Tag Archives: Ticket to Ride: Amsterdam

24th January 2023

Blue and Pink were first to put in an appearance and availed themselves of the burger offerings at the Jockey before everyone else began to arrive.  Ivory turned up cradling his enormous copy of the Collectors’ Edition of Everdell, complete with its Bellfaire expansion (as well as pretty much everything else available).  And from then on, it was a matter of deciding who was going to play what.  As Ivory began building the Evertree, Green commented that he’d really enjoyed playing it last time and would like to play it again, but wanted to give everyone else the opportunity.  Everyone else similarly followed this gentlemanly gesture, but in the end Ivory took first Teal, then Green and finally Purple to the end of the table and started the mammoth task of unpacking.

Everdell
– Image by boardGOATS

As they began setting up, the other four began deciding what to play.  After suggestions that largely fell on deaf ears, Blue eventually began unpacking World’s Fair 1893.  This is a clever little game that integrates area majority and set collecting mechanics.  The idea is that players choose a segment of the board and place a population marker in it before taking all the cards in that section.  Three cards are then added to the board, with the first added to the section cards have just been taken from and one each added to the next two segments.  Cards come in three types:  Character Cards, Midway Tickets and Exhibit Cards.

World's Fair 1893
– Image by boardGOATS

Character cards can be used to move cubes about or add extra cubes and are played by the active player between placing their token and taking the cards from that section.  When the Ferris wheel car has travelled all the way round there is an interim scoring stage.  Midway tickets are exchanged for one point, with the player who has the most earning bonus points.  Exhibit Cards are exchanged for tokens:  each of the five segments of the board are evaluated and the player with the most population tokens gains a couple of bonus points and the opportunity to trade up to three exhibit cards for matching coloured tokens. The player who comes second also gets points and can exchange fewer Exhibit Cards for tokens.

World's Fair 1893
– Image by boardGOATS

The tokens are combined into sets at the end of the game with the larger sets worth more points; sets containing all five different coloured tokens are worth fifteen points, with sets of four worth ten, and three, two and one worth six, three and one point respectively.  Played over the three rounds, the winner is the player with the most points at the end of the game.  Blue didn’t do a great job of explaining the point of tokens, so in the first round, Lime focused on collecting Midway Tickets, lots and lots of Midway Tickets taking lots of points and the bonus too.

World's Fair 1893
– Image by boardGOATS

Pink, on the other hand, had played it before and better understood the relationship between Exhibit Cards, Tokens and points at the end of the game.  That said, he seemed to have a bit of a mental block on how to use the his character cards (after placing a population token, but before taking cards).  Bertha Palmer seemed to cause a particular problem and her function had to be explained at least three times before the message got through.  Through the second and third round, Lime continued to collect Midway Tickets while Blue, Pink and Pine tried to manipulate the majorities in the areas for which they wanted tokens for.

World's Fair 1893
– Image by boardGOATS

Lime kept doing well in the green Agricultural region, but was unable to get the cards to match.  This is the catch with the game:  in order to obtain tokens in a specific colour, players need the majority of population markers in that region, but also need to gain Exhibit cards to match, which quite likely are only available from other segments.  Pine commented that he thought this game should be played with ties cancelling each other out like in Las Vegas—funny, that that would have left him in pole position in several key areas that he needed…

World's Fair 1893
– Image by boardGOATS

As the game came to an end, the question was whether anyone would have enough sets of tokens to catch Lime with his huge pile of coins from his Midway Tickets.  It looked like Pink might make it with his two sets of five giving him thirty points, but he fell two points short.  Blue however did slightly better with sets of five, four, three and two and finished with sixty-two points, five more than Lime.  When Pine asked how Pink collected so many tokens, Pink’s response was, “Never underestimate the value of coming second…”

World's Fair 1893
– Image by boardGOATS

Everdell was very much still underway and although time was marching on, there was still time to play something else.  So a decision was made very quickly as Blue got out Les Aventuriers du Rail Express.  “Les Aventuriers du Rail” is the french name for Ticket to Ride, and this “Express” version originally released only in French and Italian, was a “light” version of the game, positioned somewhere between the “City” editions (like New York, London, Amsterdam etc.) and the full sized games.  Thus it plays quicker than the full sized game, but is longer than the City editions, and has a maximum of four players like the smaller games

Ticket to Ride: Switzerland
– Image by boardGOATS

The basic principle of all the games is the same however:  on their turn players either take two coloured carriage cards from the market, pay sets of cards to claim a route and place plastic pieces on the map, or draw tickets giving cities that players need to connect to score points.  Each edition has its own special rules and this one has a shared ticket:  London to Istanbul.  The first player to connect these cities gains twenty points with the second getting fifteen and so on.

Les Aventuriers du Rail Express
– Image by boardGOATS

Additionally, instead of Locomotive (Wild) Cards being included in the Carriage Card market, they are always available from a separate face up deck with players taking one card on their turn instead of two).  It didn’t take long before the group had checked they had the right number of trains and had identified the special rules for this version of the game.  Blue went first, but Pine was the first to place trains on the map, at which point everyone else realised they were going to have to go hard and fast to compete.

Ticket to Ride: Europe
– Image by boardGOATS

Blue also placed an early train, but Pink opted for the “expert strategy” espoused by Black, to pick up tickets early.  The idea is that knowing the destinations you need to connect early is an advantage, but this is offset of course, by the fact that it gives everyone else an extra turn to claim some of the routes you might need.  This time, unbeknownst to the others, Pink got lucky with long overlapping routes and, as a result picked up another batch of tickets.  Pine tried to follow the ticket strategy, but got less lucky.

Les Aventuriers du Rail Express
– Image by boardGOATS

Blue thought the London to Istanbul ticket was quite a good option as it was almost zero risk since it wouldn’t cost her if she failed to complete it, it was also relatively complementary to her starting tickets.  This strategy meant she had to go through the middle of Europe and, as a result, got caught up in the three-way punch-up with Lime and Pine centred on Strasbourg.  Pine came off worst, but unquestionably, Pink came off best as he eschewed central Europe, instead focusing on taking the route to Warsaw via Berlin which also included two slightly more lucrative five car connections.

Les Aventuriers du Rail Express
– Image by boardGOATS

Blue claimed the London to Istanbul route first and with it twenty points, followed by Lime who had completely forgotten about it in his tussle to make his other tickets.  Blue was then left with a choice:  pick up tickets or try to end the game quickly.  Knowing Pink and Pine in particular had a lot of tickets to complete and with plastic trains beginning to run low, she opted for the latter.  Unfortunately for her, Pink had already nearly finished his tickets and was able to complete his last one on his final turn.  That just left the scoring, and it wasn’t really close with Pink finishing with eighty-two and Blue the best of the rest some fifteen points behind.

Les Aventuriers du Rail Express
– Image by boardGOATS

On the next table, Ivory, Green, Teal and Purple played the “Feature Game“, the Bellfaire expansion to Everdell, the winner of the Golden GOAT just before Christmas.  Everdell is a fairly simple game in principle, with players either placing a worker to collect resources or then using the resources to pay to play cards from their hand into their tableau.  The game is very smooth to play, well balanced and has beautiful artwork.  One of the things that makes it different to many other games is that when a player runs out of actions (or earlier if they choose), they can end their season and reclaim all workers and start again.  This is important because some of the action spaces can only be occupied by one critter at any one time.

Everdell
– Image by boardGOATS

The cards come in different types, but one of the key aspects is that critter cards can be played by paying their cost or as a bonus for playing the associated construction card.  For example, if a player builds a Courthouse, they can play the Judge at the same time if they have it in their hand.  Cards give players special powers, extra resources, actions and points at the end of the game.  Each player’s tableau can only hold a maximum of fifteen cards; when a player cannot perform any more actions (or does not wish to) they pass and their tableau is completed.  Everyone else carries on playing and the game continues until everyone has passed with the winner being the player with the most points.

Everdell
– Image by boardGOATS

The Bellfaire expansion adds a little bit of variety to the game, in particular the Market, a Bonus for one of each card category, and a randomly selected Beauty Bonus for the most purple flower cards.  The group also included the Extra! Extra! and Legends cards with the Corrin Evertail cards (from the Mistwood expansion).  One of the joys of Everdell is selecting playing pieces. With sixteen different creature meeples to choose from there is something for everyone.  Ivory  was quick to nab the purple coloured Platypus, Teal selected grey Hedgehogs, Purple chose red Squirrels and Green wanted the green Lizards.

Everdell
– Image by boardGOATS

On pulling out all the Lizards from the Box, Green declared that one of his meeples was disabled. It was missing the bottom half, its legs and its tail, poor thing!  To give this one an easy ride green selected it for later use as part of the Autumn cache.  As expected Ivory got off to a flying start.  While Purple was the first to leave winter and head into spring, Green and Teal were not far behind. Ivory, however, seemed to be able to keep going in Winter for many turns after everyone else had left.  He had been quite lucky with the card draw and was able to pair critters with his buildings to a much greater extent than everyone else.

Everdell
– Image by boardGOATS

Teal noticed that Ivory had completed all the card categories and could claim the bonus tile, but he kept quiet and instead was the first to claim a bonus tile: for having three forest tags.  A short while later Green also noticed that Ivory could claim the bonus, but he, perhaps due to silliness or perhaps innate honesty, did not keep quiet.  Ivory had not noticed, so promptly claimed it on his next turn.  No-one else was able to fulfill that requirement for quite some turns.

Everdell: Bellfaire
– Image by boardGOATS

The Bellfaire Market allows players to choose to either gain resources, or to trade them.  When gaining resources, players choose one token, gain the resources and cards, then move that token to the “trade” side of the market.  When trading, players pay resources and discard cards to gain three points and any two resources, before moving the token back to the “gain” side.  This time, players used the market to collect initial resources, but once they had all been used, no-one seemed to show much interest in trading to bring them back into play.  Trading did happen a couple of times later in the game, but no-one could really see the benefit of the trading versus collecting resources outright, especially since two of the randomly drawn extra forest spaces included the ability to trade cards or wood for “any” resource.

Everdell
– Image by boardGOATS

The pattern of Purple going into the next season first and Ivory going last remained all the way through Spring and Summer.  Ivory did slow down somewhat though, and did not enter Autumn much later than Teal and Green.  By this time, most the group had managed to play at least one of their Legends cards and were beginning to use them to good effect.  Green’s Ranger Strey Softpaw which enabled him to use two already used forest action spaces for one worker was generally remarked as a very useful legend card.  Maybe that was how he was able to catch up a little, but one of the key challenges he struggled with was being able to get the Critter and Construction pairs.

Everdell
– Image by boardGOATS

Once Autumn came round, it was time for the poor disabled lizard to play a part on Green’s behalf.  That part was, to cries of being cruel, to go straight to the Cemetery so he could select a card to play for free—unfortunate critter!  Although Ivory kept going longer than anyone, he already had all fifteen cards played, and found himself unable to do much else, even though he still had workers left.  Purple finished early with a similar problem, although she was unable to afford any more cards even with gathering from her last worker.

Everdell
– Image by boardGOATS

Eventually, everyone finished their final season and in the final scoring, Ivory scored big on the card totals.  Green did quite well and finished a few points ahead of Teal, though Purple suffered as she had not been able to play as many cards.  Ivory also scored well on other bonuses and Teal and Green were similarly matched with several bonuses, except that Teal managed to accrue more coins and score Journey points.  As a result, Teal took second, though Ivory was way ahead of everyone else.

Everdell
– Image by boardGOATS

Learning outcome:  We’ll have to brush up the Everdell skills if we ever want a chance of beating Ivory in future.

28th June 2022

When Blue, Pink, Orange and Lemon rolled in (late thanks to the delights of the Oxford traffic and garden watering), Plum was already there.  A gamer with Gweeples in Didcot, Plum was a friend of Burgundy’s that members of the group first met at his funeral about six months ago.  While she finished her tagliatelle, Blue and Pink waited for their supper to arrive, and everyone admired Pink’s Pornstar Martini, the group revisited Tsuro, which Orange and Lemon had enjoyed so much on their first visit, last time.

Tsuro
– Image by boardGOATS

While setting up, Pine arrived and needed a quick reminder of the rules, but that only took a moment:  players have a hand of three tiles and, on their turn place one of them in front of their stone and extend it’s path, moving their stone (and any others) to the end of its path.  Players are eliminated when their stone goes off the board or collides with another stone—the last player on the board is the winner.  First blood went to Blue, who took out Lemon and Pine, but that was collateral damage as she had no choice and went off the board herself at the same time.

Tsuro
– Image by boardGOATS

Pink was next, being trapped and left with no option, and then just Plum and Orange remained to duel it out.  There was very little space left on the board and the writing was already on the wall when Plum went off.  That left Orange a worthy winner, especially as he had a tile to spare too.  Teal arrived and while Blue and Pink fed, he led everyone else in a game of No Thanks!.  This is a game we’ve played a lot in the group and is a very clever design but like all the cleverest games, has very simple rules.  Played with a numbered deck of thirty-two cards, the idea is that on their turn, the active player can take the card in the middle or pay a chip to pass the problem on to the next person.

No Thanks!
– Image by boardGOATS

The next person has the same decision:  they can take the card and the chip, or pay a chip, and so on.  At the end of the game, a player’s total score is the sum of the face value of the cards they took and the player with the lowest number wins.  There are two key points that make the game, however.  Firstly, if a player has consecutively numbered cards, only the lowest card in the run contributes to their total, which means cards have different values to different players.  Secondly, nine cards are removed from the deck, which adds jeopardy on top.  The game can play out in several different ways.

No Thanks!
– Image by boardGOATS

The player or players with the most chips are always in control, until one player is left with so few chips or runs out completely, that they are forced to take cards even when they don’t want them.  This can prevent players, even those with lots of chips, from getting the cards they need to close runs causing the strategy to back-fire, and leaving those with the most chips with the most points as well.  This time, Orange and Teal amassed a huge pile of chips each, but both managed to avoid ending up with multiple high scoring runs.  Then someone dropped a chip on the floor giving Pine the opportunity to recount the tale of how he dropped a chip between the floor boards and how it is still there despite everyone’s best efforts.

No Thanks!
– Image by boardGOATS

This time, the dropped chip was recovered successfully and the game ended without further mishap.  Orange and Teal took first and second respectively, giving Orange two in two games to match Lemon’s achievement at the start of last time.  By this time, the feeders had finished feeding and everyone else had arrived, so it was time for the “Feature Game“.  To mark the start of the Tour de France later in the week, this was to be the Peloton expansion for the cycling game, Flamme Rouge.  Flamme Rouge is a fast-paced, tactical bike-racing game where each player controls a team of two riders: a Rouleur and a Sprinteur.  The aim is to manage the first rider to cross the finish line.

Flamme Rouge
– Image by boardGOATS

Each rider has a deck of cards, and Players move their riders one at a time, by drawing four cards from the rider’s deck, choosing one to play, and recycling the rest.  Once every player has picked cards for both their riders, players simultaneously reveal their cards and, starting with the cyclist at the front, each rider is moved in turn.  After all the riders have moved, slip-streaming takes effect, with groups that have exactly one space between them and the group in front moving forward to remove the gap.  Finally, every rider that still has an empty space in front of them is deemed to be riding into the wind and takes an exhaustion card which goes into their deck—these are bad because they are slow cards and block up plays’ hands.

Flamme Rouge
– Image by boardGOATS

At the start of the race, everyone’s Rouleurs have the same cards, and everyone’s Sprinteurs have the same cards.  The Rouleurs have lots of cards with a similar face value, where the Sprinteurs have some cards that are faster and have a higher value, which are offset by others that are slower and have a lower value.  Players have to balance how they manage their riders and make the most of the slip-streaming opportunities.  The game is modular with the option to add hills to the base game.  The Peloton expansion adds extra riders (so that the game plays up to six players), cobbled sections (aka “Pavé”), Feed Zones, and rules to set up a break-away.

Flamme Rouge
– Image by boardGOATS

Unusually with so many people, rather than splitting in to three groups playing three different games, we split into just two with both playing the same game.  Since the Grand Départ was due to take place in the essentially flat Denmark this year, both groups largely played without hills, but included cobbled sections (à la Stage 5, from Lille to Arenberg, a week later).  Cobbled sections change width frequently and are generally narrower than normal road, but perhaps more importantly, riders can no-longer benefit from slipstreaming but still get exhaustion cards.  The slightly larger group, led by Ivory and Teal also decided to start with a break-away.

Flamme Rouge
– Image by boardGOATS

Their chosen route was Stage 11 of the stage race and took in three sections of Pavé.  The first of these was shortly after the start, the second after the first hairpin and a short slight up-hill ramp, and the third was after a second hairpin and a little chicane.  Teal and Lime made it into the breakaway and they stayed away for most of the game.  Being at the front “pushing air out of the way” all the time is tiring though, and inevitably, they picked up a lot of exhaustion cards.  That meant that as the Peloton was bearing down on them, just as the finish line was in sight, they didn’t have the energy fend them off.

Flamme Rouge
– Image by boardGOATS

As a result, Black and Pink, who had been sheltering in the middle of the group slid across the line just ahead of the gallant breakaway, who were definitely candidates for the day’s combativity award.  Black took first place, having spent most of the race doing as little as possible and saving it all for the final sprint.  While saving energy is a good tactic, Purple took it to a different level picking up no exhaustion cards at all, though she wasn’t able to turn on the burners in time to take advantage of it.

Flamme Rouge
– Image by boardGOATS

The smaller group, led by Blue and Plum rode a simpler route based on the Avenue Corso Paseo ride, with a cobbled section in the middle between the two hairpin bends.  With most people in this group new to the game, they decided to keep things simple and eschewed the complexities of hills completely, sticking to a pan-flat course, and kept to the standard roll-out used in the base game.  First Orange and then Lemon rode off the front while Pine and especially Blue were repeatedly under threat of being spat out of the back of the peloton.  Most rounds seemed to end with Blue breathing a sigh of relief as she managed to hang on and Lemon laughing as she picked up yet another exhaustion card.

Flamme Rouge
– Image by boardGOATS

Once the riders had passed the Pavé the speed picked up and Blue and Pine started to try to move forward in the field.  Lemon who had led most of the way “bonked” and “hit the wall”, and as a result, was unceremoniously dropped.  It was tight, but Pine’s Rouleur was first over the line just holding off Plum’s first rider who took second followed by Pine’s Sprinteur who took third.  It had been a close and quite attritional race, but despite the fact there were fewer riders with a shorter parkour, the race finished at much the same time as the other one.  So races were compared and there was a bit of chatter about other options as people packed away.

Flamme Rouge
– Image by boardGOATS

Ivory took himself off for an early night, as did Teal, but those that were left were keen to play on, albeit not for long in some cases.  Inevitably there was a lot of discussion about what to play, but when Ticket to Ride got a mention, Pine and Lime were keen to give the London version a run out, and were quickly joined by Pink and Purple.  Ticket to Ride is one of our favourite games and we play a lot of different versions, short and long.  They all have the same basic structure, but different layouts on different maps, and often with a little rules change.  In summary, in the original game, players are connecting cities across the USA.

Ticket to Ride (USA)
– Image by boardGOATS

They do this by collecting coloured cards and then spending those cards to place trains.  Players score points for placing trains and also for completing “Tickets” by connecting two cities together by any chosen route—the further apart the cities, the more points they are worth.  The game end is triggered when one player has only two train pieces left and at the end of the game, the player with the most points is the winner.  The original game takes around an hour to play with the full compliment, but more recently, there have been a number of smaller, lighter versions available.  They have the same rules, but players have fewer pieces and the maps are more congested, based on cities like New York, Amsterdam and later this year, San Francisco.

Ticket to Ride: London
– Image by boardGOATS

This time, however, the version chosen was London.  In this edition, players are placing buses to mark routes, and in addition to scoring points for claiming routes and Tickets, players also score points for connecting all the places in the same district. Pine won the “name the people on the front of the box” competition and went first.  Lime crossed the city travelling from Baker Street to The Tower of London while both Purple and Pink did the same but from Buckingham Palace to Brick Lane, and via different routes. Pine had a northern route and a south route that looked like they would join up in the middle, but didn’t quite make it.  He did manage to claim a district though, the only player to do so for a district of any significant size.

Ticket to Ride: London
– Image by boardGOATS

It was very close between first and second, though there was a bit more distance to Pink in third.  In the end, Lime just pipped Pine to victory by two points.  Meanwhile, there had been some debate between the other five as to what they would play.  Blue suggested introducing Orange and Lemon to one of our old stalwarts, 6 Nimmt!, but it wasn’t one of Plum’s favourite games.  So instead, Blue and Black introduced everyone else to …Aber Bitte mit Sahne, a clever but simple little “I divide, you choose” game.  The idea is that one player is The Baker who divides the cake into pieces and then everyone else takes it in turns to take a one of them.

…Aber Bitte Mit Sahne
– Image by boardGOATS

Each slice of cake has a type, a number on it and a some cream.  When a player takes cake, they can choose to eat it or store it.  For all eaten cake, players a point for each blob of cream.  For stored cake, however, the player with the most of each type will score the number of points associated with that type.  The clever part is that the number of points is equivalent to the number of slices of that type in the game, so the more common types which are harder to get a majority in are worth more, but they also have the most cream, tempting players to eat them straight away.

…Aber Bitte Mit Sahne
– Image by boardGOATS

It is always difficult for the first couple of players to take the role of Baker, but this is exacerbated with five players.  Blue went first, then Black.  It was only a couple of rounds in, that the twinkle appeared in Plum’s eye as she realised how clever the game was and expressed her approval.  It was quite tight in the early stages with players staking their claims to different sorts of cake.  There was competition for kiwi and redcurrent, but others went largely un-stored (and therefore eaten).  After everyone had been the Baker it was time to see who had the most of each and add up the scores.  Black got lucky with the chocolate as everyone else was greedy and ate theirs.

…Aber Bitte Mit Sahne
– Image by boardGOATS

Unfortunately, there was a rules misunderstanding and Orange thought he would get points for every slice he kept if he had the most of that type, so we’ll have to play it again soon so he can try again.  This time though, Black who had been very abstemious and eaten none of his cake, ran out the clear winner with thirty-five points to Blue’s twenty-nine and Plum’s twenty-seven for second and third place respectively.  Ticket to Ride: London was still underway on the next table, so as Orange and Lemon had not played it before, Blue got out Dobble.  We’ve not played this in the group for years, but it is a fantastic little Snap-based filler.

Dobble
– Image by boardGOATS

The idea is that every card has several pictures and each card shares exactly one match with every other card in the deck and using this principle, there are five possible Snap-based games.  Black decided discretion was the better part of valor and opted to spectate while Plum had a significant drive so headed off, leaving just Blue, Orange and Lemon.  They started with a pile of cards each and the winner the first to shed their pile onto the central one.  The game was all very well, but there was a vocabulary check as, although Blue said they could play in Ukrainian, Orange and Lemon were game to give English a go.  Once the items had been identified, the mania started.

Dobble
– Image by boardGOATS

As it was a trial game, the piles weren’t carefully measured, but Orange quickly got the hang of it and in spite of the language differences, managed to shed his pile first for yet another victory.  From there, the group did the reverse and started with one card and grabbed progressively matching cards from the middle.  This can be quite savage, which is why Blue opted for the gentler game first.  Still, everyone was well-behaved and nobody got scratched.  The tension and concentration was palpable though and Ticket to Ride finished and Lime and Pine left with only a a cursory grunt from those playing Dobble, before Blue just edged it to win the final game of the night.

Dobble
– Image by boardGOATS

Learning Outcome:  Tour de France coverage is available on ITV4.

30th December 2021

It was a quiet night, but nonetheless very enjoyable.  Blue and Pink were just finishing their dinner when Lime arrived, and after some chit-chat, they were joined by Pine.  In previous years, we’ve held a New Year Party where we play the gorgeous puck-flicking, racing game, PitchCar, so in the absence of this, the “Feature Game” was another classic car racing game, Downforce.

Downforce
– Adapted from image by BGG contributor kalchio

We played this at New Year last year, but that was remotely (through Board Game Arena).  The online rendering of the game is really very good with lots of brilliant sweary graphics when a driver finds their way blocked and we all enjoyed playing it.  Although playing online is infinitely better than not playing at all, it is a poor substitute for the real thing.  So, Pink in particular, was really looking forward to giving an outing to his brand-spanking new Christmas copy, courtesy of the Board Game Geek Secret Santa (great choice Santa—thanks!).

Downforce on Board Game Arena
– Image by boardGOATS from boardgamearena.com

Game play is quite simple, but also very clever.  Players have a hand of cards and on their turn play one and move the cars shown.  The game begins with a car auction, so the card may show their own car, but more than likely shows several and may or may not include their own.  Starting with the fastest card (the one at the top) players then move the cars one at a time.  The player with the winning car wins money, but players also have three opportunities to bet during the race.  The player with the most money at the end of the game is the winner.

Downforce
– Image by boardGOATS

There are a lot of variants and “House Rules” for Downforce, including substituting the auction for random (secret) draw, changing or omitting the betting, and including special power cards (either drawn at random or included in the car auction).  There are also several maps available, two in the base game and two in each of the Danger Circuit and Wild Ride expansions (which also have special rules).  This time we played essentially with the “Rules as Written”, and included the special power cards (auctioned with the cars at the start) and began with the River Station track from the base game.

Downforce
– Image by boardGOATS

The first hurdle was everyone trying to think up a name for their team—there was a strong feline element with Nikki Meowda, David Cat-tard and Stirling Meowss all being suggested.  Dick Dastardly, Penelope Pitstop and Pat Pending came up as people reminisced about Wacky Races and Pine-erton Fittipaldi, the Green Cross Code Man and Staying Alive all raced too during the evening.  Blue and Pine put their paws in their respective pockets and bought themselves two cars with a choice of special powers, and hoped to dominate the race.

Downforce
– Image by boardGOATS

Blue had the Cunning power and made good use of it during the game, though in truth it was rare that she really had a meaningful decision to make.  Pink made better use of his Tricky power which enabled him to move cars in reverse order on his turn—he only used it a couple of times, but made them count.  Lime’s Determined power was also really helpful enabling him to move an extra couple of spaces when he finished on a straight.  Pine, however, was less fortunate and despite winning two auctions was left with an uninspiring special power.

Downforce
– Image by boardGOATS

Crossing the first betting line in front encourages people to bet on your car and then, invested in its outcome, they tend to help it along for the rest of the race.  This is a game where a little help goes a long way so a good start is really important.  Lime’s single car and one of Blue’s two cars got away well and competed for that all important early lead.  Blue led across the first betting line, but Lime was only just behind leaving it all to race for.  And they continued to battle for the lead, leaving the others to fight it out in their wake.  Lime was the first to the all important finish line, but Blue took both the remaining podium places with her two cars, which meant it was all down to the betting and initial expenditure.

Downforce
– Image by boardGOATS

Despite professing to have failed to understand the betting rules, Lime took the magnum of champagne and twenty million, just two million more than Blue.  Pink played a blinder to take the final place on the podium with seventeen million despite his car coming in last, a total helped by his minimal initial outlay and betting on the eventual winner at every opportunity.  It had been fun, and when Lime suggested playing again, everyone was quite happy to oblige, so the map was flipped over to give the Marina Bay track a go.

Downforce
– Image by boardGOATS

Pine again picked up two cars in the auction, but this time Lime joined him with Pink again taking the last car and getting the Determined special power.  Lime once again took an early lead and used his Tricky special power to great effect at key moments.  It was clear in spite of the hidden betting that Lime was likely to be the one to beat.  There was some discussion about whether he should be helped or hindered, but eventually he crossed the line first.  Pink’s solitary, but very Determined car made it home in second and with him betting on himself that left them both of them with a final purse of twenty million and a tie for first place.

Downforce
– Image by boardGOATS

Pine’s second car was still cruising round the final corner while a steward’s inquiry established that Lime was the winner by virtue of his higher placing in the race.  It had been a lot of fun, but undoubtedly, a car that takes an early lead has a big advantage.  There are lots of “House Rules” available to try to mitigate this effect (modifying the betting, blind dealing of cars, and restrictions on when players can play their super-speed card for example), so we might try some of those next time to mix things up.  That said, the expansion maps will change things as well, so we will see.  It is certainly a game that will come out again and again for some time to come.

Downforce
– Image by boardGOATS

Time was marching on and Lime was concerned that the drawbridge over the Thames might be raised if he left too late, but there was just time for a quick game of Ticket to Ride: Amsterdam.  Everyone in the group loves Ticket to Ride and the little city versions are great in that they capture all the flavour of the full versions, but in a smaller, quicker package.  As in every other edition, on their turn, players can take cards, play cards to place pieces (in this case carts), or take new tickets.  Players score points for placing carts and for completing the routes depicted on their tickets (with any unfulfilled tickets giving negative points).

Ticket to Ride: Amsterdam
– Image by boardGOATS

Each map has its own special little feature and in the Amsterdam version has extra goods cards awarded for completing specific sections of track; these give bonus points for players with more of these at the end of the game.  Pink, Lime and Pine started hard, but Blue soon caught up making for a tight game.  Blue skirted round the north leaving the others to fight over the city centre and particularly Lime and Pine to curse when Pink grabbed a singleton and obstructed their plans from the very first turn.

Ticket to Ride: Amsterdam
– Image by boardGOATS

Towards the end of the game, Pink started picking up tickets and was quickly followed by everyone else except Lime who stuck with his starting hand and concentrated on completing them.  Pine debated whether or not to pick up tickets and in the end went for it only for Blue to promptly trigger the end of the game.  Blue had a significant lead, but as always, tickets would be critical and everyone was in with a shout.  Sadly it was not to be:  Blue had completed all hers and also finished with the most goods cards giving her the bonus for that too and with it a total of forty-five points, eight more than Pink in second place.

Ticket to Ride: Amsterdam
– Image by boardGOATS

Learning Outcome:  Santa is Awesome.

23rd September 2021

Burgundy and Blue were just finishing their supper when Teal introduced himself.  The three were chatting when Lime, who hadn’t been able to come for over a month, also joined the group.  It was expected to be a quiet night with Green and Lilac away on holiday, Pine working late, and Pink stuck somewhere on the Warwick bypass.  So, there was a lot of chat, but eventually, the group decided to play something and settled on Love Letter.

Love Letter
– Image by boardGOATS

This is a very simple little game that we’ve played a lot, but somehow Lime had missed out.  So, there was a very quick rules explanation:  players start with a hand of one card, draw a second and choose one to play and do the action on the card.  The cards are numbered and the aim of the game is to finish the round with the highest card, or more commonly, avoid being knocked out.  There are only sixteen cards in the deck (and one of those is removed at the start of the round), so it doesn’t take long.

Love Letter
– Image by boardGOATS

The group were only three rounds in when everyone else turned up (including Pink who had escaped the roadworks), so Lime was declared the winner with two tokens and everyone else was introduced to Teal and started to discuss what to play.  In the end, Burgundy took matters into his own hands and started a game of Wingspan, so while Pink waited for his pizza to arrive, Blue explained the “Feature Game“, Mini Rails.

Mini Rails
– Image by boardGOATS

Mini Rails is a very simple little stock-buying and track-laying train game that compresses a lot of the game play of long and complicated games like the 18xx series into under an hour.  Players have two turns in each round, on one they buy shares in one of the companies and on the other they extend the “track” of one of the networks.  If it is built on a white space, players with holdings in that colour increase their value by the marked amount.  If the network is built on a red space, the stocks in that company are decreased in value.

Mini Rails
– Image by boardGOATS

The game is very simple, but there are a couple of clever little tweaks.  Firstly, there are two “tracks”, one is the turn-order track, while the other holds train disks drawn at random from a bag.  On their turn, players choose one of tokens and decide which action to use it for, “build track”or “buy shares”.  The position of the token that is taken dictates where they will be in the turn order in the next round.  Manipulating this turn order is one key aspect of the game, as is deciding whether to buy and then build, or build and then buy.

Mini Rails
– Image by boardGOATS

Perhaps the most complicated aspect of the game is the end-game scoring.  At the start of each round train discs are drawn from a bag; one more than there are turns.  This means everyone always has a choice, but the token the last player does not use is put to one side indicating they have paid “taxes”.  For the companies that have “paid taxes” any negative dividends are erased and positive dividends are counted.  For those companies that have avoided paying their taxes the reverse is true and negative points will be scored while positive points are lost.

Mini Rails
– Image by boardGOATS

This means it is in the interest of players with both large positive or significant negative scores to forgo building track or buying shares and leave a potentially valuable token as taxes.  Similarly, if a player is left with a choice of two tokens, it may be in their interest to buy/build a relatively unfavourable track to deprive other players of points.  With three players, the game doesn’t take too long to play, and with more it would likely become quite random.

Mini Rails
– Image by boardGOATS

Lime took an early lead, though of course lots of early points are… pointless, if the company doesn’t pay taxes.  In the end it was extremely tight, but in the end, Blue just pipped Lime by a single point.  With just three there isn’t much downtime and the game rocks along nicely with plenty of interaction, though as Pink said, “That’s one hell of an abstraction for a train game.”  Blue pointed out that this was what a lot of gamers thought of when someone said “Train Game”.  Pink felt disappointed at the lack of actual trains and tracks so to make it up to him, the group moved on to play Ticket to Ride Demo.

Ticket to Ride Demo
– Image by boardGOATS

Ticket to Ride Demo is one of the small games based on the Spiel des Jahres winner, Ticket to Ride Europe.  The Demo game has an interesting history—it was designed as a sales tool and had only a small print run.  It was so popular though, that it ultimately spawned a new range of small “City” games, New York, London and Amsterdam.  These games are essentially played the same way as the full-sized versions, but with fewer pieces on a smaller map which means they typically take less than half the time.

Ticket to Ride Demo
– Image by boardGOATS

On their turn players can do one of three things:  take cards from the market, spend cards to place trains or take tickets.  Players score points for placing trains, but also for connecting the places on their tickets.  The catch is that any tickets that are not completed score negative points.  The small versions of the game are much tighter with less room for error.  Unlike the others, Ticket to Ride Demo has a double sided map, one USA and one Europe.  This time the group played the Europe map.

Ticket to Ride Demo
– Image by boardGOATS

Compared to the full-sized equivalents, all the little games are like a knife-fight in a phone-box, and this game was no exception.  Lime only completed three of his four tickets as Blue brought the game to a quick and sudden end.  Pink completed all four of his tickets and they were high-scoring too.  Blue’s tickets were less lucrative, but she managed to place all her trains and took the European Express bonus points for the longest continuous route, and with it victory, by just two points.

Ticket to Ride Demo
– Image by boardGOATS

Meanwhile, on the next table an epic, five-player game of Wingspan was underway.  We’ve played Wingspan quite a bit since it came out and always found it very enjoyable.  We’ve played it enough that we’ve also explored the European expansion, but thanks to the restrictions over the last year or so, this was the first opportunity to play the new Oceania expansion.  The base game is a reasonably light, card-driven, combination building game.  On their turn, players can place a bird card from their hand in one of the three habitats, or activate all their cards in one of the habitats and carry out the associated action.

Wingspan: Oceania Expansion
– Image by boardGOATS

The habitats are Woodland, Grassland and Wetland and the actions associated with them are collecting food, laying eggs or collecting cards (respectively).  Once the action has been carried out, the active player activates each card in the habitat in turn.  The game is played over four rounds, with a decreasing number of actions per round as the game progresses.  At the end of each round there are goals and each player also starts with a personal bonus card which is evaluated at the end of the game.

Wingspan
– Image by boardGOATS

The European expansion really only adds extra cards, though this includes a number of birds with abilities that are activated at the end of rounds, and others that increase player interaction.  The new Oceania expansion also adds more cards, but additionally mixes things up a little more with the addition of a new food type, nectar.  Nectar can be used as wild food type, although some of the new bird cards have nectar specified in the cost.  Whenever players spend nectar though, they don’t put it back in the supply, instead they store it in the habitat they spent it on.

Wingspan
– Image by boardGOATS

At the end of the game, the player with the most nectar stored in each habitat scores five points at the end of the game with the player coming second scoring two points.  Nectar is therefore a very important resource giving a potential fifteen points at the end of the game, although it requires some skill to use it effectively as it can’t be carried over between rounds.  Burgundy and Black really invested in nectar and managed to make good use of it during the game as well as take the lion’s share of the nectar points at the end of the game.

Wingspan: European Expansion
– Image by boardGOATS

Burgundy and Black also prioritised valuable birds and tried to ensure they stayed in the running for the end of round bonuses.  Three out of the four of these involved eggs, which fitted with Ivory and Teal’s strategies which focused on an end-of-game egg rush.  Ivory also picked up a lot of points from his Common Starling which enabled him to discard up to five bits of food and tuck a card for each one.  With a maximum of twenty points, Ivory did well to take eighteen during the game, but it was only enough for third place this time though.

Wingspan
– Image by boardGOATS

It was very close at the top between Black and Burgundy.  Burgundy had four bonus cards one of which proved quite lucrative.  The big difference was in the value of the bird cards, however, while Black edged it in many departments Burgundy had a ten point head start.  This wasn’t simply because he had high value birds, more that he had lots of them.  In the end, Burgundy finished five points ahead of Black with ninety-five, in a good game that had been enjoyed by everyone round the table.

– Image by boardGOATS

Wingspan was still only on its third round when Ticket to Ride Demo came to an end.  At around the same time, Pine pitched up, so the, now foursome settled down for something else which ended up being a game of Reiner Knitzia’s Botswana (aka Wildlife Safari).  This is an unusual auction-like game made all the better by the inclusion of plastic animals.  Played over several rounds, players are dealt a hand of cards and on their turn play a card and take an animal of their choice.  The cards are numbered zero to five and come in five different animal suits.

Botswana
– Image by boardGOATS

The cards are played in the centre of the table in suits and the game ends when all six cards of one suit have been played.  The top card in any suit is the current value of that animal.  Thus, if the top zebra card is a five, a player that has three zebras will earn fifteen points for them if the game ends.  However, if the zero just before the game ends, the zebras will become worthless.  It is a deceptively simple, yet fun little game.  Blue thought she’d won until a recount docked her ten points and she finished just two points behind a delighted Pink.

Botswana
– Image by boardGOATS

As Botswana came to an end, so did Wingspan, and although time was marching on, and Lime and Ivory took an early night, there was still time for everyone else to play one last game.  After a little discussion, we settled on 6 Nimmt!, a game we all know and love.  Players simultaneously choose a card and these are sequentially added to the end of four rows of cards, specifically the row with the highest number that is lower than the card itself.  If the card is the sixth card in the row, instead, the player takes other five and adds them to their scoring pile.  The player with the lowest score at the end of the game is the winner.

6 Nimmt!
– Image by boardGOATS

We’ve all played this a lot online over the last year, but doing the maths ourselves was a little daunting, so we decided to go back to playing the non-professional version.  We play over two rounds using half the deck in first and the other half in the second.  This time Teal top-scored in the first round with nineteen, while Burgundy kept a clean sheet with Pink just behind.  Blue’s killer thirty-three in the second round gave her a total of forty-eight, but the winner for the second time in the evening was Pink with just four points.  And with that, it was bedtime.

6 Nimmt!
– Image by boardGOATS

Learning Outcome:  Today’s railway industry is no longer about trains and tracks. ☹

26th August 2021 (Back at the Jockey!)

Following the test event at the Horse and Jockey and much discussion, we decided to try meeting in person once again.  As the pub are not currently serving food on a Tuesday, we decided to move to Thursdays, at least in the short term, especially as times are so uncertain.  This week, the “Feature Game” was Red Rising, a new card collecting game inspired by Fantasy Realms and themed round the books by Pierce Brown.  The books are set in a dystopian future on Mars following low-born miner Darrow, a Red, as he infiltrates the ranks of the elite Golds.

Red Rising
– Image by boardGOATS

In the books, society follows a fourteen-colour caste system from Gold at the top to Red at the bottom.  Red Rising the board game takes this colour hierarchy and adds elements of hand-management and card-combo building.  The idea of the game is very simple:  players start with a hand of five cards and on their turn, play one card onto the game board and pick up another.  The aim is to improve the quality of their hand and with it, its value.  Cards are played on one of four locations on the central game board and have an additional deployment action when played, the effect of which can be dependent on the location they are played in or the card they are played on top of.

Red Rising
– Image by boardGOATS

The card picked up must be the top card from another different location except where enabled by the played card.  The location from which the card is collected dictates an additional bonus action:  Move along the Fleet track, Collect helium, Increase one’s presence in the Institute, or Claim the Sovereign token.  There are a couple of other options:  play a card and then take a card blind from the Character deck and roll a die to decide what their bonus action will be.  Alternatively, instead of playing a card, just draw a Character card from the deck and place it, then take the bonus action.  In practice, these two options are relatively rare and only taken if there is nothing to pick up, or the player likes the hand they have.

Red Rising
– Image by boardGOATS

The game ends when either seven is reached in all three of the Fleet track, helium and the Institute, or one player has reached seven in two of them.  At the end of the game, players sum their total score from each card, the scores from combining effects of cards, ten points if they finished with the Sovereign token, three points for each helium, their score for progressing along the Fleet track, and points for each of their tokens in the institute (four per token for the player with the most, two and one for less committed players). Anyone over the seven card hand-limit loses ten points per card over the limit.

Red Rising
– Image by boardGOATS

There is a large deck of cards of which only a relatively small number are seen in each game.  The nature of the game changes dramatically depending on which cards come out.  This time Blue, Pink, Burgundy and Pine made up one table while Ivory, Green, Black and Purple made the other, both playing with the Collector’s Edition.  The first difficulty, was that although beautiful, some of the colours in the Collector’s Edition are difficult to tell apart.  The Influence and Fleet tokens in blue and green, and pink and red, were a particular problem which was made worse in low light.  This was not too much of a problem in practice, however, because influence tokens can be grouped together and we weren’t playing with the maximum number of players so could ditch the worst clashes.

Red Rising
– Image by boardGOATS

A bigger problem was the amount of text on the cards.  Pine and Burgundy both had issues with this, which could be got round by passing cards if people wanted to read them.  Additionally, the cards used in a game tend to circulate with one player playing it and another picking it up before playing it themselves.  So the burden is not as heavy as it seems at first.  Despite it not being complicated, the one table seemed to have a significant issue with rules.  Pine struggled with whether the action was associated with the location a cards was played or the location it was collected from.

Red Rising
– Image by boardGOATS

Pink, meanwhile, developed an inexplicable habit of taking the action at both locations.  Adding insult to injury, Pink also repeatedly distracted Blue by complaining that he couldn’t see a way of increasing the number of cards in his hand and asking advice.  On the next table, however, Green felt he was being got at.  This is actually quite a normal state of affairs because we all love to pick on Green, but in this case that wasn’t what was happening.  Green’s special power that meant he was able to place an Influence token in the institute every time he took the Sovereign token, but he had a card that meant he would lose points if he had the Sovereign token at the end of the game.

Red Rising
– Image by boardGOATS

So, for this reason, Green concentrated on collecting red helium gems instead.  Unfortunately, random draw meant that on this occasion the game had an awful lot of cards that penalised players with the most helium or a player of choice, which Green felt was mostly him.  Worse, the nature of the game is that players play these cards then others pick them up and play them again, which can make it feel like there are more cards like this than there really are.  Black’s influence dominated the Institute, while everyone competed for points on the Fleet track.  It was an extremely close game with four points between first and third.  Purple channelled her inner “Magic: The Gathering” player and with a lot of helium, sneaked ahead of Ivory to take second.

Red Rising
– Image by boardGOATS

Despite struggling to get Gold cards and feeling the game was against him, Green finished just ahead with two hundred and fifty two points.  The other game was nowhere near as close and clearly played out very differently.  Blue, also lost some helium thanks to Burgundy, but it only happened once, there was no real shortage of Gold cards, and the game seemed to take a lot longer.  Part of this was because Pine spent a lot of time checking what he was doing and insisting it wasn’t his sort of game, yet he dominated both the Institute and the Fleet track.

Red Rising
– Image by boardGOATS

There were over a hundred points between first and last in this game, but the scores didn’t feel as disparate while playing.  In spite of his complaints, it was Pine who came out on top with a massive three hundred and nine points.  Overall, both games were a bit of a mixed bag with Burgundy saying it didn’t gel for him, Pine feeling bewildered (not withstanding his success), Green feeling “got at”, and even Pink (who had played it twice before) made a bit of a hash of things. Ivory, Pink and Blue had played it before, and all three had been unconvinced after the first game, but more positive after the second.  So it is definitely a game that benefits from multiple plays, if people are prepared to give it a second chance…

Red Rising
– Image by boardGOATS

Ivory, Green, Black and Purple finished first and, at the time it looked like the other group wouldn’t finish for ages.  So after some discussion, they started another game and chose Ticket to Ride: Amsterdam.  This is one of the “little” spin-off games based on the original Ticket to Ride.  Themed round a city rather than a country or continent, these are smaller and quicker to play than the bigger games, but lots of fun.  This one is based on the Dutch capital, but the game play is essentially the same as the other editions.

Ticket to Ride: Amsterdam
– Image by boardGOATS

On their turn, players either collect coloured cards from the market, or spend them to place plastic carts and score points.  Players start the game with three tickets (of which they must keep at least two), which depict two locations.  Players who can connect these locations score points at the end of the game; failure to do so leads to negative points.  Each variant has a little tweak.  So, in addition to scoring points from placing pieces and successfully completing tickets, in the Amsterdam edition, players can pick up goods cards when they complete a route marked with carts.

Ticket to Ride: Amsterdam
– Image by boardGOATS

The player with the most of these at the end of the game scores an extra eight points with other players scoring fewer with the amount depending on the number of players.  This time, Purple built her routes through the middle of Amsterdam and to the north.  Everyone else went for the potentially lucrative goods routes in the south, east and west.  The problem with this was the competition, with Green the main casualty.  Although Green managed to get three goods cards he failed to complete his second ticket.

Ticket to Ride: Amsterdam
– Image by boardGOATS

Ivory also went for two tickets and completed them, but managed to add five goods cards giving him the most and adding a valuable eight points to his score.  Both Purple and Black largely eschewed goods cards (collecting just one) and concentrated on finishing their three tickets.  In a tight game, which this was, those solitary tickets and the tie-breaker for them was critical.  It was a tie for second between Black and Ivory, but it was Purple, who just edged in front, winning by a single point.

Ticket to Ride: Amsterdam
– Image by boardGOATS

While the others were playing with their trains carts, the second table had finally finished their game of Red Rising, so they picked up where they had left off last time with another game of the filler, Love Letter.  This “micro game” consists of just sixteen cards.  Players start with one, draw a second and play one of them doing the associated action.  The player with the highest value card, or the last player standing is the winner of the round.  The first player to win three rounds is the winner.

Love Letter
– Image by boardGOATS

Last time, it was all about Blue and Burgundy, with Poor Pine being knocked out every single round.  This time it was a bit different, and it was all about Pine and Blue.  Pink and Burgundy failed to take a single round, but it was tight between Pine and Blue.  There was a bit of ebb and flow with one taking a round and then the other, but it was Pine who took his third round first and with it revenge for last time as he left Blue languishing with just two love tokens.

Love Letter
– Image by boardGOATS

Although Ticket to Ride: Amsterdam and Love Letter finished at about the same time, Purple, Black, Green and Ivory all decided it was time to make a move.  The others felt there was still time for one quick game of …Aber Bitter mit Sahne, a fun little game based on the simple “I divide, you choose” mechanism.  On their turn as Master Baker, the active player constructs a “pie” from pieces drawn at random and divides it into portions, each consisting of several pieces.  Starting with the player to the Baker’s left, each person takes a portion of their choice and decides which pieces to keep and which pieces of cake to eat.

…Aber Bitte Mit Sahne
– Image by boardGOATS

When all the cake has been distributed, the player with the most of each type scores the number shown on that type, while each piece that has been eaten scores for the number of blobs of cream, sahne.  The clever part is that the number of cake pieces of each type in the game is the number shown on the pieces, thus the most common types are the most valuable, but also need the most pieces to score.  Thus the aim of the game is to collect sets, but only the largest of each type scores, everything else is worthless unless it has been eaten.

…Aber Bitte Mit Sahne
– Image by boardGOATS

Players tend to wind up collecting different sets.  This time, Pine won nine points for his gooseberry pie, Burgundy won seven for his blackberry flan and Pink took twenty-one points for his strawberry tart and chocolate gateaux.  That was without counting the cream though.  Pink thought he’d done enough, but was just beaten by Burgundy who, as well as a lot of cream, also shared the points for a lot of the lower scoring cakes. His final total of thirty-four was one more than Pink with Pine and Blue tied for third.  And on that sweet note, it was home time.

…Aber Bitte Mit Sahne
– Image by boardGOATS

Learning Outcome:  It will take a little time to get used to playing face-to-face again.

20th July 2021 (Online)

Since last time, there had been quite a bit of debate about returning to the Horse and Jockey, but there was a little hesitancy and with the extremely hot weather, staying at home this week turned out to be the right choice all round.  As the decision had been just a little bit last-minute, we chose to keep the “Feature Game” simple and opted for the Skills Mini Expansion for Cartographers.  We have played Cartographers several times and everyone has really enjoyed it.  With the Spiel des Jahres winners announced this week, this was also the nearest we could get to playing a game to mark the occasion (it received a nomination for the Kennerspiel award last year).

Cartographers: A Roll Player Tale
– Image by boardGOATS

Cartographers is a “Roll and Write” type of game, but one with more of a “gamery” feel than most.  It is based on Tetris, with shapes revealed on the flip of a card in a similar way to other games we’ve played this year like Second Chance and Patchwork Doodle.  However, the thing that makes Cartographers more “gamery” than these is the addition of terrain and players usually have to make a choice, either of the shape or the terrain.  The terrains are tied in with goal cards, four of which are revealed at the start of the game.  Two goals are then scored at the end of each of the four seasons, in a similar way to another game we like, Isle of Skye.

Cartographers: A Roll Player Tale
– Image by boardGOATS

There are lots of other little aspects of the game that make it interesting—the presence of Ruins and Ambush Cards in the deck, for example, deliver a curved ball, just when players feel they are in control.  Players can also build their income by surrounding mountain ranges and choosing to play certain shapes; this gives more points at the end of each round.  The Skills expansion gives players a way to offset this income for special actions which potentially give players other ways of achieving their goals, further adding to the decision space.

Cartographers: A Roll Player Tale
– Image by boardGOATS

One of the most impressive things about Cartographers is the amount of variety that is built into the game, which means every play feels different and the game stays remarkably fresh.  So, there are two different player maps and four of each type of goal card.  This variety is carried through to the Skills expansion; there are eight cards of which three are chosen at random.  This time we chose the B side of the map (with empty “wasteland” spaces marked) and drew the Greenbough, Mages Valley, Wildholds and Borderlands goal cards together with the Search, Negotiate and Concentrate skills cards.  These skills cost anything from free (like Search) to three (like Concentrate), and each can be played multiple times per game although only one can be played each Season.

Cartographers: Skills Mini Expansion
– Image by boardGOATS

We quickly realised that the expensive skills like Concentrate are only likely to be played in the final round, as the cost is in “income” and that income is generated at the end of every round.  So, playing Concentrate at the start of the game will ultimately cost a player twelve points, while playing it in the final round will cost three just three points.  For this reason, the free Search skill was always likely to be used by almost everyone in almost every season (and so it proved).  Of course, the higher tariff reflects the increased power though:  Search allows players to increase the size of the shape they are drawing by a single square; Negotiate (which costs one) allows players to draw a two-by-two shape, and Concentrate allows players to draw the shape a second time.

Cartographers: A Roll Player Tale
– Image by boardGOATS

As well as the skills which we had not played with before, several of the goal cards were new to us as well, including Greenbough (which rewards gives players one point per row and column with at least one Forest square in it) and Mages Valley (which gave points for each space next to a Mountain—two points for each Lake and one point for each Arable).  We’d played with the Wildholds goal before though (which gives six points for each Village of six or more spaces) and, although Borderlands was new to us (which give points for each completed row or column), we’d played The Broken Road goal which is similar (giving points for completed diagonals).

Cartographers: A Roll Player Tale
– Image by boardGOATS

The game began much as usual, and Pink, who was watering the tomatoes in the “mini-market-garden”, commented that he could hear Burgundy muttering, sighing and generally sounding stressed from outside.  Although we had played with “Wastelands” before, we had all focussed on how the fact some of the spaces were already full would help.  We had all forgotten how much the Wastelands obstruct plans and generally make life considerably more difficult.  Blue made a bit of using the ruins spaces to give her more flexibility later, but had forgotten that it would reduce the number of spaces she would be able to fill later in the game.

Cartographers: Skills Mini Expansion
– Image by boardGOATS

It was clear after the first round that Ivory was going to be tough to beat, a feeling that was cemented after the second round.  Unusually, Burgundy was the first to post a score, with a total of one hundred and forty-one.  Although this was high enough to earn him second though, when Ivory’s score came through he was a massive twenty-five points ahead.  Once again, it had been a very enjoyable game, and as we tidied up there was a little bit of chit-chat about the skills and what they added to the game.  Since they are not compulsory, the consensus  was that we should add them every time, though it was clear that they had been widely used because of the presence of the free Search skill, which everyone had used, and some in every round.

Cartographers: Skills Mini Expansion
– Image by boardGOATS

With Cartographers over, we had a bit of a discussion about moving back to our much loved and greatly missed, Horse and Jockey.  We’d conducted some anonymous surveys over the preceding week to try to gauge opinion trying to ensure that nobody felt under pressure to do anything they weren’t comfortable with.  Some of the group had been back on occasional Thursdays, playing old favourites like The Settlers of Catan, Wingspan, and Roll for the Galaxy and new games like Red Rising, Mercado de Lisboa, Ticket to Ride: Amsterdam, Tapestry (with the Plans and Ploys expansion), Ginkgopolis, Everdell, and Draftosaurus (aka “Sushi Go with Dinosaurs”).  Others, however, had not been to the pub for nearly eighteen months.  After some discussion, we decided that we’d schedule a trial visit in ten days time, so that those who had not been out could see how they felt without committing, and those that went could report back to those that were feeling a little more reticent.

The Horse and Jockey
– Image by boardGOATS

After that, we moved onto Board Game Arena.  It was a quiet night without both Pine and Lime, and once Green and Ivory had left as well, we were down to five which gave us a lot of options.  Coloretto was one, but in the end we chose Niagara, a game we’ve all played quite a bit, but never online, and we were keen to see the new Board Game Arena implementation and whether losing the tactile moving river would leave the game lacking.  A strong element of the game is the element of simultaneous play, however, and this was a large part of the appeal this time.  Players simultaneously choose a Paddle Tile which dictates how far their canoe will move in the round.  Then, in turn order, players move their canoe up or down the river, paying two movement points to pick up a gem from the bank (or drop one off).

Niagara
– Image by BGG contributor El_Comandante
adapted by boardGOATS

The winner is the player to get four gems of the same colour, five gems of different colours, or any seven gems safely home and into the shallows.  On the face of it, this is relatively simple, but the really clever part of the game is the movement of the river.  In general, the river moves at the speed of the slowest boat—if the lowest numbered Paddle Tile is a two, then the river moves two spaces and all the boats move with it.  However, one of the Paddle Tiles is a weather tile which enables players to increase or decrease the rate to make life harder or easier.  Since everyone has to play all their Paddle Tiles before they can recycle them, the timing of their weather tile is critical: players who leave it to the end run the risk of the river running fast and losing boats over the cascade because they can’t do anything about it.

Niagara on Board Game Arena
– Image by boardGOATS
from boardgamearena.com

And it wasn’t long before that’s exactly what happened, when both Blue and Black got their timing wrong and lost boats over the falls, so had to pay hard earned gems to get new ones.  Then, to add insult to injury, Pink sneakily crept up on Blue and stole another gem from her.  Players can only steal if they land on the same space as another boat while travelling upstream, and even then it is a choice.  There was much ill feeling especially from Blue, but she wasn’t the only one.  And with that, the gloves came off and everyone tried to redress the balance and ensure that such bad behaviour would not go unpunished.

Niagara on Board Game Arena
– Image by boardGOATS from boardgamearena.com

Pink was abreast of that though and had a plan.  Knowing his bad behaviour would make him a target he collected gems in one boat letting others take them while he stole the gems he wanted and got them to shore quickly.  Much to everyone’s disgust, he soon had five different gems and there was nothing anyone could do to stop him getting them home.  Burgundy actually had more gems giving him a nominally higher score, but his set of six did not include five different colours and Blue’s set of five included three nuggets of amber.  The victims of Pink’s grand larceny were unimpressed with his terrible behaviour, and as it was getting late, we decided to call it a night.

Niagara on Board Game Arena
– Image by boardGOATS
from boardgamearena.com

Learning Outcome:  Theft is totally unforgivable.

15th September 2020 (Online)

Green and Lilac were first to roll up, with pizzas and a large basket full of wild mushrooms.  While they finished their supper, everyone else rolled in and joined the largely aimless chit-chat before Blue started to explain the rules for the “Feature Game“, Patchwork Doodle.  This is another “Roll and Write” style game in the “communal colouring in” vein.  As such it is quite similar to the Second Chance (which we played last time), but with different scoring and a little more planning.

Second Chance
– Image by boardGOATS

Both games are based on the Tetris idea where shapes depicted on cards are drawn in a grid.  In Second Chance, the cards are revealed two at a time and players choose one to draw on their grid.  If they can’t add either, they get one card just for themselves; if it fits they stay in, if they still can’t draw it, they are out.  When the last card is turned over or the final player has been eliminated, the winner is the player with the fewest empty spaces.

Second Chance
– Image by boardGOATS

In Patchwork Doodle, eight cards are revealed at the start, so everyone can see all the cards that will come out in the round.  The chief seamstress then rolls a d3 die to move the factory foreman, and players all draw the shape he lands on.  The round ends after six of the eight shapes have been used.  After each round there is a scoring phase and, the final score is the sum of the three totals minus the number of empty spaces.

Patchwork Doodle
– Image by boardGOATS

In addition to the change in scoring, everyone has three special actions: they can use a shape either side instead of the one selected, make a single cut and draw one of the two resultant shapes, or fill a single one-by-one square.  Additionally, there is a fourth action which allows everyone to use one of the other three actions a second time.

Patchwork Doodle
– Image by boardGOATS

The interesting, and indeed difficult bit to understand, is the scoring.  Players score the number of squares in (usually) their largest square, plus one point for each row or column it is extended.  Thus a five-by-three rectangle will score eleven points (nine for the three-by-three square, and two points for the extra two rows).  Usually the largest continuous rectangle will give the most points, but sometimes that is not the case and players have to work out what will give them the biggest points haul.

Patchwork Doodle
– Image by boardGOATS

Once everyone had got to grips with the scoring and asked all their questions, Pink rolled the die and silence descended as everyone concentrated on their colouring in.  At the end of the first round, Pine, Lilac and Ivory had their noses in front achieving a five-by-five square while others were struggling to get much less.  By the second round, people were getting the hang of things and it was clear that Ivory was the one to beat, although Green had a bet on Lilac as she was doing a lot better than he was.

Patchwork Doodle
– Image by boardGOATS

By the final round, there was a peaceful calm as people engaged their inner toddler.  The scores were a little bit incidental as Mulberry won the prize for “The most inventive work with just two colours” and Lilac just pipped Black and Pine for the neatest and “staying within the lines”.  Pink stumbled at the end going for artistic impression over scoring, putting the penultimate shape in the corner instead of filling the hole in the middle.  Blue top scored with one hundred and twenty, just beating Ivory, largely thanks to the fact she had only one unfilled space.

Patchwork Doodle
– Animation by boardGOATS

Mulberry commented that the communal colouring in was very calming, and Lime said that although he had really enjoyed it, the next game looked too complicated given that he had been up since 4am, and was finding it hard to focus.  The next game, Cartographers, certainly was a step up, so despite having done really well in Patchwork Doodle, Lilac also decided to duck out.  Cartographers is another “Roll and Write” game, but has slightly more of a “boardgame feel” to it.  In fact, part of the reason it we chose it was to celebrate the fact that it had just been announced that Cartographers was runner-up in the 2020 Deutscher Spiele Pries.

Cartographers: A Roll Player Tale
– Adapted from image by BGG contributor
Johnny Dangerously

The game is played over four seasons during which cards are revealed showing Tetris-like shapes which players draw on their player board.  The difference is that this time, the cards show options giving players an element of choice, either between two different shapes or in the colour to be used.  The colours represent different terrain types, and there are mountain spaces and ruins spaces also pre-printed on the map.

Cartographers: A Roll Player Tale
– Image by boardGOATS

At the beginning of the game, goal cards are identified for each season; a selection are available which gives games a lot of variety.  Two of these are scored at the end of each round in a similar way to Isle of Skye, another game that is quite popular with the group, but of course one that we can’t really play at the moment.  These scoring cards are really the driving force of the game, essentially creating a set of criteria that players try to follow when adding pieces to the map.

Cartographers: A Roll Player Tale
– Image by boardGOATS

This time the scoring cards were “Stoneside Forest”, “Shoreside Expanse”, “Great City” and “Lost Barony”.  These can be really quite variable, for example, the first of thesegave players points for each mountain space connected to another solely by forest.  In contrast, the “Shoreside Expanse” rewarded players for each block of farmland not adjacent water and for each block of lake not adjacent to arable, or the edge of the map.  The Great City, however gave points for each square in players’ largest cities and the lost Barony was reminiscent of Patchwork Doodle giving points for the largest completed area in a square.

Cartographers: A Roll Player Tale
– Image by boardGOATS

The other interesting addition is the “Ambush” cards.  In the “Rules as Written”, one of these is added at the start of each round and when they appear, players pass their map to their neighbour who adds the shape in the most inconvenient place they can.  These then give players negative points for each empty adjacent space.  This doesn’t work well with remote gaming, so we play these using the solo rules where the shape starts in one corner and and moves stars following the edge, progressively spiralling towards the centre until it finds a space that it fits in.

Cartographers: A Roll Player Tale
– Image by boardGOATS

Although we played Cartographers a few weeks back, quite a lot of people missed out, so we decided to add the “House Rule” that we wouldn’t add Ambush cards for the first round to give players a chance to get started. This works nicely, however, because they are removed from the deck once they have appeared, adding one less makes their appearance much less likely.  For this reason, in future we would probably just add two at the start of the second round as they certainly add quite a lot to the game.

Cartographers: A Roll Player Tale
– Image by boardGOATS

Once the edge case rules had been clarified, Blue started revealing cards.  Each card has a time counter in the top left corner where the number is roughly based on the number of spaces the shape fills.  This helps to control the rate the board fills at and maintains the level of tension throughout the game.  This time, the first round included quite a few large pieces, one of which was forest which enabled those who spotted it to connect two mountain squares and score a quick six points.  Otherwise, the first round was all about players trying to find good places to place lots of fields and water ensuring they didn’t touch and starting a large city to set up the next round.

Cartographers: A Roll Player Tale
– Image by boardGOATS

The next round was all about the first Ambush card: the Gnoll Raid.  Pink had a near perfect place to put it, tucked neatly round the Rift Lands space he’d placed on his ruins in the previous round.  As he looked pleased with himself, others applied the complicated Ambush rule and variously sounded please or unimpressed depending on how much work it had left them with and how many negative points they had to mitigate.

Cartographers: A Roll Player Tale
– Image by boardGOATS

The third round was fairly quiet as there was no Ambush, increasing the chance of one appearing in the final round.  The last round started very slowly and gently with lots of very “low time” cards appearing and everyone sounding initially unimpressed, then quite pleased as they discovered pleasing ways of filling spaces to help satisfy the “Lost Barony” scoring card.  Then, just when everyone was nearly nearly home safe and sound, we were ambushed by the penultimate card of the game: the Bugbear Assault.

Cartographers: A Roll Player Tale
– Image by boardGOATS

The Bugbear Assault is two one-by-two columns with a gap down the middle, making it quite hard to place at the end of the game.  Mulberry was unable to place it and therefore got away unscathed, but others like Burgundy, Purple and Black found they were suddenly four or five points worse off than they had been a moment earlier.  The final piece was also difficult to place being large and awkward, and then it was just the final scores.

Cartographers: A Roll Player Tale
– Animation by boardGOATS

It was really tight at the top, with Pine and Pink taking second and third respectively, separated by just a single point.  Ivory, however, who had lost out by four points to Blue in Patchwork Doodle, managed to take victory by the same margin, winning with the same total of one hundred and twenty points.  With that, Ivory departed for the night, and Pine and Green said they would follow.  Before he went, however, Green shared an image of kookaburra which looked a bit like a goat provided you mistook it’s beak for an ear…

Goat or Bird?
– Image by boardGOATS

The chit-chat moved on to the Jockey and what it was like there now.  Black, Purple, Blue and Pink had enjoyed a meal and a distanced game of Wingspan there and Ivory had joined Blue and Pink for games of Everdell and the new mini Ticket to Ride, Amsterdam.  In both cases the pub had been quite quiet, but had felt very safe, partly because there was so much space and partly because the staff had done an excellent job of cleaning.  The pizzas were just as good as always, and it was really good to see the staff again.

Wingspan
– Image by boardGOATS

Green commented that he was now quite bored with “colouring in”, so Pine’s parting shot was “Blue’s doing a great job”.  Blue agreed that there had been “colouring in” for two weeks running, but that it would be different next time when they would likely be playing Welcome To…, and sadly, there wasn’t really that much alternative to “Roll and Write” that we hadn’t already tried.  Burgundy added that nobody could play what they wanted all the time anyhow, especially at the moment.  And with that, there were five left to accommodate, who switched to play something more interactive on Board Game Arena.

Coloretto
– Image by boardGOATS

After a bit of discussion and general ambivalence, those left eventually opted for Coloretto.  This is a very light and simple set collecting game that we all know the rules for:  turn over a card and place it on a truck, or take a truck.  Despite the simplicity of the rules, the game itself is very clever and can be played positively, or aggressively taking cards others want.  The winner is almost always the player who best balances these two elements.

Coloretto
– Image by boardGOATS

This time, the three of the first four cards to be drawn were Rainbow coloured Jokers.  These are such valuable cards that first Black, then Blue, then Purple took them on their own leaving Burgundy and Pink without a look-in.  From there, Burgundy started collecting sets of blue and brown chameleons, while Pink started work on collecting a rainbow—totally not the point of the game.  Black took a cart that Blue wanted, so she took one that Burgundy wanted and the tit-for-tat rippled through the group.

Coloretto on Board Game Arena
– Image by boardGOATS from boardgamearena.com

It was quite tight at the end, and by that point almost everyone had joined Pink with five different colours.  Not that it did him much harm as he finished with a very creditable twenty-four to give him second place, just behind Burgundy who finished with twenty-eight.  With that, he decided it was bedtime and that left four…

Coloretto on Board Game Arena
– Image by boardGOATS from boardgamearena.com

After a bit of debate, the now dwindling group settled down to a game of Kingdomino.  We have all played this game a lot, so it was remarkable that we managed to make such a meal of it.  The game is very simple, but punches above its weight in terms of depth.  The key part is the domino market.  There are are two rows sorted by value; on their turn, the player takes their tile from the first row and moves their meeple to their chosen tile in the second row.  Since tiles are taken in order from least to most valuable, players are trading value for turn order and thus, choice in the next round.

Kingdomino
– Image by boardGOATS

In other words, if a player chooses the least valuable tile, on their next turn they will play first and therefore have first choice and can pick from four tiles.  Alternatively, if they choose the most valuable tile, they will play last in the next round and will have Hobson’s choice.  The dominoes are placed in the players’ kingdoms with players scoring points for each terrain type, where the number of points is the number of crown features multiplied by the number of squares in the area.

Kingdomino
– Image by boardGOATS

Unfortunately, Blue, who set up the table chose the rules and picked the seven-by-seven variant, and the bonuses for completing the kingdom and for placing the starting tile in the centre.  Sadly, as the expansion has not yet been implemented on Board Game Arena, the seven-by-seven variant is only available for the two-player game.  There is no warning about this, and Blue was slow to realise, screwing up one tile placement and then was unable to complete her kingdom or get her castle in the middle.

Kingdomino on Board Game Arena
– Image by boardGOATS from boardgamearena.com

Just as Blue was realising and the extent of her problems, and failing to put them right, Burgundy was busy building a very fine kingdom that would rival “Far Far Away” and when everyone else was unimpressed with the tile draw commented, “Well, all those are good for me.”  The immediate response was, “Just as well, since you don’t have a choice…”

Kingdomino on Board Game Arena
– Image by boardGOATS
from boardgamearena.com

Meanwhile, Black put a tile in the wrong place and made a wonderful growling noise, something between a cross dog and an angry bear.  Then discovered the cancel button and cheered, only to discover that the piece he wanted wouldn’t fit after all and howled with disgust.  The Silent One definitely wasn’t silent this time!  In fact, he thought he would have beaten the winner, Burgundy, if he hadn’t placed a single tile the wrong way round, so we decided to play again.

Kingdomino on Board Game Arena
– Image by boardGOATS
from boardgamearena.com

This time, Black started going for lakes but had competition from Purple who was also after lakes, but augmented them with forest.  Burgundy went for marshland and Blue actually managed to complete her kingdom and get her castle in the middle this time.  It was much closer, and all the kingdoms were much more mixed.  The winner was Purple though, who just edged Black.  Everyone was really pleased, especially when the Board Game Arena presented her with a trophy for her first win at Kingdomino.  And that seemed like a good way to end the evening.

Kingdomino on Board Game Arena
– Image by boardGOATS
from boardgamearena.com

Learning Outcome:  Colouring in nicely is an important board gaming skill.