Tag Archives: Ticket to Ride Map Collection: Volume 3 – The Heart of Africa

9th August 2022

Pink, Blue, Orange and Lemon were the first to arrive, very soon followed by Plum and Jade.  While they were waiting for food, the group decided to play a couple of quick games.  First up was Moneybags, a game we played for the first time a few months ago.  This is a very quick social deduction game with a similar premise to Ca$h ‘n Guns:  players are a gang of thieves distributing their loot.  In Moneybags, the “Godfather” first distributes the loot and players then take it in turns to either steal from another player, pass, or close their money bag and recuse themselves from the rest of the game.

Moneybags
– Image by boardGOATS

If a player is robbed, the victim can challenge if they think the thief was too greedy.  If the victim has less than the robber, they win their challenge and take all the money for themselves, otherwise the thief wins and they take all the loot.  After two rounds, the players that have not been eliminated compare the height of their piles of cash, and the one with the tallest stack is the winner.  Pink started sharing out the cash while Blue explained the game.  Blue then started, robbing Pink to demonstrate how it is done.  It wasn’t long before the first player, Plum was eliminated, and everyone really understood how things worked.

Moneybags
– Image by boardGOATS

When she was robbed, Lemon was unlucky to lose her challenge to Orange on a tie leaving only Blue, Pink and Orange left at the end of the round.  It was then a matter of comparing the three stacks to find that Orange was once again involved in a tie, but this time he lost to Pink on the tie-breaker (the winner being the player earliest in the turn-order).  Pink relinquished his right to being the Godfather though and gave it to Orange who filled the money bags for a second round.  Unfortunately, Orange failed to put any coins at all in Plum’s bag and put most of it in Lemon’s and Pink’s.  This made Lemon the first target and Pink the second.

Moneybags
– Image by boardGOATS

Ill-advised challenges left both Lemon and Blue eliminated in the first round and Orange by the end of the second.  Another three way comparison quickly pushed Pink into third leaving a close finish between Plum and Jade with Jade just sneaking in front.  Two games were enough, and Jade suggested the group move on to something new: MANTIS, a game from the same people as Exploding Kittens.  This is a simple set collecting game where, on their turn, players can choose to “Steal” or “Score”.  Players declare their plan (and their victim if they are stealing) before they turn over the top card of the deck.  When Stealing, if the colour matches cards belonging to their victim, then they take the cards and add them, face up to their array.

MANTIS
– Image by boardGOATS

When Scoring, if the colour matches any of their own cards, they turn over the cards and these become points—the first player to ten points is the winner.  While this sounds like pure chance, there is one thing that makes the game less random: the backs of the cards show three colours, one of which is the card colour while the others are red herrings (or herrings of another colour).  So whilst the game isn’t challenging, it rocks along nice and quickly.  Blue took points on her first turn to take an early lead, but everyone else soon caught up and overtook her.

MANTIS
– Image by boardGOATS

Food started to arrive, and everyone tried (and failed) to finish before eating; it took a couple more rounds before Pink scored his tenth point.  It was very close for second with almost everyone else on six or seven, but Orange just nicked it with eight.  While everyone tucked in to their food, the rest of the group arrived.  There was some debate as to who would play the “Feature Game” which was to be Alubari: A Nice Cup of Tea, but in the end, Green and Ivory took themselves and the game to the other side of the room to set up a four player game where they were eventually joined by Black and Purple.

Alubari: A Nice Cup of Tea
– Image by boardGOATS

Alubari is a re-implementation of the popular worker-placement game, Snowdonia.  It had been a while since any of the group had played Snowdonia, so they needed a quick refresher of the rules and to learn the new aspects of Alubari. The underlying mechanisms are essentially the same, but it has a slightly smoother feel, and of course, the setting is Darjeeling (in the Indian state of West Bengal).  In this version of the game, players harvest Tea Estates and assist in the building of the Darjeeling and Himalayan Railway, from Siliguri Town to the summit at Ghum.  In addition, players use Chai (made from from harvested tea leaves) which increases the power of their actions.  Like the original game, players take it in turns to place their two workers on the action spaces available on the board.

Alubari: A Nice Cup of Tea
– Image by boardGOATS

Once the workers have been placed, players carry out the actions in action order, that is to say, anyone who has a worker in Action A goes first, with the spaces within each Action numbered and activated in order.  The Actions are:  take Resources from the Stockyard; dig Rubble from the Tea Plantations; convert resources (Iron Ore into Iron Bars, Rubble into Stone or Stone into Rubble); lay Track; build Stations or buy Equipment; take Contract Cards, and finally, harvest Tea leaves or make Chai. Chai is very powerful because players can use it to to get an additional worker for the duration of one round.

Alubari: A Nice Cup of Tea
– Image by boardGOATS

Chai can also be used to enhance actions.  For example, players can normally take three Resources from the Stockyard including one Chai; paying a Chai increases the number of Resources they can take to five with a maximum of two Chai. Some of this mirrors Coal in the original Snowdonia game, but initially, there was a little confusion amongst players over the differences between Tea and Chai.  There is a distinction here between Tea and Chai, with Tea being the raw leaf product (represented in the art by a leaf) and Chai being the refined product (represented by a teapot).  Tea Harvests are shown by a leaf with an arrow which mean players collect Tea leaves equal to the number of tea estates owned by player multiplied by the current value of the Tea Harvest Track.

Alubari: A Nice Cup of Tea
– Image by boardGOATS

The Tea Harvest Track works the same way as the Excavation Work (aka Dig) Rate and the Track Work Rate:  they depend on the Weather.  The back of the contract cards show the weather; at the start of each round the current Weather disk is removed, the other Weather disks shuffled forwards and the empty space filled with a disk that matches the back of the top card in the Contract deck.  Thus, players can see what the weather will do for the next few rounds and use that to plan when to take actions.  In general, the Excavation and Track Work Rates are increased by sun, decreased by rain and Work stops altogether when it is foggy;  in contrast, the Tea Harvest Rate increases with rain, decreases with fog and is unaffected by sun.

Alubari: A Nice Cup of Tea
– Image by boardGOATS

At the start of each round, the Stockyard is refilled with Resources which are drawn blind from a bag.  As well as Iron Ore and Stone, the bag also contains a small amount of Chai and five Event Cubes.  When one of these is drawn, from the bag, the game plays itself according to a Rondel.  This design feature is intended to prevent players from hoarding Resources and thus slowing the game—the fewer Resources there are in the bag, the more likely it is that a white Event Cube will be drawn out.  The Events include Excavate, produce Tea, build Stations and lay Track.  This last is particularly important because the game ends at the end of the round when the final Track space, on the approach to Darjeeling is completed—this could be by a player or an Event.

Alubari: A Nice Cup of Tea
– Image by boardGOATS

Once the rules had been run through, the game got underway.  Right from the outset Black pointed out that it was through Contracts that the big scores were really made. The Contract Cards come in two parts:  a Special Action part and an end game bonus.   The Action can be used in any round, but its use must be declared before any Actions are resolved.  Whether the Action is used or not, players can claim the bonus at the end of the game, and it was these to which Black was referring.  Ivory took note of Black’s advice and very early on went for a hefty contract which would give him forty points if he could get five rail tracks.

Alubari: A Nice Cup of Tea
– Image by boardGOATS

Considering that there are only fifteen tracks in the game, with four players and the game itself sometimes building track through the Events, the Contract for five rail segments looked like a tall order.  However, as nobody was really paying attention to Ivory’s plans, with the help of a Chai super-boost, it proved easier than it should have been.  Aside from that, Ivory, along with Black and Purple began with a fairly typical Snowdonia game approach, collecting building supplies.  Green on the other hand, decided to experiment with the new Tea/Chai mechanisms and started clearing the Tea Estates.  Although Green did get the first Tea Estate, everyone else also got one soon after.

Alubari: A Nice Cup of Tea
– Image by boardGOATS

Green was able to continue this approach though, and by the first Tea Harvest, he had more estates than any one else.  Green was also the first to gain Equipment, going for a simple one, the Chai Boiler, from the Promo Pack, and gained two Chai with it. He was able to use those Chai to boost his later actions.  By halfway through the game he had built up quite a pile of Rubble, and only then realised that he could use this to build Stations.  This wasn’t the only game blunder made with Stations. It was only towards the end of the game that Black suddenly remembered the first town on the map, where players could use Tea leaves to pay to build the Station. The first space only cost three leaves, but gave a whopping twelve points and Purple make use of that as soon as it was pointed out.

Alubari: A Nice Cup of Tea
– Image by boardGOATS

Green took advantage of the Tea/Chai conversion after a very good Harvest, pushing himself to the top of the Chai track. He was then able to get a third worker and boost many of his actions the following round.  Through most of the game Ivory held the start player token, with Green and Black only taking it a couple of times with Ivory taking it back straight away.  The game was building nicely when suddenly, almost out of nowhere, it was over.  There were eight Tracks built when everyone except Purple chose to lay Tracks in the next round.  Green went first.  He needed to build two Tracks for his contract—he had the Steel but the Track Work Rate was one and he had run out of Chai so couldn’t increase it.

Alubari: A Nice Cup of Tea
– Image by boardGOATS

Next was Ivory who did have Chai, which allowed him to build two extra Track sections and he had the Steel to do it enabling him to build three in one go.  Black also had Chai, but only two steel. Seeing that he may not get another chance, he used the Chai, but still needed to lay one more track for his Contract.  So the game had gone from eight Track sections to fourteen in a single turn.  Green was primed to get his second Track section to complete his Contract, but unfortunately for him, the game had other ideas. With three white Event Cubes, the second event was Lay Track triggering the end of the game, but no Track left to be built. From there, it was just the usual calculations with players maximising points with the last workers and Chai.

Alubari: A Nice Cup of Tea
– Image by boardGOATS

Adding up the points, it turned out to be an incredibly close game. Purple and Green were within a whisker of Black who was the runner-up with sixty-nine and a half points (yes, this game does indeed give half points!).  It was Ivory who was the clear winner, however, with his five track Contract that shot his score to the dizzying heights of ninety-six.  In the post game discussion, the group agreed that some of the Chai boosts seemed more powerful than others, and the track laying bonus in particular seemed overly powerful. There also did not seem to be as many Tea Harvests as players expected (only three in the whole game including one from a Contract Card).  This was only one game though and it is highly likely that others will play out quite differently.

Alubari: A Nice Cup of Tea
– Image by boardGOATS

Meanwhile, on the other side of the room, after a bit of discussion, Blue swapped seats with Lime and he and Pink introduced Orange and Lemon to one of our favourite games:  Ticket to Ride.  We play this quite a bit in lots of different guises, so the plan was to start by playing a short game, the Demo edition, and then play a full sized version.  The game is very straight-forward and the basic play is the same across all editions:  on their turn, players can take train cards, build track by paying train cards, or take tickets which give end-game points.  While the basic mechanisms remain though, the map, the number of train pieces change and some editions add extra little rules.

Ticket to Ride Demo
– Image by boardGOATS

In the first, Demo game (played on the Europe map), Lemon managed to get lots of matching tickets which meant she gave everyone else a bit of a spanking.  Not being a native English speaker, Lemon queried the vernacular at which point Pink tried to explain that it was a sporting term, but everyone else including those on the next table insisted that he should explain it properly with all the meanings.  Lemon and Orange opted to spare his blushes by looking it up, only to blush themselves when they found it.  Much hilarity ensued and was shared with the neighbouring table.

Ticket to Ride Demo
– Image by boardGOATS

After the introductory game, Pink and “the Citruses” moved onto a “full version”, but in an effort to avoid “special rules” the group played a house ruled version of Ticket to Ride: Germany.  This version of the game has its heritage in the Märklin limited edition that was the third game in the series and was published about fifteen years ago. Märklin make model railways, a bit like Hornby, but with German trains.  The Märklin version of Ticket to Ride had special art work with a different Märklin train depicted on each individual card in the deck.  More importantly, however, it introduced a passenger mechanism which made the game considerably more complex than the original.

Ticket to Ride: Märklin
– Image by boardGOATS

With the Märklin edition sold out, about ten years ago, Days of Wonder (presumably reluctant to renew the license for the Märklin branding) re-released the game for the German and Austrian market as Zug um Zug: Deutschland.  This was a simpler version that used the same map, but without the passengers, although the 1902 expansion was released a a couple of years later to reintroduce them with a new, simpler mechanism.  A few years after that, about five years ago, the German game was released for the worldwide market including both the Deutschland base game and the 1902 expansion—the only difference was the omission of two tickets.

Ticket to Ride: Germany
– Image by boardGOATS

It was this newest Germany version of the game that the group played.  However, although the variant includes the passenger mechanism and there is no official variant in the rules “as written” to remove them, in order to keep things simple, the group omitted that part of the game, effectively playing Zug um Zug: Deutschland.  The game had just begun, when three rounds in, Pine arrived.  The others offered to include him, but he declined and, as a result, he didn’t play anything at all, all evening.  He did manage to recount the infamous game when he and Pink gave Blue and Burgundy a spanking over the Heart of Africa map as they got stuck in the middle blocking each other.

Ticket to Ride Map Collection: Volume 3 – The Heart of Africa
– Image by boardGOATS

The German version has two types of ticket:  long tickets (brown backed) and short tickets (blue backed).  At the start of the game, players choose four in any combination of the two types, but must first announce what combination of Tickets they are drawing.  Pink went for an almost exclusively long (brown) ticket strategy which he achieved with varied success, while the others went for a mixed ticket approach.  There was a little difficulty reading the tickets as the game uses a slightly gothic font which can be a little difficult to read, especially for those who’d forgotten their glasses.

Ticket to Ride: Germany
– Image by boardGOATS

Both Lemon and Lime claimed the long train line from Berlin to Hamburg which give them eighteen points, the equivalent of a long ticket.  And tickets were very important this time.  Pink began completing routes from Kiel to Switzerland and France (via Bremen and Köln) before taking more tickets.  To fulfill these, he extended his network to Hamburg in the north, but failed to get to Karlsruhe in the south which cost him eighteen points in failed tickets.  The game can be played in a relatively friendly way, or aggressively with players trying to shut each other out.  We play in the more self-focused, less confrontational way, so failed tickets are normally relatively unusual, as such, this game was remarkable in that it was a bit of a tale of missed tickets.

Ticket to Ride: Germany
– Image by boardGOATS

In addition to Pink, Orange was particularly unfortunate this time, failing to complete any tickets as he was unintentionally badly blocked.  The game was ended somewhat unexpectedly by Lime, partly because he picked up the long route (suddenly depleting his supply of trains), but mostly because people weren’t paying attention to the number of trains he had left.  He was more fortunate in his ticket draws as well and that contributed to his hundred and fifty-four points and him giving everyone else a serious trouncing (another word for Orange and Lemon to look up).  Lemon was the best of the rest finishing with ninety, over sixty points behind Lime.

Ticket to Ride: Germany
– Image by boardGOATS

While everyone else was playing with trains, on the next table, Jade introduced Lilac and Blue to his new acquisition that he picked up from UK Games Expo back in June, Old London Bridge.  This is a fairly typical Queen Games game, with lots of pieces, but not too challenging—just what everyone wanted on a warm night.  The game is set in 1136 after the great wooden bridge across the Thames was been consumed by fire.  Players are architects, each responsible for designing and building one section of the new bridge.  On their turn, players add one of the available buildings to their bridge section.  Each building has three attributes:  Location, Colour and Number.

Old London Bridge
– Image by boardGOATS

There are six different types of building, each with a special “power”.  Thus, Haberdashers allow players to take money, the Purple Chapel buildings allow players to move along the associated track etc..  The colour is important because if that colour matches other buildings already on their bridge, they get a boost—for example, if a player takes a blue Haberdasher building, and already has two other blue buildings, they get to do that action effectively three times, taking three times as much money.  Finally, buildings must be built in descending Number order—to reset, players have to build a park, which has no additional “power”.

Old London Bridge
– Image by boardGOATS

There are six building spaces on a central Rondel, each associated with a different pile of buildings and each with a money bonus that changes as the Rondel rotates at the start of each round.  Each Rondel space can only hold one player’s marker, thus each building type can only be built once per round.  One space is always deactivated (which one also changes as the Rondel moves), but the seventh space, the centre of the of the Rondel costs money, but allows players to take any building, including one that is currently unavailable (either because it has already been taken or was deactivated at the start of the round).

Old London Bridge
– Image by boardGOATS

Each round, players bid with Character Cards to see who gets to choose a building first.  Character Cards which have a numerical value, zero to four.  Where there is a tie, it is broken by players’ respective positions on the Purple Chapel track. Players start with a hand of Character Cards, but can add to these by building a Hostelry building—the higher the power, the more powerful the cards they can take.  At the end of the game, the players get bonus points depending on the value of the Characters they have left over.  In addition to the Haberdasher, the Hostelry and the Parks there are also two types of buildings in the Bridge Gate:  Purple Chapel Buildings and Red Gatehouse Buildings.

Old London Bridge
– Image by boardGOATS

Each of the Bridge Gate buildings have a track associated with them.  During the game, passing milestones on these tracks give money and break ties (Chapel Track) or give special tokens that allow players to bend the rules (Gatehouse Track).  Additionally, players get bonus points at the end of the game depending on their final position on these tracks.  The final building type is the Guild House.  These have no action associated with them, but are “Colour wild”, featuring all four colours, and as such, they boost every other building type.  At the end of the game, players add their residual money to bonus points for their finishing position on the Bridge Gate tracks, for unused Characters, and for having the fullest bridge (if a player can’t obey the Number rules, they may have been unable to build a building).

Old London Bridge
– Image by boardGOATS

Jade had only just started explaining the rules, when Plum announced that she had a “new religion”—Kittens, and shared photos.  From this point forward, every pause in the game became a “Kitty Paws” and was punctuated by more increasing levels of cuteness—definitely an improvement on the stuffed Pandas from last time.  Despite the undeniable distractions, everyone was still able to focus on the game and proceedings weren’t slowed at all.  Plum seemed to amass a vast amount of money in no time at all and after making a mess of her first turn, Blue got lots of orange buildings and lots of cards but was very slow to make any progress on the Purple Chapel track and lost every tie-breaker she was involved in as a result.

Plum's Kitty
– Image by Plum

Lilac was the first to run out of Character Cards and therefore ended up relying on her position on the Chapel track to ensure she didn’t get left with Hobson’s Choice every time.  In this she was helped by Jade who also ran out of cards.  Although Blue’s forest of Orange buildings meant she could get a lot each turn, her choice was often to do something she wanted but not get much of it, or take yet another orange building and to do something she didn’t really want and rely on probability to even things out in the end.  Things didn’t really even out, and as a result, Blue ended up with a lot of Character Cards.  Everyone else went for a much more balanced strategy focusing on one or two or maybe three Colours.  And Plum’s pile of loot grew ever larger.

Old London Bridge
– Image by boardGOATS

Towards the end of the game, Jade put on a massive spurt along the Red Gatehouse track and collected some Character Cards, while Blue finally made a move along the Purple Chapel track.  As a result, Jade who had led the Purple Chapel track for most of the game was pipped by Blue, and Blue who’d held a massive lead on the Red Gatehouse track was edged out by Jade.  Plum finished with the most cash with thirty, but in the end was only slightly ahead of Lilac and Jade.  Lilac who had just quietly got on with her game was the only player to fill all the spaces on her Bridge, despite running out of cards. In the ranking for players with the most buildings, there was a tie for second place.

Old London Bridge
– Image by boardGOATS

Initially, the tie was resolved as a friendly tie with both Plum and Jade getting three points for their second place and Blue taking one.  On reading the rules later, it turned out that end-game ties are also broken by position on the Purple Chapel track, giving Jade three points and Plum one.  In general, bonus points are actually much less significant than money.  This is because money is absolute and turned directly into points, but the bonuses only reflect placings (not how successful someone is);  the bonuses therefore have a maximum of five points in each case whereas players can finish with as much money as they can.

Old London Bridge
– Image by boardGOATS

In this case, however, it was very close for second place and the tie break for that bonus turned out to be critical:  Plum beat Jade on the friendly ties, but positions were reversed with the tie breaker from the rules as written.  Old London Bridge also includes alternate bonus conditions and had even one of these been in use, then the scores could have been quite different. There was no question about the winner though:  throughout, Lilac had just quietly got on with her own game doing everything well.  She was the only one to finish with all twelve buildings, finished with almost as much money as Plum, and had made good progress on both the Bridge Gate tracks.  With a final score of thirty-eight points, she was four points clear of whoever took second.  With time for just a few more “kitty pictures”, people started heading home.

Plum's Other Kitty
– Image by Plum

Learning Outcome:  Everyone Likes Train Games, and Kittens.

16th December 2021

Ivory, always excitable when it comes to Christmas, was first to arrive, shortly followed by Blue and Pink, with armfuls of crackers, parcels, party poppers and Golden GOAT voting forms. It was our first visit to The Jockey since the retirement of the Charles and Anna, but Michelle and John made us very welcome on their first full day, and were very understanding of the noise mess we inevitably made.

"Un-Christmas Party" 2021
– Image by boardGOATS

We started with the crackers, frantically chasing dice, chocolates, and meeples all over the place, and then suffering the flock of appalling goaty jokes with which they were filled. As people munched the chocolates from their crackers they filled in their Golden GOAT voting forms, then Pine and Pink collated the results.  There were lots of nominations for GOAT Poo, but the runaway winner was Dingo’s Dreams.  This is probably quite a clever game that we would normally enjoy, but we played it online with lots of people, none of whom had any idea what they were trying to do.  As a result, the complete chaos made for a very un-fun experience all round.

Dingo's Dreams
– Image by boardGOATS from boardgamearena.com

Discussion surrounding the Moment of the Year included reminiscences of the time Lime accidentally joined an online game of 6 Nimmt! with a bunch of Frenchmen, but that was last year and therefore not eligible this time round.  Pine and Pink fondly remembered the pasting they gave to Burgundy and Blue when they played Ticket to Ride: Heart of Africa, but the winner was the online game of Niagara when Pink won by stealing gems from everyone else—an event that still lingers in the the memory of those who were robbed and are even now dreaming of revenge.

Niagara
– Adapted by boardGOATS from image by
BGG Contributor El_Comandante

With all the online gaming, there was less competition than usual for the Golden GOAT award.  Indeed, the 2019 winner, Wingspan, was very nearly the first game to win the Golden GOAT award twice, but much to Green’s obvious delight, it was just pipped to victory by Praga Caput Regni – quite an achievement given that only four people in the group had even played it.  We spent our winnings from the quiz on appetizers and with some having a full three-course dinner, we weren’t finished till quite late.  There was just time for a game or two though…

Golden GOAT - 2021
– Image by boardGOATS

Pine was keen to play Ticket to Ride: Nordic Countries, but after the Heart of Africa experience nobody else was enthusiastic to join him.  Ivory was keen to play  the “Feature Game” which was Santa’s Workshop, so Pink, Blue and Burgundy joined him.  This is a medium-light weight worker placement game, similar to Stone Age, Lords of Waterdeep or Viticulture, but with a festive theme.  Players operate teams of elves making presents for Santa to deliver on Christmas Eve.

Santa's Workshop
– Image by boardGOATS

On their turn, players can send elves to collect wish-list items, mine for coal, visit the metal, wood, fabric, plastic and assembly workshops, or train their elves so they work more efficiently.  Players earn Cookies for every gift they make, and every three days, Santa carries out an inspection and the teams that have made the most gifts get more Cookies.  The elves can also visit the Reindeer Stables to get help and more Cookies—the player whose team of elves has earned the most Cookies by the end of Christmas Eve is the winner.

Santa's Workshop
– Image by boardGOATS

The game is played over the nine days before Christmas, appropriately from 16th December (the date of our “Un-Christmas Dinner”) up to and including Christmas Eve.  Each gift card shows what it is made of and how much assembly it will need, as well as how many Cookies it will earn when it is completed.  One of the things that makes this game a little different to other worker placement games is that players are unable to store resources:  elves must first acquire the gift card, then the materials to make the gift (wood, plastic, fabric and metal), and only then can the elves assemble the gift.

Santa's Workshop
– Image by boardGOATS

The idea is that the elf is taking the pieces to the assembly room and making it there, so timing is everything.  If a player visits receives five pieces of wood, but can only use three, the other two go to waste. Players can improve their situation by getting some of their elves trained—this costs a turn, but a visit to the School Room means they can use this additional skill to produce more material or assemble things more efficiently.  The question is whether this is worth the effort as the game is played over just nine days with only three turns per day (or four at lower player counts).

Santa's Workshop
– Image by boardGOATS

Blue and Burgundy started fast and took the bonus Cookies for the most productive team at the end of the 18th December, but by the end of the Christmas Eve, Ivory and Pink were getting the most Cookies for being the most productive while Blue and Burgundy’s attentions were elsewhere. Ivory started out making a lovely wooden music box, but then moved rapidly into making plastic tat.  Selling coal to Santa was also highly lucrative (Santa always needs coal to give to naughty children).

Santa's Workshop
– Image by boardGOATS

Blue did the reverse, starting by making Lego bricks with lots of plastic and then moving on to making dressing up clothes and a lovely teddy bear which she failed to assemble.  Burgundy also struggled with his assembly and spent quite a lot of time visiting the stable and petting Comet (to take the first player marker) or Donna (to obtain the assistance of Zelf to get extra material).  Pink similarly struggled and felt it was important to prioritise being the first player at certain points during the game.

Santa's Workshop
– Image by boardGOATS

It was a very close game and the final few turns were really critical as players tried to make sure they completed everything they could and most realised they couldn’t finish  what they wanted to.  Ivory thought he might just make it and gambled on getting enough visits to the assembly room to do what he needed.  In contrast, Blue pragmatically took the Cookies from Dasher’s stable and gave up all hope that she might be able to assemble her gifts.  And that made the difference, giving Blue victory, finishing ten Cookies ahead of Ivory, with Pink just behind in third.

Santa's Workshop
– Image by boardGOATS

Although not an exceptional game, Santa’s Workshop is unquestionably one of the best festive games we’ve played—all the more so as it has a genuine Christmas theme rather than simply being “snowy”.  Sadly, the pieces lack a little something, especially Santa, but we made up for that by stealing the bits from Christmas Penguins, which we played a couple of years ago and had great bits, but lacked something in the game-play.  The game itself was purchased in a couple of years ago and sent on by a friend in Australia, but first got caught in the bush fires there and then playing it was delayed by Covid when last year’s Christmas Event was online; the verdict was that it was worth the wait though.

Santa's Workshop
– Image by boardGOATS

On the next table, the rest of the group settled down to play Carcassonne: Winter Edition.  This is essentially the same as the original “blue box version” of the tile playing game, Carcassonne, but with a pretty snowy scheme, which everyone agreed they preferred to the usual version.  So, as with the original, the game play is very simple:  on their turn, the active player plays a tile, adding it to the map (ensuring all the edges agree) and then optionally place a meeple on the tile before scoring any completed features.

Carcassonne: Winter Edition
– Image by boardGOATS

The features on the tiles include city segments, roads and cloisters.  Players score two points for each tile in a city or road they own if it is completed during the game, or one point at the end if incomplete.  Similarly, Cloisters score nine points when completely surrounded or one point for the central tiles and each surrounding it at the end of the game.  The clever part of the game is that while players cannot add a meeple to a feature that is already owned by another player, these can be joined together and then shared so that both players score.

Carcassonne: Winter Edition
– Image by boardGOATS

This time, the group also included the the Lebkuchenmann expansion.  This consists of additional Gingerbread Man tiles mixed in with the base game; when drawn, the player moves the brown Gingerbread Meeple to an unfinished city of their choice.  Before he is moved, however, the current city containing the Gingerbread Man is scored.   Each player receives points for the number of meeples they have in the city multiplied by the number of tiles in the city.  Thus, even players that only one meeple in the city when their opponents have more get a few points.

Carcassonne: Winter Edition
– Image by boardGOATS

The Gingerbread Man also leaves the current city when someone adds the tile that completes it and the Gingerbread Man is scored just before the normal scoring.  This means it is sometimes desirable to finish someone else’s city, in order to move the Gingerbread Man or to make them earn fewer points for it.  The clever part about the Lebkuchenmann expansion is that it can be played in both a friendly and a spiteful way.

Carcassonne: Winter Edition
– Image by boardGOATS

Very early in the game, Green, Purple and Lilac all found themselves with cities which looked all but impossible to close out.  Black went for an early “Farmer”, making snow angels and Green followed suit.  “Farmers” only score at the end of the game, giving points for the number of cities the field supplies, but they tie up the meeples for the rest of the game and, if placed early can end up being cut off yielding a poor score.  So, only time would tell whether this would prove to be a master move or a waste of a good meeple.

Carcassonne: Winter Edition
– Image by boardGOATS

Lilac was building herself a nice big city, obtained the first Gingerbread Man and placed it into her growing metropolis.  This attracted the attention of Pine who set up camp in a small city across the open divide.  On his next turn he got exactly the tile he needed (a city tile with two opposite open ends), and joined the two together.  When the city was completed shortly after, both Pine and Lilac scored, not just for the city, but for the Gingerbread Man too. This put them both out into a commanding lead on the score board, with Pine half a dozen points ahead—a lead he would not relinquish for the rest of the game.

Carcassonne: Winter Edition
– Image by boardGOATS

In the meantime, the rest of the group kept drawing road tiles.  The Gingerbread Meeple was very handy to get some of the awkward, incomplete cities to score at least something, as he hopped around the board giving out gifts.  As the snowy scene expanded and grew, more farmers were placed, more cities were completed, and roads wiggled their way round the landscape joining areas previously separated.  As one of his last moves, Green found the one tile that would fit into the gap next to his first city to complete it. This did something else, too, that would have a game-changing impact, though nobody realised it until scoring.

Carcassonne: Winter Edition
– Image by boardGOATS

With the last tile placed everyone scored their uncompleted cities, roads and cloisters.  At this point Pine was still in front, with Lilac not too far behind in second—the Farmers were going to be key.  Black and Green had managed to maneuver two Farmers each into the same massive field, but sadly Purple’s lone farmer got booted out.  Lilac had a couple of farmers on the other side of the board, one gave her two cities and the other gave her three, just enough to push her ahead of Pine (who had eschewed the whole farming in the snow business as being too cold for him).

Carcassonne: Winter Edition
– Image by boardGOATS

Green’s and Black’s Farmers had amassed a total of huge total of ten cities for their shared field, which brought them right into contention.  Scores were just about to be added to the board when Black pointed out that his (and Green’s) field went further round and actually swallowed Lilac’s farmer with three cities due to the tile placed by Green to complete that city.  So Lilac lost nine of her points and Green’s and Black’s new field total was for thirteen cities giving them thirty-nine points each.  This leapfrogged both of them ahead of Pine and Lilac, with Green coming out a few points on top.  A close game, everyone enjoyed.  This edition is a worthy edition with the Lebkuchenmann expansion a perfect little festive addition too.

"Un-Christmas Party" 2021
– Image by boardGOATS

Learning Outcome:  ‘Elf and Safety is everyone’s business.

17th August 2021 (Online)

Although the test event at the Horse and Jockey was very successful last week, we decided to continue online for another week.  So, after the usually chatter (mostly centred on the subject of revenge for the drubbing some of us got from Pine in playing the Heart of Africa expansion to Ticket to Ride), we moved on to the evening’s “Feature Game“.  One of the more popular games that we have played online is the “Roar and Write” type game, Welcome to Dino World.  We only played it once and then in “Lite Mode”, but there had been a lot of interest in the more exciting sounding “Danger Mode”, so we decided to give it a try this week.

Welcome to Dino World
– Image by boardGOATS

The basics of the game is that three dice are rolled giving a number of “pips” which players can spend on up to three actions.  These actions are to:  build paths; build a dinosaur pen (with generators), or build a facility.  The relatively novel aspect of this is that as well as choosing actions to do, players can also combine two or more dice together and use the increased value to do fewer, more powerful actions.  Thus a roll of one, three, and four can be used to do three separate actions of that level, or two actions of value, four say, or a single action of level eight.

Welcome to Dino World
– Image by boardGOATS

Playing the game with a large number of players (and remotely to boot), instead of players having goal cards that are scored at the end of each round, we use the variant where there are communal goal cards (called “Visitor Cards”) which are scored at the end of the game.  The game lasts just eight rounds, after which everyone adds up their scores for visitors, facilities, unused generators and, of course, each dinosaur pen.  This “Lite” version of the game is made considerably more complex when the game is played on the “Danger” board with the addition of Threat and Security Tracks and a modification to the way generators are built.

Welcome to Dino World
– Image by boardGOATS

The idea of the Threat Track is that every time a dinosaur pen is added the park, the threat level increases by one for a herbivore and two for a carnivore.  Once per round, players can also increase their Security Level, by crossing off boxes on the Security Track.  These boxes contain points, which if unused at the end of the game, are added to the player’s score.  After the building phase is the malfunction phase when a single six-sided, (d6) “Threat Die” is rolled.  The value of the Threat Die is added to each player’s Threat Level minus the Security Level to give the Danger Level.  If the Danger Level is six or above, disaster strikes, generators malfunction, and dinosaurs start to rampage.

Welcome to Dino World
– Image by boardGOATS

Although both use 4 MW generators, they work slightly differently in the Danger and Lite Modes.  In Lite Mode, each generator will supply a maximum of four pens (the ones sharing a side with the generator), so a pen that requires a total of 3 MW must be adjacent to three different generators.  In Danger Mode, one generator can supply a maximum of 4 MW, but it can supply more than 1 MW to an individual adjacent pen indicated by a power line drawn between the two.  Thus, the amount of power a generator supplies can change during the game—it is the generators that are working closer to full capacity that are most likely to fail…

Welcome to Dino World
– Image by boardGOATS

If the Danger Level in a park reaches six, any generators that are working at maximum capacity fail.  It is a brief power-outage, but as a result, any pens that rely on these generators are affected and one square of these pens is lost (crossed out).  The problem really comes, however, when the final square in a pen is lost and and the pen fails completely, because now the dinosaurs break out and cause damage to all the neighbouring pens causing a cascade reaction.  And any pen that is destroyed completely no longer scores.

Welcome to Dino World
– Image by boardGOATS

Thus, the game is a matter of achieving a fine line between getting the most out of a limited number of generators with the minimum amount of security while still avoiding rampaging dinosaurs.  The rules explanation took longer than expected as there was quite a bit more to Danger Mode, and worse, it was a while since we last played the game in Lite Mode, so we had to revise that too.  Eventually we were going, however, only for a hiatus after the first round for a rules-check.

Welcome to Dino World
– Image by boardGOATS

Burgundy was right to point out that although the rules say players can carry out the three actions in any order, each one could only be carried out once per turn, in particular building dinosaur pens and building facilities.  Around half the players had already built two pens in the first round, so we decided that any player that had not done so, could build a second pen in the second round if they chose, and thereafter we would adhere to the rules “as written”.

Welcome to Dino World
– Image by boardGOATS

As last time, the first couple of rounds were very slow as players tried to assimilate the Visitor cards and work out a plan to maximise the points they could get from them.  This time they were:

  • ≥3 Protoceratops pens (worth four points);
  • ≥2 Different facilities touching orthogonally (worth four points);
  • ≥1 Protoceratops pen, ≥1compsognathus pen, and ≥1 stegosaurus pen all within four paths of any entrance (worth six points);
  • ≥1 T. rex pen and ≥1 brachiosaurus pen (worth six points);
  • ≥4 Brachiosaurus pens (worth ten points);
  • ≥2 Velociraptor pens and ≥3 herbivore pens (worth ten points).

The Facilities were the Viewing Platform and the Ranger Lookout which score points equal to the number of undamaged spaces in one neighbouring pen at the end of the game, and one point per pen visible orthogonally (respectively).

Welcome to Dino World
– Image by boardGOATS

In addition to the variety from the Visitor and Facility cards, there are also Research cards which are there to mitigate bad luck.  In Lite Mode, Research is just six opportunities to adjust a die by ±1, but these are replaced by three cards, X, Y, and Z which players can use three times, twice and once respectively.  This time, these were:

  • Calculated Risk: When building a carnivore pen, only add one to the threat track but add one damage to the pen (X);
  • Alternate Funding: Use one die as if it were any value (Y);
  • Docile Gene Editing: Do not increase the threat when building a pen this round (Z).

While minimising generators and security gives players more points at the end of the game, there is no benefit in not using their Research, so while most players kept some back in case of emergencies, others started using them from the very beginning.

Welcome to Dino World
– Image by boardGOATS

Although we were slow to get started and the first few rounds were also very slow, once we got going the rounds were much quicker.  And then came the maths.  Without Ivory to set an early (usually unbeatable) target, Pine stepped up with a score of one hundred and seven.  This was soon topped by Burgundy with a hundred and twenty-seven, then by Black with a hundred and twenty-nine.  However, on recount, Burgundy excitedly announced that he also had a hundred and twenty-nine, while Black sadly revised his score down to a hundred and twenty-seven.  All was not lost as both players recounted again and Black’s score returned to one hundred and twenty-nine while Burgundy’s third and final count proved to be the lowest at a hundred and twenty-six, “Bah!”.

Welcome to Dino World
– Image by boardGOATS

At this point, Black and Burgundy gave in as Pink’s verified score was a hundred and thirty, and it was clear they were battling for the minor places.  Pink, who thought he had won, however, was decidedly unimpressed when he was beaten by two points by Blue.  There must have been something in the air, or maybe it was the fumes from the vast amount of Tipp-Ex that Blue had used.  Pink’s check of Blue’s score initially increased her tally by six, only for him to reduce it again on a second recount, but the changes weren’t enough to give Pink victory.

Welcome to Dino World
– Image by boardGOATS

Pine was suffering with screen-eyes so took an early night leaving six to move onto Board Game Arena.  Six is an important number as a lot more games become available, but after some discussion where people expressed the desire to play something different yet light, we chose Go Nuts for Donuts!, which Pine had said he had been playing and had found light and entertaining.  It was indeed very, very simple:  each donut has a number and players simultaneously choose a card to “bid” for them.  The catch is that a bit like Om Nom Nom, if more than one person chooses the same donut, it cannot be shared and nobody gets it.

– Image used with permission
of boardgamephotos

The different types of donuts score points in different ways and the player with the most points after all seventy cards in the deck have been exhausted is the winner.  Some just give points, others score if you have more (or less) than a certain number of one type of cards, while others allow players to take cards from the deck or discard pile.  The clever part is the simple decision, however:  which card to choose.  It is not as simple as it first seems.  Sometimes a player wants the card that gives the most points, but then other players may want that, so perhaps it is better to choose something else, even a card someone else wants simply to stop them getting it.  And which one is best if there is more than one donut of the same type?

Go Nuts for Donuts! on Board Game Arena
– Image by boardGOATS from boardgamearena.com

Go Nuts for Donuts! is quite a brutal game in that it is perfectly possible to end up with no cards much less cards you actually want.  It is a lot of fun though, and would probably be even more fun in person when players get to see the whites of each other’s eyes and read their body-language.  This time, although Purple got the most cards with eleven, it was only enough for second place.  Burgundy’s six cards worked better together, and thanks largely to his fine set of four Boston Cream donuts, Burgundy’s score of eighteen just gave him victory by a single point.

Go Nuts for Donuts! on Board Game Arena
– Image by boardGOATS from boardgamearena.com

The appearance, style and set-collection nature of Go Nuts for Donuts! is very reminiscent of Sushi Go!, so with Green’s departure, the rest of the group settled down for one last food-related game.  We’ve played Sushi Go! quite a bit, mostly because it is very quick and simple.  The archetypal card drafting game, players start with a hand of cards and pass the rest on, trying to collect sets to give them the most points at the end of the game.  Played over three rounds, we played with a widdershins draft in the second round, and included the Soy Sauce mini-expansion for extra flavour.

Sushi Go!
– Image by boardGOATS

Pink took the first round largely thanks to a full set of three sashimi cards (which give ten points).  Players always fight for the wasabi cards as these can give a significant points boost, multiplying the next nigiri by three, but Purple was the only one to get any and she couldn’t make the best use of it as she had to pair it with egg nigiri (only worth one point).  The second round was pretty much a repeat of the first with Pink taking another sashimi trio and Blue scoring the egg nigiri with wasabi.

Sushi Go! on Board Game Arena
– Image by boardGOATS from boardgamearena.com

With Pink well ahead with thirty-six, the final round was really about limiting losses.  Purple took a full six for her puddings and Pink took six points for his maki rolls, but overall, the takings in the final round were pretty similar.  The rest of the group were actually quite close together with Purple (again) the best of the rest, but despite losing three points for tying for the least puddings, Pink’s final total of forty-two was unbeatable.

Sushi Go! on Board Game Arena
– Image by boardGOATS
from boardgamearena.com

Learning Outcome:  If the fences of dinosaur pens lose power, things can go very wrong (though perhaps that was already well known).

12th August 2021 (Post-Covid Test Event)

After some discussion, we had decided to have a “test visit” to The Jockey.  As they are not doing food on Tuesdays at the moment, this was a Thursday and we decided to make it a fairly light event filled with some of our favourite games.  Those that arrived early started with food and Burgundy was able to order Ham, Egg and Chips for the first time in over a year.  There was a boisterous atmosphere amongst the gamers who were all clearly over the moon to be back, bolstered by the wake on the other side of the room which had been going full-swing since lunchtime.

Ticket to Ride: Nordic Countries
– Image by boardGOATS

While we waited for food to arrive, the group revelled in the delight of face-to-face meeting discussing the meaning of the word “MILF” and whether or not there was such a thing as a “DILF”.  Poor Ivory had been waiting well over a year to play the Japanese map for Ticket to Ride and it had been scheduled at least three times since and had been postponed thanks to “events”.  As it was starting to become a bit of a harbinger, we decided to make the “Feature Game” the generic Ticket to Ride to ensure that the evening wasn’t jinxed again, but there was plenty of opportunity to give it an outing as two copies arrived.

Ticket to Ride Map Collection: Volume 7 – Japan & Italy
– Image by boardGOATS

There were lots of other map choices and while we discussed the real options, lots of new variants were invented.  The pick of these were perhaps the Beeching Variant (loads of the routes get ripped up halfway through the game leaving people with tickets they can’t make) and “Ticket to Row”, the “Climate Change Edition” (as the game progresses, coastal routes disappear due to erosion and flooding).  Ivory was obviously keen to play the Japanese map and was joined by Green, Lilac and Burgundy.  The other map ended up being the Heart of Africa and after some discussion about the best number of players for this map (which has reputation of being brutal), Burgundy moved over to join Blue, Pink and Pine.

Ticket to Ride: Germany
– Image by boardGOATS

Ticket to Ride is a relatively simple game, often referred to as a “Gateway Game” because it has a reputation of drawing people into playing modern board games.  The decision space on each turn is relatively small, but still meaningful and although a lot of the group like more challenging fare too, we all have a soft-spot for this one.  The idea is that players are building track, by playing coloured cards that match the colour and number of the line shown on the map.  So on their turn, they can draw cards, or place trains by playing cards.  Points are scored for placing trains with longer the routes, giving more points.

Ticket to Ride Map Collection: Volume 6 – France & Old West
– Image by boardGOATS

Things are not quite as simple as that though, because players also have tickets:  if they can fulfil their tickets using routes they have claimed, they score points.  If, on the other hand, they have unfulfilled tickets at the end of the game, these score negative points.  Thus, instead of picking up cards or placing trains, players can also collect tickets to try to increase their score that way.  The game end is triggered when one player has only two of their little plastic train pieces left.  One of the things that gives Ticket to Ride its remarkable continuing appeal is the incredible variety in expansions available, each of which add interest with a different layout and slight variations to the rules.

Ticket to Ride: Nordic Countries
– Image by boardGOATS

For example, the Japan expansion has routes reserved for Bullet Trains, which are marked by a single Bullet Train miniature.  When a route is claimed, it can be used by all players to complete destination tickets.   Instead of scoring points for such a route, players progress on the separate Bullet Train track with players receiving a bonus at the end of the game: whoever has contributed the most to this shared project receives the largest bonus, with the player who contributes least being penalized.

Ticket to Ride Map Collection: Volume 7 – Japan & Italy
– Image by boardGOATS

In contrast, the Heart of Africa expansion adds new terrain cards which can be picked up instead of train cards which can be used to score extra points when placing trains.  The terrain cards come in three different colour sets representing Desert/Savanna, Jungle/Forests, and Mountains/Cliffs.  When a player places trains of the corresponding colours, if they have at least as many of that terrain card as every other player, they may additionally spend terrain cards to double the points value of their route.  One of the consequences of the different terrain types having fixed colours is that routes of one colour tend to be clumped together.

Ticket to Ride Map Collection: Volume 3 – The Heart of Africa
– Image by boardGOATS

This means that players need lots of cards of the same colour to connect routes together.  This, combined with the fact that there are no “double routes” in the centre of the map, mean the Heart of Africa expansion has a reputation of being particularly savage and unforgiving.  It was also much slower to get going, indeed, the Japan expansion players were well into their game before the Africa players had really started, and they had nearly finished before the others had got halfway through.  In Japan, Ivory went for the Bullet Trains to get the bonus, but also in order to help complete his tickets.  Although nobody really engaged in the building of the Tokyo subway, Kyushu Island was well catered for by Lilac who built a very fine connection from Kokura to Miyazaki.

Ticket to Ride Map Collection: Volume 7 – Japan & Italy
– Image by boardGOATS

In the dying moves of the game, Lilac effectively gave Green fifteen points and with it, the game.  Things were rather different on the next table, however.  Blue and Burgundy got stuck with tickets that meant they had little choice but to go through the jungly centre of Africa.  With Pine having accidentally picked up a large pile of jungle terrain cards, there was no chance of either of them getting double points.  Worse, as Blue struggled she could see there was one single train route that she simply had to take and Burgundy was heading straight for it.

Ticket to Ride Map Collection: Volume 3 – The Heart of Africa
– Image by boardGOATS

When Blue took the critical route from under Burgundy’s nose, it started a cascading chain reaction of events where they continually messed up each other’s plans.  Meanwhile, Pine sniggered from the sidelines as he built his routes round the south coast largely unopposed—even on the odd occasion that someone else managed to get in his way, it was on a double route.  Pink was getting it largely his own way too, as he was going round the west and north edges of the map.

Ticket to Ride Map Collection: Volume 3 – The Heart of Africa
– Image by boardGOATS

Pine picked up handfuls of tickets most of which seemed to lie on the routes he’d already connected, and then Pink suddenly moved to end the game leaving Burgundy with no other choice but to take tickets and hope for a miracle (to no avail).  As the last trains were placed, Pine had a substantial lead which only increased when he added his ticket scores and Globetrotter bonus for having the most complete tickets.  Although it was all built on extreme good fortune in his starting tickets, Pine had put together a fantastic game finishing with a massive one hundred and seventy-five points, forty points ahead of Pink in second.

Ticket to Ride: Europe
– Image by boardGOATS

As the depths of deepest darkest Africa were being slowly explored, the other three decided to take advantage of Burgundy’s preoccupation to play Splendor without him to guarantee one of them a rare victory in a game that we haven’t played for over a year.  The game is very simple:  on their turn, players either collect gems, or use the gems to buy cards.  The cards then act as permanent gems, while the more expensive cards also give victory points as well.  A player reaching fifteen points triggers the end of the game, and the player with the most points wins.  Although we have played it a lot, this time was with Green’s brand new copy, with the wrapper still on.

Splendor
– Image by boardGOATS

Once the cellophane had been removed and cards well shuffled, the group settled down to play.  Maybe it was poor shuffling or perhaps just luck, but diamond cards (whites) were slow to come out at the start.  In addition to points on cards, players can also get points for collecting Noble tiles.  This time, Ivory suddenly claimed two Nobles in quick succession which, together with a high-scoring card pushed him over the line.  Green was able to claim a third Noble, but it wasn’t enough and he finished one point behind Ivory in what had been a close game.

Splendor
– Image by boardGOATS

The Explorers of Africa finished at around the same time as the gem dealers.  So, as Ivory headed off to get ready for his weekend away, Pink suggested a game of our old favourite, Bohnanza.  Everyone had played it a lot except Lilac, so as Blue explained the rules, Pine and Burgundy prepared and shuffled the deck.  The game is a simple enough trading game, but depends on the vital rule that players must not change the order of the cards in their hand.  On their turn, the active player must play the first card in their hand, and may play the second if they choose.

Bohnanza
– Image by boardGOATS

Then, the player turns over the top two cards from the central deck.  They can plant these in their two been fields if there is space, but fields can only hold beans of one type, and beans on the table must be planted, so most often these are traded to other players.  Once the two cards on the table have been dealt with, the active player can finally trade cards from their hand, but again, all cards traded must be planted.  When they are done, they draw cards to go into their hand.  The aim of the game, once again is to collect sets.  At any point, players can trade in their planted beans, getting coins at the rate indicated by the “Bean-o-meter”.

Bohnanza
– Image by boardGOATS

And this is one of the clever parts of the game—when a player sells their beans, they take the relevant number of cards and turn them over, turning them into money.  One side effect of this is that rare cards become increasingly rare, while the more common cards become increasingly common.  The deck also gets progressively smaller as fewer cards are recycled making the rounds shorter as the game goes on.  The game lasts three rounds, but as a result of this, the last round is usually very short indeed. There are a lot of other nuances, which Green and Blue tried to explain so Lilac wasn’t too disadvantaged.

Bohnanza
– Image by boardGOATS

The others expressed their disapproval by referring to them all as “Team Trio”.  However, while Lilac was getting the hang of it and everyone was doing what they could to be nice to her, Blue lost the plot and sold several fields of beans without taking her reward.  It seemed to be contagious, because in the final round Burgundy’s pile of coins somehow became the draw pile.  Chaos reigned and hilarity ensued as Blue, Pine, Pink and Burgundy tried to work out what had happened and variously blamed each other.  Burgundy probably got most of his coins back, but there wasn’t really much doubt that the winner was Lilac with fifteen coins.

Bohnanza
– Image by boardGOATS

Although it was late there was still much chatter, about how it wasn’t the same without Black, Purple and Lime, and what we were going to do going forwards.  It got quite a lot later too, because as we headed out someone pointed out the clear skies and how it should be possible to see the Perseid Meteor Shower.  As we stood in the car park, someone spotted a “shooting star”, but everyone else missed it.  So we waited for another, and another, and another.  Eventually, everyone had a crick in their neck and rather than spend the whole night there, we decided it was time to go.

Perseid Meteor Shower
– Image from wikimedia.org

Learning outcome:  It’s great to be back.

25th June 2019

It was lovely to see Burgundy back after his long lay-off, and the staff at The Jockey were thrilled to provide him with his ham, egg and chips once more.  While people finished eating there was a bit of chit chat, which extended into lots and lots of chit chat after people had finished eating.  Green explained that this was likely his last visit until September, while Lime commented that he had enjoyed Villagers so much last time that he’d bought a copy for himself.  He hadn’t realised that it had only just been released, and this led into a discussion about KickStarter and why people might be prepared to support a project months, possibly years in advance of its arrival.  This encouraged Ivory to show off his latest acquisition, Tiny Epic Mechs, a cool little game with meeples that can hold weapons or wear mech suits, and came with some KickStarter exclusive content.

Tiny Epic Mechs
– Image by boardGOATS

Eventually, after several attempts to get people playing games, Blue made an executive decision.  She split the group into a three and a four, with the four playing the “Feature Game”, Hook! and left the remaining three to sort themselves out.  Hook! is a very, very silly game where players are trying to place square cards over other cards, orienting them so that the holes pick out certain features and not others.  The game is played simultaneously, with each player first drawing a “target” card, taking a look at it and placing it in the middle.  Each player then chooses one of their three “aim” cards, each with a different arrangement of three holes, and places it over one of the target cards.

Hook!
– Image by boardGOATS

Cat-like, each player starts with nine lives, and, for every picture of their character that someone picks out with their aim card, they lose a life.  If they manage to hide behind a barrel or a crate, that protects them from cannon fire, but not from a grenade, which destroys all barrels and crates and causes everyone to lose a life.  Catching a “black pirate” in their sights allows the player to choose which of their opponents suffers.  Rum, on the other hand, helps to deaden the pain and restores a life, even bringing a pirate back from the brink of death if they lose their last life, but manage to take a swig of grog in the same round.  There are two aims to the game:  firstly, a player needs to survive till the end, and secondly finish with the most parrots—any target card where a parrot was visible through the sights is kept and the parrots added up at the end of the game.

Hook!
– Image by boardGOATS

The pirates come in three colours, red, blue and yellow, and two types (“sailors” and “captains”), with the colour distinction being much, much more obvious than the difference between sailors.  Thus, with the stress induced by the time pressure of the game, the potential for picking out a captain instead of a sailor is much larger than picking red instead of yellow for example.  This means that with more than three players, it is better to play with pairs of colours and team play is recommended.  Therefore, Blue and Lime played as one team, and Mulberry and Pine played as the other.  Pine commented, “I thought we didn’t do cooperative games,” which led to a discussion of what these were and the promise that one would be the “Feature Game” next time (probably Forbidden Island or maybe Flash Point: Fire Rescue).

Flash Point: Fire Rescue
– Image by BGG contributor aldoojeda

As the group played the first few rounds of Hook!, it quickly became apparent that Blue was more of a hazard to herself and her team-mate than the opposition, dropping several cannon balls on her foot and accidentally catching Lime a couple of times too.  Lime, it turned out, was quite good at catching parrots, while Mulberry and Pine had a bit of a thing for making Mojitos.  As it was the game’s first outing, it took a bit to get the hang of game play.  The idea that everyone looks at their card first and then plays meant that everyone ended up playing on their own cards.  We tried to fix this with a simultaneous count of three:  “Draw, One, Two, Three, Place!” but while that was more successful, it wasn’t perfect.

Hook!
– Image by boardGOATS

Playing again, we’d probably just skip the “preview target cards” phase and simultaneously place them in the middle without looking.  The vagaries of the game didn’t stop us having a ball though, as everyone attacked everyone in mad chaos.  Then Blue suddenly looked in real danger as her number of lives tumbled (mostly due to self-inflicted wounds).  Realising that she was at serious risk of an unscheduled visit to Davy Crockett and that Parrots aren’t known for hanging around corpses, she prioritised staying alive over parrots.  Before long, Pine was in a similarly precarious state, and he was not so lucky as Lime unceremoniously stabbed him in the back and dumped his body overboard.  As Pine’s parrots flew away, that left Mulberry with a titanic battle, the more-so as she was now also getting low on lives.

Hook!
– Image by boardGOATS

Although both Blue and Mulberry survived till the end, the winner was undoubtedly Lime who not only had more lives left than anyone else, but also had almost as many parrots as the other two put together, giving his team glorious victory.  With all the fight taken out of her and citing jet-lag, Mulberry was making noises about finding her bed, but Blue twisted her arm a little and she agreed to give Ticket to Ride: London a go before she left.  This is a cut-down version of the Spiel des Jahres winning, train game, Ticket to Ride.  This game has spawned a whole family of games and expansions, including maps of Europe, Asia, India and Africa, but the most recent are the two city specials, New York and London.

Ticket to Ride: Europe
– Image by boardGOATS

The game is very simple: on their turn, players can do one of three things, draw coloured travel cards, spend travel cards to place pieces on the board, or pick up tickets.  Points are scored for placing pieces (usually scored during the game) and for connecting the two places shown on the ticket cards (scored at the end of the game).  Any unfulfilled tickets score negative points.  Each of the variants has some other little feature, for example, Pennsylvania includes a stocks and shares element, Märklin includes passengers and Nederland includes bridge tolls that players have to pay.  The new city titles, have fewer trains (less than half), players draw two tickets instead of three, and, in the case of London, bonus points for connecting all the places in a district.

Ticket to Ride Map Collection: Volume 4 – Nederland
– Image by boardGOATS

Only Blue had played this new version of the game before, but Pine had played other versions many times and Lime had also played one of them before, though it was a while ago and he wasn’t sure which it was.  The London game is really cute though and has a lot of UK references.  For example, for those of a certain vintage the box features John Steed and Mrs Peel, and the travel cards include yellow submarines and black cabs.  Perhaps the best though are the pieces where trains have been replaced with really high quality miniature Routemaster buses.  As ever, there have been lots of online criticisms, but we just liked spotting the obvious references and trying to guess what the orange car was meant to be (a Lamborghini Miura?).

Ticket to Ride: London
– Image by boardGOATS

Pine went first and started quickly by placing a couple of Routemasters.  Blue, Mulberry and Lime were a bit slower, building up their collection of cards.  With some versions of Ticket to Ride, the game is all about planning routes, gathering the necessary cards and then playing all these cards in quick succession so others don’t have a chance to block.  In other versions, this strategy doesn’t work so well as the key parts of the network are taken early in the game.  The shorter games, especially those with short routes tend to fall more into the latter camp, so Mulberry looked to be playing a dangerous game as she fell behind with the number of pieces she’d placed and amassed a huge pile of cards.

Ticket to Ride: London
– Image by boardGOATS

Pine, always one to play this game close to the wire, was the first to chance it with some tickets, drawing two and keeping one.  Then, he drew another two and kept one.  Lime and Mulberry were still working on their existing routes, but Blue decided to follow Pine’s example and drew two tickets, but kept both.  As Pine, pushed his luck once more, it turned out he’d pushed it too far this time, drawing two tickets that were almost impossible to complete.  Blue learning from Pine’s mistake (rather like last time she had played Ticket to Ride with Pine), decided not to draw any more tickets and instead, brought the game to a swift end by placing all but one of her remaining Routemasters to connect Piccadilly Circus to Baker Street.

Ticket to Ride: London
– Image by boardGOATS

Checking the scores proved that most people had managed to more or less keep on top of their scoring during the game and it was just tickets and district bonuses.  Inevitably, the bonuses were minimal, so as is common in this game, it was all about tickets.  Lime and Mulberry had both completed their tickets, so the question was whether drawing more had been a good bet for Blue and Pine.  Pine had more than Blue, but unfortunately, he’d failed to complete the last one, leaving Blue some way in front with forty-one points.  In the battle for second place, Pine had come off best demonstrating that drawing more tickets can be a good move, but only if you can complete them.

Ticket to Ride: London
– Image by boardGOATS

Meanwhile, on the next table, the trio of Burgundy, Green and Ivory had decided to give Endeavor: Age of Sail another outing.  Perhaps it was because Green wanted revenge for last time, or maybe Burgundy had missed out, or possibly it was just because Green wanted to play the game again while considering whether or not to commit to getting the new Age of Expansion buildings, but whatever the reason, out it came for the second time on the bounce.  The game is a simple game of exploration in the age of Captain Cook, played over eight rounds.  Players first build, then populate and remove workers from their buildings, all according to how far they have progressed along the associated technology track.

Endeavor: Age of Sail
– Image by boardGOATS

The guts of the game are the actions, however, which allow players to colonise cities on the central map board, engage in shipping, attack occupied cities, plunder and become slave masters. Last time, it was the “Feature Game”, specifically including the Exploits expansion.  The really change the game, giving players a different aspect to work on.  This time Exploits were included again, though different ones to last time: “The Sun Never Sets”, “Globalization”, and “Underground Railroad”.  Between them they covered most of the continents, requiring India & the Caribbean; the Far East & the Caribbean, and Africa & North America to be opened (respectively) for the three Exploits to take effect.

Endeavor: Age of Sail
– Image by boardGOATS

As before, Ivory started building a robust network of connected cities while Green once again used tried to use the Exploits as a target.  In contrast, Burgundy largely ignored the Exploits and played a traditional game concentrating on building up his technology tracks giving him a strong foundation from which to build in the colonies.   Playing with the new three-player map meant that all regions were opened up by the end of the game, though it was a bit late for Green to capitalise on the Exploits as he’d hoped.  Worse, Ivory’s city network meant he was able to sneak a hat-full of points from the “Sun Never Sets” and “Globalization” Exploits as well.

Endeavor: Age of Sail
– Image by boardGOATS

Ivory and Burgundy managed to build one of the Charter Company buildings from the mini expansion and, like Blue last time, both ended up with too many cards and had to choose what to cull.  This problem was exacerbated by the number of Governor cards they picked up.  As the game drew to a close, the last of the continents were opened up activating the final Exploit, but it was too late for anyone to occupy any of the stations on the Underground Railroad.  With the last round coming to an end, all that was left to count up the points.  Although it wasn’t actually a tie like last time, it was still a very close game.  This time, honours went to Burgundy who finished with seventy points,  just three more than Ivory who, in turn, was three ahead of Green.

Endeavor: Age of Sail
– Image by boardGOATS

As Endeavor was just coming to an end, so Blue, Pine and Lime looked round for something quick to play.  Ivory excitedly suggested that when they were finished everyone could play Bohnanza, but Pine vetoed that and in the meantime, Blue’s beady eye moved from Biblios to settle instead on No Thanks!.  This is an old favourite, but one that Lime had not been introduced to yet.  As a really quick game, both to teach and play, this was ideal.  Everyone starts with eleven red chips, and the first player turns over the top card in the deck (which runs from three to thirty-five).  They can then either take the card or pay one chip to pass the problem on to the next player who then has the same choice.

No Thanks!
– Image by boardGOATS

The clever part is the scoring—the winner is the player with the lowest total face value once the deck has been exhausted (offset by any remaining chips).  There is a catch though, if a player has continuous sequence of cards (e.g. seven, eight, nine, ten), they only count the first card (i.e. they score seven not thirty-four).  The real gamble comes because some of the cards are removed from the pile at the start of the game.  Lime started by collecting lots and lots chips, while Blue helped by pointing out some of the things to look out for.  Although having chips is a must, and having most chips gives control of the game, once one player runs out, that control is largely lost.  This is because any player with no chips is forced to take whatever comes along.  Lime finished with a massive ninety points with Pine some way behind, with Blue cruising to victory with forty-one.

No Thanks!
– Image by boardGOATS

Although Endeavor was now finished, they were still packing up, Lime was keen to give it another go while Pine insisted he wasn’t coached this time, so the trio squeezed in another quick round.  Lime tried the same trick, and hoarded lots of chips, again putting Pine under a lot of pressure as he ran out of chips.  He managed to keep his total down though by making a very fortuitous run, and ended with two points less than Lime.  This time, Blue concentrated more on her own game and was able to just hold on to enough chips to see out the deck, while avoiding picking up too many cards, giving her a second victory.  It was much closer in the battle for second place though, with Pine taking it by just two points.

No Thanks!
– Image by boardGOATS

With Endeavor finally over and packed away, Ivory (perhaps more boisterous than usual as it was exactly six months to Christmas), once again suggested Bohnanza.  Pine once again vetoed it, this time even more grumpily following the suggestion that we should all sing some festive hits to get us in the mood.  Blue diplomatically suggested 6 Nimmt! as an alternative as everyone loves it and Lime had not yet played that either.  6 Nimmt! is a great game that gives players the illusion of control right up until the point when it all goes horribly wrong.  The idea is that everyone has a hand of cards and simultaneously chooses one to play.

6 Nimmt!
– Image by boardGOATS

Starting with the card with the lowest face value, these cards are added to one of four rows, specifically the row with the highest value that is lower than the card played.  When a sixth card is added to the row, the five cards already on the table are taken and the new card restarts the row.  As well as a face value, each card has a number of Bulls’ Heads, most only one, but some as high as seven.  At the end of the game, the player with the fewest “nimmts” is the winner, with a special “wooden spoon” shout-out for the person whose plans went most awry landing them with a huge pile of bull.  As a group we usually play in two rounds, each with approximately half the deck (numbered one to a hundred and four).

6 Nimmt!
– Image by boardGOATS

Blue top-scored in the first round, with twenty-four nimmts, but everyone else had a far more respectable total and Green led the way with just two.  This is a game where everything can fall apart spectacularly in the second round, so there was everything to play for.  The second time round time, Lime beat Blue’s score from the first round taking twenty-five nimmts, giving him a total of thirty-two.  This was nothing compared to Pine though, who took thirty-five in the second round alone, giving him a a sizeable forty-eight.  Blue made a clear round, but for her the damage had already been done, so the honours fell to Green who was consistency itself, taking just three in the second round giving a total of five – the only one to finish in single figures.  Lime was keen to play again, but as others were leaving, it was time to pack up. There was still time for a long gossip though before we sadly said goodbye to Green after what was likely to be his last meeting until September.

6 Nimmt!
– Image by boardGOATS

Leaning Outcome:  You don’t have to play a game correctly to have fun.