The evening started with everyone eating their supper and chatting about where they had been out. Pine admired Green and Lilac’s pizzas and Blue and Pink told everyone about their visits to The Jockey beer garden. Pine shared his experience visiting the café at the Court Hill Centre on The Ridgeway, and there was a lot of discussion about how The Maybush had re-opened (again) and how it might compare to the Rose Revived over the road. Purple commented that BBC4 was re-showing their series about the history of board games, Games Britania, which sounded quite interesting.
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– Image by Lime |
Once everyone had joined the Microsoft Teams party (minus Lime who was enjoying the view in Llandudno), we settled down to play the “Feature Game“, which was Cartographers: A Roll Player Tale. This is a slightly more complicated “Roll and Write” game, that builds on our experience with Noch Mal! and Second Chance both of which have worked well. Although Cartographers is a little bit more involved than some of the other games of this kind, it works well with many players. It was nominated for the Kennerspiel des Jahres Award this year and we thought we would play it to celebrate the winners of the Spiel/Kennerspiel des Jahres winners which were announced on Monday.
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– Image adapted by boardGOATS from the
live stream video on spiel-des-jahres.de |
We’ve had little chance to play any of the Spiel/Kennerspiel des Jahres nominees so were not in a position to comment on them. That said, the winners (Pictures and The Crew: The Quest for Planet Nine respectively), were not games that are a good match for the group anyhow, though some of the runners up might have been of interest under more normal circumstances. As it is now, Cartographers is the only game we can really play at the moment as it can be played remotely with a couple of minor tweaks.
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– Image by boardGOATS |
The game is another “Tetrissy” game where players can, once again, release their inner toddler and enjoy an evening of colouring in. The idea is that players have been sent out by Queen Gimnax to map the northern territory, claiming it for the Kingdom of Nalos. Through edicts, the Queen announces which lands she prizes the most, and meeting these demands increases players reputation – the player with the highest reputation at the end of the game is the winner.
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– Image by boardGOATS |
The game takes place over four seasons, a year. During each season, Exploration cards are revealed, each depicting the terrain type (Lakes, Woodland, Farmland and Village) and shape that has been discovered which players draw on their map. These can be rotated, or mirrored, but must be drawn so they don’t overlap with a filled space and are wholly within the borders of the map. Some Exploration cards give players a choice of terrain, others a choice of shape, but all come with a “time”, zero, one, or two—when the total reaches the number for that season, the round is over, the cards are returned to the deck which is reshuffled, and the map is scored.
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– Image by boardGOATS |
At the start of the game, there are four scoring cards revealed and these are scored in pairs at the end of each round, similar to Isle of Skye. Thus at the end of the first round, Spring, cards A and B are scored, at the end of the Summer, cards B and C are scored and so on. This time the four scoring cards were Sentinel Wood, Canal Lake, Shieldgate and The Cauldrons. These delivered points for Woodland adjacent to the edge of the map; Farmland and Lakes next to each other; the size of players’ second largest village and any single spaces surrounded by mapped territory.
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– Image by boardGOATS |
There are two maps available; for our first game, we chose to use “Side A”, which comes with five spaces already filled with Mountain terrain and six spaces marked with Ionic columns as Ruin spaces. These act as normal spaces, though when a Ruin card is revealed, the next Exploration card revealed must cover one of those Ruin spaces. If a shape does not fit or cannot be placed according to the rules (or over a Ruins space if required), the player fills a single, one-by-one space with the terrain of their choice.
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– Image by boardGOATS |
In addition to Exploration and Ruins cards there are also Ambush cards. There are four of these special cards, and one is added to the deck in each round. They can have a massive impact on the game, so when they are revealed, they are removed from the game. The Ambush cards depict a shape and a direction, clockwise or anti-clockwise. The idea is that players pass their map to the next player in the direction depicted and they add the shape to the map filling it with purple monsters. Each space orthogonal to a Monster space, then scores minus one at the end of the round, and every round that follows.
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– Image by boardGOATS |
We had planned to reduce the number of Monsters (introducing the first one in the second round and seeing how it went), but holding up maps and trying to explain where the Monster terrain should go was always going to be a problem. Burgundy, who had watched the Rahdo’s Run Through online suggested playing them with the Solo rules. These place the Monster terrain in one corner and if it doesn’t fit, it is then moved around the map first hugging the edge and then slowly moving inwards in a spiral until there is a space it fits in. Since we played the first round without them, and one didn’t appear, we only revealed two in the whole game, but playing this way worked well.
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– Image by boardGOATS |
The first round started with an Orchard and a decision: with Sentinel Wood giving points for woodland round the edge of the map and Canal Lake giving points for Farmland next to Lakes and Lakes next to Farmland, was it best to start with Woodland or Farmland? Hindsight is a wonderful thing and, when the Fishing Village and Hinterland Stream were also revealed (both providing either Lake or Farmland) it was clear that Woodland was the wrong choice. With just four cards in the first round, it quickly became clear that placing Farmland and Lakes well could score highly, which is exactly what Green and Burgundy did.
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– Image by boardGOATS |
Everyone else went into the second round feeling they had lost already, and when most of the cards that came out had a timing of two and didn’t include Lake and Farmland, it looked like Green and Burgundy were just going to stretch their lead further. There was much hilarity when Black asked what people would score if they only had one big red thing—he worked it out amid the giggles, eventually. With time almost out, the first Ambush card, Gnoll Raid, put in an appearance. This scuppered lots of people’s plans and gave almost everyone plenty of negative points to work on, especially since there weren’t many more cards to go in the round.
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– Image by boardGOATS |
The third round was relatively uneventful with players working hard to mitigate the effects of the Gnoll Raid while ensuring there were plenty of single space gaps to score in the last two rounds. At the start of the final round, the Kobold Onslaught was revealed and with a slightly awkward profile, most people were going to have problems reducing their negative tally. That said, with gaps giving positive points, some people found that the negative effects could be neutralised to some extent.
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– Image by boardGOATS |
Some of the scores in the final round were very large compared to those earlier in the game, some were in the thirties compared with single digits in the first round. This was largely because players had been able to plan for the final round of course, in particular by lining the edge of their map with Woodland. As players tallied up their scores it looked like Burgundy had it, especially with his thirty-nine in the final round, however, Blue had done well in the second and third rounds which was just enough to beat him by a single point.
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– Image by boardGOATS |
While Blue and Burgundy double-checked their maths, Pink commented that he was going up to Durham to check the house was OK. Pine replied that he was just like Boris Johnson’s father Stanley who had been to Greece to check his holiday home, then asked whether he’d prefer to be compared with Stanley Johnson or Dominic Cummings. Pink thought about it, then said that although Stanley Johnson was irritating, he was only marginally more irritating than Stanley Unwin and Dominic Cummings was actually evil, so it would have to be Stanley.
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– Image from televisionheaven.co.uk |
There was a lot of conversation about this largely theoretical point when Pine suddenly said, “Who? Who’s Stanley Unwin? I think I may have got him confused with Stanley Holloway and was thinking about Albert and the Lion…” This prompted memories of the stick with a horse’s head handle and lots of tales from The North and reminiscences of holidays in Wales. Despite this sojourn and the fact that Cartographers is more complex than the “Roll and Write” games that we’d played previously, it hadn’t taken very long to play. So after a bit of a discussion of the options, we decided to give our old favourite 6 Nimmt! yet another outing, on Board Game Arena.
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– Image by boardGOATS |
This is a simple game that we’ve played a lot, where players simultaneously choose cards and then, starting with the lowest card revealed, add them to rows of cards on the table. The player to place the sixth card in any given row instead takes the five cards on the table, which then go in their scoring pile. The rows always increase in in number from left to right. In the version of the game we play, cards are added to the high end of the row where the end card is has the highest value that is lower than the card placed.
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– Image by boardGOATS |
There is a variant, where players can add cards to both ends of the rows, but last time we played, Pine, the only one who had played it said it was very random so we gave it a miss. The subject came up again, but with everyone involved, we decided to stick to the “normal version”. This time, Purple was the first to pick up cards, taking ten “nimmts”, quickly followed by Blue, and the game was starting to look like a re-run of the last time we played. Team Greeny-Lilac really struggled using a mobile phone, so Blue shared her screen between turns so he could better see the layout. Despite their inability to see the cards on display properly, they were doing really well, until their vision improved when Blue started to share her screen.
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– Image by boardGOATS
from boardgamearena.com |
At that point, they suddenly started to pick up cards and it all went down hill. In fact the were going down hill so fast that they hit the fence first smashing through it with a very fine minus eight, while Black was the winner with fifty-six. Ivory decided to call it a night there, but everyone else was happy to give it another go. This time, Purple saved Team Greeny-Lilacs blushes by ensuring they didn’t finish two games at the bottom, and Burgundy took the honours finishing with forty-eight. With that, Team Greeny-Lilac decided they’d had enough of fighting with the website on a mobile. With numbers dropping to six, Pink was keen to give the “Professional” game a go.
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– Image by boardGOATS from boardgamearena.com |
Six is a funny number for 6 Nimmt!, so despite Pine’s reluctance, we decided to try it. In this variant, cards can go on either end of the row, whichever is closest. So a twelve would normally go after a ten, say, but in this version if one of the rows starts with a thirteen, it would go before that instead, shifting all the cards along. If this means there are now six cards in the row, then the cards move into that player’s scoring pile and the card they played forms the starting card for the row. This game always causes a lot of moaning and groaning and cursing, though as a nice group of people, we also always say thank-you when someone else picks up a fist-full of cards on our behalf, saving blushes. The “Professional” variant, however, was absolute mayhem!
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– Image by boardGOATS from boardgamearena.com |
It certainly wasn’t random, but the predicting what might happen was considerably more complex than for the standard game. For some this made it more interesting, for others it just seemed total chaos. Everyone was very glad the computer was working out where to place the cards though. There were a couple of very interesting consequences of the new rules, though. For example, low numbers, in particular single digits, are no-longer near-automatic pick-ups. So, instead of waiting to play number one when there is a row with a singleton, it can now be used to mess everyone else about. As it is always going to be resolved first, it will always go at the front of another row. Additionally, cards that were previously very safe plays, are now not.
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– Image by boardGOATS |
So, playing a forty-four after a forty three as the fifth card in a row was almost always safe under the normal rules, but with this variant, if someone else has played a card at the front of that row, that forty-four is now the sixth card guaranteeing a pile of nimmts. Similarly, rows with the highest cards are usually dead and just increase the competition for the other rows making it more difficult. With the new rules though, these rows can still be played and can become a trap for the unwary too. As a result, the new rules made it really interesting, but could have completely unpredictable effects, and everybody felt it would be too random with more than six players.
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– Image by boardGOATS
from boardgamearena.com |
Some things don’t change no matter what you do and Purple seemed to have an uncanny knack of picking a card that went in just the wrong place. Nobody really understood how, but Pink won the first round—not to say that Pink shouldn’t have won, just that everyone was so busy trying to work out what was going on and why, that nobody was watching what Pink was doing! It was an absolute hoot though, and when Pink said he thought it was time he went to bed Blue commented that it wasn’t fair for him to leave without giving everyone else a chance to challenge him to another game. So, only slightly reluctantly, he stayed for one more game. This was just as crazy as the first and just as much fun too. This time it was very close between Black and Blue, with Blue just edging it. But the winner wasn’t important, it was all about the game.
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– Image by boardGOATS |
Learning Outcome: Under the right circumstances, even a favourite can be improved.