Black and Purple were first to arrive this week, but Pink and Blue were not far behind, and once food had been ordered, there was just time for a quick game of Love Letter to commemorate its recent tenth anniversary. We used to play this quick little filler game quite a bit, but that fell victim to the global pandemic and, as a result, it’d been a while since anyone round the table had played it. Played with just sixteen cards, the game is really simple, but is a great way to kill a few minutes. The idea is that each player starts with one card, and on their turn draw a second from the deck and play one of the two.
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Each card has a number and an action or effect. The actions range from number one, the Guard, which allows the player to guess what character card a player is holding and “assassinate” them if correct, to number eight, the Princess, who will win the game for the player holding it at the end, but lose it for them if they are forced to discard it before then. There was just time for three rounds before food arrived. Black took the first round and Pink the second. Pink then recused himself as he went to chat to some of the locals about Jubilee plans leaving Black, Purple and Blue to fight it out with Blue taking the final point.
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With the arrival of Pine and Lime, the group went on to play Moneybags, which had been the “Feature Game” a couple of weeks ago. The idea of this is that, on their turn, players have to decide whether to rob another player’s hessian sack of gold or not. Critically, however, they must not be too greedy. This is because the victim can challenge the thief, and if the thief is found to have more than the victim, the victim takes the lot, but that makes them more of a target as now everyone else knows how much they have…
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This time, the game did not go according to plan. Black played the Godfather and divvied up the loot. Purple robbed Pine, who promptly challenged and won a huge pile of gold. As it was his turn next, after lots of advice from everyone else, he closed his bag and stepped out. Then Blue challenged Black and won, knocking him out too. Although it was close between Pine and Blue, much closer than most people thought it would be, Pine’s huge stash won out. The moral of this story is to rob someone before you in the turn order otherwise, if they challenge and win, they can kill the game by closing their bag.
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This week, the “Feature Game” was the Arts and Architecture expansion to Tapestry, which is something that Ivory in particular, had been waiting ages to play. We wanted to give others an opportunity to play the base game first and then the (slightly less complex) Plans and Ploys expansion, which got an outing a few weeks ago. That was enjoyed by everyone involved, so it was now time to add the second expansion. The base game is simple in terms of what you do, but playing well is much more difficult. The idea is that there are four advancement tracks: Science, Technology, Exploration and Military, and on their turn, the active player progresses along one of these taking the actions for the space they land on.
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In general, players must pay resources to carry out actions and, in some cases, may pay more to carry out a bonus action. The first player to progress along each of the tracks receives a building as they pass landmark spaces, which those players then add to their city. Filling rows and columns of their city gives additional resources and as these are scarce, the extras can be invaluable. Players can focus on a specific track or take a more balanced approach, but this decision is often driven by starting Civilisations which give players a special and unique ability. Coupling the Civilisation with the right strategy is often the difference between success and failure.
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When players run out of resources, they can instead take income which means players move on to the next round at different times. The Arts and Architecture expansion provides more civilizations, tapestry cards, technology cards and capital city plans. The biggest change, however, is the addition of a new advancement track featuring new Art or Masterpiece cards and tiles and, of course, associated Landmark miniatures. Each Income phase, players can activate their masterpiece power and get the benefit shown, typically resources or points allowing players to prolong their turns further, but like the Technologies, they are really a long term investment.
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Green and Teal joined Ivory in what was a Tapestry rematch of the last game and, in addition to the Arts and Architecture expansion also included the Plans & Ploys expansion. Each player received a standard capital city and an expansion capital city, but everyone decided to try the new ones to add variety to the game. For the Civilisations, in an effort to ensure things were balanced, the up-to-date starting adjustments were used, and players chose:
- Craftsmen (Ivory), which gave him a new board to place his income buildings on for extra bonuses;
- Historians (Teal), which enabled him to choose a player each round, and when that player placed a special building, Teal would gain extra resources;
- Architects (Green), which gave his income rows double points scoring under certain conditions.
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Green’s Civilisation did not last beyond his first income phase, however, as he played the Plague Tapestry card which allowed him to draw a new one. This new one, Entertainers, gave him an extra bonus track to follow each income phase. Ivory made his intentions clear by moving up the new purple Arts track and gained a couple of special Arts cards. Green followed him, but also spread a bit more onto the Technology track for a Technology card. It was Ivory who was first to take an income phase, but as he had not explored the Technology track he did not have a Technology to upgrade on his first income. Ivory did have a couple of Arts cards to provide him with a nice little bonus though.
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Teal went a different route and travelled up the Explore track and expanded his island. The resources he gained on the way enabled him to take his first income much later than the others. This pattern of Teal taking income last remained in play to the end of the game. Green took the second income first, and Ivory switched back to first for the third income. It was Ivory who took his final income first, closely followed by Green leaving Teal to play on his own at the end. By this time, Ivory had collected all the Arts buildings, completed both the Arts and Science tracks and expanded his empire by three more hexes.
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Ivory had also collected three Arts cards and replaced two of his income scoring tracks. He had only placed two income buildings on his Civilisation card, but had mostly completed his capital city (including a massive seven special buildings), but had only one, solitary technology card. Teal had completed the Explore track, although two of his space hexes were very poor scoring for him, and had not progressed at all on the Arts track. His empire was seven hexes in size, including the one in the centre of the territory. He had also collected six special buildings on his way, but no Technology at all.
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Green managed to complete the Arts and Technology track, choosing to travel up the Arts again for his technology completion bonus. He did not expand his empire at all, although he had grown the islands a little. He finished with four Arts cards and three Technology cards, but only five special buildings. In the final scoring Green finished with a personal best of two hundred and ninety-three points, beating the hitherto invincible Ivory who “only” managed two hundred and fifty-one, some way ahead of Teal. Part of the reason for this was that Teal did not place his last player cube choice from his civilisation on his penultimate income.
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This was because the game ended in a bit of a rush because time was getting on and Teal unfortunately didn’t thought the others wouldn’t get any more buildings. As a result he missed out on a few free resources in the final round and even a few resources can make a huge difference. As ever it is difficult to find the right balance in Tapestry as players need to both specialise and be a Jack of all trades, which is very hard to do. Although the game took longer as a result of the expansions, all three liked the added enhancements and would be keen to play again with all the extras.
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Meanwhile, on the the other side of the room, Lime was introducing Black, Lilac and Pine to Die Wandelnden Türme, a recently released, curious little family game. The idea is that players start with a handful of Wizards placed on top of the little Towers around the board, and a hand of three cards. On their turn, the active player plays a card which allows them to move one of their Wizards a set number of spaces forward, or move a tower a set number of spaces. When Towers move, they take any resident Wizards with them but can also land on top of another Tower and trap any pieces that were on the roof. A player that catches other pieces in this way gets to fill a Potion Flask. They can then spend the Potions to cast spells.
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In the base game the spells available are “move a Wizard one space forward” or “move a Tower two spaces forward”, but others are available and change the feel of the game a little. Players are trying to land all their Wizards in the black, Raven Castle and fill all their Potion Flasks—when someone succeeds, that triggers the end of the game. It is a fun and entertaining game where players Wizards get variously trapped and if they have a bad memory, can find they lose them in the circus of dancing towers. And that is exactly what happened to poor Pine. His Wizards disappeared and every time he uncovered where he thought they were, he discovered they weren’t.
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In the end it was a tie between Lime and Black, but it had been a lot of fun, and Pink in particular was watching with envious eyes from the next table as he’d read about the game in the Spielbox magazine and fancied giving it a go. While eying up the Wizards, Pink was playing Calico with Purple and Blue. This is another game that is new to the group, although it was released a couple of years ago. It has a similar feel to Patchwork, the popular two-player tile-laying game about designing quilts, though the games are by different designers. The most obvious difference is that Patchwork is a Tetris-like game with polyomino tiles, where all the tiles in Calico are regular hexagons.
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On their turn, the active player chooses a patch tile from their hand of two, and sews it into their quilt, before replenishing their hand. If they complete a colour group with that tile, they can add a button to their quilt; if they create a pattern group that is attractive to a cat, it will come over and sit on their quilt. At the end of the game, when the quilt is finished, players score for buttons, cats, and their own personal target. In reality, the theme is a bit “pasted on”, but the pieces are nice, and make what is otherwise a bit of a brain-burny abstract a little more accessible. Purple and Pink struggled with the puzzly nature of the game at the beginning, where Blue got a better start.
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Achieving the personal targets is difficult—these specify the number of different tiles that should surround a particular tile. For example, the goal tile AA-BB-CC scores when surrounded by three different colours, or three different patterns, with two matching tiles in each colour/pattern. Successfully fulfilling a target with both the colour and the pattern scores more points, but is significantly more difficult. Despite explaining this to Purple in her rules outline and saying she had decided to give up on the extras, Blue somehow got lucky and was able to fulfill two of private goals with both the colour and the pattern. With lots of buttons and cats, it was a bit of a runaway victory for Blue, but it was very close for second, with Pink just edging it.
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Die Wandelnden Türme finished first, so the foursome scratched about for something else to play and settled on The Game. This is a simple cooperative game that was one of Burgundy‘s favourites. The team have a deck of cards numbered from two to ninety-nine (in our case, from a copy of The Game: Extreme, but ignoring the special symbols), and they must play each card on one of four piles. For two piles where the card played must be higher than the top card, and for two it must be lower. There are just three rules: on their turn, the active player can play as many cards as they like (obeying the rules of the four piles), but must play at least two cards before replenishing their hand, and players can say anything they like but must not share “specific number information”.
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Finally, there is the so-called “Backwards Rule” where players can reverse a deck as long as the card they play is exactly ten above or below the previous card played on that pile. The game ends when, either all the cards have been played onto the four piles, or a player cannot play a card. This time, things went wrong from the start and unusually, kept going wrong, so much so that there were still two cards left in the deck when the group could no-longer play. Lilac ducked out and Pine, Lime and Black gave it a second try, but the end result was not much better. Clearly the group keenly felt the loss of Burgundy’s special skills.
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While they played their second game of The Game, Calico came to an end, and Lilac joined Purple, Pink and Blue for a game of Sushi Go!, the archetypal “card drafting” game. Players start with a hand of seven cards, and choose one to keep, passing the rest on to the player on their left. Players repeat this with the aim of the game being to end up with the set of cards that score the most points. The game is played over three rounds with the player with the highest total winning. This time, the game was interrupted by an arrival, one some people had been waiting all evening for. The “special guest” was the new resident at the pub, a gorgeous black Labrador puppy by the name of Winston.
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The game decidedly played second fiddle when cuddles were on offer. Despite the distraction of Winston, or perhaps because of his help, Blue, who is usually appalling at this game, somehow managed to make two solid rounds. Pink did the same in the first and third rounds, while Purple and Lilac were more consistent over the three rounds. Purple finished with the most puddings, and Pink and Lilac shared the penalty for having the least. Those penalty points made all the difference as Blue pipped Pink to the post. And as Tapestry had also finished and Pink had finished admiring Teal’s copy of Root, it was time for all little puppies to go to bed.
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Learning Outcome: It’s hard to specialise and be a “Jack of all trades” simultaneously.