Tag Archives: Terraforming Mars

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.

boardGOATS – 1000 Posts

The idea of our little website, boardGOATS.org, was to create a medium to advertise up-coming games nights as well as log the games played. It has been around as long as the group, over twelve years now, and has just passed one thousand posts. Most of these posts are games-night related, but our series of news articles about games has also proved very popular further afield.

Some statistics…

  • The site has 1,002 posts (this will be 1,003).
  • It is not a high traffic site, but we have had 39,101 visitors with 58,054 views with 83 email subscribers.
  • The most popular links on our site are those to the Board Game Geek website (boardgamegeek.com) with 3,698 clicks.  Internal links come next with 1,174 clicks.
  • 16% of page views happen on a Monday and the most popular time of day to visit the site is around 7-8pm.
  • The most popular day was May 10th 2016 thanks largely to a post about a record breaking Carcassonne game a few days earlier.
  • The most popular post was published in March 2019 and discussed counterfeiting of board games, and has nearly 6,000 views. Some eighteen months later, this was followed by a case study and another article covering a specific retailer.
  • Visits peaked between November 2020 and January 2021, probably due to increased interest in board games as a result of the global pandemic and people looking for ideas for Christmas games.  In those three months the site was viewed nearly four thousand times.
  • The most popular category of post is “News” and the most popular tags are Terraforming Mars, Carcassonne and Wingspan, but the majority of our local gamers get the information by email through subscription—if you would like to receive emails through this channel and would prefer not to create a WordPress account, let us know through the contact form/email and we can add you manually.

We would like to thank everyone who has enjoyed reading.

The boardGOAT

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.

Spiel des Jahres Winners – 2024

This afternoon, the 2024 Spiel des Jahres (German Game of the Year) winner was announced as the cooperative two-player game, Sky Team.  In this game, the players are the pilot and co-pilot at the controls of an airliner working together as a team to land the airplane in different airports around the world.  Cooperative games can operate in different ways, but this is a limited communication game that runs over a fixed number of turns as the plane descends.  Before the descent, the pilot and copilot discuss the strategy.  Once the players have agreed their plan, they are on their own until the end of the turn, throwing their own dice and carrying out their own actions.

Sky Team
– Image by BGG contributor JuiceNeutron

There has been some precedent for cooperative games over the years, with Hanabi, Paleo and last year’s winner Dorfromantic, receiving prizes as well as Pandemic Legacy: Season 2 which was given a special award.  What makes Sky Team unusual as a Spiel des Jahres winner, however, is the fact is is a two player game.  Although there have been a number of games that play particularly well with two (Scotland Yard or Lord of the Rings for example) and there has been a special awards for Seti (which is a two player game), this is the first time the Spiel des Jahres (or indeed the Kennerspiel des jahres) Award, traditionally a family prize, has gone to a two player game.

Sky Team
– Image by BGG contributor The Innocent

The winner of the Kinderspiel and Kennerspiel des Jahres, the “Children’s” and “Expert” (or “Connoisseur’s”) games were announced at the same time.  The first of these went to Die Magischen Schlüssel (aka Magic Keys), which is a simple and beautiful push-your-luck game of collecting gems.  The winner of the Kennerspiel des Jahres Award was e-Mission (aka Daybreak), which, like Sky Team, is also a cooperative game, but with elements of the mechanisms inspired by card games like Wingspan and Terraforming Mars.

Daybreak
– Image by BGG contributor The Innocent

In Daybreak, one to four players work together to battle climate change with each player controlling a World Power.  If too many people from any World Power are in crisis, everyone loses, but if if by working together global emissions are reduced to net-zero, everyone wins.  This concept has been used previously in a game, in particular CO2, but Daybreak is far more accessible.  Daybreak also focuses on the the human cost of climate change and the benefits to humans that the solutions might bring, as such, as well as a good game in its own right, it also delivers an important message.

20th February 2024

Once everyone had finished eating, we moved on to the usual difficult decision of who was going to play what.  The “Feature Game“, Wyrmspan which is a very new stand-alone game, based on the mechanisms of one of the group’s favourite games, Wingspan, with dragons instead of birds.  It was not as popular as expected, though that was at least partly because it was a relatively quiet night and many of those who would have enjoyed it were away.  In the end, Blue, Black and Pink settled down to play leaving two other groups of three to sort themselves out.

Wyrmspan
– Image by boardGOATS

Wyrmspan is very closely related to Wingspan, though it is less forgiving, that is to say, the consequences of mistakes can be much more severe.  Like Wingspan, players are playing cards from their hand onto a player board, and activating the habitats in turn.  In Wingspan, the cards are Bird cards played in three different habitats, Woodland, Grassland and Wetland, whereas, in Wyrmspan, the cards feature Dragons and they are placed in three different cave networks, the Crimson Cavern, the Golden Grotto, and the Amethyst Abyss.  The differences are more than simply cosmetic, however.  Firstly, before a Dragon card can be played, it is necessary to explore the cave which involves playing a card (and claiming a Bonus).

Wyrmspan
– Image by boardGOATS

This is one way of getting Resources, there are others (playing dragon cards for example as well as activating the Crimson Cavern).  One of the key differences is that these typically provide only one Resource at a time.  So, whereas 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, in Wyrmspan, they don’t have extras so every move as to be made to count.  And this is all the more 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.

Wyrmspan
– Image by boardGOATS

Further, one of the Bonuses is movement on a new, separate board, the Dragon Guild.  A step around this Rondel typically gives a Resource as a reward, and when players reach half-way round and all the way round, they get a more valuable bonus which depends on the Guild in play.  The distribution of cards is very 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 effect happening when played or at the end of the round/game.  That is not to say they are not important—their very presence enables players to do more when the cave network is activated.

Wyrmspan
– Image by boardGOATS

Further, in Wingspan, players have a fixed number of actions per round (with fewer in the later rounds), whereas, in Wyrmspan, players get a set number of coins at the start of each round and an action typically costs one coin.  Some do cost more though, and occasionally players can pickup extra coins, which leads to variable length rounds.  Thus, although Wyrmspan is very definitely Wingspan at its core (players pay Resources to play cards and then activate habitats) there are lots of differences which give the game a very different feel, and make it a tighter, slightly more challenging game to play.  All that said, there has been a lot of discussion online saying it is much more difficult, but that is not how we found.

Wyrmspan
– Image by boardGOATS

Blue went first and playing a Spirited Hydraptere Dragon in the first round which gave her two extra coins and then she proceed to plan her strategy from there.  Black prioritised progress around the Dragon Guild (Seafarers), which, as that was also high on Blue’s priority list, set them in competition.  Meanwhile, Pink had started with two Hatchlings (Kindly Sea Serpent and Algal Lindworm) which looked like they would synergise well, so he worked towards playing them.  Unfortunately, he came to the conclusion that this was a mistake as it slowed the start of his game and that he would have done better if he had ditched one of them.

Wyrmspan
– Image by boardGOATS

It is interesting to note, that many of the online comments have suggested that Hatchlings come at too heavy a price.  However, discussion after the game suggested that all three players felt they were essential to the “engine” and were worth the effort albeit needing some care to choose the right dragon.  As the game progressed, Black powered round the Dragon Guild with Blue snapping at his heels. Black took the straight six points from under Blue’s nose, so she took a free excavation instead.  Then, towards the end of the game when Blue and Black were heading for their third Dragon Guild bonus Pink grabbed the three point for each completed column and then Black took the straight three point bonus.

Wyrmspan
– Image by boardGOATS

Blue was most unimpressed as between them they had cost her eight points by leaving her with a solitary straight single point, though she picked up a few more from her Tawney Northern Drake (which gave her two points for each marker in the Guild at the end of the game).  Pink did well with his Guild points (despite only placing two tokens), but unfortunately it wasn’t enough.  As well as his points from the Guild, Black had also prioritised the end of round Public Objectives.  In a game with small margins, it looked like this might be enough for victory, however, Blue had a few more eggs, some more valuable Dragons, more tucked Cards and cached Resources.  As a result, she just edged it with eighty-eight points to his eighty.

Wyrmspan
– Image by boardGOATS

Meanwhile, Green who had considered joining the Wyrmspan game, eventually joined Cobalt and Ivory in a three-player game of Terraforming Mars.  This game is quite popular within the group, though it doesn’t get an outing very often.  The game is set in the 2400s, when mankind begins to Terraform the planet Mars. Players take the role of corporations sponsored by the World Government on Earth to initiate huge projects to raise the Temperature, raise the Oxygen level, and increase the Ocean coverage until the environment is habitable.  Victory points that are awarded for contributions to the terraforming, but also for advancing human infrastructure throughout the solar system, and doing other commendable things.

Terraforming Mars
– Image by boardGOATS

The players purchase Project Cards which can give immediate bonuses, as well as increasing production of different resources. Some of the Cards only become playable when the Temperature, Oxygen, or Ocean coverage increases enough. Buying Cards is costly, so there is a balance between buying Cards and actually playing them. There are six different Resources: MegaCredits (money), Steel, Titanium, Plants, Energy, and Heat and players keep track of these on their personal player board. Players compete for the best places to build Cities, place Ocean tiles, and develop Greenery. They also compete for different Milestones and Awards worth many points.

Terraforming Mars
– Image by boardGOATS

At the start of each round (or Generation) players purchase cards from four drawn privately.  Then players take it in turns to carry out one or two actions:  playing a card, claiming a Milestone, funding an Award, using a Standard Project, converting Plants into Greenery tiles, converting Heat into a Temperature increase, or using the action of a Card already in play.  Once all players have passed, players get Resources according to their Terraform rating and production parameters.  When the three global parameters (Temperature, Oxygen, Ocean) have all reached their goal, Terraforming is complete, and the game ends—the winner is the player with the most points.

Terraforming Mars
– Image by boardGOATS

This time, the group played the Elysium map (from the Hellas & Elysium map pack), with the “quick-start” Prelude expansion (but without the Incorporation Cards) and with Card Drafting (after the initial starting hand).  Ivory had the Valley Trust Corporation giving him increased money production which was further increased by his Research Network Prelude Card, ensuring that finance was not going to be a problem for him.  Green had Tharsis Republic, giving him an injection of cash when any city was planned on Mars.  Cobalt had Cheung Shing which gave him a two MegaCredit discount on Building Cards.

Terraforming Mars: Hellas & Elysium
– Image by boardGOATS

Green and Ivory both placed early Cities; Ivory got built the Research Station giving him a discount on all future Cards.  From there, Cobalt and Green then began focusing on Terraforming.  Green used his initial Titanium (from Prelude Cards) to play several powerful Event Cards early on. Cobalt then played several action cards including Regolith Eaters, Aquifer Pumping, Extreme Cold Fungus and CHG Producing Bacteria which he was able to combine together well to climb the Terraforming Track, although Green’s Event Cards meant he was never far behind.

Terraforming Mars: Prelude
– Image by boardGOATS

While Green and Cobalt were busy Terraforming, Ivory focused on getting his Plant production up and running as well as further increasing his money production (partly through building another city on Olympus Mons, refilling his hand). Although the other two had sped ahead on Terraforming, during income everyone was getting similar income thanks to Ivory’s increased money production. However, the other were generating lots of Energy/Heat and getting a lot of other resources.  As a result, Green took the first Temperature Bonus and Cobalt the second.  Turn order meant Cobalt wasn’t able to grab the Oxygen Bonus, which went to Ivory.  The Oceans were complete very early in the game, so there was no third Temperature Bonus.

Terraforming Mars: Hellas & Elysium
– Image by boardGOATS

Ivory’s focus on money production as well as Plant and Micro-cards, allowed him to grab the Specialist and Ecologist awards in one turn.  This forced Green’s hand to take the final milestone, Legend (for playing at least five events). Green then quickly grabbed the Legend award after.  From there, Cobalt continued to focus on Terraforming (particularly Temperature), placing only one City and a handful of Forests, whereas Green and Ivory started placing Greenery tiles. Ivory managed to get to his plant production up to eight, giving him a Greenery tile each round. Ivory and, to a less of extent, Green also started building more Cities.

Terraforming Mars
– Image by boardGOATS

Although this was going to score Ivory a lot of points at the end of the game, each City built was feeding Green’s engine, increasing his money production, quickly getting well into the teens.  From there, the Awards were the focus.  Ivory jumped first for Desert Settler, Green shortly after for Celebrity.  Noting he had very little end-game scoring, Cobalt had to spend 20 MegaCredits to grab the last award, the Industrialist.  All three players scored the maximum five points for each of the Awards they funded.  It then became apparent that the end of the game was approaching:  Ivory’s Greenery tiles were rapidly pushing the Oxygen to its maximum, the Oceans had been completed early by Green and Cobalt and Cobalt had focused on Temperature.

Terraforming Mars
– Image by boardGOATS

Ivory picked up a number of Animal Cards (Livestock and Fish) and focused on getting animals on them while Green’s huge money production allowed him to play a large number of Cards.   It looked like the game was about to end after Generation Seven, but taking that final Award prevented Cobalt from raising the Temperature the final step, forcing one last Generation.  That allowed Ivory to get more Animals and Greenery tiles and Green more cards with points before Cobalt finally triggered the end of the game.  Both Green and Cobalt were way ahead on Terraforming and everyone scored similarly for Milestones and Awards, but Ivory’s Greenery tiles, Cities and Animals got him victory just ahead of Green.

Terraforming Mars: Hellas & Elysium
– Image by boardGOATS

This demonstrated how important it is to develop a really robust engine, which together with some other scoring Resources will generally allow the funding of awards.  It is also key to keep an eye on the milestones and awards, since they can disappear almost instantly before you get the opportunity.  Cobalt had only really played Terraforming Mars solo before this.  In the solo game it is a race to Terraform the planet alone before the clock runs out (fourteen generations with the Prelude expansion).  This requires a very different strategy to multiplayer Terraforming Mars, however, where it is much better to concentrate on a strong plant engine with some cities to add to the score, as demonstrated by Ivory.

Terraforming Mars
– Image by boardGOATS

While Mars was being Terraformed and Wyrms were being “Spanned”, Teal, Purple and Pine were playing Glow, a strange little game which visually inhabits the domain of the graphic novel, the roman graphique, much beloved in France. Ben Basso and Vincent Dutrait’s appealing black and white line art is unique and stylised and sets the tone of gentle strangeness, which contrasts well with the brightly coloured dice and other game elements.  In Cedrik Chaboussit’s Glow, players take the role  of animal leaders recruiting a band of up to eight companions to make a journey to bring shards of light back  to a dark world. The game ends after eight days and the winner is the player with the most Light Shards.

– Image by BGG Contributor Propi

Players start by selecting one Leader Card from a choice of seven and take the accompanying big dice noted on the Card. Dice in the game have elemental symbols on them, Cloud, Water, Leaf, Flame and Gem.  The colour of the die gives an extra face of that coloured symbols, for example, the green die has two Leaf symbols on it.  On day one and every subsequent day players select a Companion Card from the “Meeting Track” (Marketplace) which is refreshed every day with new Cards. Players take the selected Card into their tableau next to their Leader group to form their growing band.  Players also take any small temporary dice that have been placed on the Marketplace card.

– Image by BGG Contributor a2b2c517

Once the recruitment phase is over, players simultaneously roll all their dice. Players can re-roll one or two of their dice if they either play a re-roll token (acquired through in-game actions) or move their scoring track token back to the next re-roll space, effectively losing points for this benefit. The dice results are then used to purchase actions at the base of each character card.  For example two Flame symbols provides three Sparks, or a Gem and a Water symbol provides a re-roll token. Each die can only be used once on each card, but each card can be triggered multiple times if dice are available, and each die can be used on each card if legal.

– Image by BGG Contributor Propi

In addition to scoring point Sparks, players can earn re-roll Tokens, Footprints and Glow-Worms. Unused Feet score one Spark at the end, but have another use in the Journeying phase. If a player has glow-worms equal to or more than their Companions, they receive a ten Spark bonus at the end.  The scoring track surrounds a map of the game world with multiple branching paths. Players start in one corner and in the Journeying phase, attempt to move their band meeple to point-scoring campsites of progressively higher value secured by pitching their tent on scoring spaces. To move along the paths players pay the indicated cost, such as a Leaf symbol, from the revealed symbols in their dice pool. Footprint tokens can be used as jokers to by-pass costs.

Glow
– Image by boardGOATS

At the round end, five new Companion Cards are dealt to the Meeting Track and players give back their temporary small dice by placing them on the matching symbols in the Meeting Track above the Cards. These dice are then taken when the Card is selected in the following round, thus increasing the value of certain Cards.  Although the game phases are played simultaneously after the recruitment phase, this time, Teal, Pine and Purple opted to play sequentially to assist with learning the game.

– Image by BGG Contributor Propi

The complexity of the game comes from selecting Cards from the Meeting Track and weighing up potential Card actions against increasing a player’s dice pool.  Choices include denying opponents Cards, weighing up the cost of re-rolls, planning for action combinations  or focusing more on the Journey board for points.  Pine selected the starting card of Braccio, giving two big green dice, and the action of two leaves providing a Footprint and three Sparks at the game end. During the game Pine got an extra big green dice with a Sketal follower early on to assist with maximising the Braccio special action focussing on Leaf generation for points.

– Image by BGG Contributor rascozion

Purple selected starting card Noctiluca with two big purple dice—the sixth face gives two Footprints and the action of three wild symbols scoring five Sparks. Purple went for a corvid strategy, selecting three crow-like birds.  One of these, Kaar, effectively curses other players dice by locking away from use one symbol per turn if the black die is chosen along with the other dice. Teal selected Tocana, with three big red dice and four Sparks at game end. As the game developed Teal went for a wild symbol strategy and acquired two Torke cards to generate guaranteed points each round, or so he mistakenly thought at the time…

Glow
– Image by boardGOATS

Progress was made on the journey board by all, with Purple and Pine getting to the better quality campsite netting fifteen points each, inspiring reminiscences about woeful tales of camping experiences.  At game end Teal scored a hundred and six, some fifteen ahead of Purple in second place.  Unfortunately, when playing Glow later on BoardGameArena, Teal realised that while the “wild” multi-coloured cost symbols powering actions could represent any symbol, they ALL had to match each other to trigger the benefits.

– Image by BGG Contributor Propi

Because Teal had more of this type of card than other players and acquired them early on, Teal had been unfairly gaining a point advantage by triggering Spark acquisition using mixed symbols.  This explained Teal’s high score and he insisted on being relegated, recording his score as null and void—that left Purple to take the golden crown and Pine the silver medal.  It had been a good game which has lovely presentation with immersive art. There’s lots of risk-reward decision-making, and another game would be great now that the rules are better understood, especially as simultaneous play should reduce playing time to the advertised forty-five minutes.

Glow
– Image by boardGOATS

With both Glow and Wyrmspan finished, there was just time for something quick before home time.  There was some discussion about what to play, but eventually, the player count of six and the short time available fixed the decision as the old favourite, No Thanks!.  This is a very simple “push-your-luck” game where players take it in turns to choose whether to take the face-up Card, or pay a Chip to pass the problem on to the next player.  At the end of the game, players add up the face value of their cards and subtract the number of Chips to give them a total—the player with the smallest total is the winner.

No Thanks!
– Image by boardGOATS

There are two additional rules that make the game work: firstly, if a player has a run of Cards with consecutive numbers, they only count the lowest number.  This is tensioned by the second rule, which is that roughly one third of the Cards are removed from the deck at random before the start.  This means players have to gamble on whether a card in a run is still available and it can make things go very wrong for people.  This time, it went very wrong for Blue who finished with forty-eight and for Black who top scored with a massive one hundred and twelve!  The winner, with a very reasonable twelve, however, was Pink, two ahead of Pine who finished with fourteen.

No Thanks!
– Image by boardGOATS

Learning Outcome:  Wyrms are more challenging to handle than Birds.

6th February 2024

People were still eating when Ivory rolled up nice and early to start setting up Ark Nova.  Although it was not the “Feature Game“, we are planning to feature the Marine Worlds expansion in the next few weeks and wanted to play the base game before we did.  So, Ivory was soon joined by Cobalt, Plum and Green on the other side of the table, leaving the rest to decide who would play the “Feature Game”, CuBirds, and what everyone else would play while they did.  Before long, Pine, Pink, Lime and Blue were dealing out the bird cards while Purple, Black and Teal moved to the next table and rummaged through the game bags to decide what to get out.

CuBirds
– Image by boardGOATS

CuBirds is a fairly simple set-collecting game built round a central market.  Players start with a hand of seven cards and, on their turn must place cards from their hand.  They have to place all the cards they have of one type, adding them to one of the four rows on the table, at either end.  If there is already a card of this type in that row, then they take all the cards between that card and the newly added cards into their hand.  Optionally, if they have enough cards of a given type in their hand, they can complete a flock of them, that is play the cards, keeping one or two in their display (a bit like harvesting a been field in Bohnanza, where harvesting a field of five beans might leave a player with two Bean Thalers).

CuBirds
– Image by boardGOATS

The game ends immediately when one player’s collection has either three cards of each of two bird types, or seven different bird types (of the eight available) in front of them.  It should play out in about half an hour, though inevitably, the first play through took longer as everyone felt their way through.  When any player places the last card in their hand, everyone has to ditch their whole hand which can be quite brutal with players losing partial sets and having to start collecting again. Pink was the first to upset everyone’s plans, quickly followed by Pine.

CuBirds
– Image by boardGOATS

A lot of fun was had identifying the bird types, and nobody got close to guessing what the tall, thin, “little brown job” was, which turned out to be a reed warbler, but was soon universally known as “WeirdBird”.  When the end of the game was triggered, both Blue and Lime had a magpie apiece with Lime’s paired with four toucans and Blue’s with three robins, while Pink just had two little ducks.  Fittingly, as by far the most dedicated birder in the group, the winner was Pine with three flamingos and three “wols” with a spare parrot.  It had been fun, but rather than play again, as he’d missed out on both the previous plays, Pink had been keen to give the new full-sized, Scandinavian Northern Lights version of Ticket to Ride a go.

Ticket to Ride: Northern Lights
– Image by boardGOATS

Like the other variants, Ticket to Ride: Northern Lights has slight changes to the rules and a new map, which in this case, similar to the older, festive themed Nordic Countries, though it plays up to five instead of just three.  The base rules are quite simple: on their turn, players either take train cards from the face-up market (or the blind draw deck), or spend cards to place trains on the map for points. Once or twice during the game, players may instead choose to draw Tickets, which give players points at the end of the game if they are completed (i.e. the owner has connected the two locations with their trains) and score negative points if they are not.

Ticket to Ride: Northern Lights
– Image by boardGOATS

Northern Lights additionally has some triple routes (which only take effect with five players) and some routes have a “+X” next to them and when trains are laid on these the player takes X train cards from the face down pile.  In general, Locomotive (wild) cards can replace any other card but for ferry routes they can be replaced with a pair of the same colour (that doesn’t have to be the same as the rest of the cards used).  Unlike most of the other versions, however, if there are three or more face-up Locomotive cards in the market, the market is not refreshed.  The biggest differences are the addition of Bonus cards, however, which extra points at the end.

Ticket to Ride: Northern Lights
– Image by boardGOATS

This time the Bonus cards used were Capital Investment (B), Local Area Network (F), International Tycoon (G) & Ferry Master (J).  These gave Bonus points for completing Tickets to the capital cities (Stockholm, Copenhagen, Oslo and Helsinki); completing the most short Tickets; connecting to the most countries; and completing the most Ferry routes.  The map is very tight with a lot of short routes, spread over a fairly long thin map and a wide variety of Ticket lengths.  Everyone complained that their starting Tickets weren’t compatible, though Blue and Lime both kept all three of theirs, even so Pink surprised everyone when he took his first set of Tickets very early.

Ticket to Ride: Northern Lights
– Image by boardGOATS

Pine soon followed and his sniggering as he kept all the new Tickets was ominous, signalling that he’d already completed all three—a fact confirmed when he drew more on his next turn too.  Blue and Lime covered similar spaces,connecting the north-west to the south-east, while Pine’s network dominated the east and Pinks sprawled over the south.  Everyone was getting on with doing their thing when suddenly, Lime brought the game to a rather abrupt end, catching everyone else out.  As a result, Pink and Pine both had an incomplete ticket that costing them fourteen and twelve points respectively, while Blue had two giving her a combined loss of sixteen points (though part of that was her own fault as she’d overstretched her self and would have run out of trains anyhow).

Ticket to Ride: Northern Lights
– Image by boardGOATS

In spite of that, it was a very, very tight finish with just six points between first and third place, meaning the Bonus cards became much more critical than might have been expected earlier in the game.  Lime set the target with a nice round hundred points, but he did not take any of the Bonus points and was just pipped by Pine who took several of them with Blue making up the podium.  It had been an imperious game from Lime, and he was unlucky to have lost to Pine who was the first to admit that he’d got very lucky with his Tickets, especially the draw where he’d already completed the Tickets, quite remarkable given how spread out the network is on this map.

Ticket to Ride: Northern Lights
– Image by boardGOATS

Meanwhile Purple, Black and Teal had been playing Azul.  This is a favourite game within the group, which is unusual as we tend to eschew abstract games. Players are mosaic building, taking tiles from a shared array of factories, adding them to their Storage on their personal player boards.  At the end of the round, any full rows are scrapped with one tile progressing into the player’s mosaic.  Players score when the tiles added form rows or columns, and the longer they are, the more points players get.  The catch is that each Storage space can only hold one tiles of one colour.  If there is nowhere to put tiles taken from the Factories, left over tiles go into the Scraps bin costing players points which can be very costly as Black found out when he lost fourteen in the final round.

Azul
– Image by boardGOATS

For a little variation, the trio added the Joker tiles and the five double score markers from the Special Factories Promo tiles.  The Joker tiles are a set of ten beautiful promotional tiles that can serve as a proxy for any of the other tiles, though their aesthetic comes at a price as players can’t use them for end of game color Bonuses.  The five double score markers allow players to double the points scored for a row or column, by taking the marker of the matching colour.  Everyone took one of these during what was a hard-faught game where Purple and Black tied for with seventy points.  The clear victor was Teal, however, with eighty-eight points.

Azul
– Image by boardGOATS

Teal and Pine took their leave, so after some chatter, Purple and Black joined Lime, Pink and Blue in another game of CuBirds.  This time, Black collected magpies but twice had enough for sets but kept losing them.  Pueple got three WeirdBirds and was busy collecting parrots when the game came to an end.  Both Lime and Blue tried to collect a set of seven different birds, but while Blue got close with five (and a duplicat “wol”), Pink was imperious.  Before his final turn he had a set of three toucans and two sets of two (flamingos, ducks and robins), pretty-much guaranteeing him victory, regardless what he was left with, though he chose to check-out with another flock of flamingos.

CuBirds
– Image by boardGOATS

While all this was going on, on the other side of the room an epic game of Ark Nova was underway between Ivory, Cobalt, Green and Plum.  This is a much longer game than we usually play with an advertised playing time of upwards of two hours and reputedly considerably more with inexperienced players and setup time included.  It is all about planning and designing a modern, scientifically managed zoo, but the game-play is more like Terraforming Mars with animals, than Zoo Break or Zooloretto.  That said, although it is quite complex, functionally it is not difficult to play on a turn by turn basis, though there is quite a lot to manage and keep a track of.

Ark Nova
– Image by boardGOATS

On their turn, players take one of six possible actions:  activating one of the five action cards (Cards, Build, Animals, Association and Sponsor) with a strength equal to the number above the card, or move a card back to the first space and take a cross token instead.  When activating a card players perform the action based on its power level which is dictated by its position in the row.  Once a card has been played, it is moved the first space in the player’s five card row (i.e.to the lowest power position on the left) moving the other cards to the right to replace the card removed, effectively incrementing their power by one.  During the game, players can upgrade and turn over the action cards to a more powerful second side using various Bonuses.

Ark Nova
– Image by boardGOATS

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

Ark Nova
– Image by boardGOATS

The Animals action allows players to add animals into enclosures in their zoo. Some animals have a special requirement and need a symbol in their tableau and/or the upgraded animal card. Adding an animal to an enclosure has a cost, and then the player turns over the empty enclosure of at least the size needed or places the listed cubes into a special enclosure (an aviary or a reptile house).  The player then adds the animal card to their tableau and resolves the abilities on it and receives ticket sales along with possibly Conservation points and Reputation.

Ark Nova
– Image by boardGOATS

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

Ark Nova
– Image by boardGOATS

Players take it in turns to take actions, resetting every time a break occurs, until the end game has been triggered.  There are two tracks, Appeal (Tickets) and Conservation that follow the same course, but in opposite directions.  The game end is triggered when one player’s pair of scoring markers cross, after which, everyone gets one more turn and then the end-game cards are scored.  The player with the largest overlap between their Conservation and Appeal values is the winner.  Everyone was familiar with the game and had watched the rules refresher video, so the group could make a fast start, however, Cobalt and Green had played a lot online and Plum had only played once, so there was a difference in experience levels.

Ark Nova
– Image by boardGOATS

Green and Plum took early Association actions taking the two Reputation universities, scuppering Cobalt’s first turn who couldn’t make use of the double science university.  Cobalt therefore took a partner zoo and snapped a Conservation project from the display in the first few turns. Early game sponsors included: “Veterinarian” by Green (grabbing him an additional university and allowing Conservation projects to be performed at Association level four instead of five, although he didn’t make use of this throughout the game); “Quarantine Lab” by Plum (providing her immunity to venom, constriction, hypnosis and pilfering); “Expert in small animals” by Cobalt (reducing the cost of two-sized animals by three); and “Expert in Herbivores” by Ivory (providing three money each time a herbivore is placed into any zoo).

Ark Nova
– Image by boardGOATS

Plum was very pleased with her “Quarantine Lab” as it meant she didn’t really have to bother with the effects of red tokens that say you have been bitten or poisoned because it meant there was one less thing to get in here way and complicate her game.  Cobalt used his expertise in small animals to good effect, especially when combined with partner zoos, with a petting zoo and several small animals, allowing his money to stockpile. Ivory concentrated on reptiles while Green played several negative effect cards early (e.g. boa constrictor), which hit Ivory and Cobalt (the latter multiple times, and grabbing some of that stockpiled cash). Plum appeared to take an early lead possibly due to her Quarantine Lab which kept her out of all the early pilfering and poisoning.

Ark Nova
– Image by boardGOATS

Cobalt was first to complete a Conservation project, using the snapped card to release a herbivore into the wild and gaining the two-enclosure Bonus, immediately followed by Ivory.  In the middle-game, the African Bush elephant and Serengeti National Park appeared side-by-side in the display, so Cobalt took the risky decision to nab these over two consecutive rounds, but was forced to discard five or six cards from an unexpected break. Having kept the elephant and Conservation project, Cobalt played these to grab an extra scoring card and race up the Conservation track and triggered the scoring card discard. Ivory and Plum took to the Appeal track. Green remained languishing on both tracks, particularly the Conservation track where he barely moved all game.

Ark Nova
– Image by boardGOATS

Cobalt was first to upgrade his cards, leaving only the Association action not upgraded, whereas Green concentrated on Sponsors and Association actions. Plum was working through some difficult choices, ultimately deciding to having to flip the Animals card so that she could play the Elephant she had been nursing. She left the Reputation as the non-upgraded card, which unfortunately removed some of the better options that the Elephant gave.  Plum was just a Europe icon away from being able to take the multi-regional goal, but ultimately forgot that having high Appeal is the negative element to the score and didn’t do the things to convert her Appeal to give her points.

Ark Nova
– Image by boardGOATS

Green was slow to get going, but eventually, managed a master move with his first Conservation project and flew up the scoring to overtake Plum, and began chasing down Ivory and Cobalt.  It was very close between Ivory and Cobalt on who would trigger the end game: Cobalt managed to keep his counters from crossing, causing Ivory to trigger the end game and allowing Cobalt one last turn. Although Ivory scored well on the final turn, Cobalt covered his zoo (giving him seven more Appeal) and scored more than twenty points in the final turn.  In end game scoring, it became apparent that Plum had misunderstood her end game scoring card.  She had thought it gave points for empty enclosures in her zoo (rather than empty spaces) and had set about building lots of them towards the end.  Without this, her game would have ended very differently.

Ark Nova
– Image by boardGOATS

Ivory took the third place on the podium having realised Green was closing and decided to end the game perhaps a turn or two earlier than he really wanted which may have inadvertently caused himself more damage as Green needed some three turns to score anymore.  Green did exceptionally well taking a full four Conservation points from his Bonus card and three extra points from Sponsors, and with it, almost taking victory with a total of eighteen points.  However, Cobalt’s final turn plus two scoring cards (one of which was for small animals) meant he won with a convincing score of thirty.

Ark Nova
– Image by boardGOATS

It had been quite stressful getting the game completed in time, especially with some long turns where actions were chained together, for example Plum played one card which enabled another full turn, but with two new cards it was tough to decide which gave the better option.  All that said, it had been very enjoyable and everyone had got on with their game and helped each-other where necessary.  The group clearly demonstrated that the game can be played in around four hours even with four, so long as everyone knows what they are doing and keeps moving.  It will be a few weeks before the Marine Worlds expansion gets an outing, but it will be exciting when it does.

Ark Nova
– Image by boardGOATS

Learning Outcome:  Reed warblers are weird warblers.

17th October 2023

Being the first meeting after SPIEL, there was a lot of chatter about Essen and how things had changed since the last time anyone from the group went, some four or five years ago.  Lots of people from the group have been over the years, and others have been to other conventions like UKGE or HandyCon, so have something to compare it to.  Eventually, the group settled down to play games and five very quickly volunteered to play the “Feature Game“, which was Forest Shuffle, a new Essen release.  This is a card game where players are trying to build combinations of animals around trees to score points.

Forest Shuffle
– Image by boardGOATS

Game play is quite simple:  players start with a hand of cards and, on their turn draw two cards from the market (or “Clearing”) or play one to their tableau.  There are two sorts of card, Trees and “Critters”.  Before playing a Critter, players must have played a Tree, which then has spaces on all four sides.  Birds and Butterflies are played to the canopy, Fungi and Amphibians are played at the bottom of the tree and Mammals are played either side.  The clever part is that Critter cards are split so they show two critters (either left and right or top and bottom), so players choose which they would like to play, and therefore where, tucking the other side under the tree, making the unplayed half invisible.

Forest Shuffle
– Image by boardGOATS

Players have to pay the cost of playing a card into the fact up Clearing, making those cards available to other players (and even sometimes themselves).  Most cards have an effect associated with them, usually this is a one-off special action, but in the case of Fungi, they are special powers that last for the rest of the game.  If the card played matches the colour of the cards used to pay for it, sometimes there is an additional bonus (e.g. take an extra turn, or extra cards, play a card for free etc.).  These can be extremely powerful as they allow players to, for example, pay with cards they can then pick back up, or play a sequence of cards together.

Forest Shuffle
– Image by boardGOATS

The game ends abruptly when the third “Winter is Coming” card is drawn from the deck and the player with the most points is the winner.  Players score points for Trees and for Critters, but it is how players get their cards combining together that really makes the difference.  Thus it is a game of strategy and tactics, but also of timing, which relies on very simple rules.  Blue outlined the rules and explained how some of the cards work together, then ??? started by choosing a card from the market.  There was a little confusion when the Dürer-Fledermaus/Feldhase card came out with the text all in German, but otherwise, everyone got the hang of the basics quite quickly, though playing well can take a little longer.

Forest Shuffle
– Image by boardGOATS

Pine got into a bit of a tussle with Blue and Black for Linden Trees, while Blue spent a long time setting up a “super-move” to play a Brown Bear and place lots of cards from the Clearing into her cave.  Ivory started collecting bats, more bats and even more bats, which coupled with a few gnats gave him lots of points.  His Fungi also gave him a extra cards as he built his forest, making him look like the player to beat.  Meanwhile, Teal was collecting hares (including the Dürer-Feldhase) and before long had down of them.  Then he switched his tactics somewhat after picking up a Roe deer.  This was a critical moment, because from there her started adding lynxes, which give ten points each if there is a Roe deer in the forest.

Forest Shuffle
– Image by boardGOATS

With five, Forest Shuffle drags a little, particularly when everyone is new to the game as they have to read all the cards and try to work out which combinations work well together.  It was an enjoyable game in spite of that, though most people played it in a very multi-player solitaire way, concentrating on their own game rather then keeping an eye on what others want and avoiding gifting people points.  That said, everyone became more aware of what was going on in their neighbour’s forest as the game progressed.  Nobody really had a feel for how well everyone was doing though because of the way the cards combined.  So it was a little bit of a surprise how disparate the scores were.

Forest Shuffle
– Image by boardGOATS

In the end, it was “The Lynx Effect” that made the difference, with Teal taking victory with a hundred and nine points, nearly twenty ahead of Ivory and his bats, with Pine a distant third.  Teal had an early start the next day, so flushed with success, he headed off leaving Ivory to consider leaving as well.  However, when presented with the possibility of playing Draftosaurus, he was tempted into staying—despite it being one of the most popular games in the group, Ivory had only played once before.  He felt he hadn’t really got to grips with it that time, so was keen to give it a quick try now.

Draftosaurus
– Image by boardGOATS

Pine was interested in playing with the Marina Expansion again, but given Ivory had only played it once before, the group decided to save that for anther time.  Without that, Draftosaurus is a simple enough game of drafting wooden dino-meeples with players starting with a hand of six, choosing one and passing the rest on.  Players also take it in turns to roll a die and that dictates where players can place their chosen dino-meeple in their Dinosaur Park.  The parks have pens that score points under certain conditions (e.g. the “Woody Trio” scores seven point if if contains exactly three dino-meeples) and the player with the most points after two rounds of drafting is the winner.

Draftosaurus
– Image by boardGOATS

In contrast to Forest Shuffle, Draftosaurus was an extremely close game—everyone picked up seven points for the “King of the Jungle” and fifteen points for their “Meadow of Differences”.  Everywhere else, where one player had an advantage, others picked up points elsewhere.  Purple and Blue picked up points for their “Woody Trio”, Pine for his “Solitary Island” and Ivory had an extra loved up couple.  In the end, Purple and Pine tied for third with thirty-five points, and Blue just pipped them to second place by a single point.  It was Ivory who was the victor, just two points ahead, perhaps thanks to his extra tyrannosaurs giving him an extra point each; it is safe to say, that he’s definitely got to grips with the game now…

Draftosaurus
– Image by boardGOATS

Meanwhile, on the next table, Green’s suggestion of Terraforming Mars (with the Prelude Expansion) was turned down since the group didn’t want to play a complex and potentially longer game. For the same reason, the group eschewed Village although it has been a long time since the group played it (Green commented on how the original artwork is very pretty, but the new version is horrible!).  In the end, since last time Green had agreed to play one of Cobalt’s games, the group ended up playing Barcelona, a game that is both complex and quite long.  With hindsight, perhaps looking for something else entirely might have been sensible as everyone except Cobalt needed to learn it, and even with experienced players it can take a while.

Barcelona
– Image by boardGOATS

Barcelona is a game where players take on the role of builders in nineteenth century Barcelona who are working on the new expansion to the city following the destruction of old city walls.  Each round, each player takes a single turn consisting of two or more actions, a building phase, and then preparation for their next turn.  Players start with two random Citizen tokens which are placed in a stack onto a chosen unoccupied intersection. Unusually, players can place anywhere they want (no adjacency restrictions as seen in other games).

Barcelona
– Image by boardGOATS

Choosing an intersection is the guts of the game that has significant consequences, initially the type of actions the player can carry out in that round, which are indicated by the streets selected.  At the end of their turn, players must construct a single building if they can which depends on the Citizens adjacent to the building spot selected.  There are four types of buildings: corners and normal shaped Level One buildings require any two adjacent citizens while Level Two building require at least one of them to belong to the middle class and Level Three buildings require three adjacent citizens, one of which must be a member of the upper class.

Barcelona
– Image by boardGOATS

As well as moving players along the Cerdà track, Level Two buildings also allow them to progress on their own Sagrada track giving Sagrada bonus tiles with rewards increasing the more they progress.  Level Three buildings move players two steps on their Sagrada track and give them seven pooints, but will also move players down two steps on the Cerdà track.  All the citizens required for buildings have to come from intersections adjacent to the building spots and are removed from the board and placed on their respective progress tracks according to their colour. Once the first citizen is placed on the end segment of a track, that segment’s Cerdà scoring is triggered and players gain points based on the criteria shown on the tile.

Barcelona
– Image by boardGOATS

This value is then multiplied by players’ positions on the Cerdà track, which represents whether or not players build according to the original intentions of Ildefons Cerdà (now considered the inventor of urbanism).  The game is then played over a variable number of rounds interrupted by three scoring phases before a final scoring phase, after which, the player with the most points wins.  Cobalt started first and went straight in, knowing exactly what the best thing to do was, but being first he couldn’t buy a building with only one stack of citizens. Everyone else was much more uncertain of what to do.

Barcelona
– Image by boardGOATS

At the outset Black chose to follow a policy of not buying buildings if he could get away with it (the rules are you must buy after your turn if you can), while Green had decided to work to getting the best result for each stage scoring, and Lime for a while was really confused and did not really know what he was doing at all.  Lime managed to trigger the first stage scoring, meaning that while he, Cobalt and Black had two turns before scoring, Green had only one turn—so much for his game plan and he soon found himself falling behind the others. Going last seemed to be a significant disadvantage, something Cobalt said has been mentioned before in forums, especially for four player game.

Barcelona
– Image by boardGOATS

And so the game continued. Cobalt knew what he was doing, while Black was trying not to buy buildings, but to get as many points along the way from other means as he could—as he put it, the game was a bit of a “points salad”. Green fared a little better at the second round scoring, but he was still a turn behind the rest (as was Lime for the second stage).  By this time he had decided to get his tram moving as much as possible as well, which was helping him to catch up on the score board.  Lime was still struggling, and gaining a lot of help and advice from Cobalt. It seemed to be working though as he was scoring nearly as well as Cobalt himself.

Barcelona
– Image by boardGOATS

The final stage of the game took a bit longer to complete, but was mostly just more of the same. By the final scoring, Lime took the lead to win the game while Cobalt’s experience had helped him compete and take second place, just three points behind. Green had caught up a bit and took third, while Black’s strategy of not buying really hampered him as he dropped further and further behind. He admitted that it probably wasn’t a good strategy as the later building buys really brought home a lot of points due to the points that also came with each purchase.  It had been an interesting game though, not so much about building a points engine, but looking for a good haul of points on each turn.  Having played once though, next time it might feel more like players are scoring from the game rather than the game scoring for them.

Barcelona
– Image by boardGOATS

Learning Outcome:  Nobody can resist the Lynx Effect.

13th June 2023

Lime was first to arrive, soon followed by Blue and Pink, and then Pine who were all delighted to see the return of our favourite bar staff.  There was a lot of chat about the recent changes at The Jockey (which is currently managed by the Healy Group who also run the Punch Bowl in Abingdon), and as everyone else arrived, people seemed more interested in gossiping than playing games.  It was a relatively quiet night with quite a few people away.  Black and Purple sent a message to say they were thinking of us, but when Green received a photo from Black and Purple of their current view, it just made everyone else jealous.

Black and Purple in Cornwall
– Image by Black

Jade arrived with his shiny new copy of Earth which he’d picked up from UK Games Expo.  It is a game where players are building themselves an ecosystem and was to be the “Feature Game“.  Earth is a sumptuously illustrated, card-driven engine-builder that is often compared to Wingspan.  We played that Last time after a bit of a break, and remembered how much we liked it, so had decided to give Earth a go this time.  The heat was getting to some people, but Ivory was quite keen to give Earth a go, and they were soon followed to the next table by Green (who had played it online) and then Teal.  Everyone was pretty new to the game:  Ivory and Teal had not played it before and Green and Jade had only played a couple of times.

Earth
– Image by boardGOATS

Although there is a lot to explain before starting, Earth itself is not actually all that complicated. Players are building a four by four grid of Flora and Terrain cards which represents their island and during the game they will plant flora, water it and allow it to grow.  On their turn, players do one of four things: Planting (paying the cost in Soil tokens), Composting (gaining Soil and placing cards from the deck in their discard pile), Watering (place Sprouts and gain Soil) & Growing (draw new cards and place growth tokens).  A bit like Puerto Rico, once the active player has chosen which action they are taking, everyone else gets to do a subsidiary, slightly weaker version of the same action.  For example, when Planting, the active player plants two cards, draws four and keeps one, while the other players plant one and draw one.

Earth
– Image by boardGOATS

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

Earth
– Image by boardGOATS

As in Wingspan, Flora cards have actions that take effect when they are planted and when activated, many of the Terrain cards have ongoing effects and/or end-game scoring opportunities.  When Planting, players must place the cards either orthogonally or diagonally adjacent to an existing card, and although they can never exceed a four by four grid, like in Kingdomino, players can extend on either side of their island until the maximum size is reached.  Each Flora card has a maximum growth and when this is achieved the final wooden Growth token placed on it is a Canopy showing it will score extra points at the end of the game.

Earth
– Image by boardGOATS

The challenge in Earth is really in deciding what actions to do and which cards to play into your tableaux.  Teal found that simply building his tableaux was enough to think about without considering the extra goal cards and end game scoring.  Jade and Green both agreed that was the same for their first game too.  Ivory started and played his first few turns, selecting the green Plant action, so his tableaux filled up quickly. The rest of the group needed to choose other actions in order to get the soil and cards to play, so by the time it came back to ivory he was able to plant again.  He had already had his eye on the bonus cards and was quickly planting as many cards as he could, successfully—he was the first to claim a bonus.

Earth
– Image by boardGOATS

Green started with a high scoring climate card which gave him fewer cards at the start, but better in game bonuses, an approach to the game that nearly paid off. He went for the brown scoring cards, but Ivory just pipped him at the post for that particular shared bonus, which helped up his score as well.  Teal spent the first half of the game, learning and began to fall behind.  It wasn’t until Ivory claimed the first shared bonus that he remembered those cards.  Early on he gained lots of Sprouts which are worth points, however, it is possible to gain a whole lot of Sprouts in the latter stage of the game and use those early actions for other more beneficial things.

Earth
– Image by boardGOATS

Jade was quietly working away to build a tableaux engine that worked for him, but was falling behind Ivory and Green on the shared bonuses.  Jade managed to pick up some of the Fauna bonuses later, but mostly after the others so they weren’t as highly scoring.  Green went for brown scoring cards because he kept picking them up from his nearest pile (there were two draw piles), and eventually reverted to the other pile to find green Flora cards.  Unfortunately, he just couldn’t find the double powers he needed for the shared bonus.  On the opposite side of the table, Teal didn’t come across any brown scoring cards, only realising why at the end of the game—it seams the shuffling had left something to be desired. The Event cards also seemed to be clustered towards the bottom of the draw pile.

Earth
– Image by boardGOATS

Ivory came out on top with a very high score of two hundred and thirty-six with Green just eighteen points behind and Jade in third.  There was much discussion about similarities between Earth and other games. Green felt it was similar to Terraforming Mars, the others thought it was more like Wingspan.  After some thought, Green came round to this idea as it is about playing cards which then provide  more actions and bonuses that can be played on those cards (eggs in Wingspan, Sprouts in Earth; tucked cards & cached food in Wingspan, Growth in Earth).  The others could also see Green’s thoughts about Terraforming Mars though as the game has lots of pretty and individual cards that can be played or rejected, with some providing actions, some bonuses and the all important Events.  Everyone really liked it and definitely wanted to play it again, though better shuffling would be a good idea.

Earth
– Image by boardGOATS

Meanwhile, the rest of the group carried on chatting all agreeing they should play something, but nobody terribly keen to commit to anything.  Eventually, Blue suggested Bohnanza, and as Pine agreed, Pink had to go along with it.  This is an old favourite, though Pink had gone off it a bit as he felt he always did badly—unfortunate really given the number of copies of the game that he owns.  The game is very simple:  keeping their cards in the order they are drawn, players must plant the first bean card from their hand and may plant the second if they have space.  They then turn over the top two cards from the deck and can play these or trade them as they prefer.

Bohnanza
– Image by boardGOATS

Finally, once both of these have been planted, the active player may trade cards from their hand before drawing three replacement cards.  Players can harvest their Bean Fields whenever they like, but the amount of money they get depends on how many Bean cards it has in it and what the beans are—scarce ones give a better return, but are harder to get.  Everyone knows the game quite well, though Lime had recently acquired and been playing a new anniversary edition and it seems some of the rules are slightly different for that.

Bohnanza
– Image by boardGOATS

This time, everyone bought a third Bean Field (which makes it easier to hang on to the rarer beans a little longer).  Indeed, Lime was so determined to use his, he ended up not trading, just so that he had something to plant!  As usual it was quite a close game with fine margins.  So little things like Blue harvesting her Red Beans only to immediately draw another and Pine gifting Pink a Wax Bean or Lime trading with Pine instead of Blue made a difference in the final score, though nobody knew it at the time.  Ultimately, Pink was the victor, beating Blue by just two Bean Thalers with Lime a couple behind her in third.  On the plus-side, Pink can’t complain that he never wins any more.

Bohnanza
– Image by boardGOATS

Earth was still underway, and for once in a way, Bohnanza had played relatively quickly, so there was plenty of time for something else.  Nobody was very focused, and eventually the group settled on the cooperative game, Forbidden Desert.  This is a sort of sequel to Forbidden Island, which itself is a simplified version of the popular gateway game, Pandemic.  All three of these games use the same mechanism as Zoo Break, which we played recently.  Essentially, the active player carries out actions and then they reveal cards from a deck which generally make life difficult: releasing wild animals, causing the island to gradually sink, spreading disease, or in the case of Forbidden Desert, burying the play area with sand.

Forbidden Desert
– Image by boardGOATS

The premise of Forbidden Desert is that the team have crash-landed in the desert and need to find the components of a flying machine and take them to the launch pad to escape.  The game is played on a five by five grid of square Tiles, with a gap in the centre representing the sand storm.  Each player has a character with special powers.  This time, Lime was the Climber, Pink was the Navigator, Pine was the Explorer, and Blue was the Water Carrier.  On their turn, players can take up to four actions:  Move (one action per Desert Tile), Remove Sand from the Desert Tile they are on or an adjacent one, Excavate a Desert Tile (i.e. turn it over), or Pick up one of the four component parts of the flying machine.

Forbidden Desert
– Image by boardGOATS

Lime started.  Once he had cleared some sand and turned over a couple of Desert Tiles, he started turning over Sand Storm Cards.  These indicate which direction Tiles should move to fill the hole, and how many Tiles should be moved, one, two or three.  Each of the Desert Tiles moved then have a Sand Tile placed on them—a single Sand Tile needs to be cleared before the Desert Tile can be Excavated, but two or more additionally obstruct players preventing them from passing (except for Lime who, as the Climber, can cross Sand Dunes of any height).

Forbidden Desert
– Image by boardGOATS

Pine went next and used his special ability—everyone else could clear orthogonally adjacent Tiles, but he could to work diagonally as well.  It wasn’t long before the first “Sun Beats Down” card appeared.  These cause everyone to use water, so as the water carrier (and the only one who could make multiple visits to the Oases and collect water, Blue topped up Lime, who had started with less water than everyone else.  The group gradually started revealing tiles, finding a Duneblaster, a Solar Shield and a Time Throttle, but the Storm picked up and before long the group were turning over more Sand Storm Cards.  Pink located the Propeller for the flying machine and then the engine, the group were making progress, but it was all too slow.

Forbidden Desert
– Image by boardGOATS

Before long it became apparent that the Sand Storm was getting the better of the group and the hiding in the Tunnels wasn’t helping.  Determinedly, the group fought against the rising tide of Sand making good use of their Duneblaster, but it only delayed the inevitable.  Blue, Pine and Lime were discussing a plan to play a Storm Tracker, but when they were briefly side-tracked, Pink played on without it and everyone suffered as a result.  So Pine labelled him as a Saboteur as a consequence.  In such a finely balanced game at such a critical point, it could have made a difference, but in all probability it only hastened the inevitable demise as the group were sadly buried under the ever growing sand dunes and ran out of Sand Tiles (one of the end game conditions).  It was a deflating end to the evening, but given the heat, probably appropriate.

Forbidden Desert
– Image by boardGOATS

Learning outcome:  Shuffling is an important skill.

7th March 2023

Plum and Blue were first to arrive and, by the time they had finished their enormous rack of ribs (or given up and had a doggy bag made up), almost everyone else had arrived.  There were a few people missing, but still enough for two games of four.  The first was the “Feature Game“, but nobody really wanted to commit to that until they knew what the other game was going to be.  As he had done the last couple of times, Green suggested Terraforming Mars.  Unlike previously, this time Ivory, Plum and Teal felt up to it, leaving Blue, Black, Purple and Lime to play their preferred choice of New York Zoo.

New York Zoo
– Image by boardGOATS

New York Zoo is a tile laying game by Uwe Rosenberg, designer of Agricola, Bohnanza, Patchwork and many other well-known games.  The idea is that players are building pens in their zoo, populating them with animals, and building attractions.  This is one of several polyomino, Tetris-like, tile-laying type games (including Cottage Garden, Spring Meadow, Indian Summer and Patchwork), but what makes this one unique and interesting is the Market.  Players move the Marker Elephant one to four spaces round the Market, landing either on an Enclosure tile space (taking the top one and adding it to their zoo) or on an animal space (taking one or both of the animals depicted).  Enclosure tiles can be placed anywhere in the player’s Zoo, then one or two identical Animals from elsewhere in their Zoo must be moved to occupy the Enclosure.

New York Zoo
– Image by boardGOATS

Each Enclosure can only hold one type of Animal, meercats, snow-foxes, kangaroos, penguins or flamingos, but when moving Animals, no pen can be left empty.  There is an advantage to pens having two or more Animals in them too—the Market also features breeding spaces, and when the Marker Elephant passes these, up to two pens containing two or more matching Animals get an extra one.  When a player moves the Elephant onto an Animal space, they take one of either or both the Animals depicted into Enclosures containing matching Animals (moving another from Storage if they can), or into the Storage space.  Moving animals is important, because when an Enclosure is completed the player removes all the animals putting one into Storage if they have space, and then takes an Attraction tile of their choice and adds it to their Zoo.

New York Zoo
– Image by boardGOATS

Attraction tiles are useful because they fill additional spaces, and at its heart, New York Zoo is a race game—the winner is the first to fill all the spaces in their Zoo.  Black and Purple had played this a few times, and once Black had explained the rules to Lime and Blue, Purple started.  Black and Purple prioritised completing Enclosures to get Attractions.  The Market is stacked so there are large tiles, heptominoes, on the top of each tile space, with hexominoes, then pentominoes and finally tetrominoes at the bottom of each pile.  Black and Purple prioritised getting breeding pairs of animals and as the Market dwindled, getting smaller enclosures because small Enclosures are easier to complete than large ones.

New York Zoo
– Image by boardGOATS

Blue, who had not played the game before, started off getting large Enclosures and fitting them tightly together.  As the game progressed, however, she realised her mistake as everyone else’s Animals were breeding and she didn’t have pairs because she was taking one out every time she added another Enclosure.  This had the additional consequence that she was starting to run out of Animals too, so she prioritised getting breeding pairs for a couple of rounds before continuing to take the biggest Enclosures she could get away with.  It was a tight game—Purple seemed to take an early lead, but it looked like Black and Lime over-took her towards the end and were in a tussle to finish the game first.

New York Zoo
– Image by boardGOATS

With everyone else concentrating on filling pens and taking Attractions, nobody was watching Blue.  So they were taken by surprise when her kangaroos bred filling their pen and she took her first Attraction.  That left one space which she promptly filled taking the only Enclosure that fitted, perfectly, and ended the game.  With everyone else so close to finishing, however, the rest of the group played on to see who would place where.  In the event, Black finished just ahead of Lime.  The group were just dissecting the different strategies when Pine arrived, fresh from his meeting teaching “cubbish-sized scouts” about waste.  Terraforming Mars was still going on, so the hunt was on for a five-player game, and the group settled on Kingdomino.

Kingdomino
– Image by boardGOATS

Native, Kingdomino is a four player game, however, with the Age of Giants expansion, it plays five.  The base game is simple enough, but it had been a while since most people last played it, so there was a quick run through of the rules.  On their turn, players add a terrain domino to their Kingdom; each domino comprises two squares of terrain and when placed at least one end must be adjacent to the same terrain type.  Like New York Zoo, the interesting and clever part of the game is the Market.  In Kingdomino, there are two parts, current and future—when a player takes their domino from the current market, they choose their next domino by placing their marker on it.

Kingdomino
– Image by boardGOATS

At the end of the game, players score each terrain region with points equal to the area of each region multiplied by the number of crowns on it.  The clever part is the timing of the Market.  The tiles are drawn at random from a set numbered from one to forty-eight.  The low numbers generally being the less desirable ones, those without crowns or those for terrain types where crowns are more scarce.  Since players take the tiles in numerical order (low to high), taking a low value tile in one round gives a better choice in the next.  Similarly, taking a high value tile means there will be less (or maybe no) choice in the following round.

Kingdomino: Age of Giants
– Image by boardGOATS

The Age of Giants expansion firstly adds twelve extra tiles (enough for a fifth player), six labeled with letters A to F and six numbered forty-nine to fifty-four.  These are ranked below one for the letters and after forty-eight for the high numbers, with the low ranking tiles featuring a Giant, and the high ranking ones featuring Footprints.  Players taking dominoes with a Giant on them, also take a Giant-eeple and place it over a crown in their Kingdom so that it doesn’t score.  Taking a Footprint domino allows the player to move a Giant from their Kingdom to a crown in someone else’s and this increase their score, making these tiles potentially very valuable.

Kingdomino: Age of Giants
– Image by boardGOATS

Unfortunately (especially for Lime and Blue who ended up with all the Giants), the Footprints seemed hard to come by in this game.  The other part of the Age of Giants expansion are the Quests.  The base game comes with two Quests, arrangement targets that give points.  These are “Middle Kingdom” and “Harmony” which respectively give ten points for a castle in the centre of a player’s Kingdom and five points for a complete five-by-five territory with no discarded tiles.  This time, the Quests drawn essentially at random were “Bleak King” and “Four Corners of the Kingdom”.  The first of these gave five points for each five square of terrain with no crowns while the second gave players five points for placing cornfields on all four corners of the five-by-five grid that defines their Kingdom.

Kingdomino: Age of Giants
– Image by boardGOATS

Although the Quests had been included in game play several times before, the Giants have only had an outing once and didn’t go down all that well.  Still, with five players all the extra tiles were needed and their values would have been unbalanced without including Giants, so the group thought they’d give it another try.  This time Blue and Purple had a really hard time getting crowns and things were so bad for Blue that she resorted to picking up twenty points, more than half her total, from the “Bleak King” Quest.  Black built a lot of sea and pasture, while Lime scored heavily for his mountains and Pine picked up lots of points for his large woodland.

Kingdomino: Age of Giants
– Image by boardGOATS

It was very close between the top three and both Lime and Pine scored forty-five points for their highest scoring terrain—Lime for nine crowns spread over five spaces, Pine for five crowns spread over nine spaces.  There were just two points between Lime and Pine in the end, but Pine’s sixty-eight points just edged Lime into second with Black four points behind that.  It had been a good game.  However, the group felt that the Giants took a positive constructive game and added a negative aspect.  Those that had been stuck with them hadn’t found that aspect particularly enjoyable, especially as it was easy to get lumbered largely through no fault of their own, so it is unlikely they’ll get another outing very soon.

Kingdomino: Age of Giants
– Image by boardGOATS

Meanwhile, on the next table, Green, Ivory, Plum and Teal were still playing Terraforming Mars.  To speed up the game they played with the Prelude start cards and also removed the Corporation cards—that turned out to be a good choice as the game only just finished before the pub closed.  In this game, players play corporations sponsored by the World Government working together in the terraforming process, but competing for victory points.  These are awarded not only for their contribution to the terraforming, but also for advancing human infrastructure throughout the solar system, and doing other generally commendable things.

Terraforming Mars
– Image by boardGOATS

The players acquire unique Project cards by buying them into their hand; these can represent anything from introducing plant life or animals, hurling asteroids at the surface, building cities, to mining the moons of Jupiter and establishing greenhouse gas industries to heat up the atmosphere. The Projects can give immediate bonuses, as well as increase production of different resources. Many cards also have requirements and become playable when the temperature, oxygen, or ocean coverage increases enough. Buying cards is costly, so there is a balance between buying cards (three MegaCredits per card) and actually playing them.

Terraforming Mars
– Image by boardGOATS

The game ends after the terraforming is complete when the three global parameters, temperature, oxygen, ocean have all reached their goal.  Players then score for their Terraform Rating with any other points they might have accrued.  This time, Green made his presence felt on the surface of Mars in the early stages with his initial starting forest, which grew a little, and seeded the oceans. He was the only one for a while.  Plum played a blue card which gave her a couple of extra Credits every time someone built a city.  This one really paid for itself in the four-player game as everyone wanted to build more than one city.  Green was first, but had mis-read the card and found himself colonizing Phobos instead.

Terraforming Mars: Prelude
– Image by boardGOATS

So, Teal was the first to actually build a city on the surface of Mars. He opted for the equator but on the other side from Green’s forests.  Later he played a blue city bonus card that gave him a Credit production bonus for each one. Although several cities had already been built by then, several more followed and he was able to enjoy the benefit of extra cash in later rounds.  Ivory meanwhile had made a different start to the game than his normal opening gambit (building a city), and completed the first Milestone: the Ecologist. However his cities did follow later as he extended down towards the south pole. Teal claimed the second milestone: the Specialist, helped on by his city Credit production bonus.

Terraforming Mars
– Image by boardGOATS

Plum was the last to claim a Milestone: the Generalist, as she was able to pay to increase her production one step each round.  She did not claim it straight away, but noticed it after Teal had claimed his, and thought she had better get in there quick.  Green was not able to claim any milestones, but instead was the first to fund an Award. A quick check around the player boards suggested he should fund Celebrity as he had three high value cards to Teal’s two, but neither Plum or Ivory had any cards over the value of twenty Credits. Later on Teal funded the second award and went for Estate Dealer as he clearly had more tiles next to oceans at this point (having planted his forests northwards around the oceans.

Terraforming Mars
– Image by boardGOATS

At the end of the game Green pulled out his wallet once more and funded Benefactor since he was ahead on the Terraform Rating track. Ivory was only one behind, but Green had a couple of options he could play on his last turn for a couple of extra Terraform Rating points. This prevented Ivory from funding the Dessert Settler award for which he had been building.  Green decided to go for outworld domination and also built Deimos city.  During the second half of the game Green realised he had forgotten his company bonus of a two MegaCredits reduction for each brown, Industrial tagged card.  He had built three, so put six Credits aside to be used in the event of a tie, (although had he remembered to claim them at the time, he may have been able to play more and better cards).

Terraforming Mars: Prelude
– Image by boardGOATS

In the final scoring it was very close indeed, although during the game Mars was regularly bombarded with meteors and nuclear bombs, so it was a wonder any one survived at all!  Ivory and Green tied for second with fifty-nine points. Even with his extra six Credits, Green still lost the tie to Ivory, who had more Credits left over from the final production.  At this point, Green realised he again had misread a card thinking he would get one point per ocean tile in the game for his capital city, but that would have given him a guaranteed nine points and would have been way too powerful. In the end, it was Teal who triumphed, but only just, with sixty-one points, in well deserved victory.

Terraforming Mars
– Image by boardGOATS

Learning Outcome:  Mama’s taking us to the zoo tomorrow, zoo tomorrow, zoo tomorrow… We can stay all day!