Tag Archives: Tsuro of the Seas

28th April 2020 (Online)

People started to arrive online from about 7pm with Mulberry briefly joining the party to say that she was going to have to work and sadly couldn’t join in the game.  It wasn’t long before everyone was once again sharing their stuffed toys, including Burgundy who’s new friend “Bunny” was watching over him from on high.  While Blue and Burgundy set up the game, Lime proudly showed off his new haircut that Mrs. Lime had done for him, only for someone to comment that it made him look like a bit like Tin Tin

Bunny
– Image by Burgundy

The “Feature Game” was to be Tsuro, a very simple game of tile laying.  The idea is that on their turn, the active player placed a tile in the space next to their stone and moves their stone along the path.  The last player left on the board is the winner.  The game plays lots of people, so was thought to be ideally suited to these online game sessions, but unfortunately, has hidden information in that each player has a secret hand of tiles that they play from.  In order to accommodate this playing online (using Tabletop Simulator to visualise, shared through Microsoft Teams), we simply displayed two tiles and on their turn each player picked one.

Tsuro
– Image by boardGOATS

This reduces the amount of planning possible, making the game less strategic, more tactical and, potentially, more random.  So to compensate a little and make it fairer, when any tiles with four-fold symmetry were drawn, they were put to one side as an extra option, a third tile, available until someone picked it.  As there were a lot of players, we also decided to use the slightly larger board from Tsuro of the Seas, and modify the pieces to suit our purposes.  Aside from this, the rules were the same as the original:  players can rotate the pieces (or ask someone to do it for them), but they must place them in the space next to their piece.

Tsuro
– Image by boardGOATS

Once a tile has been placed on the board, all stones must be moved along any paths extended, and any that collide or go off the board will be eliminated.  Burgundy started in the bottom left corner followed by Black, Purple and Lime, who was joined in the early stages by Little Lime who was keen to help.  Pine with his special friend, Beige assisting, followed by Pink, Blue and Green with Lilac and his “pet” sloth in support.  Everyone was fairly well spaced out around the edge of the board, so the game began quite slowly.  That was OK though as everyone had to get a feel for the graphics and what they were doing.

Tsuro on Tabletop Simulator
– Image by boardGOATS from Tabletop Simulator on Steam

As the game progressed, people started to get entangled with each other.  The first to come a cropper was Black with Pink not too far behind.  Burgundy and Blue got stuck and went off together followed by Green who ran out options and then ran out of road.  When Lime was eventually forced off the board by a lack of space, there were just two left.  As Purple had to move into the space around Pine (playing on behalf of Beige), giving him the opportunity to push her off the board and claim the first victory for his little Gremlin.

Tsuro on Tabletop Simulator
– Image by boardGOATS from Tabletop Simulator on Steam

That had gone quite well and hadn’t taken very long, so as setting up has some overhead, we decided it would be quickest to just play it again.  Blue and Burgundy re-stacked all the tiles and everyone chose their start positions.  For some reason, this time Green ended up surrounded by lots of empty space while everyone else was bunched together.  Green quickly put up a barrier and then went off to play with Lilac to play together alone in the corner, leaving everyone else to fight for space.

Tsuro on Tabletop Simulator
– Image by boardGOATS from Tabletop Simulator on Steam

Pine commented that Blue hadn’t moved far, but when she commented that she’d just been round in a circle, Pine objected inciting Pink to call him a “Boardgame Pedant”.  Pine took this mantle with pride and said he might add it to his CV as it already said he was a “Bird-watching Pedant”.  Blue queried this with “Bird-watching Pheasant?” and Pink upped the ante with “Bird-watching Peasant?”  Pine concurred, “Yeah, that too…”

Tsuro on Tabletop Simulator
– Image by boardGOATS from Tabletop Simulator on Steam

As the game plodded on, Pink was the first to go off, soon followed by Lime and Black.  Then there was a bit of a hiatus though as players got tangled up.  Pine was the first who kindly eschewed the opportunity to expel Blue from the game (or maybe he had no choice); and then Blue returned the favour (also with no other option).  Somehow, the paths kept getting entwined bring everyone to the same place, while Pine played with himself in the top corner, ominously.

Tsuro on Tabletop Simulator
– Image by boardGOATS

It was during this second game that the technology started to struggle a little and Teams kept freezing as the load on the network began to exceed the capacity of the village carrier pigeon.  The game just about kept moving though, with Pink, bored having been the first to leave the game, started intimidating Blue with his large Panda.  Blue and Pine were next off, thanks to Purple, who had to choose who was going to stay in the game with her.  In the end, her choice of Burgundy proved to be unfortunate as he ruthlessly dispatched her on his next turn.  It didn’t make much difference though, and Green with lots of space and no competition was the winner.  Although his second tile had been crucial to his success, it was really the unintentional assistance from Pine when he played a convenient blocking tile in E5 that clinched it.

Tsuro on Tabletop Simulator
– Image by boardGOATS from Tabletop Simulator on Steam

With that over, there was a little bit of chit chat about other game options that would work online:  Finstere Flure was an option on the Simulator, but 6 Nimmt! on Board Game Arena was discussed, as was Take it Easy! with pieces delivered by Blue and Pink.  That didn’t last long though as the evening degenerated into comparing soft toys again (“Is that Kingston Bagpuss?!?!”) accompanied by renditions of songs by The Eagles.  As Green, Lilac and Pine melted away, Blue, Pink, Purple, Black and Burgundy played a few turns to get to the end of Spring in their Keyflower rematch.  But that’s another story…

Keyflower on boardgamearena.com
– Image by boardGOATS from boardgamearena.com

Learning Outcome:  With all this “working from home”, the Stanford Carrier Pigeon needs a good feed.

16th October 2018

Blue was late after an unscheduled nap, so Burgundy consumed the first half of his supper alone.  Blue was quickly followed by Ivory and Pine and then a new visitor, Navy.  With Cobalt last week (who was busy moving house this week so couldn’t come) that makes two new people in two weeks.  Navy is a more experienced gamer and is into slightly more confrontational games than those we normally play, but that’s good as it might encourage us to leave our comfort-zone of cuddly Euros set in medieval Germany.  As we were all introducing ourselves, Green, and then Black and Purple turned up and the discussion moved on to how we choose the “Feature Game” (Blue suggests something to Green who mostly replies that he’s never heard of it, but it sounds quite interesting…).  Recent discussions have centred round the new Key Flow (aka “Keyflower the card Game”) for the next meeting and maybe Imaginarium (or, “The One With The Elephant on the Front” as Navy referred to it).  With that, Green started getting out this week’s “Feature Game“, which was Greed, a card drafting game where players are crime lords trying to earn more money than anyone else through clever use of their cards.

Imaginarium
– Image by BGG contributor W Eric Martin

At it’s heart, Greed is a quite simple, card-drafting game with a healthy dose of “take that” and a gangster theme.  Players start with a hand of twelve cards and “draft” three cards  (i.e. choose a cards and pass the rest on, three times).  Players then simultaneously choose one card then together reveal this card and action it before the it is replaced with another drafted card.  A total of ten cards are played in this way per person before the players tally their holdings and the player with the highest value is the winner.  Obviously, the game is all about the cards and there are three types, Thugs, Holdings and Actions, but it is the combination of these that is critical.  Actions have a unique effect associated with them while Thugs and Holdings typically also have a cost or a condition associated with them (e.g. cash paid to the bank or a collection of symbols on cards held).  Holdings are the key however.  When a Holding is played a token is placed on that card for each symbol on it and an additional token for each symbol of that type already possessed. These tokens are worth $10,000 each at the end of the game which is added to the value of cash collected through card plays.

Greed
– Image from kickstarter.com

Although it was Green’s game he had only played it once and that was over a year ago, while Burgundy had read up on it.  Pine and Navy had joined them to make the foursome.  The game takes a few rounds to understand how it really works.  After that, it’s quite easy to play, but working out which card to take and which to play is much harder, as they all seem to be really good. Unfortunately Navy struggled a bit at the beginning and made mistakes in his first couple of plays as he either found he couldn’t actually play his chosen card and had to just ditch it, or wasn’t able to get the indicated bonus. However, as he had not accumulated any wealth early on, it also meant he didn’t lose any when Green played a couple of cards which meant everyone else lost dollars, which leveled the scores a little.  Burgundy’s preparation really helped when he played a Holding card and proceeded to place six tokens on it, so by the half way mark it was looking like a two horse race between Burgundy and Green with both Navy and Pine looking short on cards.

Greed
– Image used with permission of BGG contributor punkin312

Through the second half of the game, Pine really got the hang of it and started raking in the dollars and had quite a pile of cash. Green then played a Holding card which enabled him to add chits equaling the same number as the maximum on another players cards, which meant he was able to gain from Burgundy’s excellent earlier play.  In the final rounds, Green played another card which removed one of his holdings only to be able to play it again the following round with even more tokens than it had previously. There was a brief discussion as to whether he should get the usual amount for it as well as the removed ones and two extras, a decision that went in Green’s favour, but the real question was whether it would be enough to beat Burgundy.  In the end, it was close, but the answer was no and Green finished with $30,000 behind Burgundy’s winning total of $235,000.

Roll for the Galaxy
– Image used with permission of BGG contributor punkin312

Meanwhile, on the next table everyone was being indecisive, but in the end the decision was made in favour of Roll for the Galaxy.  This is a game that really fascinated the group for a while because somehow it behaves differently to everything else we play and we really struggled to get to grips with it.  At the time, we concluded that our struggles were probably because we weren’t playing it enough so effectively had to learn it afresh every time we played.  For this reason we went through a phase of playing it quite a bit, but that was some months ago now and it was definitely time for another outing.  In principle, it is not a difficult game and the core mechanism is similar to the so-called “deck builders” (like Dominion) or “bag builders” (like Orléans or Altiplano), except instead of building a deck of cards or a bag of action tokens, players are building their supply of dice.  In Roll for the Galaxy, each different die colour reflects the different distributions of the dice, so for example, white “Home” dice feature each of the symbols for Develop, Settle, Produce and Ship once and Explore twice.  On the other hand, the yellow “Alien Technology” dice have three faces that depict the asterisk (“Wild”) and one each of Develop, Settle and Produce.  Thus, where probability affects which cards or tokens are drawn in the other games, in Roll for the Galaxy, players have more control over which dice they are using, but chance affects how those dice roll.

Roll for the Galaxy
– Image used with permission of BGG contributor punkin312

In principle, Roll for the Galaxy is not a difficult game and the basic mechanism is similar to that in Dominion or Orléans/Altiplano, except instead of building a deck or a bag of action tokens, players are building their supply of dice.  Each different die colour reflects the different distributions of the dice, so for example, white “Home” dice feature each of the symbols for Develop, Settle, Produce and Ship once and Explore twice.  On the other hand, the yellow “Alien Technology” dice have three faces that depict the asterisk (“Wild”) and one each of Develop, Settle and Produce.  Thus, where probability affects which cards or tokens are drawn in the other games, in Roll for the Galaxy, players have more control over which dice they are using, but chance affects how those dice roll.  Although the dice are important, like Greed, the game is really all about the special powers the players’ tableau, in this case made up of World tiles rather than cards.  Ultimately the game is really a race to trigger the end of the game is when the victory point chip pool runs out or a player builds their twelfth World.

Roll for the Galaxy
– Image used with permission of BGG contributor punkin312

Game play is mostly simultaneous:  players roll their dice and  allocate them to their phase strip.  Each player can choose one phase that they guarantee will happen, so in a four player game there is a maximum of four phases per round and where players choose the same phase there will be fewer, sometimes even only one.  The phases are:  Explore, Develop, Settle, Produce & Ship which correspond to draw Worlds from a bag; “spend” dice to build development Worlds;  “spend” dice to build production Worlds; place dice on production Worlds, and move dice from production Worlds in exchange for either victory points or money (which in turn can be used to speed up recycling of dice).  While we were setting up Ivory regaled us with the first few pages of Julia Donaldson’s “The Gruffalo”.  We will miss him and his stories when he takes his paternity leave in the new year.

Roll for the Galaxy
– Image by BGG contributor The Innocent

Blue began with the poor starting combination of a level six development World and a level one settlement, or a a level one development World and a level six settlement so began by rectifying the problem by exploring.  The game rocked along at a merry lick, with Black and Purple building and Ivory thrilled that he finally managed to build his first ever “Alien Technology World”, a feat he quickly followed with his second. Blue was slower building, but had a few high value developments and made good use of these before she began collecting some victory points.  This started a sudden cascade of Black and Ivory collecting points as well.  As a result, everyone focused on the number of victory point chips as the end game trigger, so much so that nobody, spotted that Purple had built her twelfth World.  As the group was just about to start the next round and everyone likes seeing their plans fulfilled, they played on anyhow.

Roll for the Galaxy
– Image by BGG contributor dodecalouise

Although it was a very tight game and everyone added to their scores, the extra round probably didn’t make any difference to the final placings.  Black and Ivory took over twenty victory points in chips alone, but they were offset by Blue’s high value Worlds and bonus points which gave her fifty-six points, just three more than Black in second place.  Everyone enjoyed the game, but there was one non-game highlight: Green’s sad little face when he looked across and broke off from setting up Greed with the sad comment, “Oh, They’re playing Roll for the Galaxy…”  Well, as everyone had a good time and with players getting quicker at it, it’s less of a labour than it used to be, so it surely won’t be long before he gets a chance to play it again.

Roll for the Galaxy
– Image by BGG contributor haslo

Greed finished first and as it was still early there time for another game, but nobody wanted to have a late night so the group picked something shorter and settled on this year’s Spiel des Jahres winner, Azul.  This was another game that was new to Navy, but it is very popular in the group and we’ve played it a lot.  Players are tiling a wall, taking tiles of one colour either from one of the factories (putting the rest in the central pool) or from the central pool.  Tiles are added to rows on the players’ boards and at the end of the round one tile from each full row is transferred to the players’ mosaics.  The aim is obviously to fill all the rows to transfer the maximum number of tiles, however, any excess tiles score negative points.

Azul
– Image used with permission of boardgamephotos

Navy quickly got the hang of this one and all the scores were close for a lot of the game, though it was noted how neat Green’s mosaic was looking as he managed to fill the first left hand vertical row and nearly completed the second as well before placing anywhere else.  Burgundy and Pine were both less tidy, but was still picking up extra points for connecting tiles when placing them. Although Navy’s board was a little more scattered, but that would help him to catch up later.  Everyone thought they were entering what would be the final final round with  three players with at least one row just one tile from completion, amazingly nobody completed them and everyone get one extra round.  This meant the group actually ran out of tiles to place on the central discs, triggering the end game in different way.  After this final round and final scoring, Pine finished on top of the podium, ahead of Burgundy in  second place with Navy in a very respectable third in a close game.

Azul
– Image by BGG Contributor styren

While Roll for the Galaxy was finished, there was a bit of chit-chat about strategy and it was clear that to do well at the game, you also need to keep a close eye on what everyone else is doing too. This can be tricky when you are struggling to work out what to do on your own board however.  Winning or losing though, Azul is a nice game that always delivers a challenge; it will be interesting to see how the new stand-alone version of the game, Stained Glass of Sintra compares and if it is as good or better than the original, or whether it “does a Queendomino or Tsuro of the Seas“.  No doubt we will find out in due course.  With that, those that wanted an early night headed for home, leaving Black, Purple, Burgundy and Blue with time for one last, shortish game.  Black suggested San Juan which had been played at the last Didcot Games Club meeting, and everyone else concurred.

San Juan
– Image used with permission of BGG contributor EndersGame

Essentially, San Juan is sometimes referred to as “Puerto Rico the Card Game”, but in truth they are very different games although the artwork and roll selection is similar.  In practice, it is actually a simpler version of the card version of Roll for the Galaxy, Race for the Galaxy.  The game uses the same multi-purpose card mechanism seen in games like Bohnanza, though in this case, cards can be buildings, goods, or money.  The idea is that players take it in turns to choose a “role” and then everyone carries out the action associated with that role, though person who chose it carries out with the “privilege”, a slight advantage.  The roles are Councillor; Prospector; Builder, Producer and Trader.  Players have a hand of cards and can use the Builder to build these cards to paying for them with other cards from their hand.  Hands are replenished directly using the Councillor or Prospector.  However, it is much more efficient to build an engine using production buildings.  These take cards from the deck and turns them into goods when a player chooses the Producer role; when the Trader role is chosen, these goods can be traded for cards according to the current value depicted on the tally stick.  The game end is triggered when someone builds their twelfth building.

San Juan
– Image by BGG contributor Aldaron

Black and Burgundy were quick out of the traps building their efficient production engine, with high value coffee and silver producers.  Purple started with “purple buildings” before also moving into sugar production and then Monuments.  Blue on the other hand started with a hand full of nice looking purple civic buildings that she didn’t want to part with and after three rounds hadn’t seen a production building, so decided to try something different and built a Tower (to increase her hand limit from seven to twelve) and started building.  Elsewhere on the table Burgundy was stealing a march on everyone else, adding a Well, Smithy, Aqueduct and Market Hall to his high value buildings.  When he added a Library which enabled him to use his privilege twice, he began turning over cards at a phenomenal rate and it looked like the writing was on the wall.  Everyone was keeping a careful eye on everyone else, trying to make sure they didn’t fall behind in the number of buildings they had, and before long, the game end was triggered and it was the final round then the scores were added up.

San Juan
– Image used with permission of BGG contributor EndersGame

After the scores had been added up, Black bemoaned the lack of the endgame scoring bonus cards that rewarded the production buildings and monuments that he had been collecting (Guild Hall and Triumphal Arch).  It was then that Blue explained that she had been stashing them under her Chapel as she had no use for them and didn’t want the others to have them.  It was possible that this tactic made the difference, as despite having only two production buildings, her City Hall and Chapel delivered a massive thirteen bonus points, just enough to offset the cheaper buildings she had been forced to build.  Remarkably, Blue finished with thirty-one points, four ahead of the “Production King” Burgundy.

San Juan
– Image used with permission of BGG contributor thatmadgirl

Learning Outcome:  Though difficult, it is important to keep a close eye on what everyone else is doing.

24th July 2018

It was a quiet night, and the atmosphere was slightly subdued as our thoughts were with Green who had had a very rough day and therefore wasn’t with us.  Burgundy and Blue were still eating, so Pine, Red and Ivory began punching out Pine’s brand-spanking, new copy of the “Feature Game”, AzulThis week, Azul won the Spiel des Jahres Award, but despite the fact that it only came out at Essen last year, and has been difficult to get hold of for much of the time, we’ve still managed to play it a lot.  Even so, Red seemed to have managed to miss out, so an explanation of the rules was in order.  It is quite simple to play, if a little abstract.  The idea is that players are tile laying artists decorating a wall in the Palace of Evora with “azulejos”.  On their turn, the active player can either take all the tiles of one colour from one of the factory displays (putting the rest in the central market) or take all the tiles of one colour from the market in the centre of the table.  They then place the tiles in one of the five rows on their player board.

Azul
– Image used with permission of BGG contributor JackyTheRipper

Each row can only contain one colour, but players may have more than one row with any given colour.  The catch is that each player only has five rows, each with a set number of spaces, one to five.  Players can add tiles to a row later in the round, but once a row is full, any left-overs go into the negative scoring row.  Once all the tiles have been picked up, players evaluate their board, and, starting with the shortest row, one of the tiles from each full row is added to the player’s mosaic and scored. Players score one point for a tile that is not placed adjacent to any other tile, whereas tiles added to rows or columns score the same number of points as there are tiles in the completed row (or column).  The game continues with players choosing tiles from the factory displays and then adding them to rows, the catch is that as the mosaic fills up, it is harder to fill the rows as each row can only take each colour once.

Azul
– Image used with permission of boardgamephotos

End game bonuses, keep everyone guessing right up to the end which adds interest and occasionally it can be really nasty when someone ends up with a pile of tiles they can’t use.  Red, Ivory and Pine got going quickly, and once Burgundy and Blue had finished with their supper, they moved to a table near the door to make the most of the draught and started a second game with Black and Purple.  Having played the game quite a bit, nobody pulled their punches:  It was only the second round when Blue had to pick up ten yellow tiles netting her fourteen negative points.  She was fortunate that she didn’t have fourteen to lose, but when Black picked up seven yellow tiles a couple of rounds later he was less lucky.  On the next table Ivory was being nasty to Pine, leaving him with Hobson’s Choice and minus ten points either way.  Playing “dirty” clearly worked for Ivory as he won the first game, though there was some confusion of the scoring, which Pine blamed on his over-hot head.

Azul
– Image by BGG contributor JackyTheRipper

In the other game, there had been a lot negative points and a lot of bonuses, it was all surprisingly close.  In the last round, Purple took the tiles she needed for a full set of reds and Blue had scotched a ten point bonus for Burgundy.  Despite that, Burgundy still picked up a massive twenty-seven points in end-game bonuses, but much to everyone’s surprise he didn’t quite manage to catch Black who finished with a eighty-five.  It had been quite a stressful game, but as usual, we’d all enjoyed it, and discussion moved on to the new release coming in October: Azul: Stained Glass of Sintra, which we are all looking forward to, as long as it doesn’t “do a Queendomino“.*

Azul
– Image used with permission of BGG contributor Toynan

Red, Pine and Ivory had started their game first, and with only three players compared with four on the other table, it was no surprise that that also finished first.   As they were looking round for something to play, Red spied Yardmaster, one of her favourite games, in Blue’s bag.  Neither Pine nor Ivory had played it before, but it wasn’t difficult for Red to persuade them to give it a go.  Unlike most other train games, in Yardmaster, players are building a locomotive rather than routes.  On their turn players can do two from the three possible actions:  draw a cargo card (either blind or from the face up discard pile); buy a railcar card from the four face up cards in the middle, or swap their “Exchange Token” with any other one around the table.  To buy a railcar, players pay using sets of cargo cards, so a yellow number three railcar will cost three yellow “oil” cards.  The exchange tokens allow players to use other cargo cards at a rate of two-to-one, however, if a player only had two yellow oil cards but also had two blue “coal” cards and the blue exchange token, they would still be able to buy the yellow number three railcar.

Yardmaster
– Image used with permission of BGG contributor joeincolorado

When buying a railcar, if the number or colour match the previous car, then it must be added to the end of their locomotive.  If not, then players can park it in their personal sorting yard and add it later, when another railcar is being bought and added to the locomotive.  This is the clever part of the game as it allows players to “stack” points in their personal train yard enabling them both to take some risks and strategically remove railcars from the grasping hands of their opponents.  Players score is the total of the numbers of the on the railcars making up their locomotive at the end of the game.  Ivory started out with a really clever move, using a discarded “extra move” cargo card to take another “extra move” card and Pine and Red thought it was all over before it had begun.  It wasn’t though, and despite it being a very short game, Ivory quickly got bogged down trying to buy a high value, “Purple Four”, which gave both Red and Pine the chance to get past him.  Although he was new to the game, it was clearly one that made sense to Pine who finished four points ahead of Red.

Yardmaster
– Image used with permission of BGG contributor moonblogger

As both games finished Blue, Burgundy, Black and Purple moved back to the group’s usual table and the options were discussed.  With seven players and Red present, Bohnanza was always a possibility, but with the heat sapping everyone’s strength, nobody fancied playing anything too strenuous and the deal was sealed.  Everyone is very familiar with this, even Ivory who has played it the least, so as Burgundy shuffled the deck and removed the cocoa and garden beans, everyone else reminded each other of the rules:  must plant the first card in hand, may plant the second as well; turn over two cards from the deck which must be planted before any other deals can be finalised; trading can only be with the active player; draw four cards at the end of a turn; two coins for a third bean field; fields with only one card can’t be ploughed in unless they all have only one card, and don’t forget – you can’t rearrange your hand!

Bohnanza
– Image used with permission of BGG contributor spearjr

As usual with a large number of players, it was a tight game and everyone spent most of it telling people not to trade with everyone else as they were winning.  Three times through the deck doesn’t take long and people don’t get many turns, but it was Blue, Black and Purple who stood on the podium at the end with everyone else within a point of each other.  It was Blue who made up for her dire showing in Azul though, beating Black into second place by a massive two points.  There was still time to play something else, but the heat had clearly got to everyone as the conversation degenerated into a discussion about everyone’s favourite childhood cartoons and how many had inspired boardgames.  The late, great Peter Firmin‘s Ivor the Engine and Noggin the Nog both got a mention, but then age and nationality created a bit of a divide, and the evening ended with Pine crowing, “My name’s Pig and I like cream cakes!”  His head was definitely over-hot.

Pipkins
– Image taken from youtube.com

Learning Outcome:  Children’s TV programs were very weird in the 1970s.

* Queendomino is the follow-on to the 2017 Spiel des Jahres winner, KingdominoWhen the group played it, we found the new game replaced the smooth elegance of the original with a more clunky, complex, long-winded game that was no where near as good as the games it was trying to compete with (much like Tsuro of the Seas a couple of years before).

23rd January 2018

Once the inevitable pizzas were dealt with, we settled down to the “Feature Game”.  This was Cities of Splendor, the expansion to Splendor, a splendid little game that we’ve played quite a lot since its release in 2014. The base game is really quite simple, but although a lot of groups apparently find it very dull, our group seem to find quite a lot of mileage in its subtlety and trying to get the better of Burgundy who mostly seems pretty unbeatable.  According to the rulebook, players are Renaissance merchants trying to buy gem mines, transportation methods and artisans in order to acquire the most prestige points. The most wealthy merchants might even receive a visit from a noble, which will further increase their prestige.  Despite all this, the game itself is, in truth, really quite abstract.  Players have essentially have three options on their turn: they can pick up gem tokens; buy a development card, or reserve a development card (and take a Gold token).

Splendor
– Image used with permission of boardgamephotos

When picking up tokens, the active player can either take three different gems, or, as long as there are four or more available, two the same, with a hand-limit of ten.  These are then used to buy development cards which provide the player with a permanent supply of gems of a given colour and sometimes, some prestige points. The development cards come in three decks, and the Level Three cards as significantly more difficult to obtain, often requiring many gems.  Sometimes it can be a good idea to reserve a particular card, preventing another player from taking it and getting a Gold token in return, which can be used in place of any gemstone when buying a development card.  At the start of the game there is a small number of noble tiles each with with a requirement (e.g. four opals and four rubies); the first player to fulfil this requirement gets the noble and the associated number of prestige points.  The first player to fifteen prestige points is the winner.

Cities of Splendor
– Image used with permission of BGG contributor punkin312

The expansion, Cities of Splendor, consists of four small modules:  Trading Posts; Strongholds; The Orient, and the eponymous Cities.  We were a little concerned that these expansions were going to take a game we enjoyed largely because it is so very simple, and make it unnecessarily complex (a phenomenon we had experienced previously with some parts of the Between Two Cities expansion, Capitals).  However, unusually, these modules must be used independently of each other, each providing a really very small tweak to the game, but potentially changing the dynamics quite dramatically.  For example, Strongholds provides three little plastic towers for each player, which can be moved by the active player whenever they take a development card.  The active player can either place or move one of their own strongholds, or remove someone else’s, thus providing another way to reserve a development card.  Alternatively, this effectively provides a way for everyone to “gang up” on one player, so this module has been renamed the “Get Burgundy” module…

Cities of Splendor
– Image used with permission of BGG contributor punkin312

We only had one copy of the expansion, but with several copies of the base game we decided to split into two groups, each playing different modules.  The groups were split along the lines of who wanted to get beaten by Burgundy and who didn’t.  The first group to get going contained Black and Blue, who were optimistic that the changes introduced by the expansion might upset Burgundy just enough to give someone else a chance to win.  As they don’t normally get the chance to play with them, they started with nobles drawn at random from the 2016 and 2017 Brettspiel Advent calendars and the promotional set and then had to decide which expansion module to use.   Rather than opting for the “Get Burgundy” module, they decided it would be fairer to choose something else and opted for the Trading Posts module.  This provides an additional small board with five “Posts” with specific requirements, which if fulfilled give players extra options.  For example, a player with one diamond and three ruby development cards is allowed to collect a single token every time they buy a development card.

Splendor
– Image used with permission of BGG contributor punkin312

Although Splendor is normally quite a thoughtful game, it usually moves along quite quickly. However, the addition of the expansion, slowed the normal fast pace quite noticeably as everyone spent more time working through the options for each turn, especially at the start.  It wasn’t unpleasantly slow though, particularly as everyone had plenty to think about during the down time. Burgundy grabbed lots of diamonds and quickly began to claim some of the special powers available from the Trading Posts, making particularly good use of the first one which allowed him to collect a token every time he picked up a development card.  Black tried to go for the last two Trading posts, one of which gave him two a point for each other Trading Post he had claimed and another which gave him a straight five points.  Blue had started well, but was finding that all the diamond cards had evaporated which brought her game to an abrupt halt.

Splendor
– Image used with permission of boardgamephotos

It wasn’t long before Burgundy was picking up his second noble, and with Black two turns away from finishing the game himself, the game came to an end as Burgundy claimed his fifteenth point, six more than anyone else.  Meanwhile, on the neighbouring table, they were playing with The Orient Module.  This provides ten extra development cards at each of the three levels, a total of six of which are placed face up (two from each level).  These red-backed, “Orient” cards have interesting and unusual powers.  For example, there is a level one card which acts as a single use, pair of gold tokens which can be used at any time during the game.  The other card available from the level one deck is an “Association” card which is immediately associated with one other card and increases the yield of that card by one.  There are also some double gem cards and one that enables players to reserve a noble.  Everyone made good use of the double gold cards and the “money bag” Association cards (aka “onion” cards) in the first row of Orient cards.

Splendor
– Image used with permission of BGG contributor punkin312

The second row expansion cards remained in place for quite some time. Purple took a lot of development cards using gold tokens, Green plodded away with opal and sapphire development cards, while Red was trying to hold on to her double gold cards to use on those difficult to get top row cards.  Eventually Green claimed a level two Orient card, a double red gem, which got him to within a whisker of getting the first noble, but Red had other plans.  An Orient card swiftly enabled her to reserve the noble, take from under Green’s nose and thus preventing him from taking a commanding lead.  Before long, Green was back, however, having built up his opals and diamonds which enabled him to claim Isabelle of Castile (with four opals and four diamonds). Then it was only a matter of time, Red claimed her noble, but couldn’t stop Green taking a top row card to finish the game with sixteen points leaving Purple, who had started, very frustrated—she was just one turn from claiming her reserved card which would have given her the last noble and fifteen points.

Splendor
– Image used with permission of boardgamephotos

Red had really enjoyed the extra challenge and had felt that the higher level expansion cards hadn’t really come into play and fancied giving it another go.  So, unusually for the group, rather than packing up, it got a second game.  There was a brief debate whether going first in Splendor is an advantage or not and the discussion spread to the next table.  It seems to be perceived wisdom, but there was a debate about whether the fact that players at the end of the round can get an extra turn (and so play for more points) might offset that.  Ultimately, no-one felt it made much of a difference and since Purple had started last time, it was between Green and Red, so they played Rock-Paper-Scissors to decide. With the excitement building, the count began, 1, 2, 3!  Round One was a draw: both had paper.  With the tension so tight you could cut it with blunt knife they started across the table at each other and prepared for the second round; a switch from paper was likely, but which way: Green went Scissors, but Red took the game with a well timed Rock and started the second game of Splendor.

Splendor
– Image used with permission of BGG contributor punkin312

Playing for a second time did not change the amount of thought that went into each turn; it always felt like a conundrum, one where several moves looked like good ones.  Perhaps the Orient cards hadn’t been shuffled very well, but all the level one “Onion” Association cards came out first and the double gold cards seemed to be stuck at the bottom of the pile. Red claimed to not know what she was doing, but made efficient use of her “Onions” nonetheless.  Purple continued her gold token strategy making sure she took whatever looked useful to Green while Green ironically, just couldn’t get any green emerald cards.  In fact the emerald development card handicap became quite a problem, especially since the other two were holding on to their green tokens and while an “Onion” card might have helped, he still needed one emerald card to start with! Eventually, Green was forced to change his strategy and picked up a level two expansion card to reserve the noble he was after before someone else had the chance to pinch it—all the more critical since it was the only one he could get under the circumstances.

Splendor
– Image used with permission of boardgamephotos

Red took the lead when she gained her first noble, but she said it wouldn’t last long, and she was right. Purple was next and was able to reserve a noble for herself, then Green claimed his reserved noble. The game continued to be quite tight and even though Green managed to claim a second noble, it wasn’t enough to end the game. That privilege fell to Red who finished with seventeen points. Purple was left with nothing she could do to increase her score, but that led to a debate as to what Green might be able to do. With twelve points, green needed five to draw level with Red and there was a five point card he could claim on the table. However, if Purple took that he would then only be able to claim a three point card, unless the card purple took was replaced with another five point development he could claim.  Purple decided to play king-maker and took the card leaving an unhelpful replacement card leaving him two points behind Red, the winner.

Splendor
– Image used with permission of BGG contributor punkin312

Since Red, Green and Purple had gone onto a second game, Blue and Black decided to do likewise and have another pop at Burgundy.  This time, Blue went on the offensive and decided that black opals were essential to her game plan and a couple of rounds in, suddenly realised that she had almost all the black tokens and there were no attainable opal development cards available.  With the others in dire straights, Blue was able to completely strangle the game.  The problem with this strategy is that holding all the tokens of one colour is a very powerful position to be in, but that power is useless unless those tokens are spent and then the power is gone.  Additionally, the other players will inevitably build up their cards in other colours and eventually this will lead to accessible cards for the rare gem turning up.  So, timing is critical and there is a lot of luck involved as well.  Perhaps the key part is to ensure that the amount of effort put in to controlling the game doesn’t exceed the value obtained.  Inevitably, Blue didn’t have the perfect timing required and eventually Burgundy broke free, finishing the game with a massive twenty points, leaving the others standing.

Splendor
– Image used with permission of BGG contributor dotkeller

The fact that both tables wanted to give their module another go says a lot about what we thought of them.  Clearly, the changes to the rules were not enormous but added a nice little bit of variation to a game we’ve played and enjoyed a lot.  Inevitably, we felt some of the Trading Posts some seemed much more powerful than others.  For example, the second Post enabled a player to take an extra gem of a different colour when taking two gems of the same colour.  The problem with this is that taking two tokens of the same colour is only possible if there are at least four tokens available in that colour.  In the two and three player games this is relatively unusual until later on when players have a lot of cards and no-longer need tokens, by which time it is too late.  In the four player game, we felt this would become much more valuable though.  On the other table, the players still felt they had been unable to use the high value Orient cards, even after a second attempt.  This led to a lot of discussion, in particular whether raising end-game trigger from fifteen to twenty, might encourage their use.  Certainly it could be an interesting variant to try on another occasion, either way, Cities of Splendor is certainly going see the table again for lots of reasons: it has breathed new life into the old game, we have two the other two modules to try, and Burgundy went straight out and bought a copy as well!

Kingdomino
– Image used with permission of boardgamephotos

While Burgundy was finishing beating Black and Blue black and blue, the other group were looking for something to play.  Red had started the evening relating her failed attempts to acquire Kingdomino for less than a fiver.  She had been keen to get hold of it even though she had not played it, so this seemed an opportune moment for Red to be properly introduced to the game.  It’s such a simple game that the rules explanation was quickly done:  Players take a domino which they add to their kingdom and then place their meeple on one of the dominoes on display for the next round.  There are a couple of really clever bits to this game though.  Firstly, since the dominos have a numerical value and are set out and taken, from low to high, players going for the more valuable tiles are trading this value against their position in the turn order.  Secondly, the two ends of the dominos depict terrain and when placed one end must connect to terrain of the same type already in the kingdom (or connect directly to the start tile).  Since all dominoes must fit in a five-by-five space (or be discarded) keeping options open is an essential part of the game.

Kingdomino
– Image used with permission of boardgamephotos

Finally, some tiles also depict one or more crowns, which are the key to scoring as each player multiplies the number of tiles in each contiguous region of terrain with the number of crowns on the tiles in that region.  This means that no matter how big an area is, it is worthless without any crowns.  Although it is a simple little game, it is easy to make a fatal mistake, and that’s exactly what happened this time.  Somehow, Purple messed up her grid patterns, but worse was to come.  She had been targetting mountains and pastures, while both Red and Green were looking to forests and lakes to fill their kingdoms. With only three playing a dozen dominoes were removed and it was not until the end of the game (face down).  It was only at the end of the game that it became apparent why Red and Green had found it so much easier to fulfil their plans—the high scoring mines and lots of pasture (including three of the crown tiles) had been removed. The odds had been heavily stacked against Purple this time.  With the others both getting a full set of bonus points, it was very close between first and second despite the fact that Green had played the game several times.  In the end there was only two points  in it, with Green the narrow victor.

Kingdomino
– Image used with permission of boardgamephotos

On the other table, Cities of Splendor had finished and the group were looking for something to play.  Inspired by the nearby game of Kingdomino, Black spotted Queendomino which he had not yet played.  Blue commented that she was happy to play it and be proven wrong, but that she felt it took all the good things in a great little game and broke it.  In her mind, the comparison was similar to that of Tsuro and Tsuro of the Seas.  The former is a short, light game that plays lots of people and despite player elimination is still great fun with minimal downtime.  On the other hand, playing Tsuro of the Seas at the Didcot Games Club had, on one notable occasion, ended up with Burgundy getting knocked out a couple of turns in and spending the next hour and a half as a spectator.   In Blue’s eyes, Queendomino’s first offence was the fact that instead of the tidy little box that Kingdomino came in, it had a huge, Ticket to Ride sized box, mostly because there was a tile-tower included.  This offended her sense of efficiency, but wouldn’t have been so bad, if it had worked properly.  Although the magnetic closing mechanism was cool, Blue in particular had repeated difficulties getting the tiles out of the bottom, a problem that was exacerbated as the stack got smaller and the reduced mass pressed less on the tile being drawn out, making it increasingly difficult.

Queendomino
– Image used with permission of BGG contributor Toynan

As for the game, the basic mechanism is the same as Kingdomino, however, there is an extra tile type: red building plots.  These act exactly the same as the other terrain types, except that there are a number of building tiles on display that payers can buy and add to their kingdom.  This building display is only refilled at the end of the round which can make being late in the turn order more of a problem.  This can be compounded if someone chooses to bribe the dragon to burn down one of the buildings.  Amongst other things, these buildings provide knights and turrets that players can use to collect taxes and score more points.  While this has the potential to make the game deeper, the downside is that it can make the already slightly mathsy scoring even worse.  Despite all this and Blue’s really rather appalling rules explanation, everyone was surprisingly keen to give it a go.  Burgundy inevitably, tried to profit from the new components and eagerly started collecting wooden turrets.  Blue and Black were a little more circumspect, though both of them picked up a few knights and used them to good effect to collect enough in taxes to ensure they were able to build a couple of nice buildings.

Queendomino
– Image used with permission of BGG contributor Toynan

In the end, it surprisingly close, and after several re-counts, Black was deemed the winner, six points ahead of Burgundy in second place.  Looking at the scores, it turned out that both Black and Blue had made most of their points on the original terrain, and it was arguable how much the new buildings had really helped.  Burgundy’s entire game plan had revolved around the new buildings, but somehow, although it looked like he was running away with it, the game hadn’t quite panned out like that.  Blue asked what the others thought of it and Burgundy commented that he’d be happy to give it another go, but that was in complete contrast to Black, who’s one word answer, summed up Blue’s feelings, “Terrible”.  At some point point during the game, Red had asked whether Blue would feel better about the game if it didn’t have the tower, to which Blue replied that it wasn’t the tower per se, it was more that the tower was a metaphor for all all the stuff they had added to the original Kingdomino game:  it was nice to look at, but fiddly, totally un-necessary and overall made the whole experience much less enjoyable.  With that, she had removed the tiles from the tower and immediately felt better about the whole thing, but not enough to save the game from being sold at the earliest opportunity.  So, Burgundy might not get his second chance to play it after all.

Queendomino
– Image used with permission of
boardgamephotos

Meanwhile on the next table, everyone was feeling a little tired, but as the hugely complex game of Queendomino, was still going on, Red and Green decided not to leave Purple relegated to observer, and chose to play one more short game.  The game in question was Battle Kittens, primarily because it’s got kittens in it, but also because it’s quite quick.  This was a game Blue picked up on a trip to Reading with Green, and, as he had enjoyed it more than she had, he’d received it as a little gift at the GOATS New Year Party.  At it’s core, it is a card drafting game where players draft their hand of kitten cards and then send them off to battle.  Each of the three arenas will contest three of the four kittenny attributes: agility, strength, wisdom and cuteness.  Players decide which kittens they want to put into each arena and then resolve any special cards with the highest total running out the winner.  At various times, both Purple and Red had a victory cruelly snatched away from them to the benefit of Green. The first time this happened was to Red who had a high score with three kittens and had it ended there she would have won that battle.  Unfortunately, she was forced to take a King card first, and lost all her other kittens and ended up losing the battle. Similarly, in the second round, Purple managed to get some really good Crown cards and won a couple of battles quite convincingly, but they either gave more fish for coming second or gave an equal number for first and second place and thus did nothing to dent Green’s growing pile of fish as his kittens gambolled their way to victory.

Battle Kittens
– Image by boardGOATS

Learning Outcome: Some expansions really add to the game, others can take a great game and make it “terrible”.

Boardgames in the News: Ten Great Games to Play with the Family at Christmas

With the nights drawing in and the weather becoming increasingly wet and wintery, what could be nicer than an afternoon playing board games in front of the fire?  If you are new to the hobby, here are ten great modern boardgames to play over the Christmas holidays.  These are all readily available online and/or in dedicated boardgame shops.

  1. PitchCar – This superb car racing game is guaranteed to get kids of all ages playing together; the winner is the person who manages to flick their car round the track first. The game plays six people, but you can get more cars from the Ferti website and play a pursuit type game which is also good fun.  You can also get expansion packs to make your track longer and more interesting if you really like it.
    Target Audience: Families & parties; ages 2 to 102…
    Game Time: From half an hour tailor-able to the group, plus time to build the track.
    Price:  Approximately £45 from amazon.co.uk for the base game (also available in a slightly cheaper mini-version for those without a large table).

    PitchCar
    – Image used with permission of BGG contributor garyjames
  2. Tsuro – Players take it in turns to build a path for their “dragon”, creating a maze for everyone else at the same time. The game lasts just fifteen to twenty minutes and plays up to eight people.  It combines just enough strategy and luck that if you get knocked out early, there is always time to try again.  Don’t be tempted to get Tsuro of the Seas though, it takes all the really good things about Tsuro and makes them slightly less good.
    Target Audience: Friends & Families with ages 8+
    Game Time: 15-20 mins with almost no set up time.
    Price:  £20-25 from amazon.co.uk.

    Tsuro
    – Image used with permission of BGG contributor aleacarv
  3. Bohnanza – This one sounds really uninspiring on reading the rules:  players have to trade beans to make the most money from the biggest and best bean fields.  Despite the unpromising sound, you only need to play it once with a couple of other people and before you’ve gone far you will agree it is one of the best games ever made – never has bean farming been so much fun!
    Target Audience: Older children and adults; ages 10+
    Game Time: 45-60 mins
    Price:  Readily available for around £15-20.

    Bohnanza
    – Image used with permission of BGG contributor spearjr
  4. Dobble – With five games in the tin, this Snap-inspired game is excellent value.  Since it relies on reactions, it is also one of those games where children are often genuinely better than adults.  And it is so quick to play that it is an ideal game to squeeze in while the kettle is boiling or tea is brewing.
    Target Audience: 3 and up
    Game Time: 2 mins per round
    Price:  Readily available for around £10 or less.

    Dobble
    – Image used with permission of BGG contributor msaari
  5. Escape:  The Curse of the Temple – While most Euro Games don’t use dice, in this game players have five each.  This is a team game that is played against the clock, so has the advantage that everyone wins or loses together.  The team of five players simultaneously roll dice to explore the temple and activate gemstones and then try to escape together before the temple collapses around their ears.  This is also ideal for children to play with adults as they can work in pairs or groups learning communication and team working skills.  If the game seems too difficult for the group, it can also be made a little easier by reducing the number of gems the group have to activate.
    Target Audience: age 5+ as long as there are understanding adults playing
    Game Time: 10 mins per game plus a few minutes setting up
    Price:  approximately £25-30 from amazon.co.uk.

    Escape: The Curse of the Temple
    – Image used with permission of BGG contributor mikehulsebus
  6. Survive: Escape from Atlantis! – This is good fun and really, really nasty.  Not quite so easy to learn, but really not that difficult either and great fun with four people who have a competitive streak.  Each player has a number of pieces that they are trying to get from the central island to the mainland.  Players take it in turns to move a person or boat, then they take a piece from the island, finally they roll a die to move a whale, shark or sea-monster, with potentially devastating consequences…
    Target Audience: Teenagers; not recommended for children under 12 or people who can’t take getting picked on
    Game Time: 40-60 mins
    Price:  Approximately £25-30 from amazon.co.uk; a 5-6 player expansion is also available which makes things even nastier…

    Survive: Escape from Atlantis!
    – Image used with permission of BGG contributor ckirkman
  7. Dixit – This is a great game to play with the mums and grannies in the family.  Players take it in turns to be the “story teller” who chooses a card from their hand and gives a clue that everyone else tries to match.  Everyone then has to guess which card belonged to the story teller, with points awarded for good guesses as well as cards that mislead other players.  The original base game plays six well, but Dixit: Odyssey plays up to twelve with a slight tweak to the rules.  Extra decks of cards are also available.
    Target Audience: Friendly groups and parties.
    Game Time: 30-45 mins
    Price:  Approximately £15-30 from amazon.co.uk, depending on the version.

    Dixit
    – Image used with permission of BGG contributor lacxox
  8. Colt Express – For older children and younger adults, this game is a glorious mixture of controlled chaos.  Players are bandits attacking and looting a fantastic 3D train.  Rounds are broken into two parts, first players take it in turns to choose the cards they will play placing them in a communal pile the centre of the table.  Then, once everyone has chosen, players carry out the action on each card in turn.  The problem is by the time they get to the end, the plans they had at the start have gone terribly awry…  A similar feel can be got from the pirate themed Walk the Plank! which is a cheaper, smaller, easier game that packs a lot of fun into a shorter playing time.
    Target Audience: Young, and not-so-young adults.
    Game Time: 30-60 mins
    Price:  Approximately £25 from amazon.co.uk; Walk the Plank! is available for £15-20.

    Colt Express
    – Image used with permission of BGG contributor henk.rolleman
  9. Ticket to Ride: Europe – Players are collecting coloured cards and spending them to place plastic trains on map/board with the aim of trying to build routes across Europe.  This game has been around a little while now and is available in several different flavours:  for the typical UK family, the Europe edition is probably best (plays up to five players), but for a couple, the Nordic edition with its gorgeous festive artwork might be more appropriate (only two to three players though).  If it is popular, there are also a number of expansion maps available.
    Target Audience: Age 10+.
    Game Time: 30-60 mins
    Price:  Readily available for available for £25-40 depending on the version and vendor.

    Ticket to Ride: Europe
    – Image used with permission of BGG contributor kilroy_locke
  10. No Thanks! – A quick and simple little betting game anyone can play.  The game consists of a deck of cards and some red plastic chips.  The first can take the top card, or pay a chip and pass the problem onto the next player.  The aim of the game is to finish with the lowest total face value of the cards, but if woe-betide anyone who runs out of chips as they will be left at the mercy of everyone else.
    Target Audience:  Friends and families; children aged 8+.
    Game Time: 10-15 mins
    Price:  Readily available for approximately £10.

    No Thanks!
    – Image used with permission of BGG contributor ckirkman

3rd June 2014

This week, we started late partly due to illness and delayed arrivals and then we got side-tracked by the latest haul from the UK Expo over the weekend.  These included The Little Prince: Make Me a Planet, Tsuro of the Seas (an expanded version of one of our favourites, Tsuro), a little card game called Dodekka and most exciting of all, a new game based on the old childrens’ classic, Ivor the Engine, complete with the original artists drawings.

Ivor the Engine

We decided to start with Dodekka, as it had been played at the show. This is a short card game played with five different suits, Fire, Earth, Air, Water or Ether each numbered 0-4. The game starts with three random cards placed in a line from the draw deck. On their turn, a player may choose to take the card closest to the deck into their hand or take a new card from the deck and add it to the end of the row. Players score the total face value of the highest set, minus one point for each additional card and the highest score wins.   As long as the row totals twelve or less (or the new card is the same number as last one) everything is fine, but if the active player chooses to “twist” and goes “bust”, then they must take all the cards on the table into their hand and this can lead to a lot of negative scores!  The game started fairly evenly, but White was the first to succumb to the bust.  It seemed that every time it came round to White, she had to choose between taking a card she didn’t want or taking a chance that she would not go bust from 11!  So yes, the inevitable happened again and just as we were beginning to wonder if this game was flawed, Red went bust and shifted the cycle.  Green (who had not played it before) somehow managed to hang on till the end of the game without going bust and won with the handsome score of 9.

Dodekka

As the theme of the evening was new games and old favourites, next we played Alhambra, but with a couple of new, unplayed modules:  the Characters and Military Encampments from the City Gates expansion.  We’ve played Alhambra a few times as well as its predecessor, Stimmt So!.  Basically, on your turn, you buy coloured tiles with different coloured money cards and add them to your Alhambra. If you can pay with exactly the correct amount, you can buy another tile, but if you over-pay, you get no change and your turn ends. While this all sounds simple enough, there is the little problem that most of the tiles have walls along one, two or three edges, and when placed, these must match up without partitioning the Alhambra.  These walls are critical as poor play in the early stages means that it is possible to get yourself backed into a corner later in the game.  The Military Encampment tiles are placed alongside and outside the Alhambra walls and score points dependent on the number of tiles within that row.  The Characters can do a variety of  things:  some help end-game scoring, some provide a one off bonus, and others give a bonus of some sort every turn.  These cards are in the money deck and are immediately auctioned off when they appear.

Alhambra

The game progressed steadily through to the first scoring round, with White and Green matching tile for tile and Red just a couple behind. After totting up at the first scoring round, Red was only two points.  As the second round progressed, things began to get interesting as the characters started appearing.  Red picked up the first two, which enabled him to swap exchange a tile on the market board if he wanted, or get extra money if he got low.  Green got the third Character, which was a tie breaker for one tile colour at scoring. White then got in on the action with a card which would increase her wall score, and since her wall was looking good already, seemed like a wise investment.  Meanwhile, Red’s Alhambra was looking good for the high scoring tiles and the wall, although building was going to become more challenging.  White was also getting a little boxed in to the west, but built up a few camps improving her score.  Green did not have the long wall, but was really boxed in due to the hap-hazard nature of his city.  So, when the next character card to appeared gave an additional city re-arrangement action for placing a new building, Green did everything he could to get it, and fortunately for him, the others did not try very hard to stop to him.

Alhambra

In the second scoring round Green’s tie breaker character gave him a boost and White’s wall bonus gave her a few extra points, but it was all to no avail as Red soared into the lead.  Moving into the third round and the game picked up intensity as Ruth left the building (i.e. the game became “Ruth”-less!).  The final character to appear enabled the player to get a money card if he bought a high value tile, although looking at what was already on the table there did not seem to be many (if any) left and only Green thought it was worth money.

Alhambra

So the fight was on, White was trying to make her wall as long as possible and added camps as often as she could.  Green and Red fought to get the most of the highest scoring, purple tiles, while Green frantically set about re-arranging his city, turn by turn, often over-paying simply to buy a tile and unlock the re-arrange action, so that he could to get more tiles in. Red won the battle for purple and green tiles, Green just about got his city re-arranged and nabbed a couple of white buildings at the last to give him the lead in that class.  In the scoring, Green then used his tie breaker to take the lead in brown tiles ahead of White, adding them to the lead in red tiles, meanwhile, Red sneaked ahead in the lowest scoring blue tiles.  Both White and Red scored well for camps and walls, but Green had managed to pull his city together and link up his walls to give a respectable score.  In the end, the game was quite close, but Red won the day with 146 points, just seven points ahead of Green in second.  We all agreed that the character cards really added an interesting twist to the game, and will likely remain a feature of our Alhambra games from now on.

Alhambra

This game had taken a very long time, and, even though it was only supposed to be only an hour, according to the game cube timer it had taken over an hour and a half excluding setting up and auctioning!  There was still time for another crack at Dodekka though and this time Green went bust very early on, while Red remained card-less and White went bust next.  Red did not survive and right at the end, Green took a gamble and went bust to finish the game.  As we’d found earlier this is a generally low scoring game and this was no exception, with Red running out the winner on 1 point!  Even so it was agreed that this was a good game, worth playing again… and again… and again…

Dodekka

Learning Outcome:  To win you don’t always have to score highly!