Tag Archives: Ticket to Ride: New York

3rd September 2019

There were a lot of people feeding and food was a little delayed, so we didn’t start until gone 8pm.  At this point, people were keen to chat and almost everyone seemed interested in giving the “Feature Game”, Lords of Vegas, a go.  Although it involves dice, it is totally different to our old favourite, Las Vegas, and in fact, very different to pretty much anything else we have played too.  Although the game is very “rules-light”, it is still a bit of a “brain-burner” with the potential for inducing “analysis paralysis”.

Lords of Vegas
– Image by boardGOATS

The idea of the game is that players are developers in Las Vegas in 1941.  The board depicts Highway 91, what will become known as “The Strip”, and the blocks either side, each divided into plots.  Players acquire these plots, build casinos, improve their casinos, take-over other casinos, and when desperate, gamble.  At the start of their turn, the active player turns over a card which indicates one plot and one of the five casinos.  The active player claims the plot by placing a clear plastic counter in their colour on it and then everyone receives income:  every plot owner gets $1,000,000 per plot, and then every casino that matches the card pays out cash (in our case, in poker chips) and points.

Poker Chips
– Image by boardGOATS

After everyone has received their income, the active player can do as many actions as they like, the only limit is what they can afford.  The first action is build on a plot they own:  they pay the amount of money listed on the board, chose a coloured casino tile and place it on the board together with a die of their colour showing the face depicted on the board.  The number shown is important for many reasons, but initially it indicates the income that the player will get when that casino pays out: one million dollars per pip shown.  The casino colour chosen can be the same as casino adjacent casinos, or different, which is a critical decision.  If it is the same, the two (or more) casinos merge and the owner of the die with the highest face value becomes The Boss of that casino.

Lords of Vegas
– Image by boardGOATS

The Boss gets victory points when that casino colour pays out, receiving points equal to the total number of plots the casino occupies.  Since The Boss controls the casino, their are things they can do that others cannot.  For example, they can choose to “remodel” the casino, changing the colour of all the tiles.  There is a cost, of course, five million dollars per space, but it can be worth it to force mergers giving more points.  The Boss can also “sprawl” their casino which means expand into neighbouring, unoccupied plots.  This is both costly and risky, but can be worth it to give a short term benefit or to merge casinos.  It is costly because the cost to build is twice the usual fee, and it is risky, because if the card that shows that plot is drawn later in the game, the player who draws the card replaces the die with one of their own.

Lords of Vegas
– Image by boardGOATS

Merging casinos are a vital part of the game because unusually, increments in the score track progressively increase.  So, at the bottom, the steps increase by a single point, but after eight, each step is two points, and after twenty the steps increase to three.  Since the points are added casino by casino (rather than summing them and adding them all at the same time), it is critical to match casino size to the current increment.  For example, two casinos of size “three” would add six points if the player were below eight points or above twenty.  However, if they were between eight and twenty, the same casinos would only be worth two each as the remainder would be lost as each casino is added.

Lords of Vegas
– Image by boardGOATS

Thus, with the merging and taking over, the game is highly strategic with a sprinkle of luck from the card draw.  Perhaps the most important part of Lords of Vegas though are the gambling aspects. There are two:  firstly, once per turn, the active player can gamble at any casino by rolling two dice.  The odds are slightly in favour of The House, but it can be a good source of cash, as well as providing the opportunity to damage an opponent, as The Boss of that casino provides the pay out (though they can lay this off with the bank).  More importantly, any player can choose to “Reorganise” any casino they have a stake in, by paying a million dollars per pip to re-roll all the dice in that casino with the chance of control changing hands.

Lords of Vegas
– Image by boardGOATS

So the game is not especially difficult to understand, but small changes can have a large impact.  As well as the mix of strategy, luck and gambling, there are a number of little things that really make the game sing.  For example, almost anything can be traded for almost anything else at any time, which enables players at the back to gang up on a run-away leader and neutralise the effect of overtly bad (or good) draws and dice rolls.  The quick description had most people interested in playing it, but Burgundy (who had played before) felt that it would be very chaotic with five, so in the end, Pine, Black, Red, Lime and Ivory left Blue, Burgundy, Mulberry and Purple to their visit to Nevada.

Lords of Vegas
– Image by boardGOATS

The game started very slowly, with incomes small and investment correspondingly small.  Blue tried to increase her income by building her number of plots.  That probably wasn’t a good move, though she was able to build some cash and then invest heavily a couple of turns later.  Despite the lack of rules complexity, the groups still managed to make a mess of it:  when Reorganising, each die can only be rolled once per turn.  It was perhaps a good thing the messed this up though as otherwise Purple, Blue and Mulberry would have been deprived the chance of seeing Burgundy attempt to Reorganise a single two and re-roll a two three times.  Hilarity ensued when, a few turns later the casino had merged to form two-plot casino now with a two and a three and Burgundy chose to try Reorganising again, this time getting a two and a three and then a double three before finally settling for a one and a four!

Lords of Vegas
– Image by boardGOATS

As the game progressed, the casinos merged and grew, with one particularly large “Sphynx Casino”, occupying five plots.  Blue, Burgundy and Mulberry all had an interest and re-rolled the five dice many, many times during the game, but despite his lack of success elsewhere, Burgundy mostly retained control.  The other side of Flamingo Road, Mulberry built a lovely casino, mostly uncontested.  The “Vega Casino” cards came out a lot at the start and since some cards are removed at random, it didn’t look a good gamble.  As a result, only Purple took the risk of investing and made a killing with her “Big Purple Casino” when the group kept drawing the Vega cards ending up with all nine putting in an appearance.

Lords of Vegas
– Image by boardGOATS

Mulberry and Burgundy stole a slight early march, but when the steps in the scoring track increased it became clear that this was an illusion and it was in fact a very close game as the leader’s jersey kept changing hands.  The balance of power was held by whoever was in charge of the Big Sphinx Casino, and Blue and Mulberry ganged up on Burgundy to try to break his hold on it.  First Blue rolled the dice and gave control to Mulberry only for Burgundy to wrest if from her and Mulberry to then give control to Blue.  In what turned out to be the final turn of the game, Blue gambled in Purple’s Big Green Vega Casino, won $10,000,000 and used it to remodel her small Sphinx Casinos and sprawl the Big Sphinx Casino into one extra space.

Lords of Vegas
– Image by boardGOATS

This turned out to be critical, because the game ends when the “End of Game” card is drawn and all the casinos on the strip score for one final time.  That final sprawl gave an extra three points for the Big Sphinx which was just enough to cross the boundary from twenty-nine to thirty-two, breaking what would otherwise have been a three way tie.  Money is the tie-breaker, which meant that Burgundy just sneaked into second place $7,000,000 ahead of Purple, who would have been $20,000,000 better off if Blue had not won when she bet in her casino.

Lords of Vegas
– Image by boardGOATS

All in all, it had been a lot of fun and everyone was agreed that they’d like to play it again, and that they’d play it differently next time.  It had been a really slow burner though and while the foursome had been gambling property in Vegas, the others had had time to play two games and get up to date with the Brexit riots and discuss all the possible outcomes—some  people even had time to check out the proxy voting and postal vote options and evaluate both options!

Ticket to Ride: Europe
– Image by boardGOATS

The group had started the evening with Ticket to Ride, the original USA version, rather than the more usual Europe version or the relatively new, New York edition, which had also been also an option.  It is relatively rare that the USA edition gets played because it can be quite unforgiving, this time though, everyone was quite experienced, and knew what they were letting themselves in for.  The game rules are much the same as for every other version of Ticket to Ride: on their turn players can take any two two cards from the face up market or blind from the draw deck; place some of their plastic trains to score points paying for them with appropriately coloured cards, or draw more ticket cards which score points at the end of the game if completed.

Ticket to Ride (USA)
– Image by boardGOATS

There are no tunnels, ferries or stations in the original USA version, and Locomotive cards can be used as wild under any circumstances, but only one face up Locomotive card can be drawn per turn.  It was a very tight game with everyone obstructing each other a bit, though Red got the worst of it.  Green prioritised trying to get the ten point bonus for the longest continuous set of trains, while Black was concentrated on completing his tickets from Los Angeles to Miami and Winnipeg to Boston.  It was very clear it was going to be a close, high scoring game where completed tickets were going to be essential to the final scores.

Ticket to Ride (USA)
– Image by boardGOATS

Pine completed his first two tickets and started on his third route, from Montreal to Vancouver.  As the game came to a finish, everyone put the finishing touches to their plans: Green added a couple of trains to his longest route, and Pine just managed to complete his third route before the game ended.  As players totalled up their extras, it turned out that Green had just managed to take the longest route bonus by a single carriage, and red had been Red totally stymied—someone was always likely get stuffed in a five player game that was so very, very close.  In fact, in the final accounting there was just nine points between first and fourth place.  Black topped the podium with a hundred and four points, a single point ahead of Green with Pine a few points behind him.

Ticket to Ride (USA)
– Image by boardGOATS

There was a bit of debate as to what to play next, but as Ivory had never played it before, the group eventually settled on Carcassonne, with the River expansion.  This is one of the most popular “gateway” game so it was quite remarkable that Ivory had managed to avoid it for so long.  The rules of the game are really simple, though they generate a surprising amount of depth, especially when played with two.  With five, there is less control, but it can still be a lot of fun.  On their turn, the active player draws a tile from one of the available stacks and adds it to the central map, making sure that any features on the edge of the map are preserved.  The active player may then place one of their Meeples on the tile they’ve just added to the tableau.

Carcassonne
– Image by boardGOATS

The Meeple is placed on a feature – a Road, a City, a Monastery or Farm.  The key rule, however, is that a Meeple cannot be placed on a feature that already has a Meeple on it.  So if the tile is added in a way that means it extends an occupied pre-existing City for example, the player cannot place his Meeple on that City, though if it were unoccupied it would be fair game.  Once the player has finished placing their tile and Meeple, any features that were completed are scored and the associated Meeples returned to their owner.  When complete, Cities score one point per tile they occupy, double for every tile with a blue and white shield on it; Roads also score one point for every tile that contributes to them.

Carcassonne
– Image by boardGOATS

Monasteries are rather different and when completely surrounded by eight tiles, score nine points.  Farms are a little different, only scoring at the end of the game, giving three points for every city it supplies.  These are usually a crucial source of points and the player who controls the biggest Farm usually wins.  Again, a Meeple cannot be added to a farm if there is already a Meeple occupying it, so this aspect of the game is all about joining Farms together and sharing or ideally, taking control of other people’s Farms.  Adding the River expansion helps to reduce the dominance of Farming by helping to prevent one single super-Farm forming, though Farms are still a very important part of the game and timing is crucial.

Carcassonne
– Image by boardGOATS

This time, the game was played very quickly, especially given who was playing.  As a result, poor Ivory, on his first experience, had no idea what was going and really struggled to follow some of the more subtle parts of the game.  The game began as the Battle of the Cities, with Red and Ivory merging their Cities to increase their points haul,, and Black and Green sharing another City to do the same.  At the end, however, it all came down to eating and praying, i.e. Farms and Monasteries, in what was also a very close game.  Again, there was just one point between first and second and again the top two places were held by Black and Green, with Black once again pipping Green to the win.  This time it was Red who took a very close third, just three points behind.  Black’s comment as Ivory left, was that the game had been “Quite vicious,” and as the group waited for Lords of Vegas to finish and caught up on the votes in the House of Commons, that would be an appropriate description for the happenings in Parliament too.

Carcassonne
– Image by boardGOATS

Learning Outcome:  It doesn’t take many rules to make a really good game, just the right rules.

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.