Tag Archives: Ticket to Ride: First Journey

22nd April 2025

The evening began with the sad news that Kath and Ian and their daughters were leaving for a new pub in Shipton Abbot (or was that  Newton Abbot?).  They have been good to the group and worked hard to give us an environment that conducive to gaming, so it is sad to see them moving on, though Devon is quite a nice place.  Everdell is also reputed to be a nice place, and one that some of the group were to travel to perhaps using its new railway station, as the Newleaf expansion to Everdell was the to be the week’s “Feature Game“.  The game got going after about fifteen minutes of general faffing about and reminding everyone of the rules to the base game and explaining the additional features of the expansion.

Everdell: Newleaf
– Image by boardGOATS

The base game is a fairly simple one of worker placement to collect Resources and spend them to place Cards.  Players keep playing until they run out of workers when they get them all back (vacating the associated Action spaces), and then start again.  The game is played over four rounds (or Seasons), with players with the most points from Construction and Critter Cards as well as Event (end-game scoring) Cards.  The Newleaf expansion adds new Critter, Construction and Event Cards, but more obviously, it a new railway station.  This and associated Visitor Cards, Freight Trucks (which provide an alternative way to get Resources), Travel Tickets, and Reservation Tokens.

Everdell: Newleaf
– Image by boardGOATS

Plum (who obviously chose to play with Cat-eeple Workers) went first, grabbing some Resources, followed by Purple (Butterfly-eeples), Cobalt (Hedgehog-eeples) and then Ivory (Duck-bill Platypus-eeples).  Everyone started setting up their town, particularly focusing on green Constructions and Critters that could give income in spring. Plum built up a large pile of Resources and grabbed a Freight Truck with Resources loaded on it and her choice of discount when producing (paid in part using the Reserve Token to gave her a discount) . Purple didn’t go for green Cards, but red Cards with additional worker spots (in particular the Hotel and Chapel), whereas Cobalt and Ivory both got a Mine and Miner Mole, giving them access to valuable pebbles.

Everdell: Newleaf
– Image by boardGOATS

The length of Seasons in this game is variable, with some players doing more than others before they are forced to reclaim their Workers.  Purple passed on to Spring first, followed by Plum and then, sometime later, Cobalt and Ivory.  Cobalt gained a few blue Cards which had given him Resources (and in particular Cards) when playing Constructions and Critters, whereas Ivory had built quite a collect of green Cards, giving him a significant pile of Resources going into Spring. Spring was very similar to Winter, with everyone focusing on engine building, although Purple was beginning to struggle, due to a shortage of green Cards. Ivory made an early grab for Harvest Festival Event which gives a points bonus for having four green Cards in his city—he was already building quite a big tableau including a Castle.

Everdell: Newleaf
– Image by boardGOATS

Cobalt was taking things slightly more slowly, still focusing on blue Cards, which was enabling him to draw three cards every time he played a Card, so he was always at the hand limit.  Moving into Summer, Cobalt significantly stepped up his building, as did Plum.  She grabbed the Ever Wall Tower card which rewarded her for having nine Constructions. Having already taken Grand Tour event for having three red Constructions, Ivory was eyeing up the Royal Tea special event for having three green and two purple Cards in his town.  However, whilst focusing on collecting resources for buildings to complement his already built Castle and the Palace Card he had in his hand, he failed to notice Cobalt had already played three purple Critters/Constructions.

Everdell: Newleaf
– Image by boardGOATS

As a result, Cobalt beat Ivory to both the Royal Tea and the Scenic Flight awards. Much to Ivory’s disgust, Cobalt was then also able to claim the Sunflower Parade achievement award for having three Events too.  So, Ivory went into damage limitation mode, and began focusing on the passengers at Newleaf station as an alternative way to score points.  Purple was first to move into Autumn and as everyone else followed the focus was firmly on points.  Cobalt was able to collect the Juniper Jig Dance Contest Event card for having nine Critters (in part due to Ivory giving him the Fool!).  Ivory was collecting more passengers using his special ticket to enable him to take a worker back, something everyone had from the from the expansion while Plum was building as many building as possible.

Everdell: Newleaf
– Image by boardGOATS

It was all a bit of a rush at the end as it was nearly midnight when the game finally finished.  Largely due to the scores for his huge number of Events, the winner was Cobalt with ninety-three points.  Ivory took second some ten points behind, closely followed by Plum who got over half her points for Critters and Constructions.  The game had taken all evening, but during this time, Pink, Pine and Lime had managed to get through no less than five games.  The first was one of Pink’s favourites, Zoo Break.  In this game, players work cooperatively to try to prevent the escape of animals from their zoo.  It is one of Pink’s favourite games, but this time it was very, very short-lived.

Zoo Break
– Image by boardGOATS

Things started well as the group locked up the Capuchins, Snakes and the Rhino.  But then the Meerkats, who were partying in the fountain, decided to make a bid for freedom.  Three tigers and four elephants were already on the loose and rampaging round the zoo and while Pink put two Pandas back in their cage, five of the Meerkats made it to the exit and headed out.  And thus a handful of mischievous Meerkats led to the sad demise of Bedlam Zoo (which really had been Bedlam this time).  To help get over the disappointment of the epic failure, the group decided to go on a a train ride around France with Les Aventuriers du Rail Express, a light version of one of the group’s favourite games, Ticket to Ride.

Ticket to Ride: Europe
– Image by boardGOATS

There are lots of versions of Ticket to Ride, from the teeny-tiny city editions through to the rather epic Rails & Sails and Legacy versions.  Les Aventuriers du Rail Express is a French map that is a step up from the city editions and fits between the standard games (Like Europe) and First Journey, making it slightly quicker than the full games, as it is played on a slightly smaller map with slightly fewer trains.  Aside from that, it is essentially very similar in game play to all the others:  on their turn players either take cards from the market, or spend them to place plastic train pieces on the map.

Les Aventuriers du Rail Express
– Image by boardGOATS

As in the larger version players can also take tickets, but this has to be balanced with the bonus for completing a route from London to Istanbul, the most distant pair of cities.  The first player do so gets twenty points, the second gets fifteen and the third gets ten.  Additionally, the wild Locomotive cards also work slightly differently in this game in that, instead of being mixed in with the market, they are always available from a separate stack, but as usual, players can only take one per turn.  Being a quick game, and with everyone feeling they knew the game and was in with a chance of winning, the group ended up playing it twice.

Les Aventuriers du Rail Express
– Image by boardGOATS

The first time, Lime finished with the most points from placing Trains, but both he and Pine carried negative points from incomplete Tickets.  Incomplete tickets are a real drag as they effectively, carry a swing double their face-value.  As a result, Pine just pipped Lime to second place.  The winner was Pink, however, despite the fact that he had the lowest points for his tickets; he did finish the London to Istanbul connection first though.  In the second game, the roles were somewhat reversed with Pink taking the most points for placing trains, but failing to complete the London to Istanbul route at all.  The winner was Pine who, like Pink in the first game, also claimed the maximum of twenty bonus points, while Lime was the runner up.

Les Aventuriers du Rail Express
– Image by boardGOATS

Everyone else was still playing, so the trio managed a quick couple of games of the card-drafting game, Sushi Go!.  This is a very simple game, where players start with a hand of cards and choose one to add to their tableau before passing the rest on.  Played over three rounds, players collect points for collecting Maki Rolls, Sashimi and Nagiri (which is all the better when combined with Wasabi).  At the end of the game, players with the most Pudding cards score an extra six points, while those with the least lose six points.  The player with the highest total is the winner.  The points throughout both games were fairly even with nobody crashing out or having a golden round.

Sushi Go!
– Image by boardGOATS

Despite this, the winner of the first game took it by a bit of a land-slide.  It’s true that Lime top-scored in two of the three rounds, but they were all really close.  The real difference, therefore, was made by the Puddings which he had the most of and left him with a total of forty-five, a dozen more than Pink, the runner-up.  It was fairly inevitable then that in the second game, there was quite a battle for the Pudding cards.  The scores were close again, and again Lime won two out of the three rounds.  The overall winner was arguably Pink, who despite losing all three rounds had the most Puddings and therefore took victory from Lime on a tie-break.

Sushi Go!
– Image by boardGOATS

The final table for the evening, consisted of Jade, Sapphire, Black and Blue playing Meadow with the Adventure Book expansion.  Meadow is a clever little card game where players collect cards to add to their tableau from a central market.  On their turn players place one of their tokens next to the grid with the type of token and the location combining to dictate which card they take.  Players can then add a card from their hand (which may or may not be the one they picked up) to their tableau.  In the base game, there is an additional campfire board, but the Adventure Book replaces this.  Each “page” from the book changes the mechanics to a greater or lesser extent.

Meadow: Adventure Book
– Image by boardGOATS

The group played with the first scenario, which introduces Weather.  There are two token that indicate a row and a column in the market, and every time a card is taken from these, players can move along the appropriate Weather track.  Reaching the end of these gives players extra cards.  Additionally, placing a token in a space in the Book allows players to claim rewards if they have fulfilled the criteria and have the two symbols shown visible in their tableau.  These give extra points at the end of the game.  There was a lot of faffing about and getting to grips with the rules changes, especially as initially, the wording in the rules for the expansion was a little unclear.  Added to which, Black hadn’t played the base game at all before.

Meadow: Adventure Book
– Image by boardGOATS

Once the rules had been fathomed out and explained, the group got the game underway.  Different players targeted different card types with some going for the harder to place higher up the food-chain cards, while others tried to diversify.  Blue tried to get as many of the bonus points for collecting pairs of symbols as she could and as a result finished at the back of the pack.  The game is not a high scoring one though and those bonus points made a big difference.  It was not quite enough to give her the victory, however, and she finished one point behind Jade who topped the rankings with forty-six points, with Black in third.  It had been a very enjoyable evening all round though, regardless of the number or type of game played.

Meadow: Adventure Book
– Image by boardGOATS

Learning Outcome:  Cards are a critical part of most modern games.

29th October 2024

The evening began with everyone admiring Plum’s spooky cardie and wish Black a happy birthday, before people settled down to play spooky games.  To mark Halloween, the “Feature Game” will was Ghosts Love Candy Too (the sequel to Ghosts Love Candy).  This is ostensibly a quick little card game where players haunt kids to steal their sweeties, however, in practice, it took rather longer than expected to get to grips with.  The idea is that players simultaneously choose a card from their hand (of nine) Ghost Cards and then reveal which card people played to decide turn order.  Starting with the player who revealed the highest value card, players then take it in turns to place their card one one of the Kid Cards, to “haunt them”.

Ghost Love Candy Too
– Image by boardGOATS

The player immediately takes any Treat Tokens on the Kid Card and then activates the Kid’s special ability.  Any Kids whose courage has been exceeded are then collected by the active player and the Kid Card is replaced.  Players score points for some of the Kid Cards (some positive, but most are negative), and for Treats they have collected according to their personal, secret, Craving cards which mean that Treats score differently for each person.  Thus, while one player may score five points for, say, Licorice, another another player, Licorice will only be worth one point.  for some reason, there was a bit of sussing out of the rules as, although Blue had done her homework, somehow it didn’t quite fit together in practice.

Ghost Love Candy Too
– Image by boardGOATS

Between them, however, Teal, Pink, Ivory, Cobalt and Blue worked it out in the end. Ivory began, and his favourite was Chocolate, while Cobalt who went second was after peppermints.  From early in the game, it was apparent that Teal was collecting Gummy Bears, and seemed to have little competition, but then, it appeared that Blue was collecting Candy Corn, but that was all she could get her hands on and she really wanted Licorice.  In the end it was a tie between Teal and Pink, who did really well on his Treats, especially his favourites, Lollipops, but picked up ten negative points from his huge pile of terrified Kids.  Victory went to Teal on the tie-break, however, as he had the most of his favourite Treats (that pile of Gummy Bears).

Ghost Love Candy Too
– Image by boardGOATS

Meanwhile, on the next table, Jade was leading Black, Purple and Green in a game of Potion Explosion, which is sort of “Candy Crush the board game”, played with Marbles.  Players take an Ingredient Marble from the dispenser causing other Marbles to fall.  If that causes Marbles of the same color to connect and form rows or columns, they “explode” and players can take them take as well.  They then use the Ingredients to make  potions and then drink them to give special magical powers.  The winner, however, is the player who brews the most valuable Potions with the least Help and the most Skill.

Potion Explosion
– Image by boardGOATS

This time, Purple took the least assistance and finished with no Help tokens at all, however, a little Help can go a long way if you make the most of it.  Green got a Lot of help which cost him eight points but this was more than offset by the fact he had the most valuable Potions, worth fifty-seven points, and the most Skill giving him another twelve and a total of sixty-one points and substantial victory margin.  Black just pushed Jade into third—although Jade had considerably more valuable Potions, Black had more Skill and had needed a lot less Help, giving him a total of fifty-one points, two more than Jade.

Potion Explosion
– Image by boardGOATS

On the third table, Plum had been keen to give the Ghost Train version of Ticket to Ride a go, however, before they got round to that, they played a couple of games of the rather more tenuously Halloween themed Nova Luna.  This is an abstract tile laying game that uses the mechanism from the slightly older, animal-themed game, Habitats.  On their turn, players choose a tile from the Moon wheel to add to their array.  Each new tile brings a new task to fulfill which are completed by placing colors in a specific arrangement which in turn bring more new tasks. Each time a task is completed, the player may places one of their Markers and the first to place all of their Markers is the winner.

Nova Luna
– Image by boardGOATS

Plum was joined in Nova Luna by Sapphire (as it is one of his favourite games), Byzantium and Mint on her first visit.  The group played two games—the first of which was really close.  Plum and Sapphire tied one seventeen and were beaten by a single point by Mint.  The winner was Byzantium, however, with a two point lead and finished with twenty points.  The game was slightly less tight, though Byzantium, the master of consistency, was also the victor with twenty points.  Second place this time went to Plum with sixteen who was one point ahead of Sapphire who, in turn, was one point ahead of Mint.

Nova Luna
– Image by boardGOATS

Then the group moved on to play the Ghost Train version of Ticket to Ride.  This is really a re-implementation of the introductory version of the game Ticket to Ride: First Journey, but what makes it special is the gorgeous board and large train pieces.  It still uses the same basic mechanism as all the Ticket to Ride games with players collecting parade Float Cards and using them to claim routes on the main board.  Each player starts with a couple of “Ticket” cards showing locations they have to connect.  In this version, when a player completes a Ticket, they reveal it and draw a new one.  If a player can’t complete a ticket, they can take a turn to discard both their cards and redraw.

Ticket to Ride: Ghost Train
– Image by boardGOATS

There are also bonus Tickets available for connecting a location of the Dark Forest region in the top left corner of the board to a location in the Seashore region in the bottom right and bonus Float Cards for connecting Town Hall to the Crypt.  The winner is the first player to claim their sixth Ticket or the player with the most Tickets when someone places their final Train piece on the map.  The game was a bit of a landslide, with Sapphire stealing a march on the others and quickly taking the lead, rapidly collecting his six tickets before anyone else had got anywhere.  Mint took second with two Tickets and and Byzantium and Plum tied for third.

Ticket to Ride: Ghost Train
– Image by boardGOATS

Pink was somewhat surprised when Mint expressed an interest in his bottle of his favourite Blood Orange cider.  Initially he was reluctant to part with it as it wasn’t empty, but once it was pointed out that they needed it for their next game and Pink could just poor the rest into his glass, everyone was happy and Mint began setting up her birthday present—Cards vs Gravity.  This is a silly, but fun party game where players balance cards on a platform attached to the top of a bottle that has the feel of Jenga, but with cards.  The idea is that players have to add cards to the tree without collapsing it.  Byzantium was obviously on a bit of a roll, and followed up his two victories at Nova Luna with two victories against Gravity (and the others of course).

Cards vs Gravity
– Image by boardGOATS

With everyone pretty much finished, some headed home, but the remaining ten managed a couple of rounds of the old favourite, and totally not Halloween themed, 6 Nimmt!.  In this game, players simultaneously choose a numbered card from their hand and then reveal them at the same time.  These cards are added to four rows of cards in the centre of the table, starting with the lowest card, adding each one to the row that ends with the highest number that is lower than the card.  Where the card would have been the sixth card, instead the player takes the five cards as their scoring pile leaving their card as the first in the new row.  The player with the lowest final total is the winner.  The catch is where players play a card that is lower than all the end cards, and as a result takes the row of their choice.

6 Nimmt!
– Image by boardGOATS

This has the potential to completely upset everyone’s plans.  The plans are not the thing here though, it is the tension and anticipation as people wait to see who is going to pick up that brightly coloured, high-scoring set of cards…  This time, Cobalt top-scored in the first round with twenty-seven, slightly more than Jade.  Pink, Ivory and Purple all finished in single digits, but it Pink was the victor with one solitary point.  In the second round, Green took the biggest pile giving him thirty-three points, but Jade managed to take thirteen points from just three cards.  Ivory was the only one to stay in single digits, and was therefore the winner with a total of eight points.

6 Nimmt!
– Image by boardGOATS

Learning Outcome:  Even apparently silly children’s games can be fun when the occasion is right.

31st October 2023

With it being Halloween, there were lots of treats and some very fine spooky-themed attire to go along with the “Feature Game“, Betrayal at Mystery Mansion.  This is a Scooby-Doo themed re-implementation of Betrayal at House on the Hill, a semi-cooperative game, where players work together until there is a haunting and one player takes on the role of the bad guy.  So, the first task for the evening was to decide who was going to take on the roles of Mystery Inc., which precipitated lots of discussion about which was the best character.  Scrappy got short-shift from Pink, though others were less dismissive.  In any case, Scrappy was not an option, and before long, Sapphire, Pink and Pine joined Jade to solve the mystery.

Betrayal at Mystery Mansion
– Image by boardGOATS

Jade, as the group leader, took the role of Fred, while Pink and Pine enthusiastically engaged in the game as Scooby Doo and Shaggy.  That left Sapphire to choose from Velma or Daphne and he went for brains over bimbette.  The group spent quite a bit of time exploring the mansion collecting clues and the like, before the haunt finally started.  As Sapphire was the one to trigger the haunt, Velma was “temporarily lost in the woods” as he took on the roles of the bad guys, a Spectre and a female character called Sharon who was being possessed and controlled by the Spectre.  As the game progressed, it became apparent that the Spectre was her great uncle who was trying to control her to gain access to documents that would enable him to take control of the family fortune.

Betrayal at Mystery Mansion
– Image by boardGOATS

The Scooby Gang (minus Scrappy Doo, Daphne and the now lost Velma) had to track down and battle the Spectre and try break the spell controlling Sharon.  As the villain, Sapphire rolled very well and it was very hard for the Gang to pin him down.  Fred ended up stunned at one point, but thankfully revived after missing a turn.  Shaggy scoffed piles of Scooby Snacks in order to re-roll, but the dice weren’t with him.  Scooby himself, however, did very well and survived his battle with the Spectre then was able to recharge in one of the special rooms of the mansion.  In the end the Mystery Inc. won the day and the great uncle was unmasked and announced that he “would’ve gotten away with it if it weren’t for you pesky kids”!

Betrayal at Mystery Mansion
– Image by boardGOATS

Meanwhile, there were two other games underway on the neighbouring tables.  Blue, Plum and Byzantium eschewed Witch’s Brew (which plays better with more people) and opted for the slightly bigger, beefier, boardgame version of the same game, Broom Service.  Both games rely on the players having a personal deck of Character cards and a lead and follow mechanism.  Each player starts by choosing a set number of Characters from their deck, each with different actions.  The first player then chooses one to lead with and announces that they are either “Brave” or “Cowardly”.  If they choose Cowardly, they can take the action straight away, whereas, if they choose Brave, they must wait until everyone has played to see if they can take the more powerful action.

Broom Service
– Image by boardGOATS

The next player must follow if they have the card in hand, and has the same decision to make—be a Coward and take the weaker action, or be Brave, and risk being gazumped by a later player, as there can only be one Brave player taking the powerful action.  The Brave player (or the most recent Brave player) then leads with another card.  In the card game, Witch’s Brew, players are collecting tokens to give them points, however, in Broom Service, there is an additional “Travelling Salesman” pick-up and deliver type of mechanism.  Players have two Witch-meeples which travel the land collecting potions and delivering them locations to get points.  This time, it was a really, really close game, despite everyone doing different things.

Broom Service
– Image by boardGOATS

Byzantium prioritised collecting Lightening Bolts and Blue concentrated on collecting potions and delivering them.  While they both headed south and contrived to get in each-other’s way, Plum headed north and fell foul of one of the events which left her stuck with no good move in the final round.  Blue kept forgetting about the “Bewitched Roles” which can be used but with a hefty three point penalty and lost six points as a result.  Byzantium assumed he would be the only one to consciously choose to take the hit and thus guarantee he could be Brave, but happened to do that exactly when Blue picked them as well and lost the advantage when he led with those roles.

Broom Service
– Image by boardGOATS

As the game came to a close, it was clear it was going to be close with Blue ahead by a single point with sixty points scored during the game.  She lots of resources left while Byzantium had none but lots of Lightening Bolts, and Plum had some of both.  Initially, Blue and Byzantium tied with seventy-three, just two points ahead of Plum.  That gave Blue victory with the tie break (the most left over resources), but that was only until the miss-count was spotted and Blue lost one point and with it her Winning Witch Medal, instead taking second place by a single point.

Broom Service
– Image by boardGOATS

While the first two tables were playing spooky-themed games, Black and Purple led Teal and Cobalt in the monster-mad Finstere Flure (aka Fearsome Floors).  This is a game where players are trying to escape from Fürst Fieso before the castle collapses and without getting eaten.  The idea is very simple: first players move all their pieces the number of spaces shown on their visible side, then the Monster moves.  The Monster moves according to a stack of tiles, either moving a set number or moving until he eats.  The Monster moves one step forwards then looks straight ahead, left and then right. If he sees a player, he turns and moves towards them.

Finstere Flure
– Image by boardGOATS

Thus, the Monster looks, moves, looks, moves until he either runs out of spaces to move, or eats someone.  The game ends after fifteen rounds.  It is simple enough, but there are a few little elements that add to the fun.  Firstly, each player piece moves a total of seven spaces over two turns, but while some alternate three and four space moves, others are more variable, with the most extreme moving six spaces and then one space on the next turn; these different pieces require different tactics.  Players can’t land on another player, if they walk into a rock they push it and if you step in a pool of blood, they slide across it.

Finstere Flure
– Image by boardGOATS

Finally, if the Monster walks into a wall he appears elsewhere on the board adding a further layer of unpredictability.  The game opened with a bang when the first Monster tile revealed was a “Two Kill”, that is to say, the monster keeps moving until he’s eaten twice.  From there, it was carnage.  Everyone had someone eaten, with some multiple times.  There were people who managed to escape from Fürst Fieso, though it wasn’t easy of course.  Everyone managed to get at least one piece out of the castle, with Purple and Cobalt managing to get two pieces out.  The winner, however, was Black who liberated three of his people.

Finstere Flure
– Image by boardGOATS

They were the first to finish, so moved on to play the recent release, Ticket to Ride: Ghost Train.  This is really just a variant of First Journey, a simpler version of the group favourite, Ticket to Ride, aimed at children and non-gamers with super-sized pieces.  Like the original game, players take it in turns to either take “two parade float” cards (in this case blind), or pay cards to place trains on the map.  However, instead of scoring points for placing trains, the game is essentially a race game.  Players start with three Tickets and every time they complete one, they draw a replacement.  The winner is the player who completes the most Tickets.

Ticket to Ride: Ghost Train
– Image by boardGOATS

This time, Teal took an early night, but Black, Purple and Cobalt went at it with spooky enthusiasm.  As a different take on the original, they found this a very enjoyable alternative.  As well as Tickets, players can also win “Trick or Treat” bonuses for connecting the Dark Forest region to the Seashore region.  Black and Purple both took a “Trick or Treat” bonus, but the winner was Cobalt who finished with six Tickets, one more than Purple who would have taken another if she’d had just a little more time.  That wasn’t the only Ticket to Ride game of the night however, as the Scooby Gang played a quick game of Ticket to Ride: Berlin once they had solved their mystery.

Ticket to Ride: Ghost Train
– Image by boardGOATS

Ticket to Ride: Berlin is one of the mini versions, and there was a little chat about these and which ones people had played.  The first mini version was a “demo” game the publisher used to introduce people to the game at conventions.  Since then, there have been a series of City versions, with New York, London, Amsterdam and San Francisco all featuring and Berlin being the most recent (with Paris to come next year).  These all feature the same basic mechanism as the original game (including the scoring of points for placing trains unlike the First Journey type games), but they have fewer train pieces and a smaller map.  The Berlin map, is long and thin, but the big difference is that players have mixture of Trams and U-Bahn pieces.

Ticket to Ride: Berlin
– Image by boardGOATS

Tram and U-Bahn routes are paid for in similar ways, though only one U-Bahn piece is needed to mark them and they score slightly more points.  Once the differences had been highlighted by Pine and Pink (who played this together a few weeks back), everyone got down to business.  Jade and Sapphire dominated the West while Pink and Pine concentrated on the East, though the geography of the map meant everyone had to include East-West connections in their network.  It was a hard-faught close game with both Jade and Sapphire taking negative points due to incomplete Tickets.  Pine completed five Tickets and Pink finished six.

Ticket to Ride: Berlin
– Image by boardGOATS

Pine’s Tickets were more lucrative, however, and he took victory with sixty-one points, while Jade with forty-nine just pipped Pink by two points in the struggle for second place.  Everyone had enjoyed the game, and Jade commented that it was one of his favourite renditions of Ticket to Ride so far—indeed, the addition of a second set of transport seems to have been much more successful in this mini version than it was in the full-sized Rail & Sails where it made it longer and more fiddly without making it significantly better.  While everyone else was playing and then discussing the merits of different versions of Ticket to Ride, the Crafty Trio, Plum, Blue and Byzantium had finished Broom Service and squeezed in a quick game of Dinosaur Drafting with Draftosaurus.

Draftosaurus
– Image by boardGOATS

This is a fun little game that we play quite a bit, where players choose one Dinosaur from a handful, add it to their Park and then pass the rest on.  Dino-placement is slightly restricted by the roll of a die, with everyone getting points for how they occupy their pens.  Usually, the group plays with the Summer board, but with the cold weather, the group decided to play with the alternate, Winter board which introduces new and different pens.  These include the Well-Ordered Wood (Dinosaur types must alternate); Lovers’ Bridge (giving six points for each pair of Dinosaurs separated by the bridge); the Lookout (contains one Dinosaur and scores two points for each one of that type in their right neighbour’s pen).

Draftosaurus
– Image by boardGOATS

The most challenging, however is the Pyramid, which holds up to six Dinosaurs in a layered structure, but dinosaurs of the same species may not be placed adjacent to each other (horizontally or vertically).  Blue got into a mess with this, and was stuck with a Dinosaur she could not place at the end as a result.  Plum and Byzantium did slightly better and were able to capitalise more on the Quarantine Zone, which allows players to move the single occupant at the end of the game.  In the end, it was a tight game (though not as tight as Broom Service), in which Plum ran out the victor, three points ahead of Byzantium.

Draftosaurus
– Image by boardGOATS

Learning outcome: They’d have got away with it if it weren’t for those pesky kids!