Tag Archives: Tsuro

Boardgames in the News: What are “Filler” Games?

To most people, games come in two types, board games and card games.  Modern board gamer, however, have many other classifications.  For example, board gamers make the distinction between Strategy Games and Family Games.  Strategy Games typically are more complex than Family Games, which is not to say that Family Games don’t involve strategy, simply that the strategies are more involved.  Typically, a “Light Family Game” will be relatively simple in concept and take around forty-five minutes to an hour to play, where “Heavy Strategy Games” tend to take at least a couple of hours and sometimes several or more.

Niagara
– Image by boardGOATS

Examples of Family Games include Niagara, Downforce and Escape: The Curse of the Temple, while Altiplano, Keyflower and Concordia might be described as Strategy Games.  There is a third category which, can be harder to describe, Filler Games.  These are typically shorter games that often also fit the Family Game criteria, but have sufficient challenge that players of heavier Strategy Games enjoy playing them between other games.  “Shorter” is obviously in the eye of the beholder—to people who often play games that last several hours, any game that lasts less than an hour and a half might be a “Filler game”.

– Image by boardGOATS

However, if a games night lasts around three hours, a Filler Game might be one that lasts no more than around thirty minutes or so.  More importantly, and in order to save time, they have minimal setup time and are usually well known amongst gamers or at least are very quick to teach.  Popular Filler Games include card games like No Thanks! and Love Letter, but also tile laying games like NMBR9 and board games like Tsuro and Draftosaurus.  All these fit the basic criteria, but additionally are good fun and are great for warming up or down at the start or end of an evening, as well as for playing between games and while waiting for other games to finish.

No Thanks!
– Image by boardGOATS

23rd August 2022

The evening started badly when Purple, Black, Plum and Pine all turned up hungry to a pub that wasn’t serving food and Blue was delayed taking her last opportunity to play with her hosepipe.  Eventually, Blue arrived and suggested getting food from Darren at “The Happy Plaice“, who delivers chips around the area and is in Stanford-in-the-Vale Village Hall car park on a Tuesday.  Blue and Plum nipped off to place an order and returned five minutes later with a collection time of 8pm, which left just enough time for a game of Azul.

Azul
– Image by boardGOATS

Azul is a simple, largely abstract game that we’ve had a lot of fun with since it came out at Essen five years ago.  The idea is that there is a market place where are a number of Factories are selling tiles.  Players can take all the tiles of one colour from one of these Factories and sweep the rest into the Remainders Bin in the centre of the table, or take all the tiles of one colour from the Remainders Bin.  These tiles are added to their one row in their display, but the catch is that they must be added to the same row and match any tiles already there with any left-overs scoring negative points.

Azul
– Image by boardGOATS

At the end of the round, any completed rows are scored:  one tile is moved across to the Mosaic taking its place in the row it was collected in and scoring points for any rows and columns they become part of.  The game ends when one player fulfills one entire row in their Mosaic, and since the mosaic is a five by five square, that means after a minimum of five rounds.  With bonuses added for completed rows, completed columns and sets of five of the same colour, the player with the most points is the winner.

Azul
– Image by boardGOATS

Pine started taking tiles from the bag and started debate about what colour the patterned pale blue tiles were.  He referred to them as “green”, when clearly they were blue.  However, when he pointed out that the blue tiles were blue, it made a bit more sense, though really, they were not green.  Plum opined that they might be cyan and Blue suggested turquoise, but pretty much everyone agreed that they weren’t green.  Pine continued to call them green though, probably partly to slightly annoy and confuse everyone else, but also because to him it was just easier and less confusing.

Another kitty picture of Plum's
– Image by Plum

Plum did unexpectedly well, unexpected because she was distracted when someone mentioned kittens, and for a while she took her turns very quickly so she could return to finding more kitty snaps to pass round.  Perhaps others found them equally distracting or maybe the kittens just gave Plum a bit of extra good luck.  Certainly luck played its part, when for example, she had the first player token and one of the factory tile had three of the cyan/turquoise/green tiles that she had fallen into collecting.  We don’t generally “play nasty” and in general, nobody really engages in hate drafting and the same was true this time, so luck played its part a few times.  Plum finished some way ahead of all the others scoring eighty-two, over twenty more than Pine in second place.

Azul
– Image by boardGOATS

Blue disappeared about half way through to collect the chip order and, on her return, Azul was over and almost everyone else had arrived.  So while the now very hungry folk tucked in, Green and Lilac started the “Feature Game” which was Scotland Yard.  The food was worth the wait though, because as Black commented, it was some of the best fish he’d had for a long time.  Orange, Lemon, Teal and Lime joined in setting up Scotland Yard, which is a semi-cooperative social and logical deduction game where one side is a team of detectives are trying to catch one player who is Mr. X and is on the run.  Mr. X moves around London taking taxis, buses or subways while the detectives, who nearly always know his mode of transport, work together to try to locate and then catch him.

Scotland Yard
– Image by boardGOATS

At the start of the game, the detectives are given a set number of tickets allowing them to travel by taxi, bus and on the underground.  In addition to taxi, bus and Tube tickets, Mr. X (in this case Green, as he was most familiar with the game) also gets two “Double move” tickets and five “Black tickets” which can be used on any service, but can also be used to travel along the Thames by River Boat.  Players can only move between locations if they are connected by a line with the colour dictating the transport type.  Only one player at a time can be at any station so Detectives must work together to not block each other off.

Scotland Yard
– Image by boardGOATS

Detectives can never share tickets with each other, and cannot hide their remaining tickets from Mr. X.  Once a Detective runs out of a certain type of ticket, they cannot use that service again.  Mr. X always moves first followed by the Detectives, and he writes down the destination of his next move in the next free space in the log book, then covers it with the ticket he used.  Mr. X must surface after his third, eighth, thirteenth, eighteenth and twenty-fourth (final) move, by making his move as normal and then placing his pawn where he is for that round. The Detectives win if they are on the same location at any time as Mr. X, whereas Mr. X wins if he evades the detectives until they run out of tickets.

Scotland Yard
– Image by boardGOATS

Since it wasn’t until the third round that Mr. X first appears, not a lot happened in the first couple of rounds and everyone just milled around their starting positions, edging towards the interchange stations.  When Mr. X duly appeared in round three, it was at Bank station, but Green decided not to hang around and played his double turn with a black ticket to disappear again, leaving everyone uncertain as to where he had travelled to.  There was much discussion and Lime was certain he had taken the Tube line to Kings Cross. Not everyone was in much position to travel far, so Lime took himself in that direction since he was already in the area, Lilac was closest to Mr X’s last known location and headed by taxi that way.

Scotland Yard
– Image by boardGOATS

Everyone else tried their best to head towards East London, some north of the river and some south.  Although Lime’s suggestion was a good one, and later Green admitted that he had missed that as an escape route, he had in fact taken a taxi towards the bridge in the hope of out-foxing everyone by staying somewhat close to his last known position.  For the next few turns, only Green knew that Lilac was actually tracking Mr. X only one space behind for most of the next several turns, until Lemon had arrived and then was also only one space behind.  In the second appearance, Green again did a double turn with a black ticket, but this time he only had a taxi or a bus as an option.

Scotland Yard
– Image by boardGOATS

Lime felt somewhat out of the game as he had chased a wild goose on his own towards Regents Park, but everyone else was closing in and it was looking extremely tight for Mr. X.  This time Mr. X used the bus, but the consensus amongst the detectives was that he had used another taxi and was close by.  As a result Green slipped past them and crossed the river.  There then followed a cat and mouse game in the south east corner. Green was unable to (secretly of course) get to another bus station as the detectives were too close, and he was left relying on taxis to shuffle around the streets.  Amazingly, he managed to keep just out of reach of the detectives, but when he had to reveal his location again, everyone knew what they had to do.

Scotland Yard
– Image by boardGOATS

By this time, Lime had managed to double back and was able to rejoin the action.  The detectives debated where Mr. X could possibly be with much discussion and gesticulation of locations on the board. As the end of the game neared and time was running out, the game seemed to swing away from the Detectives’ grasp. They started tripping over each other and then realised they had used far too many Taxis and ran out. Left with only buses and tubes, it became difficult to close the net and Mr. X was able to just flit around doubling back regularly to stay just out of reach and win the game.

Scotland Yard
– Image by boardGOATS

Everyone had enjoyed that game and nobody wanted to go home just yet, so as the other games were still ongoing, the group settled on a quick game of 6 Nimmt! as a short one for six players.   The game is very simple and everyone knows how to play:  simultaneously choose a card to play which is added to one of the four rows on the table.  They are added to the rows starting with the card with the lowest face value; each card is added to the row ending in the highest number card that is lower than the value of the card played.  If the card is the sixth card, instead the player picks up the five old cards.  The player with the fewest “nimmts” (bulls’ heads) is the winner.

6 Nimmt!
– Image by boardGOATS

6 Nimmt! did not fail to deliver it’s usual mix of lucky escapes and unfortunate catches to the amusement of all.  No-one escaped cards in the first round, but both Orange and Teal succeeded in being “nimmt free” in the second.  As a result it was these two who finished with the lowest score taking first and second place respectively.  Lilac and Lemon were less fortunate, and top-scored with the most nimmts overall.  That was enough for Lime and Teal who decided to head home. Green and Lilac considered leaving too, but eventually decided on a quick four player with Lemon and Orange, and Tsuro was the choice.

Tsuro
– Image by boardGOATS

Quite quickly, Orange, Lemon and Lilac moved quite close to each other, leaving Green to wind his own path on the other side of the board. A couple suitable tiles later, Orange and Lemon avoided a collision and headed off in different directions and away from Lilac. Everyone was able to meander their own way for a few more turns until Lilac realised she was headed to a dead end and in two tiles turn was guaranteed to run off the board.  Orange and lemon managed to survive for only one turn more, when Lemon was forced to play a tile that sent them both off the board. This was a lucky escape for Green as he would also have had to head off the board on his next tile.

Tsuro
– Image by boardGOATS

Meanwhile, as the five chip-eaters finished their supper (and made the rest of the pub clientele jealous with the smell),  Ivory and Blue tried to come up with something to play—either a game that played six or two smaller games.  Usually, the group would go down the route of two small games, but this time, Blue found the Asia expansion map for Ticket to Ride in Ivory’s bag, and as the Team Asia variant plays six and everyone loves Ticket to Ride, it wasn’t long before the decision was made.  This version of the game has only a few small rules tweaks, but the feel is completely different to every other version as players are working in pairs and teamwork is essential.

Ticket to Ride - Team Asia
– Image by boardGOATS

The basic rules are still the same:  players take it in turns to either take Train cards, or use the Train cards to pay to place Trains on the map with the number and colour of the cards matching that of the route claimed.  As usual, players are trying connect the locations marked on their Tickets for which they get extra points for completing and lose points if they fail.  The difference in the Team Asia variant is that players work in teams, and unusually for a game played in pairs, players sit next to their partners.  This is very clever and really makes the game work as it means one player can set up their partner.

Ticket to Ride - Team Asia
– Image by boardGOATS

The other rules tweaks are centered round cards that the players in a team share and cards players keep private.  At the start of the game, players place one of their Ticket cards into the shared area, so that both players can see them, other cards are kept private (though players can choose to take a turn to reveal two of their hidden cards to their partner).  When a player draws Train cards, one of these must be placed in the shared area with the other placed in their private hand—a decision players have to make when before they draw their second card.  Similarly, should a player draw more Ticket cards, only one can be shared while the others are kept private.

Ticket to Ride Demo
– Image by boardGOATS

Players also have separate pools of Train pieces (albeit with teams having the same colour), which is critical, because if one player runs out of pieces, they are significantly restricted in what they can do.  The game ends when one Team has only four Train pieces left (or fewer), at which point every player gets one more turn.  The game starts with everyone getting four Train cards and five Tickets from which they must choose at least three, a difficult choice, and one to share, another difficult choice.  The looks on everyone’s faces as their partner’s chosen Ticket was revealed told the tale for each pair.  While Blue and Ivory were reasonably satisfied, Pine and Plum were decidedly unimpressed and Black and Purple just shrugged.

Ticket to Ride - Team Asia
– Image by boardGOATS

After several attempts to drop just one Train piece in a random selection sort of way, Team Piney-Plum went first. Pine placed the first Train and everyone else groaned as they seemed to hit the ground running.  Everyone started placing trains in the south east corner of the map, with the teams moving out in different directions.  When Pine was clearly unimpressed with the Train cards available in the Market and shrugged taking anything, Ivory delightedly pointed out that he should have taken the one off the top of the pile when it turned out to be a Locomotive (wild) card.  Pine equally delightedly pointed out the same to Ivory when he did the repeated the feat couple of turns later.  From then on, it seemed that almost every time someone had the same decision, the same thing happened and, as a result, “Should have taken the one from the pile” became a frequent chorus.

Ticket to Ride - Team Asia
– Image by boardGOATS

Team Piney-Plum took the lucrative red line into Cawnpaw giving them fifteen points and an early lead which they never really reliquished during play.  In contrast, Team Bluey-Ivory got stuck with lots of single Train lines and lagged at the rear.  After some grunting, muttering and non-specific pointing, Ivory commented that they’d “take the coastal route”.  When Pine pointed out everyone who was listening knew where they were going, Blue pointed out all the possible coastal routes, but nobody was really fooled.  There were two things that stopped anyone from interfering: firstly, the group rarely plays “nasty”, but mainly, everyone was too worried their own issues to give anyone else more problems.  Indeed, when Ivory pointed out the singleton white route between Chunking and Nanning threatening to take it to block Team Purpley-Black, nobody really thought he was serious.

Ticket to Ride - Team Asia
– Image by boardGOATS

That didn’t stop people messing up each other’s plans however.  For example, when Blue spotted Pine had picked up two orange cards, she nipped in quickly and nabbed the line from Cawnpaw to Bombay with a pawful of Locomotive (wild) cards—this wasn’t out of spite though, it was simply critical to Team Bluey-Ivory’s plans and without it, they would have been very stuck.  Team Piney-Plum also had a bit of a tussle with Team Purpley-Black in the south east quadrant of the map, and then got in a bit more of a tangle with Team Bluey-Ivory around the Punjab.  However, with only two teams getting in each other’s way each case, everyone was mostly able to work round it and get to where they wanted to be.

Ticket to Ride - Team Asia
– Image by boardGOATS

Black was the first to take more Tickets (four, choose at least one, with won in the shared area) and then Ivory did the same.  And then Ivory had another go too, keeping a Ticket that made Blue squawk, but Ivory was right when he said he thought it could be done.  So much so that a couple of rounds later, Blue took a punt on Tickets too, and although she got unlucky, she did at least get a nice short route they could bin with little loss.  In contrast, Team Piney-Plum eschewed the option of taking Tickets as they were to busy struggling to complete their starting set and were focused on building a ridiculously roundabout route that covered almost all four corners of the map.

Ticket to Ride - Team Asia
– Image by boardGOATS

Towards the end of the game, Team Purpley-Black made a late dash to the north west, including a brave, and ultimately successful effort to build a Tunnel into Rawalpindi.  They were the only ones with the courage to try digging with all the Tunnel routes being high risk, low reward.  Indeed, Blue’s Ticket attempt gave her Team an opportunity for eighteen points, but she decided discretion was the better part of valour because even though it only needed one Train piece, it was a Tunnel section potentially needing up to seven cards.  As the game drew to a close, there was the usual scrabbling to get points at the end; Pine ran out of trains, but Plum still had a handful so didn’t trigger the end of the game until the next round.

Ticket to Ride - Team Asia
– Image by boardGOATS

At this point, Team Piney-Plum had a huge lead, and after the obligatory recount they increased their lead by taking the Asian Express bonus for the longest continuous route (with forty-five Train pieces).  Tickets were then added, starting with Team Purpley-Black.  They had lots of Tickets and quickly took the lead.  Team Bluey-Ivory were next—they also had a lot of completed Tickets, on average of a slightly higher value and one more than Team Purpley-Black as it turned out, which meant they just took the Asian Globetrotter Bonus and with it, the lead.  That left Team Piney-Plum, and although they completed all their tickets, they didn’t have as many and, were unable to overhaul Team Bluey-Ivory’s lead taking a valiant second.

Ticket to Ride - Team Asia
– Image by boardGOATS

The differences in strategies was interesting though.  Team Piney-Plum’s starting Tickets didn’t match at all so they went the round-about route almost everywhere, they mostly stuck to longer track sections and had a lot of cards in hand.  Team Bluey-Ivory built loads of short track sections to connect the end stations for their starting Tickets together and had a permanent shortage of Train Cards with just enough to complete their short term goal.  Team Purpley-Black prioritised getting tickets built a branched track to ensure they were all completed.  The one thing everyone agreed on though was how different the Team experience was to the usual game—not one to be played too often, but it made a nice change.

Ticket to Ride: Europe
– Image by boardGOATS

Learning Outcome:  You should always take the cards from the top of the pile…

28th June 2022

When Blue, Pink, Orange and Lemon rolled in (late thanks to the delights of the Oxford traffic and garden watering), Plum was already there.  A gamer with Gweeples in Didcot, Plum was a friend of Burgundy’s that members of the group first met at his funeral about six months ago.  While she finished her tagliatelle, Blue and Pink waited for their supper to arrive, and everyone admired Pink’s Pornstar Martini, the group revisited Tsuro, which Orange and Lemon had enjoyed so much on their first visit, last time.

Tsuro
– Image by boardGOATS

While setting up, Pine arrived and needed a quick reminder of the rules, but that only took a moment:  players have a hand of three tiles and, on their turn place one of them in front of their stone and extend it’s path, moving their stone (and any others) to the end of its path.  Players are eliminated when their stone goes off the board or collides with another stone—the last player on the board is the winner.  First blood went to Blue, who took out Lemon and Pine, but that was collateral damage as she had no choice and went off the board herself at the same time.

Tsuro
– Image by boardGOATS

Pink was next, being trapped and left with no option, and then just Plum and Orange remained to duel it out.  There was very little space left on the board and the writing was already on the wall when Plum went off.  That left Orange a worthy winner, especially as he had a tile to spare too.  Teal arrived and while Blue and Pink fed, he led everyone else in a game of No Thanks!.  This is a game we’ve played a lot in the group and is a very clever design but like all the cleverest games, has very simple rules.  Played with a numbered deck of thirty-two cards, the idea is that on their turn, the active player can take the card in the middle or pay a chip to pass the problem on to the next person.

No Thanks!
– Image by boardGOATS

The next person has the same decision:  they can take the card and the chip, or pay a chip, and so on.  At the end of the game, a player’s total score is the sum of the face value of the cards they took and the player with the lowest number wins.  There are two key points that make the game, however.  Firstly, if a player has consecutively numbered cards, only the lowest card in the run contributes to their total, which means cards have different values to different players.  Secondly, nine cards are removed from the deck, which adds jeopardy on top.  The game can play out in several different ways.

No Thanks!
– Image by boardGOATS

The player or players with the most chips are always in control, until one player is left with so few chips or runs out completely, that they are forced to take cards even when they don’t want them.  This can prevent players, even those with lots of chips, from getting the cards they need to close runs causing the strategy to back-fire, and leaving those with the most chips with the most points as well.  This time, Orange and Teal amassed a huge pile of chips each, but both managed to avoid ending up with multiple high scoring runs.  Then someone dropped a chip on the floor giving Pine the opportunity to recount the tale of how he dropped a chip between the floor boards and how it is still there despite everyone’s best efforts.

No Thanks!
– Image by boardGOATS

This time, the dropped chip was recovered successfully and the game ended without further mishap.  Orange and Teal took first and second respectively, giving Orange two in two games to match Lemon’s achievement at the start of last time.  By this time, the feeders had finished feeding and everyone else had arrived, so it was time for the “Feature Game“.  To mark the start of the Tour de France later in the week, this was to be the Peloton expansion for the cycling game, Flamme Rouge.  Flamme Rouge is a fast-paced, tactical bike-racing game where each player controls a team of two riders: a Rouleur and a Sprinteur.  The aim is to manage the first rider to cross the finish line.

Flamme Rouge
– Image by boardGOATS

Each rider has a deck of cards, and Players move their riders one at a time, by drawing four cards from the rider’s deck, choosing one to play, and recycling the rest.  Once every player has picked cards for both their riders, players simultaneously reveal their cards and, starting with the cyclist at the front, each rider is moved in turn.  After all the riders have moved, slip-streaming takes effect, with groups that have exactly one space between them and the group in front moving forward to remove the gap.  Finally, every rider that still has an empty space in front of them is deemed to be riding into the wind and takes an exhaustion card which goes into their deck—these are bad because they are slow cards and block up plays’ hands.

Flamme Rouge
– Image by boardGOATS

At the start of the race, everyone’s Rouleurs have the same cards, and everyone’s Sprinteurs have the same cards.  The Rouleurs have lots of cards with a similar face value, where the Sprinteurs have some cards that are faster and have a higher value, which are offset by others that are slower and have a lower value.  Players have to balance how they manage their riders and make the most of the slip-streaming opportunities.  The game is modular with the option to add hills to the base game.  The Peloton expansion adds extra riders (so that the game plays up to six players), cobbled sections (aka “Pavé”), Feed Zones, and rules to set up a break-away.

Flamme Rouge
– Image by boardGOATS

Unusually with so many people, rather than splitting in to three groups playing three different games, we split into just two with both playing the same game.  Since the Grand Départ was due to take place in the essentially flat Denmark this year, both groups largely played without hills, but included cobbled sections (à la Stage 5, from Lille to Arenberg, a week later).  Cobbled sections change width frequently and are generally narrower than normal road, but perhaps more importantly, riders can no-longer benefit from slipstreaming but still get exhaustion cards.  The slightly larger group, led by Ivory and Teal also decided to start with a break-away.

Flamme Rouge
– Image by boardGOATS

Their chosen route was Stage 11 of the stage race and took in three sections of Pavé.  The first of these was shortly after the start, the second after the first hairpin and a short slight up-hill ramp, and the third was after a second hairpin and a little chicane.  Teal and Lime made it into the breakaway and they stayed away for most of the game.  Being at the front “pushing air out of the way” all the time is tiring though, and inevitably, they picked up a lot of exhaustion cards.  That meant that as the Peloton was bearing down on them, just as the finish line was in sight, they didn’t have the energy fend them off.

Flamme Rouge
– Image by boardGOATS

As a result, Black and Pink, who had been sheltering in the middle of the group slid across the line just ahead of the gallant breakaway, who were definitely candidates for the day’s combativity award.  Black took first place, having spent most of the race doing as little as possible and saving it all for the final sprint.  While saving energy is a good tactic, Purple took it to a different level picking up no exhaustion cards at all, though she wasn’t able to turn on the burners in time to take advantage of it.

Flamme Rouge
– Image by boardGOATS

The smaller group, led by Blue and Plum rode a simpler route based on the Avenue Corso Paseo ride, with a cobbled section in the middle between the two hairpin bends.  With most people in this group new to the game, they decided to keep things simple and eschewed the complexities of hills completely, sticking to a pan-flat course, and kept to the standard roll-out used in the base game.  First Orange and then Lemon rode off the front while Pine and especially Blue were repeatedly under threat of being spat out of the back of the peloton.  Most rounds seemed to end with Blue breathing a sigh of relief as she managed to hang on and Lemon laughing as she picked up yet another exhaustion card.

Flamme Rouge
– Image by boardGOATS

Once the riders had passed the Pavé the speed picked up and Blue and Pine started to try to move forward in the field.  Lemon who had led most of the way “bonked” and “hit the wall”, and as a result, was unceremoniously dropped.  It was tight, but Pine’s Rouleur was first over the line just holding off Plum’s first rider who took second followed by Pine’s Sprinteur who took third.  It had been a close and quite attritional race, but despite the fact there were fewer riders with a shorter parkour, the race finished at much the same time as the other one.  So races were compared and there was a bit of chatter about other options as people packed away.

Flamme Rouge
– Image by boardGOATS

Ivory took himself off for an early night, as did Teal, but those that were left were keen to play on, albeit not for long in some cases.  Inevitably there was a lot of discussion about what to play, but when Ticket to Ride got a mention, Pine and Lime were keen to give the London version a run out, and were quickly joined by Pink and Purple.  Ticket to Ride is one of our favourite games and we play a lot of different versions, short and long.  They all have the same basic structure, but different layouts on different maps, and often with a little rules change.  In summary, in the original game, players are connecting cities across the USA.

Ticket to Ride (USA)
– Image by boardGOATS

They do this by collecting coloured cards and then spending those cards to place trains.  Players score points for placing trains and also for completing “Tickets” by connecting two cities together by any chosen route—the further apart the cities, the more points they are worth.  The game end is triggered when one player has only two train pieces left and at the end of the game, the player with the most points is the winner.  The original game takes around an hour to play with the full compliment, but more recently, there have been a number of smaller, lighter versions available.  They have the same rules, but players have fewer pieces and the maps are more congested, based on cities like New York, Amsterdam and later this year, San Francisco.

Ticket to Ride: London
– Image by boardGOATS

This time, however, the version chosen was London.  In this edition, players are placing buses to mark routes, and in addition to scoring points for claiming routes and Tickets, players also score points for connecting all the places in the same district. Pine won the “name the people on the front of the box” competition and went first.  Lime crossed the city travelling from Baker Street to The Tower of London while both Purple and Pink did the same but from Buckingham Palace to Brick Lane, and via different routes. Pine had a northern route and a south route that looked like they would join up in the middle, but didn’t quite make it.  He did manage to claim a district though, the only player to do so for a district of any significant size.

Ticket to Ride: London
– Image by boardGOATS

It was very close between first and second, though there was a bit more distance to Pink in third.  In the end, Lime just pipped Pine to victory by two points.  Meanwhile, there had been some debate between the other five as to what they would play.  Blue suggested introducing Orange and Lemon to one of our old stalwarts, 6 Nimmt!, but it wasn’t one of Plum’s favourite games.  So instead, Blue and Black introduced everyone else to …Aber Bitte mit Sahne, a clever but simple little “I divide, you choose” game.  The idea is that one player is The Baker who divides the cake into pieces and then everyone else takes it in turns to take a one of them.

…Aber Bitte Mit Sahne
– Image by boardGOATS

Each slice of cake has a type, a number on it and a some cream.  When a player takes cake, they can choose to eat it or store it.  For all eaten cake, players a point for each blob of cream.  For stored cake, however, the player with the most of each type will score the number of points associated with that type.  The clever part is that the number of points is equivalent to the number of slices of that type in the game, so the more common types which are harder to get a majority in are worth more, but they also have the most cream, tempting players to eat them straight away.

…Aber Bitte Mit Sahne
– Image by boardGOATS

It is always difficult for the first couple of players to take the role of Baker, but this is exacerbated with five players.  Blue went first, then Black.  It was only a couple of rounds in, that the twinkle appeared in Plum’s eye as she realised how clever the game was and expressed her approval.  It was quite tight in the early stages with players staking their claims to different sorts of cake.  There was competition for kiwi and redcurrent, but others went largely un-stored (and therefore eaten).  After everyone had been the Baker it was time to see who had the most of each and add up the scores.  Black got lucky with the chocolate as everyone else was greedy and ate theirs.

…Aber Bitte Mit Sahne
– Image by boardGOATS

Unfortunately, there was a rules misunderstanding and Orange thought he would get points for every slice he kept if he had the most of that type, so we’ll have to play it again soon so he can try again.  This time though, Black who had been very abstemious and eaten none of his cake, ran out the clear winner with thirty-five points to Blue’s twenty-nine and Plum’s twenty-seven for second and third place respectively.  Ticket to Ride: London was still underway on the next table, so as Orange and Lemon had not played it before, Blue got out Dobble.  We’ve not played this in the group for years, but it is a fantastic little Snap-based filler.

Dobble
– Image by boardGOATS

The idea is that every card has several pictures and each card shares exactly one match with every other card in the deck and using this principle, there are five possible Snap-based games.  Black decided discretion was the better part of valor and opted to spectate while Plum had a significant drive so headed off, leaving just Blue, Orange and Lemon.  They started with a pile of cards each and the winner the first to shed their pile onto the central one.  The game was all very well, but there was a vocabulary check as, although Blue said they could play in Ukrainian, Orange and Lemon were game to give English a go.  Once the items had been identified, the mania started.

Dobble
– Image by boardGOATS

As it was a trial game, the piles weren’t carefully measured, but Orange quickly got the hang of it and in spite of the language differences, managed to shed his pile first for yet another victory.  From there, the group did the reverse and started with one card and grabbed progressively matching cards from the middle.  This can be quite savage, which is why Blue opted for the gentler game first.  Still, everyone was well-behaved and nobody got scratched.  The tension and concentration was palpable though and Ticket to Ride finished and Lime and Pine left with only a a cursory grunt from those playing Dobble, before Blue just edged it to win the final game of the night.

Dobble
– Image by boardGOATS

Learning Outcome:  Tour de France coverage is available on ITV4.

14th June 2022

Pink and Blue were the first to arrive, bringing guests from eastern Europe, Orange and Lemon.  Orange and Lemon were new to our sort of board gaming.  After an explanation of what mushy peas are, food and some chit chat, others started arriving.  The “Feature Game” was the Moor Visitors expansion to Viticulture.  Teal had been keen to play the Tuscany board and the plan was to play both together. So when he and Ivory had arrived, they took themselves off to the other side of the room with Pink and started setting up.

Viticulture
– Image by boardGOATS

Viticulture is a worker placement game about planting vines, harvesting grapes and making wine.  The idea is that the game is broken into seasons and years, and players take it in turns to place their workers in the various locations on the board to carry out the associated actions  Although it is not in and of itself an especially innovative game, it is very polished and smooth, and a joy to play.  There are a couple of little elements within the game of note.  Firstly, each location can take a limited number of workers dependent on the number of players.  To grease the wheels a little though, each player also has a “Grande” worker that they can place anywhere, even in a “full” space.

Viticulture
– Image by boardGOATS

Players start the game with four cards from which they choose two, a mama and a papa and these dictate players’ starting conditions:  money, number of workers, buildings and cards.  There are four different types of card, Vines, Contracts, and summer and winter Visitors.  Players can only plant vines in the summer, and then only if they have sufficient land and any necessary buildings.  From there, grapes can be harvested in the autumn and placed in players’ crush pads and thence combined to form wine and stored and aged in their cellar.  Wine can then be used to fulfill contracts in exchange for points.  Although this is the main source of points, it is not the only one.

Tuscany
– Image by boardGOATS

Some of the Visitor cards give special actions that can be used to generate points, as can buildings like the Windmill and the Tasting Room and some of the Visitor cards.  At the end of each year, players get their workers back and age their grapes and wines as well as collecting residual payments (income).  The Moor Visitors expansion adds extra visitor cards which are just mixed into the deck providing more variety.   The Tuscany expansion mixes things up more, by changing the seasons in which the actions occur, particularly adding actions to spring and autumn.  It also provides a couple of extra mechanisms, including the “Influence” action, special buildings and specialist workers.

Tuscany
– Image by boardGOATS

This time, there was the initial random draw of the start tokens to “see who’s cock comes out first”, and then the game got under way.  Ivory and Teal both trained one of their workers to be “Special Workers”. These act as normal workers, but have a special ability when used in a particular way.   Each game, two of these are drawn at random from a deck, and when players train workers, they can make that worker a specialist for an additional fee.  The specialisms are open to all players, though each player can only have a maximum of one worker with each skill set.

Tuscany
– Image by boardGOATS

The Special Workers this time were the Soldato who bullies other players into paying to use the same action space, and the Sommelier which gives an additional opportunity to age grapes.  Ivory went for the military option while Teal selected one of his workers to learn about serving wine.  Elsewhere, Pink’s strategy was centered around the use of his Fruit Dealer card from the Moor Visitors expansion.  This gave him a point (or money) every time he harvested a specific field.  Teal built a Café which allowed him to turn grapes into money or points.  Everyone also began with what seems like the accepted strategy of selling off land to gain funds in the early part of the game, buying it back later as required.

Viticulture: Moor Visitors Expansion
– Image by boardGOATS

Ivory made an early move to stake his claim on the influence map, using the Influence action to place his Stars.  When placing Star tokens, players get a bonus reward for doing so.  In this way, it effectively provides an alternative way to access some “actions” when they are not available on the main board.  At the end of the game, the player with the most Stars in each region gets one or two bonus points.  After placing all six of their Star tokens, players can still use the Influence action by moving them to swing control of regions (but without gaining the instant reward).  As the game progressed, everyone else muscled in on the Influence action too, and by the end of the game, Pink had the edge.

Tuscany
– Image by boardGOATS

It was an extremely tight game.  With the Tuscany expansion, the end is triggered when someone passes twenty-five points. This time, everyone was very watchful, determined not to get caught out like last time when an early break by Teal unexpectedly ended the game leaving Ivory and Pink unable to play their big final plays.  As a result, everyone finished the game with exactly the same number of points—twenty-six.  That meant the advantage Pink had on the Influence map made the difference, leaving him three points ahead of Ivory and Teal who shared second place both finishing with twenty-eight points, in what had been an epic game between three experienced players.

Tuscany
– Image by boardGOATS

While Pink, Ivory and Teal took themselves off to set up Viticulture, everyone else introduced themselves to Orange and Lemon, and gaming was forgotten for the moment.  Eventually, this non-Viticulture group separated into two halves, one playing Imhotep while the other (including Orange and Lemon), beginning more slowly, with lighter introductory games.  Imhotep is a fun family game that won a nomination for the Spiel des Jahres award in 2016.  We’ve played it a few times since then, but like so many games, it had a two year hiatus thanks to the global pandemic.

Imhotep
– Image by boardGOATS

In Imhotep, players move large wooden “stone” blocks by boat to build five monuments.  The game is quite simple to play:  on their turn, the active player can acquire blocks from the quarry, load blocks onto a boat, sail a boat to a monument and add blocks to it, or play an action card.  Each monument scores points in different ways, and the player with the most points after six rounds is the winner.  The game was new to Lilac and Lime, but they quickly got the hang of it—it is quite easy to learn the functions, but deciding the best way to play is where the challenge comes in.

Imhotep
– Image by boardGOATS

Lilac started out making a play for the Obelisks and quickly took a commanding lead there with four stones by the end of the second round, with one each to Black and Lime.  Lime decided to go for Statues in the market place, which everyone else ignored and so he too managed to get an early lead in them with three by the end of the second round. Black wanted to get his group of five stones into the Burial Chamber, which Green (who had previously announced that he was thirty-fifth world-wide in the Board Game Arena rankings) had spotted and tried hard, but ultimately unsuccessfully to block.  Green managed to get a few larger regions himself in the process though.

Imhotep
– Image by boardGOATS

The Pyramids got steadily built, but unusually for Imhotep the Temple was ignored for most of the game. It wasn’t until the sixth round that any stones were placed there.  The scores for the Pyramid (and towards the end, the Temple as well), kept everyone close together—there was usually only three or four points from first to last place, with the order changing frequently as the game progressed.  Coming to the last couple of rounds, Lilac was challenged by Lime and Black in the Obelisk, but Lime and Lilac (both new to the game), missed the stones in one of the last boats, which Black watched closely.

Imhotep
– Image by boardGOATS

On Black’s turn he moved a two stone boat with only his and Green’s stone to take the lead and give Green a bump from last place to equal third with Lime.  Lilac may have lost out in the Obelisk, but she managed to gain a full five stone region in the Burial chamber, plus a couple of other odd stones. Black got his five but no more. Everyone got a final points bonus from a green card, although Black and Lime’s were for the Temple and only scored a single point. Lilac took a big score of seven for the Burial chamber card.

Imhotep
– Image by boardGOATS

Green also scored well for the Obelisk (five point) and for the Pyramids (six points), as earlier in the game Lime had shifted a three stone boat to the already filled Pyramid preventing the other players scoring more than a single point each.  In the final tally it was very close between Lime and Green, but Green pipped him by a single point, finishing with fifty points to Lime’s forty-nine.  The game finished at exactly the same time as the other group finished their second game.

Imhotep
– Image by boardGOATS

Purple and Blue had been introducing Orange and Lemon to some of the group’s favourite filler games.  They started out gently with Tsuro, aka “The game of the Path”.  This is super quick and simple, with players choosing to play one of the three cards in their hand on their turn, and placing it to extend the path their stone is on.  The winner is the last player still on the board, with players eliminated when their stone is unavoidably moved off the board or collides with someone else’s.

Tsuro
– Image by boardGOATS

There was a certain amount of people “feeling their way” at the start, but with only four players there’s a lot of space on the board at the start.  Players can exploit this and set themselves up with a nice little corner to work in, curating their tiles and avoiding getting themselves into difficulty.  That didn’t last long though, and came to an end when everyone wound up sat on the same tile.  Purple was the first to go, soon followed by Blue.  From there, there was a bit of a head to head, before Lemon “offed” Orange and claimed victory in her first game.

Tsuro
– Image by boardGOATS

Imhotep was still going and Viticulture had only just started, so Blue and Purple decided to introduce Orange and Lemon to the tile laying game, NMBR 9.  The idea is that players take a random tile and place it in their area—tiles must be joined to the others, and if placed on top of other tiles they must additionally be entirely supported and by two or more tiles.  At the end of the game, when two of each tile, numbered zero to nine have been played, the game ends.  Players score points for each tile multiplied by the “floor” it is on.  Thus ground floor tiles score nothing, but any tiles on the second level (the first floor) will score their face value, and so on for higher levels.

NMBR 9
– Image by boardGOATS

Although the rules are quite simple, in practice the game is one that can really make your brain hurt.  In this sense, it was a significant step up from Tsuro, though still quite a short light game.  This time, the tile order did not help players at all with high numbers coming early and at inconvenient times.  Players concentrated on building a sound foundation in the hope of better tiles to follow.  In the event, this worked better for some than others, and, as a result, it was very close between first and second.  Lemon, with seventy-two points ran out the winner once again, just two points ahead of Blue in second place.

NMBR 9
– Image by boardGOATS

With both groups finished at the same time, there was a lot of chatter, before eventually the groups joined to play something together.  Orange had played Saboteur before, and with such a large group, it seemed an obvious game to play.  There was a quick reminder of the rules for those who had not played it before or who were new to it.  A hidden traitor card game, it is one where there is a lot of banter with players accusing each other left, right and centre.  The group is split into two teams—Lovely Dwarves and Evil Saboteurs.  The aim of the game for the Dwarves is to find the gold, while the clue is in the name for the Nasty, Evil Saboteurs, who are trying to stop them.

Saboteur
– Image by boardGOATS

On their turn, players either play a card, or discard a card.  There are two types:  tunnels and actions.  Tunnels are played in the central area and must extend the existing tunnel network.  Action cards are special cards including map cards (which allow players to take a peak at a target card and report back on whether it is gold or not), rockfall cards (which allow players to remove a troublesome tunnel card), and tool cards.  This last category is where the fun comes.  Players can prevent others from digging tunnels by “breaking” their tools.  Mostly this is because they think someone is on the opposite team, but occasionally it is just “because”.

Saboteur
– Image by boardGOATS

This time, Lime started by picking on Pine for what turned out to be no very good reason.  Pine claimed the gold was in the middle (very early) and five others checked it and concurred.  Pine had a lovely “Saboteury” hand, but emphatically claimed he wasn’t.  And indeed, he wasn’t which meant Lime had to apologise to him at the end as he’d picked on him throughout.  Blue picked on Green—because “He’s always a Saboteur, Right?”—except he wasn’t either.  The guilty parties were Lemon, Lilac and Purple, but it was a fairly easy win for the Dwarves for whom Lime brought victory home.

Saboteur
– Image by boardGOATS

It had been a lot of fun, so everyone was keen to have another go.  After she had been on Team Evil the first time round, Pine perhaps unfairly targetted Lilac who was wholly innocent the second time.  The same could not be said of Purple who was a Saboteur twice in a row.  After picking on him the first time, Blue had to make peace with Green as they were on the same side in the second game (and not the “right” one either).  It is essential for Saboteurs to work well together, and although they did and it was close, it was not quite close enough and Lemon found the gold for the Dwarves.  There was time for one last round, and if the second round was close, the final round was even closer.

Saboteur
– Image by boardGOATS

While the Dwarves were worrying about who might be the three Saboteurs, Lime and Black managed to sow the seed of confusion when with Lime claimed that the gold was in the middle and Black agreeing.  Later it turned out that this was actually coal and although Lime showed his true colours early, it wasn’t until he was joined by Black that the Dwarves realised they’d been duped.  Concerned about the third Saboteur, Blue just managed to find the Gold before they ran out of cards.  Lime and Black had done really well as Saboteurs though, especially as it turned out there were only two of them.  It had been a lot of fun, but with Viticulture at an end, several people wanting an early night and it now having got quite late, everyone decided to leave it at that.

Saboteur
– Image by boardGOATS

Learning Outcome:  It’s never too early to start making enemies.

17th Movember 2021 @ The Women’s Institute

Invited to introduce the Stanford-in-the-Vale Women’s Institute to the concept of modern board games, Blue and Pink took a pile of light games to the Village Hall.  After the obligatory rendition of William Blake’s Jerusalem, in tables of four, people were introduced to No Thanks!, Coloretto, Tsuro, Indigo, Riff Raff, Second Chance, Aber Bitte mit Sahne… and Just One.  Rather inevitably, the biggest success, however, was Boom Boom Balloon—it was quite a sight to see the middle aged ladies of the WI competing to make the biggest bang!

Boom Boom Balloon
– Image by boardGOATS

3rd Movember 2021

Blue and Pink were, unexpectedly, joined by Green and Lilac thanks to a clock-reading malfunction.  So while Blue and Pink were dealing with their dinner, Green introduced Lilac to Tsuro.  This is a very accessible game that we actually managed to play a little over a year ago from home, but is much better played in person.  Each player starts with a stone lined up on the edge of the board and a hand of three tiles.  On their turn, they place one of their tiles on the board next to their stone, and move their stone along the path on the tile, then replenish their hand.

Tsuro
– Image by boardGOATS

The aim of the game is to stay on the board the longest, with the last player remaining, the winner.  It wasn’t long before Lilac had Green on the ropes and Blue and Pink urged her to take her chance and finish him off.  It’s not in Lilac’s nature to go for the jugular, however, and despite the encouragement, she didn’t make the most of her opportunity.  Inevitably, Green wriggled free and it wasn’t long before he was edging Lilac off the board himself.  With the first game over, and Blue and Pink finishing their dinner, there was a little chatter before others arrived and players were deciding what to play.

Tsuro
– Image by boardGOATS

The “Feature Game” was to be Modern Art, which is an auction game where players are buying and selling art trying to make a profit with paintings valued by the number of artworks of that type that were sold.  It is an older game, nearly thirty years old, and several people had played it before, albeit some years ago.  When Green admitted that he hadn’t really enjoyed it, Pink was shocked and suggested that not liking Modern Art was akin to not liking puppies, at which point Green, much to Pink’s horror, admitted he wasn’t that keen on them either…

Modern Art
– Image by boardGOATS

Needless to say, when settling on games, Green took himself away from the slightly offended Pink and his copy of Modern Art leaving him (with his brick and sack comments), to play the “Feature Game” with Ivory, Blue and Teal.  The game is a simple, yet clever auction game, and therein lies the problem—the group has had mixed responses to auction games.  For example, the highly regarded Ra (like Modern Art designed by Reiner Knizia) received mixed responses when that was played, however, one of the all-time favourites, Keyflower, is an auction game at its heart (though to be fair it doesn’t really feel like one).

Modern Art
– Image by boardGOATS

The group (aside from Pink) was therefore slightly reticent, but went for it positively, and in the event, really enjoyed it.  Each round consists of several auctions, each of which is conducted by a player.  The auctioneer chooses one card from their hand which is auctioned according to the indicator on the card.  There are five possible auction types:  Open, Fixed Price, Sealed Bid, Once Round the Table, and Double (where two pieces by the same artist are offered at the same time).

Modern Art
– Image by boardGOATS

We were playing with the new Oink Games version, which features real modernist artwork from the likes of Mondrian, Kaminski and Ivory (who obviously has talent we were hitherto unaware of).  When the fifth work by an artist is offered for sale, the round ends (without the final auction), and the works valued.  The value depends on how many paintings were sold by that artist in the round, with the value increasing by $30,000 for the most popular.  Players then sell their art to the bank, but here there is a catch.  Players only get a return on art by the three most popular artists in that round—everything else is worthless.  The value of the art that is sold, however, is the cumulative total including increases over all the previous rounds.

Modern Art
– Image by boardGOATS

Thus, players sell their art giving them money to buy more, and more expensive art in the next round. Although the mechanics are clever, what makes the game fun is the auctioneer’s pitch as they try to describe the work they are selling and draw the other players’ attention to its clear and obvious assets and up-sell it.  One notable lot by Kaminski was initially described as “a cat’s pencil sharpener” and then to much hilarity as “a charming number depicting someone bending over picking up a fiver.”  The game ends after four rounds and the player with the most money at the end wins.

Modern Art
– Image by boardGOATS

This time, players clearly had a bit of a fixation with Kaminski with his works being the most popular in the first round, with Hick and Mondrian making a distant second and third.  The initial popularity of Kaminski inflated the perceived value of his work in the second round and, although fewer works were offered for sale, it still scored, though the Mondrian age was upon us.  The third round was dominated by the works of Okamoto, putting in a brief, but valuable appearance for those that made purchases, as it provided funds for the all-important final round.  This led to a resurgence of Hick as the most popular together with poor Ivory, who’s work had hitherto only had a brief period in the limelight in the second round.

Modern Art
– Image by boardGOATS

The eternal popularity of Kaminski continued until Blue brought the game to an end with a double auction ensuring Kaminski’s works gave a return again, and having scored in every round, they were very lucrative.  Despite the game feeling like there was a lot of ebb and flow, the final scores were remarkably close with a mere twenty grand between first and third—fine margins indeed in a game where the scores were measured in hundreds of thousands and players reserves fluctuated wildly during rounds.  It was Blue though, who made the most, finishing with $392,000, just ahead of Ivory (the gamer rather than the artist).

Modern Art
– Image by boardGOATS

Meanwhile, at the other table, Green, Lilac, Purple and Black (who also expressed a dislike of Modern Art, though not of puppies), were playing the puppy related game, Snow Tails.  This is a fun race game where players are racing dog sleds along a winding track of varying complexity.  The idea is that players have a hand of cards, which they play to adjust the dogs’ speed or apply the brake.  When they play cards, they can play up to three (one for each dog and one for the brake), but they must all have the same value.  The sled speed (how many spaces it moves) is then the sum of the dogs’ speed minus the value on the brake.

Snow Tails
– Image by boardGOATS

Additionally, the sled will drift left or right by the amount by which the two dogs’ speeds differ.  Players have to use this to negotiate corners and slalom round pine trees to get to the finish line.  The cards come from their own personal decks, and this is where the game gets clever because players have to manage the cards they play to make best use of them.  If a player crashes or goes into a corner with too much speed and exceeds the limit, they pick up a dent card.  These occupy space in the player’s hand which means they have less choice.

Snow Tails
– Image by boardGOATS

The first player to cross the line (or, in the case of a tie cross it and travel the furthest), is the winner.  The group spent far too long debating which track to use. Lilac had not played Snow Tails before so the group did not want to make it too extreme, but also not too trivial for everyone else.  In the end the group decided on a variation of “Treemendous” (chosen as it would fit on the “narrower than we would like” pub table) and swapping the first set of trees for a narrow canyon.  Through random selection, Lilac was chosen as start player, but as she wasn’t sure how the game would play she took a gentle start so Purple, Green and Black shot past her at speed.

Snow Tails
– Image by boardGOATS

Through the first corner and approaching the Canyon, Purple hit the side of the track and slowed up, while Green and Black raced forward. Lilac took her foot off the break and caught Purple, who was struggling to get her head around which side of the sled needed the higher number to move to the right to get around the corner.  With the bend successfully negotiated Black slowed for the canyon, but Green decided to let rip through it. He made it in one go without hitting anything, but was on the outside for the next corner.  Black took a steadier run through the canyon and came out on the inside of the corner behind Green.

Snow Tails
– Image by boardGOATS

Lilac also maintained a steady pace taking a couple of turns for the Canyon, while Purple continued to dally at the back, hampered somewhat by her reduced hand size from her earlier crash. Black and Green raced to the forest, with Black reaching it just before Green. He “dropped an anchor” and came to an almost complete stop at the entrance right in front of Green, causing him to slow up sharply and swerve to the left instead of taking the route ahead he had planned.

Snow Tails
– Image by boardGOATS

Black managed to clear the forest first but found himself drifting towards the outside of the long hairpin bend. Green was close behind, but his direction of travel sent him to the inside.  Lilac continued her steady progress, avoiding the hazards and came through the forest unscathed in the middle of the track.  Black and Green were racing hard:  Black had the speed, but was forced to the outside of the track and wasn’t able to make progress while Green going more slowly on the inside, manage to squeeze past to get just ahead.  Then it was a straight fight to the line.

Snow Tails
– Image by boardGOATS

Black was able to lift his break to a one, but could only manage a double four, so he positioned himself less advantageously to try and block Green. It didn’t work as Green came off the corner on another track, but he was a little heavier on his break, so still on a two, and also a double four, Black managed to just slide past for the win finishing just ahead.  Lilac continued her steady progress and finished the following round while Purple took a more leisurely ride through the forest, came out on the outside of the bend.  Struggling to stay on the track on the way round the corner, she finally found her speed down the final straight and came flying off the end of the track, unfortunately a couple of rounds too late to win.

Snow Tails
– Image by boardGOATS

Snow Tails was still going when Modern Art finished, but only just, so Tsuro got a second outing of the evening.  This time, Blue was out first by killing herself and taking her piece off the board, quickly followed by Pink who committed harakiri in a similar fashion.  That left them to cheer on Teal and Ivory.  It was close and they were down to the last few tiles, but in the end, Teal took victory when he pushed Ivory off the board.  As the huskies settled down for a well-earned nap, Pine arrived just in time for one last game of Bohnanza, replacing Green and Lilac who went home as they had an early start the next day.

Bohnanza
– Image by boardGOATS

Bohnanza is one of our old favourites, and barely even needs a reminder beyond the rules that are specific for the particular player count.  With six, players start with different numbers of cards, they plant one or two beans turn over two bean cards from the deck, plant and trade, then draw four cards to replenish their hand.  Buying a third bean field is cheaper as well with six, costing two Bohnentaler instead of three.  This is important because the game is shorter with more players and some players barely get a turn in the final round.

Bohnanza
– Image by boardGOATS

As a result, buying a third field is always a bit risky, and the general consensus is that it is rarely worth it. This time was the exception that proves the rule however, with lots of people deciding to buy a third field.  This had the unintended effect of shortening the game as more beans were left in fields at the ends of the rounds.  This didn’t stop the usual hilarity when people made the occasional silly trades and players got unfeasibly lucky with the draw of the cards.  This time the winner was Ivory, two Bohnentaler ahead of Pine, but in truth, we are all winners with a game that is so much fun.

Bohnanza
– Image by boardGOATS

Learning Outcome: It is amazing how much money people will spend on tat.

Remote Gaming: Some Learning Outcomes

With the advent of Covid-19, boardGOATS, like many other groups were left with the choice of meeting online or not meeting at all.  So, like many other groups, boardGOATS chose to try to continue with meetings.  While some groups have struggled, dwindled, and eventually given up, so far, boardGOATS has managed to keep going with almost everyone still attending regularly.  We decided that we would put together this summary of some of the reasons we think we are still meeting, and a resource companion in case anyone else is in the same boat.

Setting up for online gaming
– Image by boardGOATS

The first, and by far the most important factor is that everyone has been extremely patient and very tolerant of the limitations.  Everyone is fundamentally appreciative of the interaction meeting online offers and have been amazingly understanding of the current issues.  This is essential.  Secondly, we meet once a fortnight:  boardGOATS meetings have always been alternate weeks, but this is actually quite key when meeting online.  If meetings are too frequent everyone can get very frustrated quite quickly, but too infrequent and people lose the routine.  As it is, fortnightly means everyone makes a date to make it happen as otherwise the next one would be a month away.

Noch Mal!
– Image by boardGOATS

Finally, there’s planning and organisation.  Having a plan is vital if things are to run smoothly, and smooth is essential to avoid people becoming frustrated.  The group has always had a “Feature Game“, because we’ve always been a group that takes ages to decide what to play; having a starting option helps us to get going a bit quicker.  With remote meetings, however, the “Feature Game” has become essential.  It is also important that someone takes the lead to teach if necessary, and keep things moving to stop games dragging, but also allows the all important banter to flow when possible as well.

Tsuro on Tabletop Simulator
– Image by boardGOATS

The group have broadly used three different approaches to remote gaming, all underpinned by Microsoft Teams.  This choice of platform is largely immaterial, but our decision was made early on because of possible security issues with alternatives and the hardware that some of the group were using.  Either way, this provides sound and, where required, visuals.  We always start the meeting early and then leave a place holder in front of the game camera so everyone knows which screen to pin in advance.  In our case we usually use a stuffed panda doing something humourous, but a game box would suffice too.

The three different approaches to remote gaming we have used have been:

  • A real-life game hosted at one location, shared through Teams.
    This works well, but really only for relatively simple games like Second Chance, HexRoller or Noch Mal!, though we’ve played Cartographers and Troyes Dice as well.  It turns out that “Roll and Write” type games work exceptionally well, but other games are possible too.  The most complicated game we’ve played using this method is Las Vegas/Las Vegas Royale, which is one of the group’s favourites, but this is right on the limit of what is possible.  The key is that players need to be able to see the whole game layout with all the information.  For this, the resolution of the camera is important, but also that of the screen used for displaying it at the other end.  Video compression by the platform feeding the data can also be an issue.  Lighting is absolutely critical too—good lighting makes all the difference.
    Main Advantage:  We’ve found this feels most like playing a “real” game.
    Main Disadvantages:  One person/location does most of the manipulation, and there is a  complexity limitation.
    Cartographers: A Roll Player Tale
  • A virtual game on Tabletop Simulator manipulated by a small number of people , shared with everyone else through Teams.
    Some people can’t install software on their computers and for others sand-box type environments like Tabletop Simulator are too complex.  Piping a virtual game through Teams is a sort of half-way house.  To make this work, the person “hosting” has to set the game up with the camera view set to “overhead” with everything in view, and leave it there.  Then they share this screen through their meeting platform (in our case, Microsoft Teams).  Again, this means there is a limit on the complexity of the game:  the most complex games we’ve played using this method are Camel Up and Finstere Flure (aka Fearsome Floors)These have worked quite well, but it’s a bit more impersonal and relies on a small number of people operating the Simulator to make the game work.  Downtime is a bit of an issue too for turn based games.  For these reasons, this has been the least popular method for our group.
    Main Advantage:  We can modify and play slightly more complex games to our own house-rules.
    Main Disadvantages:  People need to be comfortable with the software and there are limitations caused by the stability of the platform as well as there being a steep learning curve for those who are not used to playing computer games.
    Tsuro on Tabletop Simulator
  • An online game played on a website (e.g. Board Game Arena) with audio provided by Teams.
    These are great because they allow players to do things like draw cards from a shared deck and keep them hidden until they play them.  This is a fairly fundamental aspect of many games and enables games like Saboteur which would not otherwise be possible.  There is a limited range of games available though, and there is no scope for modifying the game either (adding extra players or altering the end-game conditions, for example).  On the other hand, the software does a lot of the up-keep and can make even quite advanced things possible.  For example, without Board Game Arena to do the maths, we would never have discovered the delightful madness that is the “Professional Variant” of 6 Nimmt! (which recently won the 2020 Golden GOAT at our annual GOAT Awards).   It does feel very much like playing a computer game though.
    Main Advantages:  Very low maintenance and higher complexity games are possible including those with “hidden information”.
    Main Disadvantages:  Everyone needs to have an account on the platform and a device, and the games are restricted to those that are available and the rules as implemented, in particular, player counts.
    Saboteur on Board Game Arena

 

Each of the different modes has their limitations, but we’ve found that by mixing them up we avoid getting fed up with any specific issue.

One of the biggest challenges boardGOATS has is that we have been playing as a group of up to ten.  This is because we are all friends, even though many of us only know each other through the fortnightly meetings.  If the group were to break into two or more parts it would likely be along the lines of game “weight”, which would mean some people would never play together and it could be divisive.  This only works because those who prefer more complex games are extremely patient and understanding.  Ultimately, as a group, we feel the social aspect is the most important thing at the moment, much more important than the quality of the gaming.  We’ll definitely make sure we play lots of more complex games when we finally return to our beloved Horse and Jockey though.

The Horse and Jockey
– Image by boardGOATS

4th August 2020 (Online)

Blue and Burgundy got going early to set up the game on Tabletop Simulator, but were progressively joined by Pink, Black and Purple and eventually, everyone else.  Mulberry dropped in to say “Hi!” but was suffering from her recent change in time-zone, so soon waved goodbye.  There was a bit of chit-chat about people returning to work and how it interefered with thier social lives, but once everyone had settled down, we started the “Feature Game” which was Finstere Flure (aka Fearsome Floors).

Finstere Flure
– Image by boardGOATS

Finstere Flure is a relatively simple race type game, where players are trying to get two of their family of pieces from one side of Prince Fieso’s Fortress to the other.  Unfortunately, the pillared dungeon is occupied by a not over-bright monster that is trying to eat people.  Finstere Flure only plays seven and the resolution of the web cameras we’ve been using means that it wouldn’t be possible for people to see very well.  For these reasons, people were playing in household teams and we used Tabletop Simulator on the Steam platform, piped through Microsoft Teams to display the game (which worked quite well when we played both Camel Up and Tsuro).

Finstere Flure
– Image by boardGOATS

This was more complicated than most of the “Roll and Write” type games we have played recently, but we felt a bit of variety would be a good thing.  In Finstere Flure, each player/household team have three double-sided pieces that they are trying to move from one side of the dungeon to the other.  On their turn, players move one of their pieces and then flip it over.  Each side has a number on it with the total summing to seven.  However, in a similar way to Echidna Shuffle, some pieces alternate slow movement with quick movement (six on one side and one on the other for example) while others move at a more steady pace (alternately moving three and four spaces).

Finstere Flure on Tabletop Simulator
– Image by boardGOATS from Tabletop Simulator on Steam

Players continue to take turns until all their pieces have been moved and turned over, after which the monster moves.  All the monsters move in the same way, but the one we chose was “Slenderman” because he was most visible when viewed from above using the simulator.  Slenderman has a deck of eight cards which dictate how far he moves.  When he moves he looks ahead, left and then right and if he sees one person, he turns towards them and takes one step before looking again and moving.  If he sees two or more people, he turns towards the closest and moves towards them.  If he the people he sees are the same distance away, he carries on moving straight ahead.  He never looks behind, and he cannot see diagonally (there are pillars in the way).

Finstere Flure
– Image by boardGOATS

Sometimes, the monster moves a given number of steps and others he keeps moving until he catches a set number of pieces.  During the game, the monster works through his deck twice—during the first pass, any pieces he catches are returned to the start, on the second pass, they are removed from the game.  There are a couple of other little rules however.  For example, there are obstacles in the dungeon, namely boulders and pools of blood (or jelly, whichever players think might be more slippery).  Players can push boulders about and use them to mess with each other’s plans, or slip on the jelly to move further on their turn.

Finstere Flure
– Image by boardGOATS

Players can only move boulders when the space behind it is unoccupied, however, and although they can pass through a space occupied by another player, they cannot finish their turn sharing a space.  The monster, Slenderman, on the other hand, is bigger and stronger, so can move more than one boulder at a time.  Also, if someone gets trapped between a rock and a hard place, he can squash them, or even pulverise rocks if he isn’t minded to change direction when pushing them into a wall.  He can also teleport from one side of the dungeon to the other if he walks into a wall.  This can spell disaster for players who thought their pieces were safe, a long way away from him.

Finstere Flure on Tabletop Simulator
– Image by boardGOATS from Tabletop Simulator on Steam

Team Purply-Black (owners of a hard copy and thus most experienced) went first, bravely moving one of their clerics into the unknown.  They were followed by Burgundy.  It was at this point that we realised something specific to the Tabletop Simulator that we hadn’t spotted during testing:  the reverse, “dark sides” of the pieces are all black and they are almost impossible to distinguish.  So, Blue made a quick modification to some of the pieces, making some hexagons and some squares to make them easier to identify.

Finstere Flure on Tabletop Simulator
– Image by boardGOATS from Tabletop Simulator on Steam

Play was a little slow with people having to describe which piece they wanted to move and where they wanted to move it to.  Fortunately, the original, individual artwork on the pieces on the hard copy of the game had been included in the electronic version, so we had something to describe.  It was about this time that we discovered that Burgundy knew the names of all the Addams Family characters played by Team Slightly-Lilacy-Green.  Clearly Burgundy has hidden depths!

Finstere Flure on Tabletop Simulator
– Image by boardGOATS from Tabletop Simulator on Steam

Lime was the first to get one of his pieces eaten, and also the second.  He wasn’t alone however, as almost everyone had at least one piece eaten at some point and most had several munched.  In fact, it turned out that Slenderman was very hungry; when he ate five pieces in one turn, Pine commented that he was in danger of becoming “Porkyman”!  The chaos was fun, so much so that at one point, Ivory was heard to say, “What can I do to get more carnage?”

Finstere Flure on Tabletop Simulator
– Image by boardGOATS from Tabletop Simulator on Steam

Since we were forced to focus on the characters (especially when they were showing their “dark side”, there was a lot of chit chat about them and some of them were even given names, like Team Purply-Black’s “Roger the Chorister” and Pine’s “Geeky-boy”.  Team Slightly-Blue-but-mostly-Pink were playing with the “Three Ages of Elvis”: “Young Elvis”, “Prime Elvis”, and “Burger Elvis” (or “Elvis on the toilet” given his pained expression).  We always have fun picking on Green, but the largely solitaire games we’ve played recently don’t lend themselves to it.  This game gave everyone a much missed opportunity, and with him playing as Team Only-a-Slightly-Lilacy-Shade-of-Green, everyone grabbed the chance with both hands.

Finstere Flure on Tabletop Simulator
– Image by boardGOATS from Tabletop Simulator on Steam

It was just as Morticia was about to be “din-dins” (again) that the program crashed.  When we first started holding online games nights we worried a lot about the “tech” and whether it would hold up.  Aside from a few issues with Ivory and Lime struggling to stay in the same Teams Meeting together a few weeks back, mostly it has been fine though.  This crash looked like it might be game over though and, according to the chat, we were not alone.  Burgundy had played a few games with another group (including Terraforming Mars) and said Tabletop Simulator did that from time to time and that it usually came back after a few minutes.  So we waited.

Finstere Flure on Tabletop Simulator
– Image by boardGOATS from
Tabletop Simulator on Steam

And we waited some more.  People took the opportunity to get drinks etc., and we continued to wait.  Nothing happened so eventually we decide to restart the Server and see if it continued where we’d left off, only to find the game had been auto-saved a couple of moves before the crash.  So we were off again getting in each other’s way.  Despite picking on Green as much as we could, nothing could stop him getting Gomez out of the dungeon first.  Morticia and Wednesday were a very long way from giving him a second though.  In fact, it looked like Team Purply-Black were going to take it.  They had “Roger the Chorister” and “Parson Snows” very close to the exit with the ability to escape on the next turn, and “Paul Wicker the Tall Vicar” not far behind.  It was then that everyone independently decided that it was the duty of all gamers to make life as difficult as possible for those winning.

Finstere Flure on Tabletop Simulator
– Image by boardGOATS from Tabletop Simulator on Steam

So, first Burgundy used one of his geeks to push a boulder in “Parson Snows’ ” way and then parked the geek in the exit space.  In response to Pine’s cry of, “It’s now or never!”, “Young Elvis”  moved another boulder and effectively sealed off the exit until the next round.  This gave everyone an opportunity to gather in the corner ready to pounce should the opportunity arise.  Inevitably (since he had a piece camped on the exit space), Burgundy was the next to get someone one out, and then the flood gates opened.  “Young Elvis” was quickly followed by Pine’s Dog and “Roger the Chorister”. Eventually, the inevitable happened and Burgundy got his second Geek home bringing the end of the game.  People didn’t seem keen to stop, and Pink was pleased to be able to announce “Elvis has left the building!” next.

Finstere Flure
– Image by boardGOATS

It was clear that from there it all really depended on turn order and that was no fun, so we finished at that point.  It had been a long game with a lot of downtime, but it had been fun too, and quite different to the “multiplayer solitaire” games we’ve played a lot recently (i.e. Noch Mal!, Second Chance and Cartographers), which made a nice change.  Tabletop Simulator takes a lot of practice though and even then definitely has the “Marmite factor”.  Indeed, Burgundy dislikes it so much that he’s stopped gaming with another online group that use it exclusively, which is very sad.  We are using it in a different way, and very occasionally, so it is probably just about manageable, but it will definitely be a while before we try it again.

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

With Finstere Flure taking a long time, Ivory and Lime took their leave, leaving seven for one quick game of 6 Nimmt! on Board Game Arena.  This is now our most played game, beating other favourites like Bohnanza and Splendor, and if the situation doesn’t change, it will likely get the chance to build up a healthy lead.  Although we’ve not tired of it, last time we tried the “Professional Variant” on Board Game Arena and that definitely added new interest.  Although we all said six was the maximum we’d want to play this crazy version with, everyone who had experienced it before wanted to try again and we all wanted to share our new-found fun with Green who had missed out last time.

6 Nimmt!
– Image by boardGOATS

The basic game is very simple:  Players simultaneously choose a card then, starting with the lowest, in sequence, they are added to the four rows on the table.  If anyone’s card is the sixth in a row, instead they take the pre-existing cards and their card becomes the first in the new row.  In the “Professional Variant”, cards can be added to both ends.  Again, if this card is the sixth, the other cards are added to that player’s scoring pile and that forms a new row.  It might be thought that this would be predictable so nobody would do this.  However, if a player tries to play low (or is forced to) and is undercut by another, this is exactly what happens.  And when it does, it causes complete chaos for everyone.

6 Nimmt! on Board Game Arena
– Image by boardGOATS from boardgamearena.com

This time, Pine started off leading with Black just behind in second.  In fact, Black was within one point of taking the lead until the cat came in and he started picking up cards.  The wheels dropped off for Pine too and he went from the lead to the back in only a couple of rounds, leaving others to fight for the lead.  Green (now playing on his own as Lilac had gone to bed), was somewhat taken aback by the new version and had much the same initial response to the new variant as everyone else had last time.  It isn’t random chaos though, it is definitely predictable, but it is certainly much, much harder to predict.  As a result, players need a sort of sixth sense and a lot of luck to surf the madness successfully.

6 Nimmt! on Board Game Arena
– Image by boardGOATS from boardgamearena.com

Pine managed to stabilise his game and, having gone from the front of the pack to the back was working his way back up the field when Purple brought the game to an end.  It had always looked likely that she would win the “race to zero”, especially when she managed to pick up sixteen nimmts in a single turn—possibly a record for us.  So, when Purple picked up five with her final card, that gave her what is likely another new record of minus thirty-five.  In this game the winner is largely incidental, but it was close with Blue taking it, just three nimmts clear of Pink in second and eight ahead of the “almost always there or there abouts” Pine, in third.

6 Nimmt!
– Image by boardGOATS

Everyone was quite tired so we just chatted starting with the Beirut explosion, news of which had come in while we’d been playing, and with footage that was quite remarkable.  As the mood shifted from buoyant to sombre, Pine said he was time for him to leave as he had a meeting in the morning.  Green interrupted, “Before you go, can I ask a recycling question?  How do you recycle the wax from cheese?”  That lightened the mood again and it was brightened further by Pine’s reply of, “How do you think?  Or you can make candles…!”  Somewhat from left of field, Purple then added, “But if you make candles, don’t light lots of them then leave the house to burn down while you go and propose to your girlfriend!”  Everyone was very bemused wondering what Black had done when he proposed, but eventually it became clear that it wasn’t personal experience, just a news story…  With that, Pine left and everyone else chatted about options and games for the coming weeks as people drifted off to bed.

Lots of Candles Make Fire
– Image from bbc.co.uk

Learning Outcome:  Slender monsters can eat an awful lot and retain their sylphlike figure.

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.

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”.