Rovers and Hearts from their Settlements.  Then comes the drafting where players choose a card from their hand to Build or discard, then pass their hand to the next player, repeating until there are no cards left.  Finally, players claim the Hearts on the central Flag Reward Board, and score any Hearts placed on their Structures and Reputation Cards.  At the start of the drafting phase, each player has one Expedition cards while the rest of the cards are Structure cards—this hand of cards represents an expedition from Earth that travels between settlements on the Moon.

Moon
– Image by boardGOATS

Unlike most card-drafting games, turns are taken sequentially with, players a Structure card from their hand and placing it in their Settlement paying any Resources and making sure any Flag Requirements are fulfilled.  Alternatively, instead of playing a card, they can discard (or “Assimilate”) a card, taking the Resources, Rovers or Hearts depicted in the discard line.  There are also four optional actions that players can carry out once each in any order before or after their mandatory action (Building or Assimilating)—use the Bonus Action on their Expedition Card; park a Rover; claim a Reputation card, or turn over a pink Action card.

Moon
– Image by boardGOATS

Once all players have taken their turn, all players pass their hands (including the Expedition card) to the player seated to their left and the player who now has the First Expedition Card starts the next round.  There are some similarities with Terraforming Mars, with cards having “Flags” (akin to the “Tags”), with some cards needing some Flags as a prerequisite while others display and therefore provide them.  There are five different Flags, Industry, Science, Food, Housing, and Transportation.  There are also four different types of Resource, Energy, Water, Biomass and Metal which are represented by wooden tokens, or Resource-eeples.

Moon
– Image by boardGOATS

The guts of the game are the cards—there are five different types:  blue Production cards, yellow Flag cards, pink Ability cards, grey Excitement cards and red Special cards.  Blue and yellow Structure cards also display a Rover parking space.  Players begin the game with two Rover-eeples, but can acquire more during the game.  Players can park Rovers on other players’ Structures to either use the card to immediately gain its Resources (blue) or use the Flags on it to fulfill a Flag Requirement when Building (yellow). Pink Ability cards provide an ability players can use once per Era by flipping the card while grey Excitement cards provide Hearts, which are victory points—some of these just give points at the end of the game while others give Hearts during the game.

Moon
– Image by boardGOATS

There was some hilarity over the card names, especially when Orange built a Toilet right next to his food van, Just in case!  Jade who was the most familiar with the game, took an early lead in the Hearts and finished with what appeared at first glance to be an unassailable lead with fifty-six of them, fifteen more than anyone else.  There are other scoring opportunities however, with points available for Grey Structures and Reputation Cards, and Jade came off worst for both of these.  Black picked up the most points for his Grey Structures with thirty followed by Pine with twenty-seven.  Scores were much lower for Reputation with Black, Sapphire and Pine with a similar tally.  In the end, it was very close, but the victory was Sapphire with a combined total of seventy-nine, just two more than Black in second, with Jade completing the podium.

Moon
– Image by boardGOATS

On the next table, Ivory and Byzantium were introducing Salmon to Brass: Birmingham.  There was a concern after last time that they might be a bit pushed to finish it in time (especially after last time), but with only three and with Birmingham being quicker to play than the original Lancashire version, they felt it was worth a go.  Ivory explained the rules while Byzantium set up the board.  In both games, players develop, build and establish their industries and network in an effort to exploit low or high market demands.  Players take turns according to the turn order track, paying two cards (from their hand of eight) to take any two actions from a possible six: Build, Network, Develop, Sell (cotton, manufactured goods or pottery), Borrow, and Scout.

Brass: Birmingham
– Image by boardGOATS

Building involves paying the required resources to place an industry tile while Networking is placing a Rail or Canal Link.  When Developing, players increase the point value of an industry, while Borrowing involves taking a £30 loan and a reduction in income.  The Scout action is new to the Birmingham game and replaces the Double Action Build in original, instead discarding three cards and taking a wild location and wild industry card.  Played in two halves, when the deck runs out players score, remove all the Canal Links then play on but this time building Rails.  The game ends when the deck runs out for the second time.

Brass: Birmingham
– Image by boardGOATS

Ivory went first.  Due to Shrewsbury accepting all goods (this was randomly determined as part of set up) and selling goods being critical to scoring points, initially everyone focused on building near there and building industries that gave resources (i.e. coal and iron) that were going to be need to build further industries.  So Ivory, who went first began by building a Coal Mine in Coalbrookdale, while Byzantium added an Iron Works at the same location and Salmon placed a Coal Mine next door in Wolverhampton. At the start it looked like all three would all be competing in the same area, but once they continued building their networks (via Canals) and more industries, everyone started to spread out.  Ivory headed south, building Cotton Mills in Kidderminster and Worcester and was the first player to Sell, Selling to Shrewsbury and gaining four points for consuming Beer there (Beer being a prerequisite to Selling) and filling the tile to increase his income.

Brass: Birmingham
– Image by boardGOATS

Byzantium went north and sold Cotton to Warrington, gaining £5 as his “Beer Bonus”, and increased his income. Seeing the opportunity Byzantium was building, Ivory took the opportunity using a Leek card he had which allowed him to build outside his network, to build a Cotton Mill in Leek and immediately Selling, using the remaining Beer there to also gain £5. Salmon went more central (Cannok and Walsall), focusing on Coal Mines and Iron Works, but as no one was consuming the resources (both Byzantium and Ivory were slightly self-sufficient), he was unable to flip his industries and increase his income. This became a major issue for him as the game progressed. Everyone ran out of money quite quickly and were forced to take out Loans, decreasing their income making it negative so that they had to pay money to the bank at the end of each round.

Brass: Birmingham
– Image by boardGOATS

Whereas Byzantium and Ivory promptly Sold some Goods, flipped tiles and increased their  income so it was positive again, Salmon got caught in a debt trap, having to take further Loans to take actions and service his debt. When required to take a third Loan (and then pay £9 each in upkeep), it was agreed that he should take the Loan without the drop in income, allowing him to take actions and sell goods and ultimately get back to a positive income. After a late era focus on breweries to get the Beer to Sell further goods, cotton and in Byzantium’s case, Pottery, the Canal Era came to an end. After scoring flipped tiles and Canal Links, Ivory had a slight lead.

Brass: Birmingham
– Image by boardGOATS

At the end of the Canal Era and going into the Rail Era, as well as all the Canals, all Level 1 tiles are removed from the board, representing obsolete technologies.  This wiped out everything Ivory had and most of Byzantium and Salmon’s tiles, so the start of the Rail Era was similar to the beginning of the game.  That said, Byzantium and Salmon were tied to their positions because, without a named card, players always have extend their Network from an existing position if they can.  That meant, Byzantium and Salmon always had something that was going to score twice though, where as Ivory had to build from scratch, but was free to start anywhere.

Brass: Birmingham
– Image by boardGOATS

With Rail connections requiring Coal to build, and because the cards in Ivory’s hand were all close to Shrewsbury (which that accepted all goods), he began the second Era almost exactly the same action way as he started the first, building a Coal Mine in Coalbrookdale. Although he had nothing on the board, Ivory was able to rebuild very quickly, partly because he had a good income, but also because he had taken a Loan as his very last action in the Canal Era.  Salmon and Byzantium also built their Networks in similar areas to the first Era. Byzantium’s core strategy was building and selling pottery to Warrington.

Brass: Birmingham
– Image by boardGOATS

Pottery is a unique resource in Brass: Birmingham, with the first pottery title being worth a large amount of points when flipped, the next being worth very little, the next giving big points etc.. Players are also restricted in developing Pottery, which mean they can’t skip the low point value titles. However, the big scoring tiles are worth a lot and Byzantium was able to get the highest level title out and flipped for a total of twenty points. Ivory again focused on the more standard cotton Mills, and each title being worth more points than the last, he was able to get multiple titles placed and Cotton sold, flipping the tiles to Shrewsbury. He also spent actions building lots of rail links next to his flipped tiles.

Brass: Birmingham
– Image by boardGOATS

Salmon again took a different approach, focusing on goods, the easiest to build and flip (especially as some don’t need beer), but these are not worth as many points. The game ended after all the cards had been played (for a second time), with Ivory’s focus on rail links and Cotton giving him victory over Byzantium by about twenty points.  Meanwhile, Teal beginning to explain the rules for Cottage Garden to Plum, Plum’s Aunt Damson and Blue, but then Ruby arrived.  Blue had cake to dispense and had a curiosity about Brass, so quickly offered her seat to Ruby and the Teal began again.  Cottage Garden is a fairly straight-forward Tetrissy, puzzle-type, polyomino game with a similar feel to Patchwork, but with more people.

Cottage Garden
– Image by boardGOATS

In Cottage Garden, players are competing in the art of gardening and are working two beds with a variety of flowers.  To do this, players select polyomino tiles of flower beds from a central market grid (restricted by the location of the “Gardener”), then place them on one of their two personal garden boards. Each board has several garden elements that are worth points when not planted over, and these are scored (on two different tracks) as soon as a garden has been completed. There are points “bars” on each track, and when these are passed players receive bonus tokens that can fill in empty spaces or give players a better selection of the flower bed tiles.

Cottage Garden
– Image by boardGOATS

Once a garden is finished, the player receives a new one to complete. After the Gardener completes her fifth lap around the market, the game enters its final round, after which, the player with the most points from their completed gardens is the winner.  The received wisdom is that the problem with the game is that it doesn’t change or intensify, which some people find boring.  However it also means that players have time to “get their eye in” and learn how to play without the game evolving beneath them and catching them out as they spend whole time playing chase.  As such, it was pretty much the perfect game for the occasion.

Cottage Garden
– Image by boardGOATS

Everyone did pretty well—Ruby picked up the scoring quickest, but Aunt Damson got the first beehive.  Teal wasn’t far behind though, getting the second.  In the final round, Plum just scored her current flower bed and discarded the second so that she didn’t get any negative points, something that turned out to be a critical decision in a very tight game.Plum and Teal had the edge in scoring for Pots, but that was off-set by Ruby’s scoring for her Cloches and and Aunt Damson’s Beehives.  Teal, Ruby and Aunt Damson were all within a couple of points, but the victor, was Plum with fifty-six, just three points clear of Ruby who edged second from Teal.

Cottage Garden
– Image by boardGOATS

In addition to Aunt Damson, Green had brought his mother, Saffron who was visiting. the area  Saffron was quite well known to some of the group so there was quite a bit of chatter before she joined Green, Lime and Purple in a game of Azul.  This is a game that is well known within the group and with everyone familiar, the rules explanation could be kept short:  the game uses a very simple, but very clever market mechanic where players take all the tiles of one colour from a market stall and put the rest into a the centre, or take all the tiles of one colour from the centre.

Azul
– Image by boardGOATS

As soon as they have taken the tiles, players add them to one of the rows on their player board.  At the end of the round, one tile in each full row is moved into their mosaic.  The game ends when one player completes one full row of their mosaic.  Players score points when they add tiles to their mosaic (one point for each tile in the row and column it forms), and receive bonuses for completed rows, columns and any completed sets in their mosaic.  The catch is that each feeder row can only contain one colour and and if there are left-overs when they add to it, these score negative points.  Further, each row in a player’s mosaic can only have one tile of each colour.

Azul
– Image by boardGOATS

This time, Lime nearly got caught out, however, after Blue was summoned for a rules adjudication.  The question was, was he able to have more than one feeder row in a colour?  If they all had to be different he would be forced to place a lot of tiles in his overflow space and pick up a pile of negative points.  As the rules are clear and players can have as many feeder rows of the same colour as they like at any point during the game (they can only put each colour in a row of the mosaic once), Lime dodged a bit of a bullet.  As a result, he just edged it taking victory by three points from Green with Saffron a few points behind him.

Azul
– Image by boardGOATS

With everything else still going, when Azul finished, Blue joined the table to introduce Saffron to another one of the groups favourite games, Draftosaurus.  This is a very simple drafting game (similar to games like Sushi Go! where players choose from a hand of cards and pass the hand on), but in this case players are drafting cool dino-meeples and adding them to their dinosaur park, with different locations scoring for different combinations of dinosaurs. The game is played over two rounds, each placing six dinosaurs.  The first game was a bit of a land-slide although it ended in a tie between Green and his mum, Saffron, both scoring thirty-seven points.

Draftosaurus
– Image by boardGOATS

It couldn’t be left there of course, so the group “did a Lime” and played again.  This time it wasn’t until the scoring that Green realised why he hadn’t seen a single T. rex—Blue sat to his right had nabbed them all before he got to see them!  T. rex is a special dinosaur in general, but especially in Draftosaurus, giving an extra point for each one, but also having some placement restrictions.  Blue is generally very bad at this game, but even a park full of dinosaur kings (and queens) didn’t help, although it was a very close game with four players within a couple of points.  The clear victory though was Purple with thirty-eight, three points ahead of Lime who led the rest of the pack.

Draftosaurus
– Image by boardGOATS

From there, there was a bit of chatter, but by the time Cottage Garden had finished, Teal, Lime, Green and Saffron all decided it was time to head home, leaving Purple to join Ruby, Plum and Aunt Damson.  There was some question about that they would play, but in the end they decided on one of Purple’s favourites, the hidden traitor game, Saboteur.  In truth, this is not at its best with four, but despite that, the group really enjoyed it.  The idea of the game is that players are Dwarves building a network of Tunnels in order to find treasure.  They do this simply by playing a card to extend the Tunnel and drawing a replacement.  The catch is that there is a traitor, an Evil Saboteur, in their midst.

Saboteur
– Image by boardGOATS

So, if the Dwarves have not found the treasure by the time the deck runs out, then they have lost and victory goes to the Evil Saboteur.  In addition to Tunnel cards, the deck also contains Special Map, Rock Fall, Broken Tool and Fixed Tool Cards which Dwarves and Saboteurs can use as they feel appropriate.  With four players, Ruby put two Saboteur cards in the pile used to assign the roles, but as it happened only one came out—Ruby.  Plum seemed to get the all map cards and checked the target nearest her first: Coal.  She then tried the the middle target card, but finally found gold in the one furthest from her.

Saboteur
– Image by boardGOATS

Ruby chose to strike out at Aunt Damson first, but that left Purple and Plum to continue digging for the gold.  Ruby then played a tunnel card with a dead-end which exposed her as a Saboteur, and as the only one, the writing was on the wall.  The game is formally played over three rounds, but we don’t like the way that plays and treat one round as a game in its own right.  Everyone enjoyed the game, but Aunt Damson in particular—she had watched and enjoyed The Traitors, so the overall concept particularly appealed.  It had been a lovely evening with a slightly different set of people and lots of games played.

Saboteur
– Image by boardGOATS

Learning Outcome:  It’s lovely to host family and old friends.

22nd April 2025

The evening began with the sad news that Kath and Ian and their daughters were leaving for a new pub in Shipton Abbot (or was that  Newton Abbot?).  They have been good to the group and worked hard to give us an environment that conducive to gaming, so it is sad to see them moving on, though Devon is quite a nice place.  Everdell is also reputed to be a nice place, and one that some of the group were to travel to perhaps using its new railway station, as the Newleaf expansion to Everdell was the to be the week’s “Feature Game“.  The game got going after about fifteen minutes of general faffing about and reminding everyone of the rules to the base game and explaining the additional features of the expansion.

Everdell: Newleaf
– Image by boardGOATS

The base game is a fairly simple one of worker placement to collect Resources and spend them to place Cards.  Players keep playing until they run out of workers when they get them all back (vacating the associated Action spaces), and then start again.  The game is played over four rounds (or Seasons), with players with the most points from Construction and Critter Cards as well as Event (end-game scoring) Cards.  The Newleaf expansion adds new Critter, Construction and Event Cards, but more obviously, it a new railway station.  This and associated Visitor Cards, Freight Trucks (which provide an alternative way to get Resources), Travel Tickets, and Reservation Tokens.

Everdell: Newleaf
– Image by boardGOATS

Plum (who obviously chose to play with Cat-eeple Workers) went first, grabbing some Resources, followed by Purple (Butterfly-eeples), Cobalt (Hedgehog-eeples) and then Ivory (Duck-bill Platypus-eeples).  Everyone started setting up their town, particularly focusing on green Constructions and Critters that could give income in spring. Plum built up a large pile of Resources and grabbed a Freight Truck with Resources loaded on it and her choice of discount when producing (paid in part using the Reserve Token to gave her a discount) . Purple didn’t go for green Cards, but red Cards with additional worker spots (in particular the Hotel and Chapel), whereas Cobalt and Ivory both got a Mine and Miner Mole, giving them access to valuable pebbles.

Everdell: Newleaf
– Image by boardGOATS

The length of Seasons in this game is variable, with some players doing more than others before they are forced to reclaim their Workers.  Purple passed on to Spring first, followed by Plum and then, sometime later, Cobalt and Ivory.  Cobalt gained a few blue Cards which had given him Resources (and in particular Cards) when playing Constructions and Critters, whereas Ivory had built quite a collect of green Cards, giving him a significant pile of Resources going into Spring. Spring was very similar to Winter, with everyone focusing on engine building, although Purple was beginning to struggle, due to a shortage of green Cards. Ivory made an early grab for Harvest Festival Event which gives a points bonus for having four green Cards in his city—he was already building quite a big tableau including a Castle.

Everdell: Newleaf
– Image by boardGOATS

Cobalt was taking things slightly more slowly, still focusing on blue Cards, which was enabling him to draw three cards every time he played a Card, so he was always at the hand limit.  Moving into Summer, Cobalt significantly stepped up his building, as did Plum.  She grabbed the Ever Wall Tower card which rewarded her for having nine Constructions. Having already taken Grand Tour event for having three red Constructions, Ivory was eyeing up the Royal Tea special event for having three green and two purple Cards in his town.  However, whilst focusing on collecting resources for buildings to complement his already built Castle and the Palace Card he had in his hand, he failed to notice Cobalt had already played three purple Critters/Constructions.

Everdell: Newleaf
– Image by boardGOATS

As a result, Cobalt beat Ivory to both the Royal Tea and the Scenic Flight awards. Much to Ivory’s disgust, Cobalt was then also able to claim the Sunflower Parade achievement award for having three Events too.  So, Ivory went into damage limitation mode, and began focusing on the passengers at Newleaf station as an alternative way to score points.  Purple was first to move into Autumn and as everyone else followed the focus was firmly on points.  Cobalt was able to collect the Juniper Jig Dance Contest Event card for having nine Critters (in part due to Ivory giving him the Fool!).  Ivory was collecting more passengers using his special ticket to enable him to take a worker back, something everyone had from the from the expansion while Plum was building as many building as possible.

Everdell: Newleaf
– Image by boardGOATS

It was all a bit of a rush at the end as it was nearly midnight when the game finally finished.  Largely due to the scores for his huge number of Events, the winner was Cobalt with ninety-three points.  Ivory took second some ten points behind, closely followed by Plum who got over half her points for Critters and Constructions.  The game had taken all evening, but during this time, Pink, Pine and Lime had managed to get through no less than five games.  The first was one of Pink’s favourites, Zoo Break.  In this game, players work cooperatively to try to prevent the escape of animals from their zoo.  It is one of Pink’s favourite games, but this time it was very, very short-lived.

Zoo Break
– Image by boardGOATS

Things started well as the group locked up the Capuchins, Snakes and the Rhino.  But then the Meerkats, who were partying in the fountain, decided to make a bid for freedom.  Three tigers and four elephants were already on the loose and rampaging round the zoo and while Pink put two Pandas back in their cage, five of the Meerkats made it to the exit and headed out.  And thus a handful of mischievous Meerkats led to the sad demise of Bedlam Zoo (which really had been Bedlam this time).  To help get over the disappointment of the epic failure, the group decided to go on a a train ride around France with Les Aventuriers du Rail Express, a light version of one of the group’s favourite games, Ticket to Ride.

Ticket to Ride: Europe
– Image by boardGOATS

There are lots of versions of Ticket to Ride, from the teeny-tiny city editions through to the rather epic Rails & Sails and Legacy versions.  Les Aventuriers du Rail Express is a French map that is a step up from the city editions and fits between the standard games (Like Europe) and First Journey, making it slightly quicker than the full games, as it is played on a slightly smaller map with slightly fewer trains.  Aside from that, it is essentially very similar in game play to all the others:  on their turn players either take cards from the market, or spend them to place plastic train pieces on the map.

Les Aventuriers du Rail Express
– Image by boardGOATS

As in the larger version players can also take tickets, but this has to be balanced with the bonus for completing a route from London to Istanbul, the most distant pair of cities.  The first player do so gets twenty points, the second gets fifteen and the third gets ten.  Additionally, the wild Locomotive cards also work slightly differently in this game in that, instead of being mixed in with the market, they are always available from a separate stack, but as usual, players can only take one per turn.  Being a quick game, and with everyone feeling they knew the game and was in with a chance of winning, the group ended up playing it twice.

Les Aventuriers du Rail Express
– Image by boardGOATS

The first time, Lime finished with the most points from placing Trains, but both he and Pine carried negative points from incomplete Tickets.  Incomplete tickets are a real drag as they effectively, carry a swing double their face-value.  As a result, Pine just pipped Lime to second place.  The winner was Pink, however, despite the fact that he had the lowest points for his tickets; he did finish the London to Istanbul connection first though.  In the second game, the roles were somewhat reversed with Pink taking the most points for placing trains, but failing to complete the London to Istanbul route at all.  The winner was Pine who, like Pink in the first game, also claimed the maximum of twenty bonus points, while Lime was the runner up.

Les Aventuriers du Rail Express
– Image by boardGOATS

Everyone else was still playing, so the trio managed a quick couple of games of the card-drafting game, Sushi Go!.  This is a very simple game, where players start with a hand of cards and choose one to add to their tableau before passing the rest on.  Played over three rounds, players collect points for collecting Maki Rolls, Sashimi and Nagiri (which is all the better when combined with Wasabi).  At the end of the game, players with the most Pudding cards score an extra six points, while those with the least lose six points.  The player with the highest total is the winner.  The points throughout both games were fairly even with nobody crashing out or having a golden round.

Sushi Go!
– Image by boardGOATS

Despite this, the winner of the first game took it by a bit of a land-slide.  It’s true that Lime top-scored in two of the three rounds, but they were all really close.  The real difference, therefore, was made by the Puddings which he had the most of and left him with a total of forty-five, a dozen more than Pink, the runner-up.  It was fairly inevitable then that in the second game, there was quite a battle for the Pudding cards.  The scores were close again, and again Lime won two out of the three rounds.  The overall winner was arguably Pink, who despite losing all three rounds had the most Puddings and therefore took victory from Lime on a tie-break.

Sushi Go!
– Image by boardGOATS

The final table for the evening, consisted of Jade, Sapphire, Black and Blue playing Meadow with the Adventure Book expansion.  Meadow is a clever little card game where players collect cards to add to their tableau from a central market.  On their turn players place one of their tokens next to the grid with the type of token and the location combining to dictate which card they take.  Players can then add a card from their hand (which may or may not be the one they picked up) to their tableau.  In the base game, there is an additional campfire board, but the Adventure Book replaces this.  Each “page” from the book changes the mechanics to a greater or lesser extent.

Meadow: Adventure Book
– Image by boardGOATS

The group played with the first scenario, which introduces Weather.  There are two token that indicate a row and a column in the market, and every time a card is taken from these, players can move along the appropriate Weather track.  Reaching the end of these gives players extra cards.  Additionally, placing a token in a space in the Book allows players to claim rewards if they have fulfilled the criteria and have the two symbols shown visible in their tableau.  These give extra points at the end of the game.  There was a lot of faffing about and getting to grips with the rules changes, especially as initially, the wording in the rules for the expansion was a little unclear.  Added to which, Black hadn’t played the base game at all before.

Meadow: Adventure Book
– Image by boardGOATS

Once the rules had been fathomed out and explained, the group got the game underway.  Different players targeted different card types with some going for the harder to place higher up the food-chain cards, while others tried to diversify.  Blue tried to get as many of the bonus points for collecting pairs of symbols as she could and as a result finished at the back of the pack.  The game is not a high scoring one though and those bonus points made a big difference.  It was not quite enough to give her the victory, however, and she finished one point behind Jade who topped the rankings with forty-six points, with Black in third.  It had been a very enjoyable evening all round though, regardless of the number or type of game played.

Meadow: Adventure Book
– Image by boardGOATS

Learning Outcome:  Cards are a critical part of most modern games.

4th February 2025

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

Ark Nova
– Image by boardGOATS

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

Ark Nova: Marine Worlds
– Image by boardGOATS

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

Ark Nova: Marine Worlds
– Image by boardGOATS

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

Ark Nova: Marine Worlds
– Image by boardGOATS

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

Ark Nova: Marine Worlds
– Image by boardGOATS

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

Ark Nova: Marine Worlds
– Image by boardGOATS

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

Ark Nova: Marine Worlds
– Image by boardGOATS

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

Ark Nova: Marine Worlds
– Image by boardGOATS

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

Ark Nova: Marine Worlds
– Image by boardGOATS

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

Kavango
– Image by boardGOATS

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

Kavango
– Image by boardGOATS

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

Kavango
– Image by boardGOATS

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

Stamp Swap
– Image by boardGOATS

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

Fromage
– Image by boardGOATS

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

Fromage
– Image by boardGOATS

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

Fromage
– Image by boardGOATS

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

Flip 7
– Image by boardGOATS

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

Flip 7
– Image by boardGOATS

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

15th October 2024

There were quite a few people eating this week, but the earliest arrivals were finished when Green turned up for the first time in months toting his copy of Lost Ruins of Arnak.  Jade was already preparing to lead the “Feature Game” which was to be Castle Combo, and he was joined by Sapphire, Pine and Lime.  This is a game that was released to coincide with Essen, but like many of the most popular games was sold out within a couple of hours.  The essence of the game is tableau-building where players draft cards from two markets creating a three-by-three square of people interacting with each other triggering instant effects and end-of-game bonuses.

Castle Combo
– Image by boardGOATS

The two markets consist of Castle Cards and Village Cards.  At the start of their turn, players can pay a Key to to carry out a special action, before they buy a Card from whichever market the Messenger token is currently located in and place it in their Tableau. Some card abilities grant a permanent discount when purchasing cards of a specific location (Castle, Village, or both).  If a player can’t afford any of the cards (or choose not to pay for them), they can always take a card without paying its cost, and place it face down in their tableau. In doing so, they ignore its ability, its end game points and any other information printed on it, but immediately gain six Gold and two Keys in compensation.

Castle Combo
– Image by boardGOATS

Each card after the first must be placed orthogonally adjacent to at least one other card in a player’s Tableau and at the end of the game, their Tableau must be a three-by-three grid of Cards. In this way, the final position of the cards in the array is fixed as the game progresses. Once it has been placed, the ability of the Card is applied. Some abilities affect opponents (all other players), while others affect a player’s neighbour (they choose which one). Finally, if the Messenger icon is depicted on the card played, the active player moves the Messenger Token, either to the Castle or to the Village, as appropriate, before refilling the market and ending their turn.

Castle Combo
– Image by boardGOATS

The game ends when everyone has nine Cards in their Tableau and everyone adds up their scores.  This time, Sapphire went first as he’d played before.  The game plays very quickly and smoothly as everyone began building up their displays.  It turned out that playing before wasn’t a great deal of help, however,, as Pine gave everyone else a bit of a trouncing as his final Tableau was worth ninety-six points, seventeen more than Jade who took second place a handful of points ahead of Sapphire in third.  Meanwhile, on the next table, Blue and Byzantium were leading a game of Stamp Swap at the request of Pink who had missed out last time.

Stamp Swap
– Image by boardGOATS

This is another fairly straight forward game, albeit one that takes a bit longer than Castle Combo, though it plays just as smoothly.   There is a lot of simultaneous play, which is nice because it minimises down time.  First, players take it in turns to choose items from the central Pool, then simultaneously divide them into two piles of offerings.  The player with the first player token, chooses and takes one of the piles offered by their opponents.  The opponent keeps their other pile and then chooses a pile from one of their opponents and so on.  Once everyone has two piles, players arrange the Stamps in their Album and then choose which of the four available end of round cards to score this time.

Stamp Swap
– Image by boardGOATS

After three rounds, players score the end of game objective card and the player with the most points is the winner.  One of the clever parts about this game is how much difference the objective cards make to the way players arrange their Stamps.  This was very obvious last time when there were two parallel games and one scored Finale Contest gave for points for Stamps completely surrounded by other Stamps, while the other gave points for each empty region.  The former gave lots of Albums where the Stamps were clumped together, while the latter gave spread out Stamps in a lattice-type pattern.  This time, the Finale Contest gave ten points for each completed edge, so players began the game working along the borders of their Album page leaving a hole in the middle that they only filed in later in the game.

Stamp Swap
– Image by boardGOATS

The end of round scores allowed players to score points for the number of stamps they had in one colour, the number of large square Stamps they had, the number of cancelled Stamps and the number of Stamps in their second most abundant theme.  This artificially increased the value of large square Stamps, which was something that Pink failed to take into account early on.  It led to Blue taking what Pink felt was his obviously less valuable pile and giving her a surprise Special Stamp with a sad face from him.  Still, that was replaced with a big grin when he stole one of Blue’s hidden Stamps later in the game and it turned out to be the one with the Giant Panda on it.

Stamp Swap
– Image by boardGOATS

The first event card was Generous Gifts where players choose one of their Stamps to score and then pass on—always a difficult decision, but more-so at the start of the game.  Slim Pickings was the second event giving players fewer items from the Pool at the start of the round, while Hands to Shake was the final event which made more Attendee Cards available, although by this time, it was too late to really take advantage of them.  That said, Byzantium had made collected quite a few Attendee Cards, using them to great effect to gain extra points and Stamps and took one in the final round as well.

Stamp Swap
– Image by boardGOATS

Aside from the Panda, Purple seemed to collect nearly all the Animal Stamps, while Pink did a good job of collecting Flowers.  The game is a bit of a “Point Salad” though, with points coming in little aliquots from lots of different places, and it perhaps pays not concentrate too much on one aspect.  Byzantium got a fast start and took an early lead, which he just managed to maintain to the end, beating Blue into second place by ten points, for the second time, which Pink taking third.  While packing up, everyone agreed that they really enjoyed the game for its smoothness, and the only part that “jarred” was setting out the starting Pool which was a little laborious.  Discussion online later, however, suggested a away to improve this, so that’s something to try next time.

Stamp Swap
– Image by boardGOATS

By the time Stamp Swap finished, Castle Combo had already come to an end and Jade, Sapphire, Pine and Lime had moved on to play Courtisans.  We first played this a few weeks ago, shortly after UK Games Expo.  This is a clever little card game from the same stable as Castle Combo and Faraway, where players are manipulating card values by where they play them.  On their turn, each player receives and plays three coloured Family cards.  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 Families with more cards below than above will have “Fallen from Grace”.

Courtisans
– Image by boardGOATS

One of the other two cards is played 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, players are trying to increase the value of the cards they have, while decreasing the value of the cards their opponents have. The first game was a game of two parts, Jade and Pine tied for victory with nine points, while Sapphire and Lime also tied with four points.

Courtisans
– Image by boardGOATS

As is often the case with this sort of game, after the first play, once he’d seen how the game works, Lime requested a second game.  This second game was higher scoring with players getting more “Esteem” and fewer Families that had Fallen from Grace.  Both Jade and Lime completed both their objectives as well.  Lime’s massive Esteem scoring of twelve, gave him clear victory with a total of sixteen points, while Jade, who finished with eleven points, just pipped Pine to second by a single point.  There was a bit of chatter with everyone discussing the games, but nobody really had the inclination to play anything else before going home.

Courtisans
– Image by boardGOATS

On the next table, while Blue took a little time out, Pink, Purple and Byzantium played a quick game of the sixteen card filler, Love Letter. This is a sort of multiplayer dueling game where players have a hand of one card, draw a second from the face down deck and then choose one to play, with the aim of being the last player standing, or the player with the highest value card if in the event that the deck runs out first. The trio only played two rounds, but Byzantium managed to get knocked out first turn both times. It was a tie between the other two though, with Purple taking the first round and Pink the second when he knocked out Princess Purple.

Love Letter
– Image by boardGOATS

After two rounds, the trio got bored and moved on to playing Sushi Go!Sushi Go Party! had had a mention earlier in the evening, but as none of them were familiar with the rules changes, they stuck with the smaller, original version.  This is a simple, and one of the purest card drafting games where players start with a hand of cards, keep one and pass the rest on.  The cards are Sushi and players are trying to get sets, or pairs, or as many as possible depending on the Sushi on the card.  The group played the full three rounds, with very mixed outcomes.  At the end of the game, the player with the most Pudding cards gets extra points, but as all three tied so nobody got any.  The winner was Byzantium, with a massive fifty-eight points, seven more than Pink in second in what was a high scoring game.

Sushi Go!
– Image by boardGOATS

Byzantium was waiting for Plum to finish on the other side of the room, so Blue rejoined the group for a quick game of something silly—an old game that Blue and Pink acquired at Essen, called Why First?.  The premise of this game is, what’s so important about being first, maybe the winner should be the person who is second.  So in this game, players start with a hand of five number cards and simultaneously, chooses a card to play before, on the count of three giving it to someone.  This player’s piece is then moved that number along the race track.  The round ends after five cards, the last of which must be used to move the payers’ own piece.

Why First?
– Image by boardGOATS

At the end of the round, only the player who is second scores, and that depends on their location on the track.  In the first round, Blue came second (and therefore won the points) and Pink won the second.  Byzantium won the third, but as he finished on the start line, he scored no points, much to his chagrin.  Blue and Purple tied for second in the fourth round so both took a single point, before Purple took the final round.  The winner of the game is, obviously, the player who comes second overall.  Despite a lot of effort by Blue who ultimately finished first and therefore lost, this was Pink who was therefore the winner.

Why First?
– Image by boardGOATS

By this time, the table on the other side of the room had finally finished and were packing up.  Green had clearly arrived wanting to Lost Ruins of Arnak, and Ivory and Plum had kindly joined him.  This had an outing about six months ago, when Green and Plum were also involved.  By this time, however, Green had acquired The Missing Expedition expansion and, having played the game quite a lot solo, wanted to include it to add interest.  The basic game combines deck-building and worker placement with resource management. Players start with six cards in their deck, two Money, two Compasses and two Fear cards (which just clog up players’ hands), and draw five of these to play.

Lost Ruins of Arnak
– Image by boardGOATS

Players then have two meeples each that can be sent to locations on the map, to either discover or use an action Location which generally give Resources plus some extras. Each new site has a Creature guarding it, which, if beaten, will give points and a small one-time bonus.  Players can use resources to move up the Research Track giving different rewards.  Players get one action each per turn, until everyone has passed signalling the end of the round, and the game finishes after five rounds.  The Missing Expedition expansion is modular, but this time the group added the Waterfall Temple and the extra encounter cards. The Waterfall Temple has a couple of steps whose cost changes each time someone Researches past them which can make it a bit unpredictable, though there is a sneaky shortcut to the top of the temple for players prepared to pay the steep cost.

Lost Ruins of Arnak: The Missing Expedition
– Image by boardGOATS

The first round went very quickly with everyone having limited options. Green and Plum began moving up the Research track, looking to gain an Assistant as soon as possible, where Ivory focused on gaining coins and an additional card. Ivory grabbed the Recovered Plane card (from the expansion) that allowed him to recall his explorers and using them again, which felt quite powerful. In the second round, Plum and Green both got their Assistants. They also started getting additional cards with Plum getting the Unreliable Compass card that gave her the benefits from the bottom tile of the exploration track and Green got the Army Knife which gave him flexibility when gaining Resources. Ivory began Exploring, uncovering the first new worked spot, slowly followed by Plum. Ivory managed to use his Plane card to avoid the Guardian, whereas Plum didn’t have that option and gained a Fear card at the end of the round.

Lost Ruins of Arnak: The Missing Expedition
– Image by boardGOATS

In the following rounds, Ivory begin focusing on the research track, catching up with Green and Plum and eventually overtaking them. He reached the part of the track where he could gain the Resources on a set aside exploration tile and got one that gave me an Explore card from the expansion which gave him the choice of something now or something latter. As the third and fourth rounds progressed, the Research track became a core focus Ivory managed to reach the top the first. Everyone continued exploring, and Ivory was also the first to explore a level two tile, gaining additional idols and resources and then subsequently able to recall his explorer to avoid the Guardian and Fear card.

Lost Ruins of Arnak: The Missing Expedition
– Image by boardGOATS

Plum was also Exploring, though at the lower level, but unfortunately the Guardians that she was drawing meant they were very difficult to defeat and she picked up more Fear cards. Green was Exploring less, but was using the engine that he assembled with his Assistants and cards to explore and defeat quite a few Guardians, adding to his engine whilst also gaining points. Towards the end of the game, the question for everyone was how to be most efficient and make the most moves up the Research track. Green joined Ivory at the top, and additionally gained enough Resources to grab an eleven point temple tile. Ivory was looking for an additional Resource to move my notebook up one more step and then remembered he hadn’t gained the bonus tile for reach the top of the Research track, gaining him that valuable Resource.

Lost Ruins of Arnak: The Missing Expedition
– Image by boardGOATS

Plum was also pushing up the Research track, looking to squeeze as much value as possible. Ivory also had accumulated quite a few coins, which allowed him to buy lots of cards during the final round just for their points. With everyone passing in the final round there was just the small matter of the scores. Points for Exploring, Research and Idols were pretty much level. Green’s engine which allowed him to gain the eleven point temple tile and defeat four Guardians (as opposed to Ivory’s and Plum’s one) ultimately gave him victory with seventy-seven points. Ivory’s Artifacts and Item cards gave him second ahead of Plum who had struggled with her Fear (bordering on Terror!) throughout the game.

Lost Ruins of Arnak: The Missing Expedition
– Image by boardGOATS

Learning Outcome: Princesses don’t want to live in Ruined Castles.

17th September 2024

After the usual chatter and some food, the interested parties staked their claim to play the “Feature Game“, Stamp Swap.  This is a game where players take on the role of stamp collectors at a convention collecting, trading and then scoring their stamp album.  All the reviews claim it is a light game, but while it is not hugely complex, there is more to the game than appears at first glance.  At its core is the “I cut, You Choose” mechanism that is used in games like Isle of Skye and …aber bitte mit Sahne, but Stamp Swap is nothing like either of these.

Stamp Swap
– Image by boardGOATS

The game takes place over three rounds each with three phases:  Collect, Swap and Show.  In the collect phase, an Event card is revealed and then players take turns to take an item from the central pool.  Once everyone has six items, everyone puts one item aside to Reserve and then splits the rest into two piles for the Swap phase.  Some “I cut, You Choose” games struggle work across a range of player counts, for example, San Marco, really only plays well with three players where one splits the cards into three sets and the others choose.  While the game might work with two, the decisions would be too trivial (though there are variants with a dummy player).

Stamp Swap
– Image by boardGOATS

In contrast, dividing a pile into four would require too many cards and make the decision complex as well as make the game potentially quite “swingy”.  Thus, although the game officially plays three to four players, the mechanism really only works with three.  Stamp Swap avoids this problem with a snake-like mechanism that also negates the need for valuing the hands or the use of money as an intermediate (as in Isle of Skye).  The first player chooses one set and the owner of that set keeps their other set and chooses one from another player.  That player keeps their second set and chooses a set from another player and so on.

Stamp Swap
– Image by boardGOATS

Players then place the stamps in their album and score in the Show Phase.  There are four Goals in each game and each player can score one of these per round, but can only score each only once.  These Goals are different in each game giving a lot of variability, especially as thy combine together in different ways.  At the end of the game, players additionally earn points for the face value of each Stamp, for any Specialist cards they may have, for Stamps that match their personal Theme, and for their achievement in the Finale Contest, while receiving bonus points their place in the Forever Stamp competition.

Stamp Swap
– Image by boardGOATS

The unexpected complexity arises from the stamps themselves.  They come in five different colours, themes and size/shapes.  Some of these stamps are “Cancelled” (and have no face value) and some are “Faded” (and have a negative face value, but may be useful for claiming the Goals).  There is are special gilded Stamps with their own Chocolate theme and a high face value, but cannot be reserved at the end of the Collect phase.  Finally, there are the “Forever” Stamps.  These are Square and are the only Stamps available in the smallest size and have no face value, but are useful for filling tiny holes (should that be required for the Goals) and give bonus points at the end of the game (in much the same way as Pudding do in Sushi Go!).

Stamp Swap
– Image by boardGOATS

It turns out that the game takes quite a lot longer with more players, which was a bit of a surprise given that much of the game is played simultaneously.  This time Ivory led a group of five with Plum, Sapphire, Jade and Teal, while Blue led a group of four comprising Byzantium, Purple and Black.  Ivory’s group were quick off the mark and first to get going after the rules explanation.  Their Goals gave points for:  Stamps of one Colour in one Group; sets of all five Theme Stamps; Large square Stamps, and Cancelled Stamps not on the edge, while their Finale Contest gave points for the number of Stamps completely surrounded by other Stamps.  Ivory’s personal scoring objective was Space Themed Stamps, Plum’s were Animals, Sapphire’s were Vehicles, Jade’s were Monuments and Teal’s were Flowers.

Stamp Swap
– Image by boardGOATS

Everyone began by feeling their way a bit, especially as the first round added additional Specialists—cards that give extra powers for the rest of the game.  Plum made a “bee line” for these, while Jade and Teal focused on the Large Square Stamps, scoring the related bonus, and giving them an early lead.  Jade also managed to “hide a gold stamp (face down)” and ended up with it in his collect as no one took it.  Plum scored for the Cancelled Stamps first, as she had picked up a lot of them.  As nobody chose his set, Ivory ended up with all his own Stamps, which he thought was great at first, but then had second thoughts as he ended the first round at the back of the pack.

Stamp Swap
– Image by boardGOATS

In the second round, the event was “Rewarding finds” giving two points immediately for taking a face down Stamp, which everyone was keen to do, especially Plum, who quickly caught up with Jade and Teal as a result.  Plum made good use of her “Swap one for three face down Stamps before splitting your collection” to grab extra Stamps.  Teal managed to hang on to the First Player token for most of the game and also took a lead on the Forever Stamps. Sapphire grabbed an exhibitor for Yellow Stamps and proceeded to take Stamps to match wherever possible (both from the pool and from other peoples piles). Ivory made a point of collecting a full set of five different Theme Stamps, scoring nine points, as well as managing to keep a valuable face-down Gold stamp.

Stamp Swap
– Image by boardGOATS

Going into the final round, Ivory was still trailing significantly behind everyone else who were bunched tightly together.  This time the Event gave bonus points for taking Stamps that matched the Theme of their neighbours, which made the game slightly meaner as everyone was taking Stamps others wanted.  Plum was again using the additional Stamps she was getting from her Specialist to shape what she was going to end up with, managing to get three complete sets for twenty-seven points. Jade also managed to score well for this in the final round, as well as for the coloured Stamp cards he collected. Sapphire was similar with his vehicles and Yellow stamps, as well as scoring scoring for Large Square Stamps.

Stamp Swap
– Image by boardGOATS

Teal fell a little behind, taking fewer points for the Cancelled Stamps on the edge and he also failed to collect any of the Flower Stamps he needed as everyone kept taking them during the swap phase (in order to get complete sets). Ivory meanwhile focused on getting as many Large Square Stamps adding to the three he already had, giving him a massive fourty-two points taking him from behind and giving him a significantly lead.  In the final scoring, Teal took the bonus for the most Forever Stamps giving him ten points while and everyone but Plum tied for second with a single Forever Stamp, giving six points.

Stamp Swap
– Image by boardGOATS

Everyone managed to get at least one gold stamp, but Ivory had the most valuable total face value.  Plum scored most for specialists, although most people had at least one, so this made little difference to the scores. Everyone scored well for the Finale Contest, especially Jade, and Plum, but it was not enough to overhaul Ivory’s lead.  He finished with a total of a hundred and forty-eight, ten more than Plum who took second place, who was a handful of points ahead of Sapphire in third.  On the next table, Blue took longer to explain the rules, but once they got going, they soon caught up with the first group and ended up finishing just before.

Stamp Swap
– Image by boardGOATS

Their first Event card was “Generous Gifts” so after the Collect phase, players choose one collected items to score and then pass on to their neighbour.  Everyone quickly chose their highest scoring Stamp, then realised that meant they would lose it, so had a bit of a re-think.  It was then that the group began to really appreciate the quandary at the centre of the game:  it was all very well taking nice tiles, but they were no use if someone else took them.  This tension was particularly obvious in the final round of the first game where the “Mine not Yours” Event gave points for taking Stamps that matched a neighbour’s theme—while players lost the opportunity to pick up Stamps they wanted in the Collect Phase, they had the chance to take them in the Swap phase.

Stamp Swap
– Image by boardGOATS

The Events in the second and third rounds were “More to See” and “Stamps Forever”.  These had a much smaller impact on the game play, or at least it felt like that, though the Forever Stamps were all collected in the final round.  The Finale Contest was “Empty Regions” which gave three points for each empty region.  Black showed everyone how to to maximise this and from the end of the first round, everyone’s collections began to look like every-expanding checker boards.  Comparing the final album boards between the two games, the layouts were completely different with compact groups for the first game and gappy sprawling displays for the second game.

Stamp Swap
– Image by boardGOATS

Black picked up the bonus for having the most the Forever Stamps, and Byzantium, who by his own admission had been “pants during the game” picked up loads of points in the dying stages.  Purple had done the best with her personal Goal—Flowers, while Blue had a plethora of rare, valuable Stamps.  During the game it had been unclear who was really in the lead as the scores seesawed a bit, but Byzantium’s lunge for the line gave him the lead when it mattered and he finished with a hundred and forty-six points, seven more than the runner up, Blue.  All in all, everyone had enjoyed the game, though the overwhelming feel was that there was much more to the game than the reviews claimed, but that’s a good thing.

Stamp Swap
– Image by boardGOATS

Cobalt was the only person with a strong aversion to playing Stamp Swap, but Pine, Lime and Pink were all keep to play one of their favourite games, Zoo Break, another game that wasn’t really his type.  In he end, Cobalt graciously joined in the keepers of Bedlam Zoo, trying to keep the animals under control.  The game is a cooperative game, where players take it in turns to roll a die to determine how many actions they get, take the actions like acquiring
supplies, capturing animals, locking enclosures etc., before cards are drawn to see what animals escape and then move towards the exit.  The aim is to get all the animals back into their cages and lock them before five animals  or anything dangerous gets out.

Zoo Break
– Image by boardGOATS

The group chose to use the standard difficulty (two “Phew” cards), but with the “Faulty Lock” variant.  This is where players roll to see if the lock holds when one of the locked up animals tries to escape; it adds a but of interest to the end of the game, however, unfortunately this time, the group didn’t get that far.  They managed to lock up the Elephants, Tigers and the Rhino, but the mischievous Pandas remained rogue until the end of the game.  They weren’t the problem, however, that was the Snakes.  Three harmless Garter Snakes got out, but they were followed by a Viper, and as it left, so did the group’s zoo license…

Zoo Break
– Image by boardGOATS

With Bedlam Zoo sadly closed prematurely, the group moved on to a couple of quick fillers.  The first of these was No Thanks!, a really clever little “cards with numbers” game.  The idea is that players either take the face up card or pay a chip to pass the problem on to the next player with the aim being to be the player with the lowest total at the end.  The clever part is that if a player has a run, only the lowest value card counts, but the deck also has some cards removed at random.  This makes it a proper gambling and “push your luck” game.  This time, Cobalt was the top scorer, but the winner with eighteen was Pink.

No Thanks!
– Image by boardGOATS

There was just time for one more game, Coloretto.  This is another simple and clever card game, this time the essence of the core mechanism in the bigger game, Zooloretto.  The idea is that players either draw a card and add it to a truck, or take a truck and add its contents to their collection.  At the end of the game players score their three largest sets positively, with negative points for any other sets.  The clever part is the use of the Triangular number sequence which means the first card in a set is worth one point, while the sixth is worth six.  There were the usual questions about Joker cards which resulted in questions being called across the room, but in spite of taking all three Jokers in the deck, Pink was just second by three points behind Lime’s total of forty.

Coloretto
– Image by boardGOATS

Learning Outcome:  A game about Philately can be more than just Stamp Collecting.

3rd September 2024

By the time Blue, Purple and Pine arrived, Cobalt was already half-way through a solo game of Isle of Cats: Explore & Draw, a “roll and write” version of the card-drafting, polyomino cat-tile-placing game, Isle of Cats.  In Explore & Draw, instead of drafting cards before choosing tiles, players choose a set of cards each turn and then draw their “discoveries” on their boats.  In this version of the game, players simultaneously choose a column from the Island (the central market) and action all three cards in it in order.  These could be three cards from the Cat deck, two Cat cards and one Lesson card, or two Lesson cards and card from the Cat deck.

Isle of Cats: Explore & Draw
– Image by boardGOATS

Cat cards are polyomino cards, Lesson cards are scoring cards and special Oshax and Treasure cards can be found in both decks.  Cats, Oshax and Treasures are all drawn directly on the boat on the worksheet, while lessons are ticked off and scored at the end of the game.  In the solo game, Cobalt was playing against his “Sister” who reveals a Cat Colour and a Lesson, every round and at the end of the game scores for the different Colours in that order and then the Lessons in turn.  This time cobalt made mincemeat of the Automa beating it by seventy-one points to forty-three.

Isle of Cats: Explore & Draw
– Image by boardGOATS

With everyone arrived by this time, it was just the “simple” matter of deciding who was going to play what.  Blue started off leading the “Feature Game“, which was Kavango.  This is a card drafting game where players are building an animal reserve by collecting tags and adding animals to their tableau.  As such, it takes familiar elements from games like Sushi Go!, 7 Wonders, Wingspan, Meadow, Ark Nova and Terraforming Mars, but has a different feel to all of them.  In each round players draft and play ten cards (from an initial hand of twelve), that is to say they choose a card and pass the rest of the cards on to the next player.

Kavango
– Image by boardGOATS

After each card has been chosen, it is added to the player’s tableau.  Then players have the option of claiming money for achieving Research Goals and/or spending money on Poaching, Habitat and Climate protections.  These are required for some of the animals especially the more interesting and lucrative ones.  The clever part about the game is the way the decks progress.  In the first round, the deck is mostly made up of Producers (Grassland, Trees, Invertebrates and Fish) and small animals while the second has mostly medium, but some small and some larger sized animals.  The third and final deck contains almost exclusively larger animals like Zebras, Lions, and Elephants.

Kavango
– Image by boardGOATS

This makes it harder to get Producers in the final round (though it is still possible by paying for Rewilding), but players can often just play cards directly as they already have prerequisites that they acquired earlier in the game.  Throughout, the rules and mechanisms are rooted in reality.  For example, players are responsible for their own Poaching and Habitat protections, but Climate protection is everyone’s concern and players have to work on that together.  Similarly, before a player can have a Puff Adder, for example, they have to have enough small mammals and birds to feed it.  Likewise, if a player wants a White Rhino or an Elephant, they need sufficient Grassland and/or Trees to support them.

Kavango
– Image by boardGOATS

Each round, there are four Research Goals, each with several levels.  The Goals can each only be claimed once, so players generally have the choice of claiming Goals early to get money they can spend straight away, or waiting and getting more money, which may delay progress.  These Research Goals also progress during the game, so early on, they tend to reward players with lots of Producers and Small Mammals etc., while later in the game they reward players with lots of Protections and bigger animals.  At the end of the game, players add bonus points for Biodiversity, Climate Protection and Habitat and Poaching Protection, to the points they got for each animal in their Reserve and the points they acquired during the game for achieving their Research Goals; the player with the most points is the winner.

Kavango
– Image by boardGOATS

Nobody had played the game before, but Indigo had done her homework and had watched the “how-to-play” video, and Blue had done a decent job of reading the rules for a change.  The fact that the rules all made sense helped too, and for the most part everyone had a reasonable handle on what they were trying to do. The first challenge was to try to get all four of the player boards on the table with the score-track/Research board and Climate in the middle.  The boards were so huge that it wasn’t actually possible, so the side of Indigo’s and Navy’s boards were hanging off the edge of the table, and Pines and Blue’s corners were all overlapping or had a flying free-hold.  Still, everyone could just about see what they needed to and could place the cards they had to, and it was all stable so long as nobody moved…

Kavango
– Image by boardGOATS

Pine (the Ecologist), started off really well adding a lot of Small Mammals to his Reserve and achieved early Research Goals as a result.  Early in the game, Indigo (the Investor) started contributing to Climate protection.  Navy (the Botanist) and then Blue (the Researcher) helped her out later in the game, though Pine never had enough money to contribute enough to gain the Climate Protection bonus.  Blue took an early lead in Research Goal points, but Navy soon caught up and by the end of the third round, he had an eight point lead with Indigo holding a three point lead from Pine.  That is only a very small proportion of the points available in the game.

Kavango
– Image by boardGOATS

The Lion’s share of the points come from the animals, including Lions, of course (which Navy had one of).  Pine really struggled in the latter part of the game since he had loads of Small Mammals, but not a lot else. His problems had begun in the second round when he struggled to generate any money as none of the Research Goals fitted after his highly effective first round.  Even so, he still got a over a hundred points for his menagerie and was one measly bird of prey short of getting the Biodiversity Award.  Indigo had a slightly more valuable Reserve, while Blue and Navy tied for the most animal points.

Kavango
– Image by boardGOATS

Indigo, Blue and Navy all picked up the bonus points for Climate Protection, Poacher/Habitat Protection and Biodiversity, which meant that Navy took victory by virtue of his eight point lead from the Research Goal points.  It had been a very enjoyable game though and there was much discussion as the group carefully dismantled the precariously balanced player boards.  Pine took an interest in the other animals in the deck, and there was much hilarity when he found the Sausage Tree—Google convinced him that it was not related to the infamous Spaghetti Tree, and was in fact real.  Nobody could convince him that the fruit wasn’t ideally suited to coaxing Trouser Snakes out of their lair’s though.

Kavango
– Image by boardGOATS

On the next table, Black and Pink were leading a rather ill-fated game of Wyrmspan.  This is a variant of Wingspan with Dragons instead of Birds.  So, like the original, players are playing cards from their hand onto a player board, and activating the habitats in turn. The differences are more than simply cosmetic, however. Firstly, before a Dragon card can be played, it is necessary to explore the cave it will be played in, which involves playing a card (and claiming a Bonus).  In Wingspan, if a player needs a resource, they activate their Woodland habitat and visit the Birdfeeder, claiming the resource they want and a couple of extras, whereas in Wyrmspan, players only get resources one at a time so they don’t have any extras.

Wyrmspan
– Image by boardGOATS

This is critical as “Planting Dragons” requires a lot of Resources and can be difficult to do, so it is important that the Dragon planted is then exploited as much as possible.  Players also need to make the most of the new Dragon Guild.  A step around this Rondel typically gives a Resource as a reward, with a more valuable bonus half-way round and after a full circle.  The distribution of cards is different too:  in Wingspan, the majority of the cards have an effect when the terrain is activate, but in Wyrmspan, these are in the minority with most card effects happening when played or at the end of the round/game.  In Wyrmspan, the rounds are also different.

Wyrmspan
– Image by boardGOATS

Players get a set number of coins at the start of each and an action typically costs one coin.  Some cost more however, and occasionally players can pickup extra coins, which can lead to variable length rounds.  Thus, although Wyrmspan is very definitely Wingspan at its core there are lots of differences.  Blue suggested the group played it, as she had played it with Black and Pink a few months back and they had found it played easily given that they all knew how to play Wingspan.  Thinking Purple, Teal and Lime were also very familiar with Wingspan, Blue rashly assumed it would work, but she underestimated how different it was, how long it was since that last game, and how much longer the game would take with five.

Wyrmspan
– Image by boardGOATS

So, Black patiently explained the rules, while Pink tried to help others muddle through.  Teal focused on simply achieving the end of round goals and “planted” his Dragons accordingly while working on the top row of caves to generate resources—the equivalent of the “woodland”, which works for both Wingspan and for Wyrmspan.  After fighting through one round though, the group agreed to curtail the game after the second round.  In such a short game, the scoring was always going to be skewed, but ultimately the player with the most valuable Dragons, Pink, was the victor, with Teal taking second thanks to him taking the points for winning both the end of round goals.

Wyrmspan
– Image by boardGOATS

Across the other side of the room, the final game was Tapestry, with the Plans and Ploys expansion.  On the surface, Tapestry has simple mechanisms, but they combine to make a complex game.  On their turn, players move one step along one of the four Civilisation tracks around the board: Science, Exploration, Military, Technology and carry out the action (or actions) associated with it.  Each space requires payment of resources, and the further along the track, the more expensive the spaces become.  If a player cannot afford to pay (or chooses not to), then they instead take income, which gives them more resources.  They also gain points and play a tapestry card, which usually provides a power for the next round.

Tapestry
– Image by boardGOATS

So, at its heart, Tapestry is an engine building and resource management game:  players carry out actions and get resources so they can get more resources and ultimately, points.  The Plans and Ploys expansion mostly just adds more of the same with new Civilisations, Tapestry Cards and space tiles.  The biggest difference is the addition of Landmark Cards which are designed to give each player a personal short-term goal in the first part of the game, in the form of buildings that only they can claim. Everyone was familiar with the game, so the rules explanation was minimal.  Byzantium started (Spies/Grassland) and there was an initial general rush towards the Technology track,

Tapestry
– Image by boardGOATS

Ivory (Islanders/Forest), always one for doing something different, instead went in for Exploration as this linked in with his Civilization.  As the first round went on, Byzantium and Cobalt (Aliens/Tropical) stuck to Technology, whereas Plum (Riverfolk/Wetland) diversified slightly into Science and Exploration. Her primary plan was to exploit her Civilisation and then try to get to six island hexes to trigger her personal bonus Landmark.  Byzantium was first to move to the Income phase, closely followed by Plum and then Cobalt. Ominously, Ivory did what he usually did and managed to stretch my first era out, putting himself in a good position to grab the first Exploration Landmark and also making progress on Military.

Tapestry
– Image by boardGOATS

Byzantium went for Technocracy as his first Tapestry card, sticking with his technology theme. He also managed to grab the first Technology Landmark and completed his Architecture card (appropriately the Game Shop). Plum also went for a Tapestry card, Terraforming, that linked her with her strategy, giving her five points for building on impassable plots, something her Riverfolk Civilization wanted her to do and gave her additional resources of.  Although her alternative Civilisation had looked more interesting, it involved knowing what other people’s options were so she had chosen the simpler Riverfolk and made good use of it.  She was also still fairly diverse in her track focus. Cobalt went for Socialism, to keep pace with Byzantium on the Technology track.

Tapestry: Plans and Ploys
– Image by boardGOATS

Cobalt also gained Landmarks from his Technology cards, helping him build his Skyscraper Architecture card. Having only taken his Income whilst everyone else was half way through their second Era, Ivory could see Cobalt was focusing on Technology, so he used the State Marriage Tapestry card to gain befits on this track whenever Cobalt did.  Having the Military track to himself and a good head start on Exploration, Ivory managed to grab a couple of Landmarks quite quickly. Everyone was also getting Income from buildings on their mats too.  Again, Byzantium Plum and Cobalt all moved into their third Era in quick succession, leaving Ivory half way through his second Era.

Tapestry
– Image by boardGOATS

Cobalt managed to grab the third Era Technology Landmark, but he struggled to fit it on his Capital board and it had to overhang.  At this point, Plum used the Dictator Tapestry Card (with associated comments from Byzantium) to move up the Technology track while restricting everyone else’s progress on the same track for one turn.  Byzantium had been  plotting a move as he was next in line for a Landmark, but Plum’s Dictatorial behaviour only slightly delayed him getting it. This, plus the State Marriage benefited Ivory and competition with Byzantium meant Cobalt used the Militarism Tapestry card to switch his focus to Exploration and Military.

Tapestry: Plans and Ploys
– Image by boardGOATS

Although Cobalt had changed tack to avoid competition with Byzantium, Ivory had a health head-start on both of these tracks, grabbing the Landmarks as he went and also conquering the centre island just before Cobalt could.  To add insult to injury, when Cobalt tried to conquer the island and topple Ivory, he was ready with a Trap card, foiling his plan. Cobalt quickly got revenge paying Ivory back in kind when he tried to do the same thing to one of his territories. However, that wasn’t going to discourage Ivory, and with the Military track encouraging him to conquer, he got the final word in, conquering one of Cobalt’s territories and gaining a double topple bonus.

Tapestry: Plans and Ploys
– Image by boardGOATS

Moving into the final era, again, Ivory was characteristically some way behind everyone else. Byzantium picked up extra resources from the “Age of Wonder” and used these to good effect being the first to reach the end of a track.  Plum, hosted the Olympic Games with her final Tapestry card (and presumably moved to Paris to do so).  This gave her ten points in exchange for a Worker Resource, and additionally a bonus building if any other player took up the offer of doing the same.  Byzantium was the only one who did, as Cobalt wasn’t able to and Ivory had other plans.

Tapestry: Plans and Ploys
– Image by boardGOATS

Cobalt and Plum were both still fairly diverse in their track focus, although Plum had made good progress on the Science track, which was mostly ignored by everyone else.  Byzantium also switched focus to some of the other tracks now he had completed the Technology track. Ivory stuck to Military and Exploration, completing the former (although there was not enough time to gain the second Civilization).  He was sorely tempted by one of his favourite strategies, sending his Meeples into Space by completing the Exploration track, but instead, Ivory switched focus to the other tracks to get as many income buildings in his Capital as possible to maximize the final scoring.

Tapestry: Plans and Ploys
– Image by boardGOATS

Again, everyone finished in quick succession except Ivory, who, as usual, had about five or six turns to go after everyone else had finished.  Plum started with an additional thirty-five points at the beginning of the game thanks to her Riverfolk which gave her points for each territory in her City that had at least two unpassable spaces, but everyone caught up throughout the game. In the end, in Ivory’s final Income round scored him well over fifty points, overtaking everyone and winning and giving him victory.  It had been a good game, enjoyed by all, and although he’d won Ivory hadn’t given everyone as much of a trouncing as he had in the past.  Cobalt felt that the advantages of going first were not mitigated for those going last, so maybe next time that could be used as a slight handicap for Ivory.

Tapestry
– Image by boardGOATS

Learning Outcome:  Animal games are a lot of fun—And that’s not Lion!

23rd July 2024

Blue and Pink were still eating when everyone else rolled in and seemed quite content to chat.  It took Blue two attempts to get the first game rolling, with Jade leading Cobalt, Crimson and Plum to the other side of the room.  Pink moved to join Pine who wanted to play his new acquisition with Black and Purple, which left Blue and Lime to lead Byzantium, Sapphire and Cyan in the “Feature Game“, the Alpine expansion for Forest Shuffle.  This is was chosen to mark the announcement of the Spiel des Jahres Awards, as Forest Shuffle, featured on the recommended list and has been popular with the group.

Forest Shuffle
– Image by boardGOATS

Blue made a bit of a meal of explaining the rules, but really they are very simple.  On their turn, players either take two cards from the market and add them to their hand (with a hand limit of ten), or play a card from their hand into their tableau.  There are three different types of cards.  Tree cards are the central cards around which Critter cards are played.  Then there is the first set of Critter cards which are divided into two, left and right with an animal on each half.  Finally, there are Critter cards which are divided into two, the canopy at the top and the undergrowth at the bottom.  The Critter cards are half-tucked under the Tree cards, so only one animal, flora or fauna is visible.

Forest Shuffle
– Image by boardGOATS

The difficult part of the game is getting the cards to work together efficiently to give extra actions and, ultimately, points.  The Alpine expansion doesn’t change the game significantly, just adding more variety to the cards, adding more opportunities for scoring.  For example, it adds an extra Butterfly which give players more points if they have a complete the set.  This time, Blue started with a hand full or Hares, making her initial strategy obvious.  Sapphire was less fortunate, so Blue and Lime suggested that starting with Trees was always a good way to go as players can’t do anything without them.  He also had some Butterflies, so that was where he went next.

Forest Shuffle: Alpine Expansion
– Image by boardGOATS

Lime built up a collection of Birds, and since he advertised his strategy to the group, everyone else was able to take cards he wanted.  This is a key part of the game:  some cards give points for the number of something you have, so having more of both multiplies the score.  For example, Hares give one point for every Hare a player has.  Thus, one Hare gives one point, but Blue’s seven Hares mean that first Hare scored seven points.  More to the point, every other Hare also scored seven points giving her forty-nine points just for her Hares.  Meanwhile, Byzantium was going Bats, and Cyan was experimenting with Deer.

Forest Shuffle: Alpine Expansion
– Image by boardGOATS

The game ends when the third Winter card is drawn from the deck, so after the second, everyone got very nervy as they tried to complete all their plans and play all the cards they wanted to.  Each time someone drew a card from the deck, it was with bated breath.  The final stage seemed to last forever, and although the third Winter card wasn’t the last card in the deck, it was close, and when it was drawn the game ended immediately. And then it was time for the scores:  everyone assumed that Blue’s husk of Hares would give her victory, but it was actually quite much closer than they thought.  Although Blue finished with a hundred and sixty-five, Byzantium was only twenty points behind.

Forest Shuffle: Alpine Expansion
– Image by boardGOATS

Byzantium was ready to leave, but for everyone else there was just time for something really quick.  So as everyone else was still playing, the remaining four decided on a quick game of Coloretto.  This is an old game, but one that was on the Spiel des Jahres Award “Recommended List” in 2003.  Remarkably, Cyan and Sapphire were new to it, but it is a super easy and quick game to play, but with tactical decisions to make.  It is also one that can essentially be taught as you go:  either turn over the top Chameleon card and add it to one of the Trucks, or take one Truck.  Each Truck can contain a maximum of three Chameleons and once everyone has taken a Truck, the round ends.

Coloretto
– Image by boardGOATS

At the end of the game, players score each group of coloured Chameleons, with the largest three groups giving positive points and any others scoring negatively.  There are a small number of cards that just give straight points and balancing these with Chameleons is part of the challenge.  The end is triggered when the end of game card is drawn and then the round is played to completion.  This time, everyone kept their negative scores down, while Cyan went for the pure point cards, collecting fourteen points, more than half his score, by that route.  The winner was Lime, however, who was imperious and won by some distance with a total of thirty-three.

Coloretto
– Image by boardGOATS

Meanwhile, on the next table Jade was teaching Cobalt, Crimson and Plum the Spiel des Jahres 2024 nominee, In the Footsteps of Darwin.  The premise of this is that players are naturalists aboard the Beagle helping Charles Darwin finish his book On the Origin of Species, studying animals, carrying out cartographic surveys, publishing their findings, and developing theories. On their turn, players study an animal or take inspiration from a character by choosing one of the three tiles in the row or column marked by the Beagle, and placing it onto their naturalist’s Notebook. This may be an animal to study or a character from the Beagle’s previous journey and will give an immediate bonus or a scoring bonuses.

In the Footsteps of Darwin
– Image by boardGOATS

After placing the tile, the Beagle is moved round the market, with the distance dependent on the tile chosen and a new tile is drawn to fill the empty space on the journey board.  At the end of the game, the player who contributed the most to On the Origin of Species wins.  At it’s heart, In the Footsteps of Darwin is a fairly simple set collection and “make the most of what’s available” game. Players obtain an additional scoring objective when they place a tile on top of a previous one, covering up any icons, so a key part of the game is the conflict between points being gained verses points being lost.

In the Footsteps of Darwin
– Image by boardGOATS

There’s also quite a bit of luck invoiced, as a player may need one or two specific tiles that don’t come out, or that get taken by someone else before they have the opportunity to do so.  The group found it was very quick to play, taking just forty minutes including teaching.  Plum’s  starting goal was points for tiles in the upper right quadrant, but in the absence of tiles that fitted that criteria she focused instead on collecting Charts and Compasses as these score points equal to the number of these multiplied together.

In the Footsteps of Darwin
– Image by boardGOATS

One advantage of these is that once a Compass has been collected, the tile can be covered without loosing any points. Cobalt didn’t worry about that at all, covering loads of tiles to get more Theories banners which give points.  Ultimately, everyone’s score was pretty similar at the end of the first game but Jade took victory as he was most effective with the Chart/Compass scoring.  As it was so quick, the group decided to give it a second try—this the scores all improved.  This time the victor was Crimson, who was again the most effective with the Charts/Compasses, but also scored well in other areas, as did Cobalt who came second again.

In the Footsteps of Darwin
– Image by boardGOATS

From there, the group moved on to a game of Looot, which is too recent a release to have been acknowledged in the Spiel des Jahres awards.  It has been popular amongst the members of the group that have played it so far, however, and may well get an award next year.  In this game, players gain points by gathering resources and capturing buildings to try to develop their Fjord, fill their long ships and complete buildings. The winner is the player with the most riches and is crowned Jarl of the Vikings. The game is played over several rounds until each player has played all their Vikings, giving a maximum of thirteen turns, each with a simple structure.

Looot
– Image by boardGOATS

Players start by placing their Viking on a Resource tile on the central board adjacent to another Viking of any colour.  They then take the associated Resource and place it on their personal board.  If possible, they then use their Resources to capture a Building and place that on their board, take a Long Ship and also place it on their board, use a Shield, or complete a Construction Site and finally grab a Trophy.  Looot is quite a light game, but with enough decision space to be interesting.  Last time was a three-player game, but this time, with four, players get another map area, which the group arranged to give a wide play area.

Looot
– Image by boardGOATS

The board layout made it easier to get to more areas of the map relatively early in the game, but there was still plenty of competition for the Towers.  Like last time, Plum decided not to worry about all the home tiles and focused on gold, which was good, but not enough on its own.  Cobalt scored massively for Castles by getting plenty of them plus the equivalent Long Boats.  Cobalt started on that strategy largely by accident, before he had got a real understanding of game-play and a full appreciation of how they increased the Castle scoring and matched the requirements he could fulfill.

Looot
– Image by boardGOATS

Crimson had a nice balance of increased score for Towers and Houses, while Jade built up a huge pile of Wood.  Unlike last time, things didn’t just come together at the end for Plum, and nobody else could compete with Cobalt’s Castles and he took victory with one hundred and twenty-one, fourteen points ahead of Crimson in second.  It had been a good game though, and as players become more experienced, they will be increasingly able to determine the best scoring opportunity from the start and how to optimise the mini game that is building their Fjord. With experienced players, this could be quite ruthless with players trying to block each other and prevent objectives.

Looot
– Image by boardGOATS

In the third group, meanwhile, Pine was introducing his new acquisition, the old game, Tonga Bonga, to Pink, Black and Purple.  This is a sailing race game a bit like the 2008 Spiel des Jahres recommended Jamaica.  In Tonga Bonga, players pilot their ship around the archipelago with the goal of visiting four of the five remote islands and returning to Tonga Bonga Bay.  Each player has room for three sailors on their ship, each of which represented by dice and indicate how fat the ship will move.  At the start of the round, players decide how much they are prepared to pay for the sailors who will serve as their captain and first mate that round (the Cabin Boy always works for nothing).

Tonga Bonga
– Image by boardGOATS

Players then simultaneously roll their dice, and take it in turns assign their dice to the other players’ ships, in return for the money offered.  In a mechanism vaguely reminiscent of that in the really rather vicious game, Vanuatu, if a player tries to place a higher value die where someone has already assigned a die, the lower value one is displaced and bumped to a lesser and usually less lucrative role.  Thus, all things being equal, the ship offering the most money will get the highest value dice and the most moves, though of course, players can work together to disrupt this behaviour. One side of each die has a Seasick Sailor (effectively zero), so the maximum value dice are five.

Tonga Bonga
– Image by boardGOATS

Once all the dice have been assigned, players move their ships racing to reach the islands, leaving one of their tokens there.  Landing on an island, earns $25 from the bank, but the player has to pay $5 to each player who landed there ahead of them.  Pine explained the rules and before long, everyone was sailing.  Pink got a bit of a lead by using his winnings to buy more moves and visit more islands.  He had been feeling that the game was maybe a bit “broken”, but as is usually the case when a game feels like that, it was all down to the “rules malfunction”, but it wasn’t until the final round that the rules were “clarified”.

Tonga Bonga
– Image by boardGOATS

Instead of the winner being the player to cross the line first with any left over money used as a tie-breaker, once a player has visited four islands they return to Tonga Bonga Bay and trigger the game end—and whoever has the most money wins.  Pink crossed the line and claimed the moral victory, as he was playing by the original rules.  Everyone else was quite happy with the “updated rules” though, which left Pine the victor with Purple in second and Black just behind.  Pink blamed “Evil Pine” for the mishap, but was eventually won round with a bottle of dubiously flavoured cider.

Tonga Bonga
– Image by boardGOATS

Although the debate had been audible by the players at the neighbouring tables, ultimately it was all taken in good part and the game had been a lot of fun and showed its age less than Lifeboats that was played a few weeks back and was only five years older.  From there though, the group moved on to a game of the 2021 Spiel des Jahres winner, Kingdomino.  This is a clever little game where players are building a kingdom made out of double-headed, domino-like tiles.  As in Dominoes, the ends of the tiles have to match, or at least it has to match with one tile tile already in the player’s kingdom.

Kingdomino
– Image by boardGOATS

The really clever part of the game is the double market, where the tiles are taken in reverse order of value.  The double market means that when a player takes the tile for the current round, they choose which tile they will get in the next round.  Thus, taking the lowest value tile this round means they will have first choice next round.  Players score for each contiguous area of Terrain—the number of points is equal to the number of squares multiplied by the number of Crowns featuring in it.  This time, Pink concentrated on Wheat Fields and Sea, Pine focused on Sea and Meadow while Black concentrated on Woodland with a smattering of points from Marsh, Mountain and Wheat fields.

Kingdomino
– Image by boardGOATS

In contrast, Purple prioritised her four contiguous areas forfeiting the “Harmony” and “Middle Kingdom” bonus points for using all the tiles to give a square kingdom with a central castle.  Pine took victory with a massive seventy-three with Pink and Black tying for second with sixty points.  This group wasn’t done by any means and swiftly moved on to a quick game of Sushi Go!.  This is one of those games that takes a mechanism that is a relatively minor part of other games and distills it into its purest form in the game.  Coloretto does the same for the central market mechanism used in the 2007 Spiel des Jahres winner, Zooloretto, and Sushi Go! does it for the card drafting mechanism in the 2011 Kennerspiel des Jahres winning game, 7 Wonders.

Sushi Go!
– Image by boardGOATS

In Sushi Go!, players start with a hand of cards, keep one and pass the rest on, repeating until all the cards have been distributed.  As well as being a core mechanism in 7 Wonders, this “Card Drafting” is also often used to try to reduce the luck of the draw at the start of games like Terraforming Mars and Agricola (both also acknowledged by the Spiel des Jahres committee).  In Sushi Go!, players are using the card drafting to collect sushi and, most importantly Pudding!  The game is played over three rounds, with cards drafted to the left, then right and then left again, scoring points at the end of each round.

Sushi Go!
– Image by boardGOATS

This time, Pink and Black tied for the high-scoring first round, with Pine just behind.  Pine made up for it on the second round by taking it convincingly, however, with everyone else scoring very badly.  The third round was more even again, this time won by Black with Purple taking second.  That resulted in a three-way tie between Black, Pink and Pine, but at the end of the game, the player with the most Pudding cards gains six points, with the one with the fewest losing six points.  Unusually for Pink (as he has quite a sweet tooth), he had eschewed Puddings, while Black had the most giving him what ended up being a quite convincing victory.

Sushi Go!
– Image by boardGOATS

There was just time for a single round of Love Letter (a game from the 2014 Spiel des Jahres recommended list).  This is a sixteen card game where players start with a card, draw a second and then play one.  The idea is to try to be the last play in or the player with the highest value card when the deck runs out.  The theme is all about getting as close as possible to the Princess card, which has the highest value.  This led to a discussion about real princesses and how close people had been to them.  It turns out that Purple has met a real one, Princess Nina who lives in a massive house in Cheltenham.  During the game, Pink was the Princess, but was spotted and knocked out, leaving Black to take another win.

Love Letter
– Image by boardGOATS

Learning Outcome:  The Spiel des Jahres committee may reward lighter games, but they are good games.

14th Movember 2023

With Black, Teal, Pink, Green and Lime all away, it was looking like it was going to be a very quiet night.  In the event, however, the numbers remained good with the slightly unexpected arrival of Plum, Byzantium, Jade and Sapphire.  When Green dropped off Purple and stayed for a while, it became clear that we’d need something short to play alongside Kites, the “Feature Game“.  Kites is a real-time, cooperative game where players are playing cards and flipping egg-timers to keep the air display going.  A single play-through doesn’t take very long, but it is the sort of game that tends to get played through a couple of times in succession.

Kites
– Image by boardGOATS

The idea is that that the Team have to launch six Kites, each represented by sand timers, and keep them flying by preventing the timers from running out.  Game play is very simple:  Players start with a hand of cards and must play one on their turn before replenishing their hand from the draw deck.  The cards all show either one or two coloured symbols on the corner, which correspond to the six coloured egg-timers in red, orange, yellow, blue, purple and white/rainbow colours that represent the different Kites.  When a card with two symbols on it is played, both egg-timers in those colours must be turned, however, a card with one just one symbol allows the active player to choose whether to turn the timer in that colour or to flip the white/rainbow coloured timer instead.

Kites
– Image by boardGOATS

The game ends when either all the cards are played out (the Team win), or when one of the timers runs out of sand (the Team loses).  There are a couple of additional “features”.  Firstly, the different coloured timers each have different amounts of sand in them—the purple lasts the longest at ninety seconds with red running fastest lasting just thirty seconds.  This catches out the unwary, and indeed it caught out the group composed of Jade, Plum, Blue, Purple, Pine and Byzantium on their first try when they succeeded in playing just four out of the fifty-three cards in the deck.  The second attempt wasn’t much better, ending with just six cards played.

Kites
– Image by boardGOATS

The game has an “easy start” mode where players start with just three coloured Kites (plus the white/rainbow one), but nobody was keen to take cards out of the deck.  So, to make things a little easier, instead of starting with three cards in hand as per the rules, the group started with a hand of four cards, giving them a little more in the way of choice on their turn.  With this “House Rule” they were a little more successful, but it was at the fourth attempt, that things clicked, and the group finished with only twelve unplayed cards.  And it was then that the second “feature” caught out the group—when the draw deck has been exhausted, players can no-longer turn the white/rainbow timer.

Kites
– Image by boardGOATS

Having done well with four cards in hand, it was then that the group decided to revert to the rules “as written” and play with three cards in hand.  This made things more difficult during the early part of the game, but had the advantage of leaving players with fewer cards to play once the draw deck had been exhausted.  At that fifth attempt, the players were left with just six cards unplayed, and on the sixth try, they had eight left.  They were so close, they could feel it, and everyone in the group was determined not to stop before they’d won, which turned out to be on the seventh play.

Kites
– Image by boardGOATS

Kites is not the usual sort of fare for many in the group, being both cooperative and featureing real-time play.  It had been interesting and fun, however, with players learning how to work together and what information they needed to share.  Two people took responsibility for turning the timers and everyone else made sure they let people know when they spotted a timer running low.  Perhaps the biggest impact was the realisation that waiting was sometimes more powerful than playing quickly, and certainly more haste often brought less speed.  With the successful game, everyone felt they’d had enough, and while the other table finished their game, the group moved on to another party-style game, the simple little memory game, That’s Not a Hat.

That's Not a Hat
– Image by boardGOATS

Each player starts with a single card and shows it to all the other players before turning it face down.  One player then draws an extra card shows it to all the other players and passes their original card to the left or right (as per the arrow on the back of the card), announcing what they think it is.  The receiving player can either accept the card as it is, or challenge the declaration.  If a challenge is incorrect, the recipient keeps the card as a penalty point, whereas a correct challenge leaves the card/penalty point with the gifter.  It seems very simple, and doesn’t sound promising when described, however, after a couple of turns, when someone realises they can’t remember the card they’ve got in front of them and is forced to guess, the tension mounts and everyone suddenly appreciates the game.

That's Not a Hat
– Image by boardGOATS

Byzantium, Plum and Jade had played the game before and knew what to expect, but it was new to everyone else.  Most people thought they knew what card everyone had, only to discover that wasn’t the case after a couple of swaps.  Blue and Purple picked up just the one penalty, while Plum and Jade picked up a couple each.  After the game, there was some discussion about challenges needed to be accompanied with the correct card identity (which is how Plum had played it it HandyCon).  With this, it actually paid to try to bluff/confuse people who couldn’t identify the correct gift.  Inspired by this, there was some discussion about a possible “House Rule” to introduce a bit more jeopardy:  the challenger could optionally attempt to name the gift with the carrot of forcing another point on their gifter, and an incorrect guess reversing the effect of the challenge.

That's Not a Hat
– Image by boardGOATS

That was for another day.  This time, the winners, were Pine and Byzantium who avoided any penalties, though whether that was by luck or judgement wasn’t entirely clear and indeed, was unimportant.  That was especially true as the game was brought to an abrupt end by the game ending on the next table.  That was 7 Wonders—Green only wanted to play something short that he was familiar with and this fitted the bill.  7 Wonders is a card-drafting game, but has a bit of a “Marmite Factor” and is very unpopular with a significant number in the group, so rarely gets played.  This time though, Cobalt, Ivory and Sapphire were all happy to join Green and give 7 Wonders an outing.

7 Wonders
– Image by boardGOATS

In 7 Wonders, players take the role of leader of one of the seven great cities of the Ancient World (Alexandria, Babylon, Ephesus, Giza, Halicarnassus, Olympia and Rhodes), gathering Resources, developing commercial routes, and developing their Military, build their City and erecting an architectural Wonder.  In each round or age, players receive seven cards and draft them, that is choose one card, then pass the remainder to their neighbour (much like Sushi Go! or Draftosaurus).  Players then reveal their cards simultaneously, paying Resources if required, collecting Resources or interacting with other players according to the cards played ant their player board (which gives special powers).

7 Wonders
– Image by boardGOATS

7 Wonders is essentially a card development game:  Some cards have immediate effects, while others provide bonuses or upgrades later in the game.  Some cards provide discounts on future purchases while others provide Military strength to overpower neighbors and some cards give nothing but victory points. Each card is played immediately after being drafted, so everyone knows which cards their neighbor is receiving and how their choices might affect what they’ve already built.  Players continue to draft cards until everyone has six cards (discarding the seventh).  The game ends after three rounds or ages.

7 Wonders
– Image by boardGOATS

7 Wonders is quite a famous game that Cobalt had heard about it and wanted to try, though he was the only one from the group who was unfamiliar with it.  It is one of those games where it seems like there is a lot to take in, but actually it is really quite simple and easy to pick up (though players do tend to require a round to see how it all plays, and there are only three in the whole game).  Everyone chose their respective Sides of Wonder.  Ivory who had Giza, elected to go for Side B, which has a four-piece Wonder and would give lots of points if he could complete it; Cobalt (Halicarnassus) chose to go for the simpler Side A, which would give him points and a chance to rifle through the discard deck for a card if he managed the second stage.

7 Wonders
– Image by boardGOATS

Sapphire (Ephesus) felt both sides were the same, money & points, just in different ways, while Green (Olympia) went for his Side B where he could have the option of copying a neighbour’s end game purple scoring card and the ability to buy Resources for only one coin each instead of two.  As expected the first round was a little slow as Cobalt felt his way around the cards and options, with help from the rest of the group, particularly from Ivory who was sat next to him and was initially passing his cards to Sapphire (so he could show Ivory the deck for some explanations without giving anything away).

7 Wonders
– Image by boardGOATS

The first round was gentle. Ivory and Sapphire lost out in the fight to Cobalt and Green.  In the second round Cobalt had to use his “Muppet Allowance” and swap a card he had kept when others pointed out he should have taken the other one.  Green was building up his army and building his Wonder with a lot of his own Resource (even though he had the Wonder benefit). Cobalt and Sapphire were beginning to specialise in the green Science cards.  Ivory was not really sure where he was going as he was beginning to lose out by not having access to the vast amount of Resources he needed to build his epic Wonder.

7 Wonders
– Image by boardGOATS

By the third and final round we everyone had the problems associated with trying to choose the best of a good bunch of cards.  Green and Cobalt ended up in an army fight, with six points at stake and already a reasonable army, it wasn’t a battle either of them wanted to give up on. The result was that they both let other good cards pass by.  By the end there were not many purple cards left, as it seemed a few had been used to build the Wonders, so Green’s “Copy” did not score heavily, although he did win the battle with Ivory (and subsequently with Sapphire too). Sapphire managed to get a full set of Science and a couple of single type multipliers, thus learning the power of Science in 7 Wonders (which is often hard to achieve).

7 Wonders
– Image by boardGOATS

By the end scoring, it seemed that Ivory, unusually for him, had indeed been boxed into a corner and ended up some way adrift of the rest of the group.  That aside, it was a very close contest between Cobalt, Green and Sapphire, with only a couple of points between each of them, but it was new player Cobalt who took the Laurels of victory.  Everyone enjoyed the game, so it might get another outing soon for which Green would be particularly grateful as it had always been a firm favourite of his.  With all the early games over at the same time, it was possible to swap the groups about as Green took an early night.  Jade was keen to introduce people to After Us, a game he had picked up at the UK Games Expo and hadn’t yet had the opportunity to introduce the group.

After Us
– Image by boardGOATS

After Us is a deck-building, Resource management, engine building game featuring an original card-combo mechanism.  The story is set in 2083 and mankind has died out leaving only apes which have kept evolving. As the leader of a tribe, players try to guide it towards collective intelligence, by adding new Primate Cards to their starting deck of tamarins. Primate Cards have three rows of “Effects”—the top row will award resources, the middle row will give points (often at the cost of resources) and the the bottom row will have abilities related to the primate type. At the start of a round, players draw four Primate Cards from their deck to be laid out in a row making “Connections”.

After Us
– Image by BGG contributor The Innocent

The aim is to get the most out of the Connections by closing the open ended “Frames” along the sides of the cards by butting them up against adjacent cards that also have open ended Frames. Players then resolve the now closed Frames following the order of top left to bottom right, trying to gain as many bonuses as they can.  Once everyone has simultaneously collected their Resources they can then use them to buy Primate Cards which are added to the top of the draw deck (and thus they come into use on the very next turn). In this way, they are improving the quality of their deck.  The Frames have been resolved, the players simultaneously chose one of their Action Discs denoting which primate type they want to recruit.

After Us
– Image by boardGOATS

The Action Disc chosen will also gives the player a bonus. When recruiting, players have an option to pay three or six Resource (fruit, flowers or grain) to gain a Card. Players can additionally spend two Resource during this phase to copy one of their neighbours’ Action Disc bonus.  Once everyone has resolved their Action Disks and bonuses, players discard their cards and draw four new ones and start again.  The game starts slowly with players building their tribe, but it can end in a sudden rush when one player breaks into a gallop and charges past eighty points triggering the end of the round.  In the shuffle, Cobalt joined Byzantium, Jade, Blue and Purple playing After Us.  Jade and Byzantium led the way (both being familiar with the game), while the others felt their way.

After Us
– Image by boardGOATS

Arranging the cards to make the Connections proved the biggest challenge initially, especially when frustratingly, it wasn’t possible to make use of a really good half Frame.  Blue, Purple and Cobalt just started collecting cards as well as they could, but Jade showed everyone an alternative, shedding all his starting cards until he had no tamarins at all.  It was then that  Byzantium suddenly started surging forward on the points track—having picked up a small number of good quality primate cards and shed a few tamarins he just turned the handle on his engine and it was too late for anyone else to do anything about it.  And he was the first to cross the eighty point finish line, with Blue (who had put on a bit of a spurt) in second.

After Us
– Image by boardGOATS

Meanwhile, Ivory, Plum, Pine and Sapphire settled down to to play the new Scandinavian edition of Ticket to Ride, Northern Lights.  Like all the other editions, players take it in turns to either take two coloured cards from the market, pay cards to place trains or take more ticket cards.  Like all the different versions, Norther Lights has a small number of special rules, but unfortunately, the rules in the box are in Danish, Swedish, Finish and Norwegian, and nobody in the group is a speaker, worse, although we played it about three months ago, nobody could remember the rules, so it was out with the phones to get translations.  The biggest difference boiled down to the addition of bonus cards, four of which are drawn at random at the start of the game and give extra points at the end.

Ticket to Ride: Northern Lights
– Image by boardGOATS

Additionally, there are some triple routes (which only take effect with five players) and some routes have a “+X” next to them which give players who build them X train cards from the face down pile.  Finally, for all routes Locomotive cards can replace any other card and for ferry routes Locomotive cards can be replaced with a pair of the same colour (and as a result, unlike most of the other versions, if there are three or more face-up Locomotive cards in the market, the market is not refreshed).  This time, the bonus cards drawn at random gave points for the most stations in Norway, the most stations in the arctic circle, the most successfully completed small Tickets, and the longest continuous connected train route.

Ticket to Ride: Northern Lights
– Image by boardGOATS

While everyone else seemed to be taking more and more tickets, Plum focused on completing her three starting Tickets, two fairly long ones running north-south, and a short one across the top.  It was a tight game for the podium places, though with Ivory, Pine and Plum vying for the lead.  Ticket to ride is often a high-risk, big-reward game though and if Plum had taken Tickets on her final turn instead of placing a single train for one point, she would have gained two more tickets and an additional twenty point which would likely have given her victory.  As it was, she finished in third, behind Ivory in second and Pine the worthy winner with a hundred and twenty-five points.

Ticket to Ride: Northern Lights
– Image by boardGOATS

Learning Outcome: Keeping kites flying takes teamwork.

16th May 2023

Unusually, Blue and Pink were joined early by Lime for pizza, and Pine who wasn’t eating.  So, while they were waiting for food to arrive the group squeezed in a very quick game of Coloretto. This is a popular game within the group, but somehow Lime had missed out on it.  It is quite simple to play, but one of those games that takes a couple of tries to get the hang of playing well, or as in Blue’s case, lots of tries and still not play it well.  The idea is simple enough though:  players take it in turns to either take a coloured chameleon card from the deck and add it to one of the “trucks”, or take one of the trucks and add the cards on it to their display.

Coloretto
– Image by boardGOATS

Players score points according to the triangular number series where every additional card is worth one more additional point than the previous card.  Thus, the fourth card someone gets is worth ten points, four more points than the third card (which itself is worth three more than the second and so on).  Collecting chameleons was briefly interrupted by the arrival of Hoi-sin duck pizzas, but that didn’t stop Pink winning with a total of thirty-seven points,  well ahead of a tie for second place between Blue and Pine.  By this time, Purple, Black and Teal had arrived and it was time to decide who was going to play what.

Coloretto
– Image by boardGOATS

Pink and Lime were very keen to give Zoo Break another go, having left the town of Bedlam over-run with escaped animals last time the group played.  With it being such a quiet night, there was some debate as to what the other group were going to play, but in the end they opted for the “Feature Game“, the Marina expansion to one of our most popular little games, Draftosaurus.  Pine was keen to play with the cute wooden zoo meeples and after the mayhem last time, Blue was also keen not to miss out, which left Purple, Black and Teal to play with dinosaurs.  The only problem was, none of them knew how to play it, so while Lime, Pink and Pine set up Bedlam Zoo, Blue quickly explained the rules to Draftosaurus.

Draftosaurus
– Image by boardGOATS

Draftosaurus is a very simple drafting game in the vein of Sushi Go! or 7 Wonders, but instead of drafting cards, players are drafting wooden dino-meeples.  The idea is that players start with a handful of dino-meeples and choose one to keep and pass the rest on to the next player.  The active player rolls a location die which adds restrictions on which pens players can place their chosen dinosaur in in their dino-park.  When everyone has placed their first dino, the die is passed to the next player and everyone chooses their next meeple from the pile passed to them by their neighbour.  The round is complete when each player has placed six meeples, and the game is played over two rounds (passing dino-meeples in opposite directions in each round).

Draftosaurus
– Image by boardGOATS

The Marina expansion adds brown Plesiosaurs to the yellow Triceratops, blue Stegosaurus, pink Brachiosaurus, orange Spinosaurus, green Parasaurolophus, and red Tyrannosaurus rex from the base game.  Where dinosaurs from the base game can always be placed in the river that runs through the middle of each player’s park (where they only earn a single point), Plesiosaurs all go into the river, which they travel along into an expansion board.  Each expansion board is slightly different, but when a player places the non-Plesiosaur dinosaur shown on the bridge, if they have a dinosaur immediately up-stream of the bridge, it can pass under it into the next section of the river where it will score more points.

Draftosaurus
– Image by boardGOATS

It was a close game with everyone following different tactics.  Teal concentrated on trying to fill his Meadow of Differences while Black focused on collecting pink Brachiosaurs and Purple stuffed her Forest of Sameness with blue Stegosaurs.  Black took one Plesiosaur, Purple collected two and Teal three, though only one of his made it under the first bridge and out of the main river.  Purple managed to minimise the number of non-scoring dino-meeples in her park, and that just gave her the edge, and she finished a couple of points ahead of Teal who took second place.

Draftosaurus: Marina
– Image by boardGOATS

Although Teal, Purple and Black tried to persuade her to stay (and there was even some suggestion of her playing both games simultaneously), once she had explained the rules, Blue joined the madness in Bedlam, playing Zoo Break.  In this game, players are keepers trying to prevent their charges escaping from the zoo, and to win the game, they have to return all escaped critters to their enclosures and lock the doors.  Losing is much easier—if five cuddly creatures or one dangerous one escape from the zoo, then it is all over.  Last time, only one animal escaped, but it was a cobra, so that was that.

Zoo Break
– Image by boardGOATS

On their turn, players first roll the action die to find out how many Action Points the player has to work with for that round.  Then, after they have carried out their actions, one card from the Escape deck and then one card from the Move deck are revealed.  The Escape card liberates one or more animals, while the Move card often moves animals towards the exit, but occasionally causes other things to happen, like waking up sleeping tigers, breaking barricades and generally cause more chaos.  After last time, the group decided to start by digging through the Supply deck and make sure everyone went really well equipped, then, prioritise capturing (or at least controlling) the Meerkats, as they had been so problematic last time.

Zoo Break
– Image by boardGOATS

On that occasion, the group had played with two “Phew” Cards in the Escape deck, and (following a rules malfunction) all the blank cards in in the Move deck.  In spite of all the blank cards, they still lost spectacularly.  So, this time, the group stuck with the two “Phew” Cards, but removed the blanks from the Move deck and did not add any other rules variants as they really wanted to win, though they stuck with the thematically logical variant where tigers remain tranquilised when returned to their pen. Lime had the Black Belt special power which meant he couldn’t be hurt by animals, so he got the job of dealing with snakes which hide so players have to reveal them, with the risk of being attacked if they are dangerous.

Zoo Break
– Image by boardGOATS

Pink, as usual wanted to work with the pandas, but the Capuchin monkeys were a more immediate threat, and the group made a point of dealing with the troublesome meerkats early this time, so then he went on to deal with them once the monkeys were locked up.  Blue, who had the panda enclosure key, took over trying to control them, but they kept escaping just as Blue was about to lock their cage. Blue was encouraged to capture one panda who was in the rhino’s path, but that meant she was left standing there—”You’ll be fine”, said Pink.  And Blue was immediately flattened by a charging rhino and had to spend a turn with the medic removing the hoof-prints from her forehead.  One meerkat escaped from the zoo, but was left to run free so Keepers could focus elsewhere and then lock their enclosure.

Zoo Break
– Image by boardGOATS

With two enclosures locked early, things became slightly more manageable.  The group wimped out of using the faulty lock variant however, because nobody wanted to risk failing a second time, and certainly, including it would have made things much more difficult.  As it was, one tiger got within sniffing distance of freedom, but was tranked before he could take that one final bound.  Pine made excellent use of his running skills (as Track Star he could move twice as fast as anyone else) and bravely helped Lime with snakes and wielded his dart gun—before long, the zoo was littered with big sleeping cats.  That was all very well, until they woke up at which point Pine had to do the job all over again.

Zoo Break
– Image by boardGOATS

After her run-in with the rhino, Blue tried to end her turn on hedge spaces, but that meant she was unable to swap supplies with other players as she couldn’t share her space.  Once the Pandas were vaguely under control, Blue was able to get a stretcher and another dart gun and help Pine with the tigers, making use of her Gardener ability, hiding in bushes and taking a pop at the big kitties from a place of safety.  While Pine and Blue were working on the tigers, the elephants started rampaging.  As the nearest and armed with a leash, Lime took a break from snakes and tried prevent them from causing too much damage.  This was all very well until (much to Pink’s disgust as he would have loved a black and white cuddle), Lime rolled the lowest number and got hugged by a panda leaving him unable to do anything until it was prised off him.

Zoo Break
– Image by boardGOATS

In the dying rounds, Pink’s, and indeed everyone else’s delight was evident, when another panda popped up for a cuddle and everyone cheered when Pink was the one to roll the lowest number and get a hug.  As the Lucky Duck, on his turn he was able to roll the Action Die multiple times to get more points, but he checked the rules to see if he was obliged to spend his first three points to escape from the furry cuddle or whether he could just stay there for the rest of the game.  In the end, he sent it back to its enclosure, but it probably wouldn’t have mattered.  With one last push, Pine and Lime rounded up the last of the snakes, then the group finally sorted out the charging elephants and mischievous pandas, and finally locked up the rhino, giving the group a much deserved victory.

Zoo Break
– Image by boardGOATS

Draftosaurus is a much quicker game than Zoo Break, so while they Keepers were dealing with the tigers, elephants and disobedient pandas, Teal, Black and Purple moved onto play Splendor.  This was one of Burgundy’s favourite games and he was almost unbeatable at it, so we never play it without thinking of him.  It is a very simple engine builder card game, but takes great skill to repeatedly win in the way Burgundy did.  The idea is that on their turn, players either collect gem tokens (three different colours, or two the same as long as there are at least four left), or spend tokens to buy cards from the market.  Cards act as permanent gem tokens (effectively reducing the cost of cards later in the game), but also provide Victory Points—when a player passes fifteen points, that triggers the end of the game.

Splendor
– Image by boardGOATS

In addition to the two basic actions, there is also the relatively rarely used action of reserving cards, where a player gets a wild, gold token and can reserve one card which they can pay for later.  This time, both Teal and Purple reserved cards, while Black prioritised taking high value cards.  Reserving cards can be a very effective tactic, but the game is all about the cards available in the market and surfing through them as quickly and efficiently as possible and amassing points.  As it was, Black romped away with victory, his fifteen points three times that of anyone else.  And with that, both Splendor and Zoo Break finished, leaving the group with a little time to play something else.  Teal and Lime headed off, so after some discussion, Pine, Black, Purple, Pink and Blue decided to give Draftosaurus with the Marina expansion another go as it was the “Feature Game“.

Draftosaurus
– Image by boardGOATS

It was then that the group realised the errors in the original explanation, in particular how the Solitary Isle enclosure worked.  Pine corrected Blue’s errors and the second game began.  Pine and Blue both tried to exploit the Plesiosaurs at every opportunity, and Pink tried to claim extra points for reverse parking his solitary Plesiosaur into the dock.  It turned out he didn’t need them though, as with forty-seven points he took his third win of the night.  Blue and Black tied for second place, while Purple unfortunately had to recount when she realised she had a pink Brachiosaur elsewhere in her park so couldn’t score seven points for her solitary Isle.  That left a bit of time for a chat, but everyone was tired and it wasn’t long before the last of the group headed home.

Draftosaurus: Marina
– Image by boardGOATS

Learning Outcome:  Who needs TV when you’ve got T.Rex?

21st February 2023

With this set to be our last meeting before The Horse and Jockey changed hands, a lot of people turned up early to enjoy the Thai special (a preview of the Thai Night the following day).  As the last of the food was consumed the final couple of people arrived, and then it was all about deciding who was going to play what and how we were going to split up the group of thirteen.  In the end, Ivory took a group of five to play the “Feature Game“, Verdant, while Pink and Lime led a group of four to play Cascadia, and Green gave his copy of Wingspan with all the expansions (Europe, Oceania and Asia) an outing.

Verdant
– Image by boardGOATS

The “Feature Game“, Verdant is a card game where players are trying to match plants to rooms and grow luxurious foliage to give them the most points at the end of the game.  The game is played over fourteen rounds with players taking it in turns to take cards from a central market.  In a similar way to Cascadia where hexagonal tiles are paired in the market with animal tokens, in Verdant, the cards are paired with object tokens.  However, where, in Cascadia players just have to choose which pair to take, in Verdant the decision is a little more complex.  Instead of taking a card and it’s token, in Verdant each tokens is paired with two cards (a room and a plant) and players choose one card to take with the associated token.

Verdant
– Image by boardGOATS

Players then add the card to their three by five array, with plants placed next to rooms and visa versa to form a chequerboard-type arrangement.  Whenever a plant is placed next to a room with matching lighting conditions, it gets a verdancy token; plants which achieve target verdancy are completed and gain a fancy pot (some of which give bonus points) and then score points at the end of the game.  Players then add and/or spend their object tokens.  The objects come in two types, Furniture/Pets and Nurture tokens.  Furniture/Pets are either added to a room or placed their one storage space.  Nurture tokens are particularly useful as they can be spent to add extra verdancy to plants.

Verdant
– Image by boardGOATS

At the end of the game, as well as scoring points for completed plants, players also score for each room with adjacent plants that match their type—one point for each plant, two for each if the room contains an object with a colour that matches the room.  Finally, players are rewarded for any residual verdancy and receive bonus points for having a complete set of each plant type, for having a complete set of each room colour and an increasing number of bonus points based on how many unique Furniture/Pets they have in their home.

Verdant
– Image by boardGOATS

Blue started, and with no idea what she was doing, took a high verdancy plant and passed the problem on to Teal whose turn it was next.  There was quite a lot of “try something and see what happens” going on in the early part of the game, but before long Pine voiced everyone else’s thoughts when he asked of Ivory, “How come you’ve got two pots already?” Then, as everyone shrugged, Pine added, “Oh, I see, you have cheap plants…”  Ivory looked, if not exactly disgruntled, some way from being actually gruntled, and replied, “You make it sound like I got them from a garage on the way here!”  And so the game continued with players taking cards and adding them to their arrays with as much verdancy as possible.

Verdant
– Image by boardGOATS

About halfway through the game, Pine shared a new post on The Jockey Facebook page which said the current business owner would now be leaving in two weeks but Dan (the current manager) would be responsible for the pub for the next couple of months.  So, while there’s still some uncertainty, it seems there WILL be a meeting in two weeks time.  By this time, people were getting into their strides a little, though most people’s main strategy  just seemed to be taking Nurture tokens whenever they had the chance, something which Pine and Indigo seemed to get a lot of and Blue didn’t have until her final tile (which she picked up with a Panda Plant, much to Pink’s delight from the next table).

Verdant
– Image by boardGOATS

And that just left the scores.  A bit of a point salad, it seemed like points came from everywhere.  The bulk of everyone’s points came from completed plants though and rooms scored surprisingly well too.  Most people thought Ivory was going to win, and so it proved, but much to her surprise, Blue was only a couple of points behind his seventy-nine, and took second.  It was really tight for third with everyone else within a couple of points of each other, but it was Pine who just made it onto the podium ahead of the others.  Although the game had taken quite a bit longer than expected and was more of a head-scratcher than its brother Cascadia, Verdant had been universally enjoyed and deserves another go.

– Image by boardGOATS

Speaking of Cascadia, Pink, Lime, Black and Jade were giving last year’s Spiel des Jahres Award winner another outing.  In this game, similar to Verdant, on their turn, players take a terrain tile and animal token from the market and add them to their array.  In this game however, players score points for their largest terrain of each type and also for animals in a specific arrangement.  There is a lot of replayability in the game as each animal has several different scoring motifs on cards with one of each drawn at random at the start of each game.  This time Bears scored for each group not surrounded by bears with larger groups scoring more; Salmon scored for long chains, and Elk scored for groups of one, two, three or four tiles in a particular layout.

Cascadia
– Image by boardGOATS

There was some discussion surrounding the scoring of Foxes, but they scored for each unique animal pairs surrounding them.  The Hawk card was from the Tantrum House Promo Set and gave points for each Hawk that had a direct line of sight with both an Elk and a Fox.  And this proved challenging for most people as Pink spent the first half of the game by taking all the Elks in what was later referred to as “The Great Elk Shortage”.  The others soon got their revenge, however, when Pink was after Bears and everyone else took them just before he could.  The game progressed quite quickly and before long, it was time to score.

Cascadia
– Image by boardGOATS

Despite the Elk and Bear based tussle, the scores for the Wildlife were very close with Jade just three points ahead of Black and Pink. In this game though players ignore the largest areas at their peril, but these need quite a lot of planning to make them work.  With bonus points available to the player with the largest of each type of terrain, going heavily into one or two not only scored per tile, but also an extra three points.  This tactic gave Pink eight more points than anyone else for his Habitats which ultimately gave him a comfortable victory, eight points clear of Black in second.

Cascadia
– Image by boardGOATS

Cascadia was the first game to finish and the group looked around for something quick to play that everyone knew, and quickly settled on Sushi Go!.  This is the archetypal card drafting game, where players are dealt cards, keep one and then pass the hand to their neighbour.  Played over three rounds, players are collecting different types of sushi.  This game was closer than Cascadia and a bit rushed.  There was a big debate as to whether players could play wasabi on top of wasabi and score nine points—the initial response was “that would be silly”, but it was confirmed with a rules check.

Sushi Go!
– Image by boardGOATS

The group played with the Soy Sauce Promo which gave points for having lots of different types of sushi, and variously pretty much everyone had a go at making them score.  Almost everyone eschewed the Chopsticks, which allow players to take two cards instead of one later in the round, but that assumes there is an opportunity to use them later.  Pink gave them a go, but without much real success.  The final round had no Puddings, so there was a three-way tie for Desserts giving each player two points, except for Pink who missed out completely and lost six points.  With a deficit of eight points in such a tight game that probably gave victory to Jade, who finished two points ahead of Pink in second and five ahead of Black in third.

/tr>

Sushi Go!
– Image by boardGOATS

Meanwhile, on the third table, a rather epic game of Wingspan was underway.  This is one of the group’s favourite games and seems to be popular with almost everyone.  The game is a kind of action based card-driven, engine-building game.  Players take it in turns to take one of four actions:  take food; take bird cards; pay food to place bird cards, or lay eggs on bird cards.  Since we enjoy Wingspan and play it a lot, we have all the current expansions within the group, though none of the people playing this time had experienced Oceania or Asia (except solo), so the group decided to put in as much content as they could. This meant using all the bird cards available, creating three huge stacks.

Wingspan
– Image by boardGOATS

There were so many cards that they piled way up beyond the top of the card holder, and by the end of the game, they were still over the top!  The group added the round bonus chits from the European and Oceania expansions to the base game ones, but ended up only pulling out one from Oceania (birds pointing left) and none from Europe.  And of course the group used the nectar (replacing the original set of dice too), and lots of different coloured eggs from the different sets.  The only parts of the expansions the group weren’t able to use were the two player components and the six/seven player components from Asia as there were four in the group, Green, Plum, Byzantium and Sapphire.

Wingspan: Oceania Expansion
– Image by boardGOATS

The group only needed to refer to the rules a couple of times for clarification on how the birds interacted.  Byzantium’s Snowy Owl, did not point left or right, so he could not count it towards the end of round goal, which meant he only tied with Sapphire for first place in round two.  For most of the game there was little egg-laying, but the group managed to fill their boards with lots of birds (ten to thirteen each). Only Green and Sapphire went on an egg laying frenzy in the last couple of rounds, but they still only managed ten and thirteen in total respectively. Plum and Byzantium both managed to collect an almost unheard of total of four bonus cards each.

Wingspan: Asia
– Image by boardGOATS

Although this helped Byzantium towards an extra twelve points from the bonus cards, it was still shy of Sapphire’s thirteen from two cards (seven points of which he gained on his very last turn with a lucky bonus card draw).  Plum, however, really made good with her bonus cards for a whopping total of twenty-five.  This was to prove the clincher for her as she won the game with ninety-six points, some way ahead of Sapphire’s eighty-eight giving him second and Green five points behind in third.  Of the expansions, everyone in the group used lots of Nectar (another aspect where Plum managed to outscore everyone else) and a good smattering of birds from each expansion, except for Asian birds.

Wingspan: Oceania Expansion
– Image by boardGOATS

Only Sapphire placed an Asian bird card with the group using twenty base game birds, ten from the European expansion, fifteen from Oceania and the single Asian bird. Green did manage to get two “flitting” birds and regularly made use of them to flit between habitats. During the after game discussion, the group agreed that they really wanted to try the two player and the large group versions. Having played Wingspan with six last summer without the Asia adjustment, it was clear what needed tightening up, and that seemed to have been done.  As a result, the group all agreed that they looked forward to a Mega-Wingspan game soon.

Wingspan: Oceania Expansion
– Image by boardGOATS

Learning Outcome:  Some board games are prickly and others more succulent.