Tag Archives: The Settlers of Catan

BoardGOATS @ “The Mix” II – Saturday 21st November 2015

Following the success of our first drop-in session in April, The Mix in Wantage town centre is again hosting a gaming session on Saturday from 10.30 am until 2 pm.  Once again, members of the club will be providing games and teaching people how to play them.

The Mix
– Image from thewantagemix.wordpress.com

There isn’t very much space so we won’t be playing long games, in any case, the idea is to show people what modern boardgames are all about by demonstrating shorter games.  We will bring a few eye-catching games like PitchCar, Riff Raff, Bamboleo, Boom Boom Balloon, Toc Toc Woodman, and Saturn, but most of the gaming will be smaller filler games like Dobble, Turf Horse Racing, No Thanks!, Walk the Plank!, Love Letter, The Great Balloon Race and some of our other light favourites.  We will also be bringing some of the classic gateway games like Carcassonne, Ticket to Ride, The Settlers of Catan and Jamaica as well as a small number of deeper games, just to show people what else is out there.

Boom Boom Balloon
– Image used with permission of henk.rolleman

Boardgames in the News: The Best Games Featuring Maps

The “Brilliant Maps” Blog recently listed what it considered “The 28 Best Map Based Strategy Board Games You’ve Probably Never Played“.  Leaving aside the fact that most dedicated gamers will have played many of them, how valid is this list?  On closer inspection it turns out that the list is really just the top twenty-eight games listed on BoardGameGeek.com (BGG) that happen to have a map for the board.  As such, it makes no subjective judgement on the quality of the map and is simply a list of the best games according to BoardGameGeek that feature a map.

Twilight Struggle
– Image used with permission of BGG contributor killy9999

For example, the game with the highest rating on BoardGameGeek.com is Twilight Struggle which is a Euro/war game hybrid and is therefore played on a map.  The map is not particularly picturesque, however, though for those old enough to remember, its spartan nature is strongly evocative of the Cold War setting.  Is it a great map though?  It certainly captures the theme of the game and perhaps, as such, it is indeed a great map.

Terra Mystica
– Image by BGG contributor Verkisto

Unsurprisingly, many of the games mentioned are war games.  There are a fair number of Euro games too though:  high on the list are Terra Mystica at number two, Brass at four and Power Grid at six.  Number ten on the list is Concordia and eleven is El Grande – a game that is celebrating its twentieth anniversary this year.  Further down are Tigris and Euphrates, Steam, Pandemic, Ticket to Ride: Europe, Carcassonne and finally, just sneaking onto the list, The Settlers of Catan (or Catan as we are now supposed to call it).  All these games indeed include maps of some description, but overwhelmingly, they are also all well-established “classic” games.  Are they the best maps though?

Amerigo
– Image used with permission of BGG contributor Oceluna

There are some stunningly beautiful games that haven’t made the list, for example, Amerigo is played on a beautiful seascape and Lancaster includes a lovely map of the England.  How do we define “map-based game” however?  Clearly, a map is is a two-dimensional play space so that excludes games where the play-area is predominantly linear i.e. “a track”.  But what about games where the map is produced as the game is played?  If Carcassonne is considered a map game, other games where the board is built during the play should also be included, like Saboteur and Takenoko.  What about one of our favourite games at boardGOATS, Keyflower?  In this game, players buy tiles and then use them to build their own personal little village map.  Should this be included too?

Keyflower
– Image by boardGOATS

Ultimately, none of this really matters of course:  a game is a game and it all comes down to how much people enjoy playing it.  One thing is clear though, while a game can be good in spite of the rendering, playing with beautiful components can only enhance the boardgame experience.

Carcassonne
– Image used with permission of BGG contributor Topdecker

28th July 2015

We started the evening splitting into three groups, the first of which played Machi Koro.  This was the “Feature Gamea couple of months back when it received a nomination for the coveted German Game of the Year, or Spiel des Jahres Award.  In essence, it is an engine building game with elements taken from The Settlers of Catan and Dominion.  Like Settlers, on their turn players first roll one or two dice, which yield resources, in this case money.  Players then use their money to buy cards like Dominion.  Each card is numbered and provides money, sometimes when the owner rolls, sometimes when someone else does, with the amount sometimes depending on the other cards a player has.

Machi Koro
– Image used with permission of BGG reviewer EndersGame

Players have five special buildings costing varying amounts and the winner is the first player to build all of them.  Red, Yellow, Orange and Cyan started setting up while people finished eating, but Red emigrated to play the hidden traitor game, Saboteur, with Teal and Violet when they arrived.  This is one of those little games that everyone always enjoys playing and plays lots of people well.  With only three players, it’s possible to have one bad dwarf, or none at all which makes everyone very twitchy, and as usual, accusations abounded.  After three rounds, Teal ran out the winner with five gold.

Saboteur
– Image used with permission of BGG contributor mothertruckin

Machi Koro and Saboteur finished together to the two groups coalesced to play Colt Express.  This had been the “Feature Game”, last time, however, none of this group had been available to play.  Red was particularly keen to give it a go as it has a lot in common with one of her favourite games, Walk the Plank!.  This style of game is sometimes refereed to as a “programming game” because players play all the cards and only after everyone has played cards, do they get to action the cards.  The effect of this is semi-organised chaos as players try to make plans to take care of all eventualities, and then find that by the time they get round to carrying out the actions the situation has completely changed and is nothing like they would have predicted.  This time, Orange took the $1,000 for the sharpest shooter and Cyan took the strongbox.  Despite this, the best thief turned out to be Yellow who finished with $2,700 some way ahead of Cyan in second place.

Colt Express
– Image used with permission of BGG contributor henk.rolleman

Meanwhile, everyone else had been playing the “Feature Game”, which was Last Will.  This is basically the boardgame equivalent of the 1985 film “Brewster’s Millions”.  The story goes that in his last will, a rich gentleman stated that all of his millions would go to the nephew who could enjoy money the most.  In order to find out who that would be, each player starts with a large amount of money, in this case £70, and whoever spends it first and declares bankruptcy is the rightful heir, and therefore the winner.

Last Will
– Image used with permission of BGG contributor PaulGrogan

The game is played over a maximum of seven rounds each comprising three phases.  First, starting with the start player, everyone chooses the characteristics of their turn for the coming round from a fixed list.  These include the number of cards they will get at the start of the round, the number of “Errand Boys” they will be able to place, the number of Actions they will get and where they will go in the turn order.  For example, a player may choose to go first when placing Errand Boys, but will then only get one card at the start of the round and crucially, only one Action.  On the other hand, a player may choose to sacrifice position in the turn order, draw no cards, only place one Errand Boy, but receive four Actions.  Since all but two cards are discarded at the end of the round and Actions must be used or lost, this decision is critical.

Last Will
– Image used with permission of BGG contributor Toynan

Next, in the revised turn order, players take it in turns to place one Errand Boy before placing their second if applicable.  Errand Boys are important as they allow players to control the cards they are drawing as well as manipulate the housing market and increase the space on their player board.  The heart of the game is the cards, however, which are played in three different ways:  as a one off (white bordered cards); on a player’s board (black bordered cards) or as a modifier (slate bordered cards) which enable players to spend more when black or white bordered cards.  Thus, White bordered cards are event cards which cost a combination of money and Actions to play, but once played, are discarded.  Black bordered cards cost at least one Action to play, but are kept and can be activated once in each round.

Last Will
– Image used with permission of BGG reviewer EndersGame

Black bordered cards come in three different types: “Expenses” which allow players to spend money; “Helpers” which additionally allow give players some sort of permanent bonus, and “Properties” which are by far the most complex cards in the game.  Properties are an excellent way of spending money as they are bought for a given amount and will either depreciate every round, or will require maintenance which can be expensive. Unfortunately, players cannot declare bankruptcy if they have property and must sell them.  This is where the property market comes in:  one of the possible errands is to adjust the property market, so if a property is bought when the market is high and sold when it is low, this is another possible avenue for losing money.

Last Will
– Image used with permission of BGG contributor bswihart

At the end of the round, everyone reduces their hand to just two cards and loses any left-over actions, which puts players under a lot of pressure as it makes it very hard to plan.  So the game is an unusual mixture of timing, building card combinations, strategy and tactics.  Only Blue had played it before and that was a long time ago, so it took a long time to explain the rules and make sure that everyone understood how the cards worked.  Even then, there were a lot of misunderstandings.  Burgundy had also read the rules quite carefully as well though and mostly managed to keep everyone on track.

Last Will
– Image used with permission of BGG contributor Toynan

Green (as the last person to the bar and therefore the last person to buy something) went first and started out with an “Old Friend” which gave him an extra action.  Burgundy went for a “lots and lots of cards which don’t cost an Action to activate” strategy while Black and Purple went into the properties market.  Meanwhile, Blue’s starting cards favoured buying farms, but by the end of the first round it was becoming clear that the cards she needed weren’t there and an Events strategy would probably be better.

Last Will
– Image used with permission of BGG reviewer EndersGame

Towards the end of the fourth round it was becoming obvious that Burgundy’s preparation (reading the rules) was paying dividends as he was systematically spending more than £12 per round – the amount needed to force an early finish to the game.  Blue on the other hand was trying to work out why her pile of poker chips didn’t seem to be decreasing.  By the end of the fifth round it was clear that Green was pressing Burgundy hard and there would only be one more round.  A quick bit of maths also suggested that there had been a “banking error”.  Although it would normally be in Blue’s favour, unfortunately, as this is game where players are trying to lose money, it didn’t help her.  Since she had been in charge of the poker chips though, it could only have been her own fault.

Poker Chips
– Image by boardGOATS

The game came to an end in round six when Green ran out of chips.  This left him with a final total of zero and everyone else trying to make the best of the final round.  Black and Purple tried selling off their properties and Blue held another couple of expensive parties, but it was Burgundy who spent £20 to finish the winner with £13 of debt.  As we put the game away, we agreed that it was quite an unusual game, though quite complicated, especially on the first play.  We also all felt that it was the sort of game that would benefit from the familiarity with the cards that comes from repeated plays, so it is quite likely that we’ll play it again soon.

Last Will
– Image used with permission of BGG contributor CellarDoor

With everyone else gone, there was just time for a few quick rounds of Love Letter.  This is a game we played a lot a year or so ago, but not so much recently.  The first of the so-called “micro games” it is played with just sixteen cards.  Each player starts with one card and on their turn, draws a second card and then plays one of them.  Each card has a value (one to eight) and an action (discard a card, swap cards with another player, compare cards, etc. etc.).  The object of the game is to have the highest card when the deck has been exhausted or, be the last person remaining, which ever is soonest.  For variety, we played with Green’s much loved, very battered, previously lost but recently re-found, home-made, “Hobbit” themed deck, complete with tiny gold rings.  So, the first problem was remembering what all the cards did and then trying to match them to the new characters…  With five, we played until the first player had two rings – everyone got one except Burgundy before Black won a second round and finished as the winner.

Love Letter
– Image by boardGOATS

Learning Outcome:  Spending money is not quite as easy as you think.

Boardgames in the News: Are Games a Good Investment?

It might seem strange for a courier company to comment on the value of boardgames, however, David Jinks, the Head of Publications at ParcelHero (a UK courier comparison site), has been has been reported to have strong opinions on the subject.  He explains how traditional games can be worth many thousands if the edition is right; they even have a page on their website discussing collectible games.  So why are ParcelHero so interested?  Well, it turns out that buying and selling vintage copies of Monopoly is big business, most of which is done on the internet using sites like eBay (who have several buyers’ guide pages on the subject).  Thus, ParcelHero’s involvement is in shipping these items (though in truth it is probably mostly about publicity as there are a lot of other things that they can deliver too).

Container
– Image used with permission of BGG contributor Zoroastro

Now, there will always be a market for vintage copies of traditional family games, but what about the more modern classics?  Sadly, that early copy of The Settlers of Catan is not worth a lot yet, though of course it might be when the game has been around as long as Monopoly of course.  There are modern games that sell for a small fortune however.  These tend to be games where there is some combination of high demand, small print-run, popular designer and unlikely reprint.  There are a number of games that fall into this category and some are not all that old.  Container was released in 2007 by Valley Games Inc., and is an unusual production and shipping game – those who have played it claim there is nothing similar.  The recent law suit that ensnared the reprint of Up Front means a reprint is unlikely, so copies cannot be easily be obtained for less than £100.

Key Market
– Image used with permission of BGG contributor duartec

Another example, is Key Market, which was designed by David Brain and released at Essen in 2010, however, only nine hundred copies were made and it sold out very quickly.  R&D Games are a small company and have moved on to other things (including one of our favourite games, Keyflower), so it looks unlikely that Key Market will be reprinted in the near future.  This is not the only high value game from the Key Series: a set of the earlier titles Keywood, Keydom and Keytown recently went for £1,800!

Keywood, Keydom & Keytown on eBay
– Image by boardGOATS

It’s not just games from small companies that become rare and demand high prices.  Colosseum was a Days of Wonder game with a wide release, but following an alleged dispute between the designer and publisher, it seems unlikely it will be reprinted.  Witch’s Brew is in a similar boat, though it is the implementation of its central mechanism in the Spiel des Jahres winning Broom Service which is likely to prevent a reprint.  The irony is that Witch’s Brew and Broom Service are quite different even though though the publisher and designer have been saying otherwise, so demand is not likely to drop, quite the opposite.

Witch's Brew
– Image used with permission of BGG reviewer EndersGame

So clearly there is money to be made from boardgames, or at least, from some boardgames.  However, for every game that increases in value there are many that end up nearly worthless.  Worse, timing is everything; there is nothing like the announcement of a reprint to have a sudden impact on the market of a desired game.  So, before a reprint is announced the price climbs steadily as the desired item becomes increasingly rare and people continue to pay the inflated prices as “they are only going to go up”.

Mission: Red Planet
– Image used with permission of BGG contributor kilroy_locke

When a new release is announced, everyone has to take a gamble.  Many potential buyers will wait for the new edition hoping that the price will be lower and the quality will have improved in line with modern expectations.  So, demand suddenly drops and sellers are left with a tricky choice:  reduce the price and hope someone who hasn’t heard the news will bite, or sit tight and wait.  Notably, the recent Fantasy Flight Games announcement of a third edition of Fury of Dracula has led to a sudden flood of copies on the secondary market caused by people hoping to get a sale before the price drops.  Similarly, the secondary market price for Mission: Red Planet plummeted when a second edition was announced. On the other hand, waiting can turn out to be a better option in the event that the new edition is deemed inferior to the original.  This is not as uncommon as one might imagine, as artwork often changes and there are frequently also “improvements” to the rules as well and changes to some components.

Fury of Dracula - Secondary Market
– Image used with permission of BGG contributor tumorous

Sometimes changes are for the better, but it is not uncommon for buyers to prefer the original.  For example, for the second edition of one of our favourite games, Snowdonia, the wooden workers were upgraded to plastic figurines, however, our group find the first edition tokens more tactile.  Sometimes, the publicity surrounding a release of a second edition has the additional effect of reviving a market that had become stagnant due to the lack of availability.  In such cases, the reprint can actually increase the price of an already expensive edition when the new version is thought of as inferior.  Mostly, however, a reprint will cause the price to fall as the difference between editions is something only a connoisseur will really appreciate.

Snowdonia
– Image by boardGOATS

So, where does this leave us?  There are a number of facts that are undoubtedly true.  Firstly, with the exception of the most popular games, almost all modern boardgames are perpetually “between print runs”, with sufficient stock available to supply demand.  For this reason, games can suddenly become unavailable and to some degree the buyer should take the opportunity when they see it, as it may not be there for long.  That said, the best games generally remain in demand and are almost always re-released in some form or another.  The recent announcement by Rio Grande demonstrates that even long out of print classics like the 1992 game Elfenroads, do sometimes eventually get a re-print, albeit in a very different form.

Elfenroads
– Images from the manufacturers

The fact that boardgames are currently a niche market means that mature games are inevitably more likely to go out of print with a corresponding increase in demand.  So, good games ideally with high production values will rarely depreciate by more than 50% if bought for a good price and sold in the right place.  Thus, a gamer with a mature high quality collection who looks their games well, will rarely lose a lot of money if they keep them for long enough, especially if they can chose their time to sell.  Of course, spotting good games at the right price is the challenge, but very occasionally, if they have the correct edition, a gamer might make a killing.

Catan - 3D Collector's Edition
– Image by BGG contributor theotherside

Boardgames in the News: Confusion at The Telegraph!

Anyone who plays modern boardgames knows how our hobby has been growing and growing.  Games like Carcassonne and The Settlers of Catan are now available in Waterstones and WHSmith, there has been a series of regular comments in The Guardian, there are repeatedly TV appearances, and boardgame cafés are sprouting up all over the place.  It seems strange then that last week, Harry Wallop from The Telegraph announced that “Card games and board games are dying out and it’s no great loss”.

Snap
– Image by BGG contributor loopoocat

The basis of this report is a survey carried out by Barclaycard which apparently indicated that games like Old Maid, Happy Families and Snap are in danger of dying out.  Strangely, on the same day, Martin Chilton, the Telegraph online Culture Editor reported that 67 per cent of the children surveyed said that they would like to learn how to play traditional games.  The really annoying thing about all this is that they focus solely on “traditional games”:  Martin Chilton’s article is entitled “The five best board games” and lists them as Chess, Scrabble, Monopoly, Cluedo and Backgammon.

Scrabble
– Image used with permission of BGG contributor Susie_Cat

On closer inspection, however, Harry Wallop’s article does include a link to a more interesting list of fifteen party games, including Pandemic, Camel (C)Up and Biblios.  While their definition of “Party Games” clearly leaves a lot to be desired, it is clear that someone at The Telegraph at least has heard of modern games.  Perhaps the most reassuring aspect of this though, is the response to Martin Chilton’s article in the comments section which includes a nearly eighty passionate responses pointing out better, modern, “classic games” and where to find information about them.

Biblios
– Image by BGG contributor creatsia

Let’s hope Mr Chilton and Mr Wallop read the comments and write a better article soon!

19th May 2015

With more new people, most of the regulars and a few less regulars, it was always going to be a busy evening.  So, as it was, we started out with three games.  The first group began with Eight-Minute Empire, a game that we’ve played before on a Tuesday, however, not with this group – only one person playing this time was familiar with it.  It is a quick little area control and set collecting game, though in truth, it only plays in eight minutes if everyone really knows what they are doing and nobody suffers from “Analysis Paralysis”.  On their turn, the active player starts by picking up a card:  they can choose whether to take the first available card which has no cost, or take another and pay the appropriate number of coins from their limited supply.  Each card is a resource which provides points at the end of the game, the number depending on how many of that resource the player has;  each card also has an action associated with it, which can be place armies on the map, move them about, ship them across the sea, build a city etc.  Players score points for having the majority in a countries and controlling the most countries in each continent, as well as for sets of resources.

Eight-Minute Empire
– Image used with permission of BGG contributor henk.rolleman

Cyan started heading over the seas, Yellow went in the other direction and Green ominously began amassing armies in the start region. Orange and White started with a mixture of expansion and growth.  As the game progressed, Cyan was spreading himself thinly over two continents while Orange headed north leaving the main continent behind and Yellow, White and Green fought over the regions in the middle.  White was also doing a fine trade in rubies while Cyan was collecting anvils.  This gave Cyan a dilemma when a double anvil turned up:  although he had the money to pay the two it would cost, he was playing a miserly game and decided to let it pass.  As it happened, it stayed on the table for nearly the full round until White swiped it from under Cyan’s nose.  Everyone saw the mass of Green in the middle, and, thinking he was an experienced player, decided to gang up on him.  With three players going after Green in the last round they did a good job of removing his dominance in the centre, leaving White the winner with eleven points, though the rubies really helped Yellow in second place just two points behind.

Eight-Minute Empire
– Image by BGG contributor lhapka

After a brief drinks break, the group then went on to play Salmon Run.  This was another game that we had played before, but was new to the majority of the players this time so it took a while to remember how it worked.  In essence, it is a race game that uses a hand-drafting mechanism, so players have their own personal draw piles a bit like Dominion.  The game is modular with a range of possible river sections.  This time the group opted for a short game with only four boards, which was enough to give everyone a flavour of the game, ready to give it a proper run through next time.  After a couple of rounds, everyone started to get the hang of it and salmon were zig-zagging their way up stream dodging bears, eagles and rapids, jumping waterfalls and trying to be the first to get to the spawning pool without being too tired.  Throughout the game the group remained uncertain of the the rules though, and at one point Green got himself blocked with no cards in his hand to help him.  After checking, he realised he could in fact play a card and do nothing (the fish banging its head against the wall). Unfortunately this meant he ended up way behind the others.  Before long, Cyan leapt the last waterfall and landed in the spawning pool with a splash.  It was a tight game with three other players teetering on the brink and ready to make the final jump, but in the end no-one else managed to get across leaving Cyan the clear winner.

Salmon Run
– Image used with permission of BGG contributor kilroy_locke

The second group started out with a repeat of a quick game we played last time, called Yardmaster.  This little train themed card game is turning out to be surprisingly popular with our group, partly at least because it packs a surprising amount of punch for such a simple filler game that plays so quickly.  This time, it was just Burgundy turned the tables on Blue who failed to get the luck of the cards.  Then Purple and and Black turned up to join them for the the “Feature Game”, Machi Koro, which has just been nominated for the Spiel des Jahres.  This card game is a sort of cross between The Settlers of Catan and Dominion, where players take the role of mayor and roll dice and choose cards in order to make it the most successful town.  On their turn, the active player rolls the die (or dice if appropriate) and anyone who owns a card gets money in a similar way to the resource allocation in The Settlers of Catan.  Then, the active player can use their money to buy cards, building up their portfolio in a similar way to Dominion.  The winner is the first player to build all four of their land-mark buildings.

Machi Koro
– Image used with permission of BGG reviewer EndersGame

There are two ways of setting up:  all the cards can be available in separate stacks at the start of the game, alternatively, the cards can be shuffled together and dealt out until there are ten different buildings available (others become available when a pile is exhausted).  The latter makes for a more strategic and interesting game, but when learning it is easier to see how the card combinations work by dealing out all the cards.  With so many people new to the game, all the cards were laid out at the start so everyone could see what their options were.  Blue was the only one who had played it before, so to off-set some of that advantage, she decided to try buying a building she had not bought before.  In her previous games, the Café (which rewards the owner with $2 from the active player when they roll a three) had been fairly ineffective, so she bought one.  Purple promptly rolled a three, and had to hand over some cash.  When this happened a second time, suddenly everyone started building Cafés and the gloves were off.

Machi Koro
– Image used with permission of BGG reviewer EndersGame

Blue built her Station first which allowed her to roll both dice and go for the higher number and value buildings and Purple and Burgundy were quick to follow.  Black was obviously not enjoying himself as much as the rest, and didn’t seem to be building much.  Eventually, he build a handful of Restaurants and Cafés, but otherwise just sat and accrued cash.  Blue and Purple had built their third landmark before Black had built one and it was looking like he wasn’t really focussing on the game at all.  Eventually, Blue built her Radio Tower winning the game.  Since there is nothing in the rules about what happens next, the rest of the group played on.  Burgundy managed to build his third and fourth landmarks in quick succession to take second place leaving Black and Purple to fight it out.  When Black suddenly completed his set (much to Purple’s disgust) his strategy became clear:  by building his most expensive landmarks first, he got a larger benefit from them, which enabled him to quickly complete the smaller ones.  Without two dice, his income was reduced, but since he had the majority of the red cards, he picked up money on when others rolled nines.  Although it hadn’t paid off this time, it looked like an interesting approach, though it was clear that Black was not terribly keen to play it again since, as he commented later, he is not keen on dice as a randomising factor, though he is quite happy to use cards.  Perhaps we’ll try a “dice deck” of cards next time and see if he likes it more…

Coloretto
– Image by BGG contributor SergioMR

Meanwhile, the third group had played an assortment of quicker games beginning with Coloretto.  This cute little set collecting game has been getting played a lot recently on Tuesdays, and, as Teal and Violet were new to the group, Red thought it would be a nice gentle game to start with.  Teal began by collecting a few choice colours, but quickly amassed a positive rainbow of chameleons.  Violet was much more selective and her favouritism for yellow chameleons proved to be particularly sensible in such a close fought game, and gave her clear victory over Red and Teal.  After briefly licking his wounds, Teal then regrouped and proceeded to thrash Red and Violet in a quick game of Dobble.

Dobble
– Image used with permission of BGG contributor msaari

Red had been enviously watching Blue and Burgundy playing Yardmaster across the room (which might explain her poor showing in Dobble).  So, as soon as they had finished, she decided to introduce Teal and Violet to it.  As the most experienced player, Red was in a good position to get revenge for getting beaten in Coloretto and her complete drubbing in Dobble.  The game was quite close, but a crucial coup of a green number one at the very last minute swept her sorting yard into play, making Red the clear winner.

Yardmaster
– Image used with permission of BGG contributor moonblogger

With one victory each, Red got out another of her favourite games, Walk the Plank!.  This is a very simple if silly game, with a lot of opportunity to attack the others playing.  One of the big successes in the group, it has really earned it’s keep as one of the few genuinely popular KickStarter games.  This time was no different to previous games and everyone engaged whole-heartedly in trying to force their opponents off the plank and into the murky depths of the ocean.  Since it had been one game all, this could be seen as the groups tie-breaker and it was Teal who’s pirates managed to resist the temptation to jump into the shark-infested water the longest giving him two wins to Red and Violet’s one.

Walk the Plank!
– Image by boardGOATS

With the second group still playing Machi Koro, Red Teal and Violet joined Cyan, Green and White for a quick game of Pick Picknic.  Like Walk the Plank!, Pick Picknic uses simultaneous card selection, but adds negotiation and a dash of chance and “double think”.  The idea is that there are six yards of different colours, if someone plays the only chicken card of a given colour, they get all the grain at that coloured farm.  If multiple players go for the same coloured yard, then players can either agree to share the corn in any way that is mutually acceptable or roll the die for all of it.  Foxes don’t eat corn, however, they only eat chickens, so if someone plays a fox card, they will eat any chicken cards of that colour.  The game was really close and much hilarity ensued when when Cyan and Green, fighting over a yard managed to roll a tie five times in a row.  In the final count, White finished the winner, just four corn ahead of Green and six clear of Violet.

Pick Picknic
– Image used with permission of BGG contributor kilroy_locke

With people beginning to head off and everyone else reluctant to make it a late night, the remaining players began to look for something short-ish and fun.  Purple suggested Plague & Pestilence again, but when that wasn’t greeted enthusiastically, she proposed 6 Nimmt! instead.  Having had an outing last time, as well as at the Didcot group a few days ago, it is starting to become a bit of a regular.  In this case however, it was clear that everyone had fond memories of Burgundy collecting handfuls of cards and wanted to see if he was going to do it again.  Sadly, that was clearly not his intent and he finished the first round with just eight, only one behind the leader, Green.  Green didn’t keep the lead for long though as he was repeatedly forced to pick up high scoring cards finishing with a nice round forty.  Purple improved on her relatively poor first round, but still had quite a few more than Burgundy, Black and Blue.  It was fitting perhaps then, that it was Burgundy who, despite having a terrible hand played a blinder to finish just one point ahead of Black and two ahead of Blue.

6 Nimmt
– Image by boardGOATS

Learning Outcome:  A long game can be very satisfying, but lots of little games can be lots of fun.

5th May 2015

We weren’t sure whether Yellow and Orange (who recently moved to Swindon) were coming, so we started out with a quick game of 6 Nimmt!.  This is an older game, and though very simple it is one that everyone in our group somehow struggles to remember the rules for.  The game is played with a deck of cards numbered from two to one hundred and four and features a number of “Bulls Heads” (mostly just one, but some have as many as seven).  Four cards, chosen at random are turned face up on the table to make the start of four rows.  The idea is that everyone then simultaneously chooses and reveals a card from their hand.  Then, starting with the player who played the lowest card, players add their cards to the rows on the table.

6 Nimmt
– Image used with permission of BGG
contributor punkin312

Cards are added to the row that ends with the highest number that is below their card.  Thus, if the cards on the table are four, ten, fifty, and seventy-two, a player with fifteen would add it to the row containing ten.   If the card played is the sixth card in the row, then the player must take the cards and place their card in the empty space.  If the card played is lower than the last card in all the rows, the player must take all the cards in a row of their choosing.  The aim of the game is to be the player with the lowest number of Bulls’ Heads or “Nimmts”.  As play continues, the number of cards in the rows increase (making it harder to play safely) and the number of cards in hand decrease on each turn (players don’t pick up after each turn), so the decisions get increasingly agonising, especially when the rows contain cards with a lot of Bulls’ Heads.

6 Nimmt
– Image by BGG contributor Niko the Shadow

Burgundy started the first round badly and finished worse, ending with thirty-five Nimmts, compared with Black and Purple who both finished the first round with none.  The idea is that a game consists of two rounds, each played with a random half of the deck.  Unfortunately, we miss-counted and used to many in the first round, so the second round included some repeated cards.  Not that it helped Burgundy much as he finished the second round with twenty-one giving him a combined total of over fifty.  Black and Purple did better, but it was Green who had the best over-all, with just two Nimmts in the first round and none in the second, he was the clear winner.

6 Nimmt
– Image used with permission of BGG contributor punkin312

We then moved on to our Feature Game which was another older game, The Settlers of Catan, which is celebrating its 20th anniversary this year.  As it is an old classic, we had three different editions available and countless expansions.  Since everyone was keen to play it, we set up two parallel games.  Although we’ve only played it once before in the group, everyone knew the game, so we just had a quick reminder of the rules as we were setting up.  At its basic level, the game is one of resource management and civilisation building.  Players start with two roads and two settlements.  These are placed along the edges and on the corners of the hexagons of the modular board.  Each hexagon has a number on it, and on each player’s turn, first they roll both dice and resources are awarded to players with settlements on the corners of the hexagon that  corresponds to the total rolled.  Once the resources have been handed out, the active player can trade resources with other players and use them to build more roads and settlements, develop their settlements into cities or buy development cards.  Victory points are awarded for settlements, cities and the longest continuous road as well as via development cards (both as straight victory points and for the player with the most soldier cards, i.e. the largest army).

The Settlers of Catan
– Image by BGG server robot BoardGameGeek

Burgundy, Blue and Red played with a ten year old, third Mayfair edition, while Green, Black and Purple eschewed an older Mayfair edition and opted for the slightly easier setup provided by the fourth Mayfair edition.  Green, Black and Purple were nearly ready to go, while Burgundy, Blue and Red were still separating the base game from expansion tiles.  No sooner had this been noted by the first group when, calamity, quarter a pint of beer was spilled over their cards, narrowly missing their board!  A hasty drying session ensued and the third copy of Catan came in handy after all, as it was temporarily cannibalised for cards.

The Settlers of Catan
– Image used with permission of BGG contributor ronster0

Meanwhile, Blue, Burgundy and Red had finished setting out their randomised board and had started to critique it.  There was only one good source of brick and nothing for ore, in fact, the only abundant supply of anything seemed to be wood and sheep of which there were plenty.  This was exacerbated by the fact that nine was by far the most frequently rolled number in the first half of the game, which delivered both wood and sheep.  Blue had gone first and had grabbed the best brick space, however, although Red and Burgundy apparently had two better starting positions, it was a bit claustrophobic as they were both camped in close proximity on one side of the board.  Red really suffered as she ended up with two awkwardly placed positions and that made her game really tough.  Everywhere she went she was blocked by Burgundy and Blue and although she challenged for the longest road, she just couldn’t get out of the trap.  Although Blue had much more space to work with, good settlement positions were further apart which meant she had to build a lot of road before she could build.  Consequently, she quickly picked up the Longest Road card.  While Blue was road building, Burgundy got his nose in front and was first to build his third settlement.  With the extra resources this provided, Burgundy was able to keep his nose in front, settling more and building cities first.  He also had enough resources to buy a handful of Development Cards, which first of all netted him the Largest Army, and then enabled him to masterfully take the Longest Road card by building three sections in one turn.  This, together with a single victory point card brought him to ten points bringing the game to a close.

The Settlers of Catan
– Image by boardGOATS

Eventually after a lot of mopping, the second game of The Settlers of Catan had got underway.  As is often the case in this game, it was the statistically unlikely numbers which came up all the time and the more probable ones hardly ever!  This time, five appeared time and again, until Purple was awash with sheep  Wood, ore and wheat appeared often enough, but brick was not available at all, probably because they were both elevens and the twelve!  So, the sheep were exchanged for brick and everyone quickly built their third settlement.  Black obstinately refused to join up his two bits of road to claim the Longest Road card which left Green free to take it having extended his road slightly to try to get some ore into his production.

The Settlers of Catan
– Image by BGG contributor shannona

Everyone built a another settlement or two and Black started turning his into cities, but still didn’t join his roads.  Green struggled to get sufficient wheat and ore, so started buying development cards instead of building cities (as they only need one of each rather than a total of five). In the process, Green also ended up with a number of soldiers which resulted in the Largest Army card.  It was then that we discovered that Black had been inadvertently cheating. He had been using his port to swap two wood for his missing resources (he had two settlements on the wood hexagon that happened to be a six).  Of course there would have been nothing wrong with that, except that in this case his port was for the ore port not the wood port!  Green and Purple ribbed him mercilessly for the rest of the game (and indeed the rest of the evening, as he deserved.

The Settlers of Catan
– Image used with permission of BGG contributor thephantomhennes

Fairly quickly Green had taken a commanding lead with five points to the others two and three, which then became six and eventually eight when he took the Largest Army card.  Green kept plugging away at the development cards, trying to get victory points, but a clear lead meant he was also attracting the attention of the robber and his brick port was great considering he had three settlements giving brick, but the dice just weren’t playing the high numbers game.  Eventually Green found a victory point card and he needed just one more to win.  A settlement at the end of the road or a victory point development card (or perhaps a city) would do it, but by now Black had three cities and a settlement, plus that little gap in his roads.  With people finally rolling sixes and Black gaining four wood every time, the inevitable happened. He built another settlement and the missing piece of road meant his was now one longer than Green. So Black went to ten points, and Green tied with Purple two points behind.  Still, Black had cheated…!

The Settlers of Catan
– Image by BGG contributor olaha

The second game was still in full flow when Blue, Burgundy and Red finished, and decided to give a quick game, Yardmaster an outing.  This is a cute little set collecting game with a train theme and some parallels with the Ticket to Ride games.  In Yardmaster, however, players are building a locomotive rather than routes.  On their turn players can do two actions.  The actions are: draw a cargo card (either blind or from the face up discard pile); buy a railcar card from the four face up cards in the middle, or swap their “Exchange Token” with any other one around the table.  To buy a railcar, players pay using sets of cargo cards, so a yellow number three railcar will cost three yellow “oil” cards.  However, the exchange tokens allow players to use other cargo cards at a rate of two-to-one, so in the above example, if the player only had two yellow oil cards but also had two blue “coal” cards and the blue exchange token, they would still be able to buy the yellow number three railcar.

Yardmaster
– Image used with permission of BGG contributor joeincolorado

When buying a railcar, if the number or colour match the previous car, then it must be added to the end of their locomotive.  If not, then players can park it in their personal sorting yard and add it later, when another railcar is being bought and added to the locomotive.  This is the clever part of the game as it allows players to “stack” points in their personal train yard enabling them both to take some risks and strategically remove railcars from the grasping hands of their opponents.  Players score is the total of the numbers of the on the railcars making up their locomotive (waggons in the sorting yard do not score).  Burgundy started with a succession of ones and gradually built a very long, if not very high scoring loco.  Meanwhile, Blue and Red grabbed a couple of higher scoring waggons each.

Yardmaster
– Image used with permission of BGG contributor moonblogger

Although quick, Yardmaster was still going when the second game of Settlers finally finished and Green, Black and Purple were looking around something to play and opted for Plague & Pestilence.  This is another old game, dating back to the early 1990s and has been out of print for a long time, however, Green had brought along a self-printed version.  The game is played in two “phases”.  The first is the Prosperity Phase. During their turn, the active player rolls a pair of purple six-sided dice which indicates how much their population increases by.  Then the active player draws Prosperity cards to refill their hand and plays one.  A special Death Ship card is shuffled into the Prosperity deck and drawing it indicates the start of the second phase, the Plague Phase.  This is played exactly the same as the first phase, but the dice rolls now indicate how much the active player’s population decreases by.  As the game progresses, the plague ravages the populations and players are eliminated; the last player is the winner.

Plague & Pestilence
– Image by boardGOATS

Green, Purple and Black had played Plague & Pestilence recently (though not on a Tuesday) and Purple had won decisively with a whole handful of population cards, so was looking forward to a repeat performance.  With it being a game where being nasty was not just possible, but obligatory, Purple and Green quickly ganged up on Black to punish him for cheating in The Settlers of Catan.  Water off a ducks back, he responded with “Pied Piper” cards and “Mass Migrations”!  However his attempts at getting Green and Purple to fight came to naught thanks to Purple’s apparently endless supply of “Negotiated Settlement” cards.  Populations rose and fell, city improvements were built and destroyed. Some surreptitious changing of population cards from small denominations into large ones to reduce the size of the their pile and hide the true value of the hand went on.  Then the death ship arrived and the game was really afoot.

Plague & Pestilence
– Image by boardGOATS

Meanwhile, Red, Burgundy and Blue were bringing Yardmaster to a close, having ridden out a spell of poor railcar cards.  Burgundy was just a handful of points away from winning, and with a cards in his sorting yard needed to buy the red one in the middle, but it was Blue’s turn.  Red urged Blue to take the card or Burgundy would end the game on his next go, but Blue had other plans and using her Exchange Token bought a yellow three and took the opportunity to move all the cards from her sorting yard onto the end of her locomotive, giving her a score of twenty, seven more than Burgundy.

Yardmaster Express
– Image by boardGOATS

Plague & Pestilence was still ongoing, so, after a quick chat about Yardmaster, Blue, Red and Burgundy decided to give its little brother, Yardmaster Express a go.  This shares the locomotive building feature, but is even quicker and simpler than Yardmaster, though much more luck-driven.  The game is based on card drafting, so the start player begins with a hand of railcar cards, draws one from the draw deck and then chooses one to add to their loco.  As before, the waggons must match in colour or number, but this time, the cards are “split” so they contain two waggons and the front waggon may not be the same as the rear one.  Scores are the sum of the numbers on the waggons, as before, but bonus points are awarded to the player (or players) with the longest continuous set of waggons of the same colour.  This can be significant as the bonus is equal to the number of waggons.  If a player cannot match the colour or number they can play the card face down as wild, but these score less and break any otherwise continuous string of waggons.  Once a card has been chosen, the had is passed to the next player who draws a card and chooses one.   There is a little bit of opportunity to screw over the next player by taking the cards they want, but otherwise, the game is highly luck dependent, and this time, Blue was the lucky one.

Plague & Pestilence
– Image by boardGOATS

Over in Plague & Pestilence, survival was the order of the day.  Purple unfortunately had several very high roles and no improvement cards to reduce them, so quickly found her deck dwindling.  Green and Black, however, were getting better luck on the roles, and combining them with City Improvements, managed to hold on to more of their population.  Purple, with a population reduced to just ten, had one last go at Green with a “Pied Piper” card, but ultimately it wasn’t enough as she rolled 9s and 10s and within a couple more turns was dead. The gloves were now off between Green and Black.  Well not so much gloves off as desperately trying to shore-up our own populations against the relentless tide of plague and death.  Green eventually managed to win the war of attrition, thanks in no small part to four consecutive trade centre cards (which increased his population by ten each time)!

Plague & Pestilence
– Image by boardGOATS

With both games finally finishing more or less together, we had a quick chat and then decided to finish as we had started, with another game of 6 Nimmt!.  This time we started with the correct number of cards and, as before, Burgundy managed to start collecting Nimmts like they were going out of fashion.  Once again, Black managed to avoid picking up any Nimmts in the first round, but this time it was Blue that joined tied with zero at the halfway point.  Much to everyone’s surprise it was Burgundy however, who won the second round with just three Bulls’ Heads.  Unfortunately, with eighteen in the first round he was always going to find it hard to compete for the lead, which left Blue and Black with fourteen overall, having finished both rounds with exactly the same number and the evening finished with a draw.

6 Nimmt
– Image by boardGOATS

Learning Outcome:  New games can be good, but classics remain popular for a reason.

BoardGOATS @ “The Mix” – Saturday 18th April 2015

The Mix in Wantage town centre is holding a drop-in gaming session on Saturday from 10.30 am until 2.30 pm.  Members of the club are providing games and will be teaching people how to play them.

The Mix
– Image from thewantagemix.wordpress.com

There isn’t an awful lot of space so the idea is to encourage people to drop in and play a short game or two.  We are planning to bring a few eye-catching games like PitchCar, Riff Raff, Bamboleo, Toc Toc Woodman, and Saturn, but most of the gaming will be smaller filler games like Dobble, Turf Horse Racing, No Thanks!, Walk the Plank!, The Great Balloon Race and some of our other light favourites.  We will also be bringing some classic gateway games like Carcassonne, Ticket to Ride, The Settlers of Catan and Jamaica as well as a small number of deeper games, just to show people what else is out there.

Round and About - The Mix
– Image by boardGOATS

The event has been well advertised and was mentioned in the Ramblings section of the April edition of the local magazine, “Round and About”, so we are hoping for a decent turn-out.  Please pop in if you are in the area on Saturday.

Boardgames in the News: Thirsty Meeples on Radio 2

The growing interest in boardgames continues with an item on the Chris Evans Breakfast show on Radio 2 featuring Simon Read from Thirsty Meeples (starts at 1:47:30).  Sara Cox was sitting in for Chris Evans and conducted the short telephone interview discussing the Oxford games Cafe.  Unfortunately she was a bit obsessed with “classics” like Monopoly, Scrabble, Cluedo, Connect 4 and Mouse Trap.  Simon did his best to talk about Survive:  Escape from Atlantis! and The Settlers of Catan, but in truth, while it was a nice little bit of advertising for the Thirsty Meeple, Sara was too determined to move onto Cold Play…

Sara Cox
– Image from bbc.co.uk

Boardgames in the News: Are Asmodée Taking Over the World?

Asmodée is the French translation for Asmodeus, and according to Binsfeld’s classification of demons, Asmodeus is the demon of lust and is therefore responsible for twisting people’s sexual desires.  In the boardgame world though, Asmodée (originally known as Siroz) are a small French game publishing and distribution company, specialising in the family market. For example, they are well known for Dobble, Dixit, Time’s Up! and Ca$h ‘n Guns, but they also publish some more challenging games including Snow Tails, Mr. Jack, Formula D, Takenoko and 7 Wonders.

Jungle Speed
– Image used with permission of BGG contributor kilroy_locke

Asmodée was started in 1995 by Marc Nunès, a self-trained entrepreneur developing role-playing games, but quickly became France’s foremost games publisher and distributor.  One of the big early successes was Jungle Speed, launched in 1998, which has since gone on to be one of the top-selling titles in France, rivalling Monopoly, Trivial Pursuit and Pay Day.  The real turning point came in 2003, however, when Asmodée obtained the French licence to distribute Pokémon collector cards, which opened up the mass retail sector.  This development led to an 18% investment from Naxicap in 2005.  Naxicap’s stake was bought out two years later by Montefiore who acquired 60% of the company as part of a deal with management worth €40-50 million.  Montefiore invested €120 million to finance Asmodée’s international growth, funding the acquisition of the Belgian game distributor Hodin in 2008, the Spanish games developer Cromola and the German Proludo in 2009, followed by the purchase of a 60% stake in the UK-based distributor, Esdevium Games in 2010.  Asmodée also strengthened it’s portfolio with the acquisition of Abalone and partnership with Libellud (leading to the distribution rights for Dixit) in 2010.

Abalone
– Image used with permission of BGG contributor msaari

In 2012, Asmodée branched out further, setting up a subsidiary in Shanghai, China,  with the intention of expanding “into a new market taking advantage of Asmodee’s extensive line-up of games and the existing relationships with partners, thus promoting the brand in mainland China, Hong Kong and Taiwan”.  This ambition brought Asmodée to the attention of the Eurazeo, a European investment company and a deal was announced in November 2013 that valued Asmodée at €143 million.   In January, 2014, almost exactly a year ago now, Eurazeo bought 83.5% of Asmodée through an equity investment of €98 million while Asmodée’s management team and original founders reinvested €14 million of their own money.

Ticket to Ride
– Image used with permission of BGG contributor garyjames

With the backing Eurazeo provided, Asmodée then went big:  in August last year it was announced that Days of Wonder would be “merging into the Asmodée Group of game companies”.   Days of Wonder are one of the biggest names in modern boardgaming, and are often credited with the growth of the modern boardgame industry, thanks largely to their flagship Ticket to Ride games, which have sold well over two million copies to date.  This is not the only “big game” in their catalogue either, they are also responsible for Memoir ’44 and Small World, both of which are popular games, demonstrated by the number of expansions they support and which take Days of Wonder’s total number of games sold to over five million since their founding in 2002.

Small World
– Image used with permission of BGG contributor crosenkrantz

According to Forbes, Days of Wonder generates between $10 million and $20 million in revenue annually, not bad in such a niche market.  From Eurazeo/Asmodée’s point of view, such an acquisition makes sound financial sense, not just because of the commercial value, but because they already provided a lot of the distribution for Days of Wonder games.  This wasn’t enough for Asmodée however, and three months later, they acquired the U.S. publisher Fantasy Flight Games.

– Image used with permission of BGG contributor adamfeldner

This was a bit of a change of direction for Asmodée:  hitherto, all the acquisitions had been firmly in the family boardgame and distribution markets.  Fantasy Flight games are a very different animal and their headline games, Twilight Imperium and Arkham Horror are much less family friendly.   Even their X-Wing Miniatures Game which is very popular with fathers and sons, is a long way outside the normal scope of Asmodée, since it is essentially a two-player war game with a Star Wars theme.  However, there are considerable benefits for both parties, since the merger will enable Fantasy Flight to improve its distribution in Europe, while simultaneously giving the growing Asmodée Group access to Fantasy Flight’s North American sales and marketing teams.

Black Fleet
– Image used with permission BGG contributor Toynan

Asmodée weren’t stopping there, however, with Ystari Games, Asterion Press and Pearl Games also becoming “part of the Asmodée family” late last year.  The link with Ystari Games almost certainly comes from their mutual interest in Space Cowboys.  Space Cowboys is a game creation studio created in 2013 by Marc Nunès (who started Asmodée way back in 1995, remember?), Philippe Mouret and Croc (both of Asmodée), Cyril Demaegd (Ystari) and Sébastien Pauchon (GameWorks).  Space Cowboys is a very small outfit, but already has one Spiel des Jahres nomination under its belt in Splendor and looks to be trying for a second with Black Fleet, the gorgeous pirate game released at Essen last year.

Asmodee Publishing 2015
– Image from eurazeo.com

So, what are Asmodée up to?  The concern is that gamers generally like the current diversity in the market and fear that this succession of mergers and partnerships will mean a homogenisation of the games available.  The November 2014 Eurazeo “Investor Day” report spelled out the current state of Asmodée in detail and the good news is that this does not seem to be Eurazeo/Asmodée’s intention.  The report states, “Each studio has its own DNA,” and goes on to say, “Repeated success lies in the full independency granted to these studios, to keep innovating.”  So it seems the diversity is valued, however, by acquiring mid-sized publishers like Days of Wonder and Fantasy Flight, Asmodée is positioning itself to compete more effectively with multinational toy giants like Hasbro and Mattel, who publish top board game brands including Monopoly and Scrabble.

Asmodee Organisation 2015
– Image from eurazeo.com

So, is it a good thing that Asmodée are setting themselves up to rival the big boys?  Well, Asmodée is not the only company to engage in mergers:  in 2011 Filosofia purchased the U.S. publisher Z-Man Games, and U.S. publisher FRED Distribution (which releases games under the Eagle Games and Gryphon Games brands), acquired U.S. publisher Face2Face Games.  More recently, in late 2013, Mayfair Games (the U.S. partner for Catan) bought a controlling interest in Lookout Games (the company who first brought Agricola, Caverna, Le Havre and Ora et Labora to the market).

Asmodee Logo
– Image from escapistmagazine.com

Clearly a large stable company provides security for designers, as well as providing support for the individual studios who know that one poor decision is no-longer likely to bring about the end of the company, both of which have to be A Good Thing.  However, companies like Eurazeo invest for only one reason:  financial return.  With an effective monopoly, Asmodée are now in a position to squeeze the market, indeed we may already be seeing the evidence of this in the price rises announced at the start of the year.  With this in mind, it will become clear in due course whether Asmodée is good for boargaming in the UK or whether it is genuinely the demon of lust responsible for twisting our gaming desires…