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