Tag Archives: Trek 12: Himalaya

26th July 2022

Blue and Pink were first to arrive and were just finishing their supper when Ivory joined them soon followed by Pine.  Ivory and Pink were keen to play Ark Nova which is longer than our usual fare and therefore needed a quick and early start.  So, when Black and Purple arrived, they grabbed Black and headed over to the other side of the room.  Everyone else conformed to more typical hesitant behaviour and were a lot slower to get going.  This wasn’t helped by Blue who was explaining how Pink had managed to find the “Only Panda Themed Village in Cornwall” and when Lemon and Orange queried it, she felt the need to find the photos to prove it.

The Lanivet Inn
– Image by boardGOATS

Eventually, the group split into two with Purple, Blue, Pine and Teal playing the “Feature Game“, the Spiel des Jahres nominee, SCOUT.  Although this has a nominal and very tenuous “circus theme”, it really is well hidden and “pasted on” to what is otherwise a relatively traditional, though clever little Rummy-esque card game with a Bohnanza-type twist—players cannot change the order of the cards in their hand.  The idea is that players have a hand of cards and on their turn takes an action:  they play a run or a meld (set of cards of the same value à la Rummy), or take a card from the active set (the previously played set).  The first of these actions is called “Show” and players can only Show the set they want to play beats the previously played set (called the Active Set).  A set wins if it has more cards or the same number, but a higher value, and a meld always beats a run.

SCOUT
– Image by boardGOATS

When Showing, the cards played must be consecutive in the player’s hand, so a player can, for example, take a four, five and six from the beginning, middle or end of their hand.  It must beat the current Active Set, and it then becomes the new Active Set with the old one turned face down and added to its owner’s scoring pile.  In this way, the quality of the the Active Set is ever increasing—this mechanism makes SCOUT a ladder-climbing game, of which Tichu and Haggis are probably the best known.  The problem is that of course it will become progressively difficult to play cards (especially with the consecutive constraint), so players can also use the Scout action and take a card from the Active Set, for which it’s owner gets a Scout token as a reward.

SCOUT
– Image by boardGOATS

When Scouting, players can only take a card from the end of the Active Set, ensuring that runs retain their integrity and just become shorter and maybe of lower value.  A card that has been Scouted goes into the player’s hand, anywhere they like, so they can use this to connect two cards in a run, or enhance an already existing meld for example.  The really clever part of the game is that the cards have two values, and which value they take depends on which way up the cards are.  This is clever because it adds just enough flexibility to make the game work, while not making things trivial.

SCOUT
– Image by boardGOATS

At the start of the game, players are dealt a hand of cards and choose which way up the hand goes—not the individual cards, the whole hand.  From this point on, the hand stays the same way up, but when cards are added to a player’s hand (and only then), the added card can be rotated.  The game ends when either, one player runs out of cards, or when it gets to a player’s turn and they were the last person to Show.  In addition to Scout and Show, once during the game, players can also “Scout & Show” which is often used to bring about or prevent the game coming to an end.  Players then add up the number of scoring cards and tokens and subtract the number of cards in the their hand and the player with the most is the winner.

SCOUT
– Image by boardGOATS

The game is one of those games that is a bit odd to understand at first, so Purple (who started), began tentatively, but it wasn’t long before people were Scouting and Showing happily.  There was a bit of confusion when it came to Teal’s turn and he Scouted one of his own cards—a rules check didn’t answer the question of whether he should get a token (we called them Cadbury’s Chocolate Bars because of their colour) or not, so we decided not.  It was only later that we realised that of course players could not Scout from their own set, as a round of Scouting triggers the end of the game.  Pine was the clear winner with fourteen points, more than twice Blue in second, and in spite of forgetting he could Scout & Show which would have given him victory earlier.

SCOUT
– Image by boardGOATS

The game can be played in campaign mode where players get scoring tokens and add up the total after several rounds, however, we tend to prefer to play games like this as single, short, one-off games.  And this time, everyone wanted to “do a Lime” and give it a second go now they understood what they were doing.  It was about this time that Pine checked his phone for the first time and reported that the England versus Sweden semi-final in the Women’s European football championships was goalless, but that “Sweden were playing well”.  There was a general slightly pessimistic noise around the table and Teal began the second round.

SCOUT
– Image by boardGOATS

A cheer from the bar prompted Pine to check his phone again and everyone relaxed a little when he reported that England had scored their first goal.  This second game of SCOUT was much closer than the first with scores of eleven, twelve, thirteen and fourteen, with Blue the victor, just ahead of Teal.  It had been a lot of fun and everyone really appreciated the cleverness of such a simple little game and found it had really grown on them from the two rounds they’d played.  There were other games people fancied playing, however, so the group moved on to Trek 12: Himalaya, a Roll and Write game we first enjoyed playing a few months ago and was given a “Recommendation” by the Spiel des Jahres Award committee.

Trek 12: Himalaya
– Image by boardGOATS

Trek 12 is similar to On Tour which we played several times online, but is a little more complex.  In On Tour, two d10 dice are rolled and players combine them to make a two digit number, so a five and a four can be combined to make a forty-five and a fifty-four, one of which is then written in a location on the map.  Locations are connected by “roads” and players are aiming to make the longest continuous route of numbers that only increase.  Trek 12 does something similar in that two dice are rolled and the numbers combined to give one, but as the sum, difference, or product, alternatively players may choose one single die (either the larger or the smaller).

On Tour
– Image by boardGOATS

The catch is that each of these operations can only be used just four times each during the game.  The resultant number is then written on the map, but the theme is trekking so chains of ascending or descending numbers represent ropes while groups of the same number represent camps.  Another difference is that in On Tour player can write their numbers anywhere on their map, whereas in Trek 12 numbers have to be added next each other.  This means that it is advisable to start in the centre and work out, advice that Pink eschewed at his cost last time we played.  Scoring is more complex as well, since players score for the highest value in each rope/camp plus one for each other number in the rope/camp with bonuses for the longest rope/largest camp and negative points for any isolated numbers.

Trek 12: Himalaya
– Image by boardGOATS

This time the group  used the Kagkot map, rather than the Dunai map used last time.  Teal, Purple and Pine all started at much the same place putting a five in the middle, but from there things quickly diverged despite the plague of fives that were rolled.  Blue decided to do something different and started with a zero in the middle.  Everyone got themselves into a bit of a tangle, but Purple struggled the most.  Part of the reason might have been distraction caused by the updates on the football as, during the second half of the match, there was a second goal, then a third.  Everyone was still digesting the third which was described as “Outrageous” when a fourth went in just eight minutes later to leave the final score four-nil to England.

Trek 12: Himalaya
– Image by boardGOATS

Teal gambled on getting the high dice rolls he wanted, and jammily got them.  However, the game was won by Blue who put together lots and lots of very short ropes and small camps to give her high base scores, with one long rope to give a decent bonus and a final total just above the target set for the map in campaign mode.  While all this was going on, Lilac and Green were introducing Orange and Lemon to Carcassonne, an older, now classic Euro game that won the Spiel des Jahres award over twenty years ago.  The game is perhaps one of the best known tile-laying games and was the inspiration for the term “Meeple“.

Carcassonne
– Image by boardGOATS

On their turn, players draw a tile and add it to the central map.  The tiles feature some combination of Roads, Cloisters, City and Fields.  Once the tile has been placed, the player can then add a single Meeple from their supply to the tile placing it on one of the features so it becomes a Thief, Monk, Knight or Farmer (respectively).  Finally, any features that are completed are scored and the players gets their Meeples back.  In this context, completed means Roads that end with a junction at both ends, Cloisters that are completely surrounded by other tiles, and Cities without gaps where the wall is closed).  Fields or Farms are only scored at the end of the game.

Carcassonne
– Image by boardGOATS

In this way, players score one point for each tile in a completed Road, nine points for a completed Cloister and two points for each tile in a completed city (plus two for any Pennants).  Although players can’t add a Meeple to a feature that is already occupied, it is possible to end up with shared features.  This happens when two separately owned Roads (say) are joined together.  In this situation, the player with the most Meeples scores the points, or, if there is a tie, both players get the points.  And this is really the crux of the game—players can play nicely or nastily, working together to build big Cities, or muscling in and stealing them from other players just before they score, or even playing tiles to make Features difficult to complete.

Carcassonne
– Image by boardGOATS

At the end of the game, Farms and any still incomplete Features are scored (though they only give only one point for each tile and Pennant in a city and one point for each tile in a Cloister array).  A Farm is a continuous Field, i.e. a green space that a Meeple could “walk” around that might be bordered by Roads, City walls, River or the edge of the map.  Each Farm then scores three points for each City that it “feeds”, i.e. that borders the Farm.  Since Farms can be very high scoring, early Farmers in the right place can be very valuable as they mean other players have to work hard to join fields together if they want to share the points.  On the other hand, an early farmer can be cut off and left scoring very few points.

Carcassonne
– Image by boardGOATS

Additionally, since they are not recovered during the game, Farmers placed early are not scoring points during the game, so part of the skill of the game is timing when to place Farmers to maximise their value.  Scores are kept on a track, and the player with the most points at the end is the winner.  This time, although there were a number of expansions available, with Lemon and Orange were new to the game, the group only added the River expansion, which consists of a small number of tiles played at the start and helps to prevent the formation of one massive Field.  Lilac explained the rules: although it is mostly a simple game, the Farmers always cause a little confusion, in particular where the edges of the Fields were and how you might end up with more than one Farmer in a field.

Carcassonne
– Image by boardGOATS

Lilac placed the second river tile and with little other option available to her placed the first Farmer.  For the next few turns of placing River tiles, the question of when another player could place a farmer was often repeated, until Orange was able to get one with a road and bridge tile.  The River started running along the length of the table, expecting the board to develop more in the that direction than to the edges of the table. Unfortunately, fairly early on the river shifted sideways and the whole board developed across the table rather than along, so they had to shift the tiles a couple of times to make room (this was not meant to be the Discworld!).

Carcassonne
– Image by boardGOATS

Lilac took an early commanding lead on the score board, with Orange next to start scoring. It seemed to take ages before Lemon got her first points and even longer for Green to get going.  However, Lilac’s lead soon disappeared as Green, Lemon and Orange shared the points for one enormous city—they thought they would never complete it, but with three people after one particular tile, it was almost inevitable really.  Lilac meanwhile was after the single bend road tile to complete a roundabout with her Meeple on it.  Everyone else got that tile, everyone except Lilac of course.  It looked like it would never happen, but in the dying moments of the game, she finally got the tile she needed. It was only worth four points, but it gave her a spare Meeple.

Carcassonne
– Image by boardGOATS

With the Farmers now understood, with his last tile, Orange was able to complete a City and then place a Meeple on the field part of that tile to be sole farmer for one complete city. It was only three points, but more than the couple he could have scored by using the tile to complete a Road. Having spotted this useful use of a final Meeple, Lemon and then Lilac both did the same.  In the mêlée of farmers, Orange came out on top, managing to knock out Lilac’s and Green’s farmers, and Lemon scored a few too.  The end result was a victory for Orange, a close second for Lemon, with the veterans of Green and Lilac well behind.  Perhaps they did not play quite as aggressively as they could have done, but mostly they just didn’t get the right tiles and were simply out-played.

Carcassonne
– Image by boardGOATS

Meanwhile, on the other side of the room, Black, Pink and Ivory were playing Ark Nova, but as it was showing no sign of finishing soon, with both Carcassonne and Trek 12 finished, the two groups had a decision to make:  play two games (maybe with a quick game of Musical Chairs first) or play one large game.  Las Vegas was suggested as a possible large game (it plays eight with the Boulevard Expansion), and Living Forest (winner of the Kennerspiel des Jahres this year) was an option if breaking into two groups.  Time marched on, and nobody in the group is very good at decision making and before long it was too late to play Living Forest and Las Vegas can take a while to play.  So in the end, the group decided to introduce Orange and Lemon to an old favourite, 6 Nimmt!.

6 Nimmt!
– Image by boardGOATS

Although 6 Nimmt! didn’t win the Spiel des Jahres Award, we certainly think it should have done; it did get a recommendation from the Jury though and of course it won the Golden GOAT in 2020 (a very difficult year for everyone).  Teal had to play taxi for his family, so headed off leaving seven to play.  The game is very simple:  players simultaneously choose a card from their hand and play it face down in front of them.  Once everyone has chosen a card, the cards are revealed and played in order from lowest to highest.  The cards are added to one of the four rows on the table—they are added to the row that ends with the highest number that is lower than the card itself.

6 Nimmt!
– Image by boardGOATS

If the card added would have been the sixth card, instead the player takes the cards in the row and their card becomes the start of the new row.  If the card is lower than all the cards at the end of the rows, instead the player chooses a row and their card replaces that row.  At the end of the game, players sum the total of Bull’s heads or “Nimmts” shown on the cards in their scoring pile and the player with the least is the winner.  There are a hundred and four cards in the deck, and we play a variant where the game is played over two rounds, each with half the cards.

6 Nimmt!
– Image by boardGOATS

The delicious thing about 6 Nimmt! is that everyone feels that they are in control, until the moment when they aren’t.  Some people argue that it is a random game, but as the same players (like Burgundy) often seem to do well, it can’t be.  That said, and it is especially true for those that often do well (like Burgundy), when it goes wrong it can go catastrophically and spectacularly wrong.  As a result the suspense is murder and the game is loads of fun yet never seems to outstay its welcome.  Orange quickly got to grips with it and clearly quickly appreciated the jeopardy.

6 Nimmt!
– Image by boardGOATS

This time we played without the “Professional Variant” that had become so popular online, partly because it would not be fair on the people new to it, but mostly because everyone was tired and nobody was up to the mathematical gymnastics it required.  This time the first round was unusual, because everyone had similar scores.  Usually, at least one player manages to keep a clean or cleanish sheet and at least one player picks up lots of pretty coloured cards, but the range of scores at half way were between seven and thirteen.  That meant it was all to play for in the second half.

6 Nimmt!
– Image by boardGOATS

The second half was a little more varied with Green only collecting four Nimmts and Blue and Lilac collecting sixteen, but the net effect largely offset the differences in the first round.  Blue top-scored with twenty-seven, Pine was just behind with twenty-six and Lilac after him with twenty-three (she really is going to have to try harder if she is going to compete with the really high scorers).  The winner though was Purple with fifteen, one Nimmt less than the runner up, Green, in what had been a tight game, but a lot of fun, as always.

6 Nimmt!
– Image by boardGOATS

Ark Nova was still on-going, so Orange, Lemon and Lilac killed a few minutes with a quick round of Dobble.  This Snap-a-Like game is simple, but a lot of fun.  This time, players started with a single card and called a match with the central pile and grabbed a card.  Despite playing in English which is not his first language, Orange is remarkably good at this game, taking twenty-two cards, beating Lemon into second place.  From there, that side of the room just deteriorated into random chatter about random pub-type things (including the Voice of Jack and the demise of Frosts at Millets) as people ran out of steam and waited for Ark Nova to finish.

Dobble
– Image by boardGOATS

By this time, Black, Pink and Ivory were rapidly running out of time as last orders had been called some time ago.  Ark Nova is a much longer game than we usually play with an advertised playing time of upwards of two hours and reputedly considerably more with inexperienced players and setup time included.  It is all about planning and designing a modern, scientifically managed zoo—when this was first mentioned at the start of the evening, Pine looked all interested in the theme, but was quickly put off when Ivory added it was “a bit like Terraforming Mars with animals”.  That said, although it is quite complex, functionally it is not difficult to play on a turn by turn basis, though there is quite a lot to manage and keep a track of.

Ark Nova
– Image by boardGOATS

On their turn, players take one of six possible actions:  activating one of the five action cards (Cards, Build, Animals, Association and Sponsor) with a strength equal to the number above the card, or move a card back to the first space and take a cross token instead.  When activating a card players perform the action based on its power level.  The power level is dictated by its position in the row, with the level one power to the left and the level five to the right.  Once a card has been played, it is moved the first space in the player’s five card row (i.e.to the lowest power position on the left) moving the other cards to the right to replace the card removed, effectively incrementing their power by one.  During the game, players can upgrade and turn over the action cards to a more powerful second side using various bonuses.

Ark Nova
– Image by boardGOATS

The Cards action is the simplest action, which lets players draw cards from the deck (the number depending on strength) then advance the marker two spaces along the break track which defines when the round ends.  The Build action allows players to pay to construct one building on their zoo map.  Players can build basic enclosures with a size of one to five, but they can also build a petting zoo for animal storage or pavilions and kiosks (which give players appeal and money respectively based on adjacent filled enclosures).  With the upgraded build action, players can build multiple different buildings and have access to the large bird aviary and reptile house which allow the storage of multiple animals.

Ark Nova
– Image by boardGOATS

There’s no point of having enclosures without animals, and that’s where the animals action comes in:  it allows players to add animals into enclosures in their zoo. Some animals have a special requirement and need a symbol in their tableau and/or the upgraded animal card. Adding an animal to an enclosure has a cost, and then the player turns over the empty enclosure of at least the size needed or places the listed cubes into a special enclosure (an aviary or a reptile house).  The player then adds the animal card to their tableau and resolves the abilities on it and receives ticket sales along with possibly conservation points and reputation.

Ark Nova
– Image by boardGOATS

The association action allows players to take one task on the association board with different tasks available based on their power level.  This allows people to gain reputation points, acquire a partner zoo they don’t already own, gain a partner university, or support a conservation.  Finally the sponsor action allows players to play exactly one sponsor from their hand which offer ongoing abilities.  They can allow players to place unique tiles in their zoo and offer end game conservation point opportunities. Some Sponsor cards have conditions on their play similar to the animal cards.

Ark Nova
– Image by boardGOATS

Players take it in turns to take actions, resetting every time a break occurs, until the end game has been triggered.  There are two tracks, Appeal (Tickets) and Conservation that follow the same course, but in opposite directions.  The game end is triggered when one player’s pair of scoring markers cross, after which, everyone gets one more turn and then the end-game cards are scored.  The player with the largest overlap between their Conservation and Appeal values is the winner.  A player’s tokens can meet and pass at any point, but Conservation points are much harder to get than Appeal, so to compensate, each step on the early part of the Conservation track is equivalent to two Tickets on the Appeal track, while each Conservation step is worth three Tickets.

Ark Nova
– Image by boardGOATS

Pink started hard and fast with a simple animal strategy concentrating on upgrading his action cards to get the more powerful actions and getting extra workers.  In contrast, Ivory and Black started a little slower and focused on getting larger (Size five) pens, like the reptile house and the aviary.  These are more difficult to get, but are also more valuable.  Ivory then added a Stork and a Condor, while Black collected a Horse and engaged the services of a European Hobbit-like Expert.  The game was about half-way through when the other table heard a howl of delight from all three of them:  The Panda card had come out.  From this point forward, Pink’s primary aim was to get the Panda and find it a nice, cosy, bamboo-filled space in his zoo where he could love it and hug it at leisure.

Ark Nova
– Image by boardGOATS

Although Pink got a lot of Tickets early, his Conservation was very low which made him look like he wasn’t a threat.  Maybe Ivory and Black took their eye off him because of this, as they seemed surprised when Pink suddenly got ten Conservation points very quickly using the Association action which triggered the end of the game quite abruptly.  In a similar way to the recent game of Viticulture where Teal did the same thing, this meant everyone else had to make the best of things.  It was probably for the best, however, as by this time it was a real race against the clock.

Ark Nova
– Image by boardGOATS

In the end game scoring, Ivory also managed to get his Appeal and Conservation pieces to cross over, but Black was less fortunate finishing with a negative score.  It was close between Pink and Ivory, but Ivory scored more in the end-game scoring and took victory by a single point.  Even though it finished in a bit of a rush, they had all really enjoyed the game; Black commented that rather than being like Terraforming Mars, to him it felt more like Wingspan, which was probably just as well as he’s not very fond of Terraforming Mars.   As they rushed to pack the game away, Pink gave his Panda one last hug before putting him back in the box and going home.

Ark Nova
– Image by boardGOATS

Learning Outcome:  Pink Likes Pandas.

13th January 2022

Blue and Pink were the first to arrive, soon joined by Black and Purple.  Others quickly rolled up and before long, everyone was discussing what they’d been doing over the holiday.  Teal produced a new “Roll and Write” game that everyone could play together, called Trek 12: Himalaya, a game where players are climbing a mountain.  He gave a quick summary and demonstrated how he’d raided the stationary cupboard so everyone quickly agreed to give it a go.

Trek 12: Himalaya
– Image by boardGOATS

The game has some prima facie similarities to On Tour which we played remotely a couple of times, in that two dice are rolled and their results combined.  In On Tour, the results are simply combined to make a two digit number, so a two and a three can make a twenty-three or a thirty-two.  In Trex 12, the numbers are combined by addition, subtraction or multiplication and additionally players can pick either the larger or the smaller individually, with each option available a total of four times during the game.

Trek 12: Himalaya
– Image by boardGOATS

Players are trying to make chains of consecutive numbers and groups of the same number—runs and melds, which represent ropes and camps respectively.  At the end of the game, players score for the highest number in the rope (or camp), plus one additional point for every other connected point (which must be connected when they are played).  Additionally, players score bonus points for the longest rope they make, and the largest camp, and penalties for any isolated numbers that are not part of a rope or a camp.

Trek 12: Himalaya
– Image by boardGOATS

It took a couple of turns to get going, but thereafter it was quite quick.  The game has a sort of legacy element with alternative maps and envelopes that can be opened once certain challenges have been met, but we played the Dunai map and without any complications.  Teal pointed out that although the first number can go anywhere, thereafter numbers must be written next to other numbers so it was wise to keep options open.  Pink therefore started at one end, immediately demonstrating how to make the game more challenging.

Trek 12: Himalaya
– Image by boardGOATS

Pine and Blue seemed to be working to very similar strategies with a long rope and a large “Four” camp in the middle, though Pine made a better fist of it and finished in second place with sixty-eight.  Ivory was the overall winner though, with lots and lots of short bits of rope of high value and a final score of seventy-two, well clear of the total needed to beat the game.  Trex 12 had been both quick and enjoyable, so after that aperitif everyone was ready to move on to something a little more filling, and the group split into two, the first playing the “Feature Game“, Streets.

Streets
– Image by boardGOATS

Streets is a tile laying game by the same people as the very enjoyable Villagers.  It is, perhaps, a little lighter and, rather than developing the occupants of a village, players are building a city, transforming it street by street, from a small town into a centre of culture and commerce.  The turn structure is similar to more familiar games like Carcassonne: On their turn, the active player chooses a building tile, adds it to the town, places an ownership marker on it and then scores any completed features, in this case, Streets.

Streets
– Image by boardGOATS

Although there are similarities, there are a lot of differences: players have a hand of three tiles all of which represent buildings; as well as ownership tokens, the active player also places people on the building, then there are the tile placement and scoring rules.  The building tiles have a road at the bottom and sky at the top and can be placed such that a Street, a row of houses, is extended by adding the tile to it in the same orientation, or terminated so that the road is perpendicular forming a junction.  When both ends of a Street finish in a junction, the Street is closed and scored.

Streets
– Image by boardGOATS

Different buildings score in different ways, for example some tiles give points for people in the Street and others for the number of building symbols in the Street.  There are a few little niggly little rules.  For example, when scoring a Street players include the symbols on the street itself, but also any on a tile that terminates the Street and points towards it.  There are other ways of scoring buildings as well, for the number of adjacent tiles or copying another building of choice in the Street for example.  In addition to the money won for the building itself, players also score for the number of people on the tile scored.

Streets
– Image by boardGOATS

When a building is scored, the active player moves the people on to different building in another, open Street.  This encourages players to terminate Streets even though they might not score themselves, because they can move people onto their own buildings elsewhere which means they will score more later in the game.  There are a few other things that contribute to the decision making dilemmas.  For example, players only have five ownership tokens, and if they run out, they have to take them from another building without scoring it.

Streets
– Image by boardGOATS

The game ends when all the tiles have been played and any remaining Streets are scored, but for half points (similar to Carcassonne).  The basic game is quite straight forward, but although most people got to grips with it, the combination of small text, symbols, a little confusion of terminology and general tiredness meant others struggled with planning effective moves.  Black took what was obviously an early march when he played his micro-brewery tile to “copy” another high-scoring tile in the same street, but Purple, Blue and Pine had their moments too.

Streets
– Image by boardGOATS

In the end, Black won with a cricket score of a hundred and twenty (well, a score that would have beaten England in the recent Ashes series anyhow).  Blue, Purple and Black quite enjoyed the game and could see the its potential for adding expansions too.  Definitely one to be played again, though Pine might need some persuading.  Meanwhile, on the next table, Ivory, Pink and Teal were getting to grips with a game of Key Flow (Lime having taken an early night after another very early morning).

Key Flow
– Image by boardGOATS

Ivory and Pink have played Key Flow and its big brother, Keyflower, many times before (including relatively recently in October), but Teal was new to the game though he’d heard good things.  In both games, players are building villages and activating the buildings in their villages by playing meeples (or rather Keyples) to generate resources and score points.  The games have a lot in common including the artwork, the iconography and the fact both take place over four rounds or seasons, but the underlying game mechanism is different.  In Keyflower, players acquire tiles by auction where in Key flow players gain cards by drafting.

Key Flow
– Image by boardGOATS

Key Flow is surprisingly straightforward to play, though doing well is a completely different matter.  Players who start with a hand of cards, choose one and pass the rest on, adding their chosen card to their village before they get their next, slightly smaller hand.  There are three types of card:  Village cards, Riverside cards and “Keyple” cards.  Village cards are buildings that can be activated by playing Keyples above them, while Riverside cards provide instant resources and skill tiles.

Key Flow
– Image by boardGOATS

The cards have to be “connected” together and location can be important. Buildings for example are more productive if they have been upgraded, but upgrading needs resources and the resources need to be moved to the building being upgraded. Similarly, in autumn there are some buildings which score points for resources they are holding. Therefore, it is helpful if the building producing the resources is near to the one being upgraded or used for scoring as moving resources can be expensive and sometimes difficult.

Key Flow
– Image by boardGOATS

Simlar to the Keyples in Keyflower, the Keyple cards are used to activate buildings and produce resources.  Some can be played either in a neighbour’s village or the player’s own village.  Other cards can only be played in the village one side or cannot be played in one’s own village.  This is why three players is arguably the sweet-spot for Key Flow—with more players there is at least one village players cannot use, adding a level of randomness that it is difficult to deal with.  With three however, everything in play is accessible, though perhaps at a cost.

Key Flow
– Image by boardGOATS

At the start of the game players get some winter cards which can act as objectives to guide players’ strategies; at the start of the final round players get to keep one of these with the rest going into the draft.  At the end of the game, players score for any autumn cards, any buildings with upgrades as appropriate, any winter cards and finally one point for any otherwise unused gold.

Key Flow
– Image by boardGOATS

This time, Pink went for a “Scholar Strategy”, but changed his mind at the last minute to go for the Ranch instead.  Teal went for a gold strategy with the Jeweller to double his score, and picking up both the Gold Mine and the Smelter, the latter of which he upgraded so he could exchange one skill tile for three gold.  Unfortunately, Pink found that useful too and therefore got in his way somewhat.  Ivory didn’t appear to have a strategy early on, but made sure he had plenty of resources he hoped would be useful later in the game.

Key Flow
– Image by boardGOATS

In the final round, Pink got his Scholar anyhow then lucked out and got the Trader too, while Teal’s flotilla of boats gave him a lot of options, but somehow he struggled to convert them into points.  Ivory who had been keeping all his options open with a scatter-gun approach, managed to finish with a smorgasbord of points from pigs, Keyples, travel, and of course resources.

Key Flow
– Image by boardGOATS

It was not a surprise Ivory won as he always does well in this game, but Pink was very pleased to have run him close finishing just five points behind.  With that, people started to drift off, a few people hung about for a while, just chatting, amongst other things, discussing what “Cotton Clouds and White Cashmere” smells like and whether the new soap in the Ladies really did smell of it…

Key Flow
– Image by boardGOATS

Learning Outcome:  “Roll and Write” games aren’t only the preserve of “Remote Gaming”.