Tag Archives: The Speicherstadt

10th January 2017

A new year, a new log book, and a shortage of people thanks to sickness, work and problematic cars.  Pine, Magenta and Blue were the first to arrive, so while they were waiting for food they decided to get in a quick game of No Thanks!.  This used to be one of those games that got played a lot, but for some reason it fell out of favour and was replaced by games like Love Letter, 6 Nimmt! and Om Nom Nom.  No Thanks! is a very simple little game where players have to make the binary decision to take a card or pay a chip and pass the problem on to the next player.  At the end of the round, players add the face values of the cards together and offset this with any remaining chips to give their total – the smallest value is the winner.  The really clever part is that if a player has a run of consecutive cards, then only the lowest counts.  Spice is added by the removal of nine cards from the original thirty-two consecutive cards in the deck.

No Thanks!
– Image used with permission of BGG contributor ckirkman

We first introduced Pine to No Thanks! over Christmas, when he had done rather well at it, this time was a bit different, however, with Blue coming in first with twenty-five in a generally high scoring game.  As food arrived, so did the other gamers, with Ivory first and, just as we were explaining the rules to him, Green rolled up as well.  The second hand began with Ivory picking up cards.  As it went on, he picked up more cards, and more and more.  This was excellent for everyone else until it started to look like he might be able to make them into one very long run.  In the end, Ivory’s massive gamble didn’t pay off and he finished with ninety points, a massive  eighty more than anyone else.  It was Magenta who took the round though, her enormous pile of chips offsetting all her cards leaving her with minus one.

No Thanks!
– Image used with permission of BGG contributor punkin312

With food over and everyone who was expected present, we decided to move onto our “Feature Game” will be Jórvík.  This is a Viking retheme of a game we have played a few times and enjoyed called The Speicherstadt.  The game is card based and driven by a novel auction mechanism that somehow doesn’t really feel like an auction.  The idea is there is a row of cards and players use their meeples to bid with.  They take it in turns to choose which cards they would like to have the option of buying, by placing their meeples in rows below the cards they want.  The cards are then “auctioned” in turn with person who who placed their meeple below a card first getting first refusal.  The clever bit is that the cost of the card is the same number of coins as there are meeples below the card.  When it is their turn, the active player can choose not to to buy the card, but then they must remove their meeple which makes it cheaper for the next player in line.   Thus, placing first can be a good thing if you have enough money to back it up, but money is scarce, very scarce.

Jórvík
– Image by boardGOATS

The cards could be contracts (that give points at the end if fulfilled), ships containing goods (that enable players to fulfill contracts), defenders (which help score points if there is an attack of the Picts), craftsmen (which enable players to sell goods for a better price), feasts (which give points the more you have), journey cards (which just give points) or, towards the end of the game, skald cards (which yield points for some other condition).  The deck of cards is broken into several batches which ensures that while cards don’t come out in a  fixed order, early cards are less powerful than cards that appear later in the game.  The basic Jórvík game is quite light, but the new rendition includes the original Kaispeicher expansion.  This provides extra cards, though more importantly, it also adds a whole new mechanism that still has the same flavour, but turned on its head.

Jórvík

The new expansion adds a second method for players to get cards:  at the start of each round a second row of cards are displayed and, instead of using their turn to place a meeple in the auction, they can use it to reserve a card.  This card (and its meeple marker) are then moved to a new row.  At the end of the round, after the cards in the usual “auction” have been dealt with, the reserved cards are paid for in the order that they were reserved.  The snag is that the cost depends on how many cards were reserved after it.  Thus, players who reserve early have the best selection of cards to choose from, but will end up paying if they choose to buy it.  This means that players often end up reserving a card, as much as anything else, to stop the other players from getting it.  This led to Pine commenting that the game was a bit like window shopping with players standing hopefully next to items they had no hope being able to afford!

Jórvík
– Image by boardGOATS

Only two of us had played the game before (mostly in its original form as The Speicherstadt), and nobody had played with the expansion at all.  Everyone tried different strategies, with Magenta trying to collect feasting cards (largely unsuccessfully) and Green beginning by trying to collect defender cards in the hope of being able to scoop up all the points for repelling the Picts.  Ivory, Blue and Pine were slower to settle on a strategy, though Ivory was ominously collecting what looked like some very powerful cards.  Then, Pine began collecting pink resource cubes, the valuable cloth and successfully used them to fulfill a couple of lucrative contracts.  For a long time this looked like it was going to be a winning strategy, until Blue changed tack.  She had started by trying to pick up contracts and fighting with everyone else for resources, but it was gradually becoming clear to her that this wasn’t working.  Although Blue had fallen foul of the Picts in the first round, since then she had been trying to avoid losing points.  This strategy had kept her in the running, and she decided to to actively pursue the points.  In the end she finished with thirty-six points, just three ahead of Pine in second place.

Jórvík
– Image by boardGOATS

Despite winning, Blue wasn’t sure about the expansion.  She felt it added a largely random element that players had no control over.  She felt the that the fact players were reserving cards that only they could buy meant that once someone had selected a card nobody else had a chance to contest it.  The only thing they could do was force the price up.  Green, on the other hand, said he really liked it and thought it was really clever, though he agreed that with five players it probably wasn’t at its best.  In the end, we concluded that it would likely add a lot to two and three player games, which encouraged Blue to get out her copy of The Speicherstadt with Pink to try it with KaispeicherJórvík had taken longer than expected and for Ivory and Magenta it was home time.

Jórvík
– Image by boardGOATS

Living more locally, Green, Pine and Blue had time for a quick game and chose Lanterns: The Harvest Festival.  This pretty little tile-laying game was a Christmas present chosen with the group in mind, so this seemed like a good opportunity to give it a go.  The game is very simple:  players have a hand of tiles and take it in turns to add one to the central “lake”.  Each tile has up to four coloured sections and if the tile is placed in such a way that some of these match the tiles they are next to, the active player gets a lantern card of that colour.  In addition, every turn, each player gets a card that corresponds to the colour on their side of the tile placed.  At the start of their turn, players can make a devotion and trade sets of lantern cards for points tiles.  There are three stacks of points tiles, with values decreasing from top to bottom.  Each stack corresponds to different sets, with one each for three pairs, a set of seven different and four of a kind.  There are also special platform tiles that give players favour tokens.  These grease the wheels a little as pairs can be spent to allow players to swap a card for one of a different colour.

Lanterns: The Harvest Festival
– Image used with permission of BGG contributor punkin312

The winner is the player with the most points once all the tiles have been played.  This means that there are two competing factors, players want to make as many dedications as they can, but higher value dedications are better.  Tile placement was cagey at the start, but before long Green and Blue began making dedications, quickly followed by Pine.  It was Green who managed to maintain the highest frequency of dedications though Blue’s early tiles were generally slightly higher in value.  Frequency was important and his later tiles were also higher value which meant Green finished ten points clear with fifty one.  With bed calling, there was just time to discuss a new idea:  “Monster Games” sessions.  The idea is that as a group we have quite a lot of games that are too long to play on games nights, so the plan is to arrange ad hoc games afternoons in private residences, with the first one planned for 14th January.

Lanterns: The Harvest Festival
– Image used with permission of BGG contributor punkin312

Learning Outcome:  Sometimes it is better to stop others than make a purchase yourself.

Essen 2016

It is that time of year when, the leaves fall from the trees and gamers visit Germany.  No, Oktoberfest isn’t the draw (that happens in September anyhow), this is an altogether different annual German “festival” – The Internationale Spieltage, which is held in Essen.  To Gamers worldwide, Essen is synonymous with the largest games fair in Europe and, arguably, the world.  The fair runs Thursday to Sunday in mid-October every year and is the one of the largest and most significant of all the boardgame conventions.   As such, many of the manufacturers plan their biggest releases for October with their debut at the Fair.

Essen
– Image from merz-verlag.com

Last year there was a bit of a paucity of new games and it seemed to be all about expansions.  This year, while there are still plenty of expansions for well-loved games like Istanbul, Colt Express, Orléans and Ca$h ‘n Guns etc., there are also a lot of new games based on old favourites.  For example, there is Key to the City – London (which has a lot of elements of one of our favourite games, Keyflower), Jórvík (an update and re-theme of Die Speicherstadt), X Nimmt! (a variant on the popular but chaotic 6 Nimmt!), and the latest incarnation of the Ticket to Ride series, Ticket to Ride: Rails & Sails.  There will be plenty of other interesting original games too though, including The Oracle of DelphiA Feast for Odin, Cottage Garden and The Colonists.  Several members of the group are going this year, and they’ll no doubt bring back lots of exciting new toys to share with everyone.

Essen
– Image used with permission of BGG contributor Gonzaga

22nd September 2015

It was a quiet night and, like last time, while we were waiting for people to arrive, we started off with the cooperative card game, The Game.  This time it was only a three-player game and we had a terrible start when Blue’s initial hand had nothing below forty or above sixty.  Things got worse when, a few rounds later she was left with little between ten and ninety.  We struggled on manfully, but we finished with a total of twelve unplayable cards left at the end – we were not even close to matching our recent success.

The Game
– Image by boardGOATS

With the arrival of Black and Purple, we decided to move onto our “Feature Game”, Notre Dame.  This is one of the first games published by the highly prolific game designer, Stefan Feld, who also designed some of our other favourite games including The Speicherstadt and Amerigo.  Feld’s games are often referred to as “point salads” – i.e. games where players can build their score from lots of different sources and Notre Dame is one of these games.  The round starts with the revealing of three character cards which can be hired at the end of the round.  This is followed by drafting three action cards:  each player draws three action cards from a personal deck of nine, keeps one and passes the other two to the player on their left.  From the two they receive, they then choose another one to keep and pass the remaining card on so that everyone finishes with a hand of three cards, one card from each of the two players to their right.

Notre Dame
– Image by boardGOATS

Beginning with the start player, there are then two rounds where each person plays one card, discarding the third.  One way of looking at this is as worker placement where the card drafting is just a novel way of restricting choices.  The actions include things like collecting victory points, collecting money, moving the players carriage and so on.  However, in order to be able to carryout the action, players must place a “worker” (called influence cubes in this game) on the corresponding sector of their map.  The clever part is that the reward yielded (i.e. how many victory points they get, how much money they receive or how far the carriage can move etc.) depends on the total number of influence cubes in the sector.  Thus, for placing the first cube in the banking sector, a player will get one coin, but if they later add a second cube, they get two coins, and so on.

Notre Dame
– Image by boardGOATS

At the end of the round, players can then hire one of the characters for the fixed cost of one coin.  Finally, once everything else has been dealt with, everyone increases their rat population according to the number of rats shown at the bottom of the character cards (which were first displayed at the start of the round).  If a player exceeds nine rats, then nasty things happen including loss of influence cubes and victory points.  Every third round, the cathedral is scored.  This is an area of the board that everyone can place an influence cube in, in exchange for a donation to the church.  When it is scored, a set number of points is divided amongst the players depending on how many influence cubes they have in the Cathedral area.  For example, in a five-player game, twelve points are up for grabs; when four of the players each have one cube in the cathedral, they will get three points a piece, but if there is only one player with a presence in the cathedral, that player will take all the points.

Notre Dame
– Image used with permission of BGG contributor punkin312

Like most good worker-placement type games, players always want to do more things than they can.  For example, if a player does not have sufficient cubes in their personal supply, then they can move them from somewhere else.  That means the original action has one influence cube less, however, and consequently will yield less reward.  So, one of the actions is to get additional influence cubes.  For this reason, players have to try to make sure that they maintain a sufficient supply of cubes by carrying out the corresponding action.  With only two actions per round though, this is difficult.  Similarly, without money players cannot hire one the characters and at the end of the round, the rat population increases so it is essential that players stay on top of that too.  Meanwhile, the winner is the player with the most points at the end of the game, so players also have to try to collect victory points whenever they can.

Notre Dame
– Image used with permission of BGG reviewer EndersGame

Everyone started out a little unsure of what to do, but we got the hang of it quite quickly.  Black started out best, having played before he had an idea of what all the actions could do and how the game would develop.  At the end of the third round, the Cathedral points were shared evenly between Burgundy, Blue, Green and Black.  Meanwhile, Burgundy was trying to collect messages with his carriage with the idea that they would allow him to get points as well as maintain his cube supply and control his rat population.  However, this plan backfired and he got stuck without money which meant he couldn’t hire characters.  Green had a plan to try to alternate between picking up cubes and money, but somehow couldn’t quite make it work.  Blue was just picking up what she could when she could, and then got lucky picking up all the Cathedral points at the end of the sixth round.

Notre Dame
– Image used with permission of BGG contributor GogTad

Totaling up the scores showed that the game was much tighter than we all thought, but ultimately difference was caused by the Plague.  Blue and Green invested heavily in keeping their rat population under control, ensuring the plague never broke out and did best.  There were only eight points between second and last.  Being the sole beneficiary of the second batch of Cathedral points put Blue eight points clear of Green in second which annoyed him as he felt he could have shared the points if he’d spotted it (or listened to Black who had pointed it out just before his last turn).  We all really enjoyed the game, finding it a bit different with very tight  choices, especially at the end.  Definitely a game to try again sometime soon.

Notre Dame
– Image used with permission of BGG contributor punkin312

We finished the evening with a quick game of one of our current favourite “push-your-luck -fillers”, Om Nom Nom.  Burgundy won the first round with fifteen by taking a whole bunch of carrots unchallenged. Green declared that he disliked this sort of game because it was far too luck dependent.  The second round was much tighter; Green decided to try a new strategy – choosing two cards playing the one he least liked, but although this sort of worked for the first card or two, it didn’t after that.  Blue was the clear winner of the final round with sixteen, thanks to a swarm of flies.  This gave her a total of thirty-two, eight more than Burgundy in second and a clean(ish) sweep for the evening.  Green finished last – Luck?  What luck…?

Om Nom Nom
– Image used with permission of BGG contributor msaari

26th August 2014

We started the evening with a big bowl of chips, some ice-cream and a game of Hanabi.  This is a a co-operative game where everyone works together to try to achieve a common aim.  The idea is very simple:  everyone has a hand of tiles which are turned to face away, so that players can see everyone else’s tiles, but not their own.  On their turn, players then either play a tile, give a clue about the colour or number of the tiles in front of a player, or discard a tile (and recover a clue).  The aim is to lay twenty-five tiles in order within their suits.

Hanabi

Everyone had played the game before, but never together as a group, so we had a quick discussion of conventions.  The game can be played very strictly in complete silence with “poker faces”, but given how hard the game is, we’ve always played it in a fairly relaxed way.  Some groups have a lot of extra ways of giving clues, for example, if a player has three green tiles, they point to them in a prearranged order, say, from lowest to highest, however, within the group we’ve always felt this is a step too far.  We typically play with a conveyor-belt, where new tiles are generally placed at one end and, in the absence of other information,  should it be necessary, the oldest tiles are discarded.  This not only helps the players giving clues ensuring that tiles stick about for as long as possible and makes sure people know which tile is “in the hot seat”, but also helps the owner remember which tile is which.  In the past, we’ve also used some element of the active player talking through their thought process so that other players can learn how people think.  This is nice when learning, but does have the tendency to give away a little too much information, so this time, with more experienced players, we tried to keep that to a minimum.

Hanabi

We started off well with one player beginning with three ‘ones’ all of different colours, but then the trouble set in.  The absence of “twos” meant that nobody could really find any really good clues to give and before long we were forced to discard tiles which led to the inevitable consequence of throwing away both white “threes”.  Although it limited our highest possible score, it had the advantage that people could freely discard white tiles and recover clues.  Doors opened a little and we managed to play complete blue, green and red fireworks.  The total of nineteen gave us an excellent crowd pleasing display, though it would be interesting to see if the same group could do as well, or even better next time, playing a little more strictly.

Hanabi

Meanwhile a couple of other players arrived and, seeing that the game had some way to go, decided to start a quick game of The Little Prince:  Make Me a Planet.  This is a pretty little game based on the book, The Little Prince, by the French writer, Antoine de Saint-Exupéry.  We’ve not played it before on a Tuesday, though many of us have played it on other occasions.  The idea is that each player is trying to build a planet from a total of sixteen square tiles.  The tiles have one of four different motifs: characters, up edges, down edges and middles and when four of each are combined, they make a picture of a planet with the four corner spaces occupied by the characters.

The Little Prince:  Make Me a Planet

On their turn, the active player chooses a motif, draws one tile per player and keeps one.  They then choose another player and pass on the remaining tiles for them to select one, then pass remaining tiles on etc.   The final player gets no choice and gets to keep the last tile, but to make up for that, this player becomes the start player for the next round.  Each tile features a number of items:  lamp posts, sheep stars, strange-looking foxes, elephants, baobob trees, cobras etc. which are used for scoring.  The score for each item depends on the characters, however, and items will score highly for one planet and poorly, or even negatively for another.  The game was tight all the way through, but Purple finished ahead with a lead of seven points.

The Little Prince:  Make Me a Planet

The games came to an end and we decided to start two simultaneous games of The Speicherstadt, our “Feature Game” for the week.  This is an unusual auction card game where players compete for victory points, which come mainly from contracts (sets of resources) and special cards.  The game is set in Hamburg around 1900 where there was a unique complex of storehouses (Speicherstadt) and a network of canals and bridges forming a terminus for spices, coffee, tea and carpets from all over the world.  Players act as wholesaler at the heyday of the Speicherstadt acquiring shiploads for the storehouses and making profits selling selling them.  We played this game quite a bit a few months back, but somehow seemed to have forgotten how to play it.  After a period of staring blankly at the rules, we remembered that each player starts with three meeples which they use for bidding, and bid by placing them above their chosen card (and any meeples already there).  Once everyone has declared their interest, the first card is auctioned:  the person at the front of the queue has the first chance to buy and the price is set by the total number of meeples in the queue.  If they choose to buy at that price, they pay up and the auction is over.  If they choose not to buy (or are unable to), then they forfeit their opportunity, remove their meeple and the next person has a chance (and the cost is reduced accordingly).  The deck is stacked so that contracts mostly come out first, then “schiffs” which carry the goods used to fulfil the contracts.  There are also firemen (or feuerwehrmenn) and a smattering of other interesting and valuable cards.

The Speicherstadt

In the first game, Blue failed to acquire any firemen and was duly punished by losing a total of ten points during the game.  Because Orange and Red had not played before, they had neglected contracts in the early stages, which meant goods were plentiful and were mostly sold.  Blue picked up the most contracts, but it was nowhere near enough.   On the other hand, Orange took all ten points, so the question was whether the contracts and Counting Houses held by Red were enough.  It came right down to the wire and the game finished with just one point in it, in Red’s favour, by just two points.  Meanwhile, the second game was playing in a completely different way.  In contrast to the first where contracts had gone unclaimed and all the “schiffs” were bought and goods sold, in the second game, most of the contracts had been snapped up, but with a shortage of money, some of the ships had not been bought.  In the second game, Green had picked up most of the firemen points and finished thirteen points clear of Black, his nearest challenger.

The Speicherstatd

A couple of people left early and those remaining played decided to play Montego Bay.  This is a game we’ve played a few times before, that features simultaneous card selection, which are then played in a predefined order.  Cards are numbered one to five and each player chooses two to move their big docker and their little docker round a circular track.  If they land on a space that is already occupied, then the piece that was there, moves to the other side of the track if that space is available.  If that space is also occupied, then the active piece moves as far as it can and then stops.  Each space corresponds to a cellar that contains some number of barrels which players then take it in turns to load into boats.   When a boat is full (or if it is the first boat in line at the end of the round), it sails and players score points for having the most barrels in boats when they go.  Beware the broken barrels though, if a player lands on a cellar with some of these they must remove the corresponding number of barrels from the boats rendering the best laid plan in tatters.

Montego Bay

Black started off really well with excellent timing on a couple of boats and catching lots of points as a result.  Then Purple joined in before Green took a commanding lead.   Blue made some in-roads, but proved her own worst enemy when she landed her big man on a cellar with broken barrels and then, to add insult to injury, landed her little man on the same space, moving the big man to the other side where there were even more broken barrels waiting for her.  Green ran out the winner with forty-four points to Blue’s thirty-eight in second place.

Montego Bay

Learning Outcome:  If fire is inevitable, ignore it at your peril.

1st October 2013

As our first birthday is on October 2nd, we decided to make the evening a little bit of a celebration of the year.  The first game we played was our “Feature Game”, which this week was the most popular game that hasn’t been a “Feature Game” and that is Dobble.  So we started out with a couple of quick rounds while we waited for people to arrive.

Dobble

Next up we decided to play another relatively light and quick game, Indigo.  This is a really pretty abstract game, that is extremely easy to teach.  Basically, you have a hand of a single hexagonal tile, and on your turn you play it anywhere on the board that does not already have a tile.  If your tile has a extends the route of one of the coloured glass stones, you move that stone along the path.  The aim of the game is to navigate as many of the stones to your gates.  The clever part is that gates can be owned by one or two people depending on the number of players, so there is a nice interplay between helping yourself and teamwork.  The stones are also worth different numbers of points, so you need to balance the compromise between value and quantity.  The game was quite tight, however, Red managed to extend her unbeaten run with a draw with White.

Indigo

We couldn’t wait any longer and, decided it was time for Cake!  After a quick rendition of “Happy Birthday to Us”, we attacked the really rather excellent chocolate cake and Meeple Biscuits (kindly provided by Tessa Edwards).  Then it was time for the next game…

Cake!

…And that was Stimmt So!  This is a game that we’ve been on the brink of playing many times, but with the same basic mechanism as Alhambra, we’ve always ended up playing that instead.  Basically, on their turn, players can do one of two things:  buy shares, or collect money.  Shares can only be bought in the correct currency, however, and if players pay for them with exactly the right amount of money they get another turn otherwise they don’t get any change.  There are two scoring opportunities during the game, and one at the end, and players score for having the most shares in each market.  Blue was too busy shuffling to pay much attention to the rules, so started out just buying everything she could.  Meanwhile, Red and Green tried to carve out a strong position in the most lucrative companies.  At the first scoring round, Green lost out to Red and Blue (who had by now realised what she was supposed to be doing) held her own with a large number of holdings in the less valuable stocks.  By the second scoring Green was still struggling and the situation only got worse in the final round.  Points are given for the lowest value companies first where Blue had the majority and she romped ahead with Green picking up some of the second place points.  As the more lucrative shares were counted Red galloped round the board, but somehow Blue just maintained her lead.

Stimmt So!

The final game of the evening was an old favourite that we’ve played a few times before:   Die Speicherstadt.  This is a really fun auction game, that somehow doesn’t really feel like an auction game.  A number of cards are placed on the board and players have three meeples to bid with.  They take it in turns to choose which cards they would like to buy, by placing their meeples in rows above the cards they want.  The person who who placed their meeple above a card first gets the first refusal, however, it costs the same number of coins as there are meeples above the card.  Thus, placing first can be a good thing if you have enough money to back it up, but money is very scarce.  The cards could be contracts (that give points at the end if fulfilled), ships containing goods (that enable players to fulfil contracts), firemen (which help score points if there is a fire in the warehouse), merchants (which can sell goods for a better price), or buildings (which give points or occasionally money by some other means).  Blue made a pretty poor fist of it right from the word go paying far too much for the warehouse despite the fact that she had picked up a load of merchant cards in the first round.  White was very late getting contracts, but lost out in a scrap with Purple for firemen cards.  Purple ran out the clear winner with four fulfilled contracts to add to his fire points giving a total of 39 points – almost falling off the end of the scoring track!  White and Blue tied for second, but some way behind.

The Speicherstadt

We ended the evening with a little chat about the Spiel at Essen which some of us are thinking of going to this year, oh, and of course, some more of the really rather tasty cake!

Learning Outcome:  There is only one thing as bad as not going for firemen, and that’s going for firemen and losing.

30th April 2013

Like last time, we again started out with a quick game of Love Letter while we waited for late arrivals.  This time we found that players were winning rounds without getting very deep into the deck, which is strange.  However, one thing that didn’t change was that beginners luck again carried the day…

Love Letter

Next we quickly played a new game, Diavolo. This is a dice rolling game where players take it in turns to roll dice and depending on the outcome of the “Order” die, dive for a cute little imp.  If they fail to grab one (or get the wrong one), the player loses a gem and the last person to lose all their gems is the winner.  We all found this game very stressful so we had one quick round of an old favourite, No Thanks! as the last player arrived and went to the bar.

Diavolo

Once again, our less experienced players were otherwise engaged, so we decided to forego Ticket to Ride and play something we enjoyed a couple of months ago, namely The Speicherstadt.  This is a clever little auction game that is relatively quick to play and easy to teach, but has a lot of strategy.  In short, cards are turned over and players take it in turns to place one of their “Village People” next to the card they would like to buy:  contracts, ships (use to fulfil the contracts), firemen (to protect against inferno) etc..  The first player to bid for a card has first refusal for that card, but the price they must pay is equal to the total number of “Village People” next to the card.  If they decline, then the next player has the choice, and the cost has reduced by one.  Despite the fact that the different players seemed to employ quite different strategies it ended a very close game.  For example, Blue eschewed firemen and ended up taking nearly all the negative points due to fires.  Thus, Blue was some twenty points adrift at the back before the final accounting although they had a couple of valuable contracts and the warehouse.  In contrast, White invested heavily in firemen, and was way out in front, but had less to add in the final reckoning.  White and Blue ended level on points in last place, but only two points behind the winner who had engaged in more trading.

The Speicherstadt

Finally, we just managed to squeeze in a game of Keyflower.  This is a really beautiful resource management and bidding game where players use meeples (or “Keyples” as they are known here) both as currency for bidding and as workers to generate resources.  Played over four Seasons, with new tiles available at the start of each one, players take it in turns to bid for the different tiles.  However, the catch is that once a bid has been made, any subsequent bids for that tile must be both larger and made with the same colour.  In addition to the colour management, there are lots of other really elegant aspects to this game.  For example, players can place workers on tiles and use the products during that same Season, thus, if a player needs red for bidding, they may be able to use a worker to obtain the necessary Keyples.  This means you rarely find you can’t do anything, but you often can’t do exactly what you want. Although it was a new release at the end of last year, we had all played it before, so we just had a quick reminder of the rules as we set up and then launched into it.  In contrast to the last game, this was a bit of a white wash with the leader wining by some thirty points.  What was particularly interesting, however, was that this was based on a skill tile strategy which netted some sixty points at the end of the game.  None of us had ever found them all that useful before, presumably at least partly because the right tiles had never come up.

Keyflower

Learning Outcome:  In some games, you can be quite convinced you are losing and be very, very wrong.

19th February 2013

Most people had arrived by about 8pm, so we started off with the “Feature Game”, For Sale. This is a quick, fun game consisting of two rounds: in the first players buy properties by auction; in the second they sell them again for the greatest profit possible.  There were the usual mix of bad calls and lucky gambles, but the win was well deserved.

For Sale

Since one of the players had to leave early, we decided to have a quick game of Incan Gold before she left. This is one of the first games we played back in October last year and is a light, “push your luck” game.  The idea is that players are exploring a mine collecting treasures as they go, but if the mine collapses before they get out, they loose everything.  Another run-away victory and, since she had won both games, the winner decided it was definitely time to leave and give the rest of us a chance…

Incan Gold

So we all moved on to another bidding game, called The Speicherstadt.  This is an interesting game set in post-Hanseatic League Hamburg.  At its heart, it has a curious auction mechanic where players take it in turns placing markers to indicate which contract, ship or firefighter cards they would like.  The first person to declare an interest in a card then has first refusal, but the cost is proportional to the total number of people interested in the card.  If the first player decides it is too expensive, then the card offered at a discount to the other players in the order they declare their interest; the later the player, the larger the discount.  Although it wasn’t obvious a the time, this was won by a massive margin based on collecting the Counting Offices, fulfilling a couple of lucrative contracts and an unhealthy interest in fire-fighters…

The Speicherstadt

The final game of the evening was Fleet.  This is another game that we hadn’t played before and also had financial management at its heart albeit with a fishy flavour.  Each round starts with players bidding for fishing licenses.  As well as allowing players to launch boats corresponding to the license type, they also provide their owners with a handy bonus.  Cards are multipurpose, as they can be played as boats, captains or used as currency. This game was also won by a large margin, appropriately by the fisherman with by far the largest fleet of boats.

Fleet

Learning Outcome:  Sometimes an interest in men in uniforms helps, although girls always love a sailor.