Tag Archives: Vaalbara

5th September 2023

The evening began with Green and Purple arriving to find Plum and Cobalt sitting outside the pub chatting.  This was partly because the weather was warm, but also because someone else was sitting at our usual table and we had been relegated to another long table on the other side of the room.  Pine arrived soon after and once introductions between Cobalt and those who had not been about last time were concluded, the group decided to play a short intro game while they waited for everyone else to arrive.  The game settled on was Coloretto, which had only just begun when Ivory arrived, but he was happy to watch.

Coloretto
– Image by boardGOATS

Coloretto is a quick and simple game that is very popular with the group.  Players either turn over the top card and add it to a “Truck”, or take a Truck and add it’s contents to their collection, sitting out until everyone else has taken a Truck.  Players are collecting coloured sets of Chameleon cards, but the key is that only three sets score positive points, with the others scoring negatively.  Thus players are trying to get as many cards in three colour suits, and as few as possible in each of the rest.  This time, everyone started with a different colour, so there were no obvious clashes.  As is usual for this game, it took a few turns for each players position to become clearer.

Coloretto
– Image by boardGOATS

By this time Plum was keeping the number of colour sets she had low with only two, but also had a couple of +2 bonus point cards and a Rainbow Chameleon (a wild) . Purple’s set was similar but with three colours.  Green was making steady progress and Cobalt was low on any particular colour, but only had four sets and a Rainbow Chameleon, so was poised for a good score if the cards fell in his favour. Pine meanwhile seemed to be in the process of collecting at least one of each colour!  By the end of the game, Plum had managed to collect Chameleons in just three colours and so scored no negatives, while Pine just seemed to have sets of everything. Purple had three extra colours, but with only one of each; her Rainbow Chameleon and +2 cards helped to give her a good score.

Coloretto
– Image by boardGOATS

Green managed only one negative point, but had no bonuses, while Cobalt had his cards fall right and ended with a couple of good colour sets and with it, victory.  By the conclusion of Coloretto, Jade and Sapphire had arrived bringing with them the feature game, Vaalbara.  In this game, each player is a clan leader trying to take over some territories with game-play which is vaguely reminiscent of Libertalia/Winds of Galecrest.  Players all have the same deck of twelve cards representing the members of their tribe.  Each turn, players choose secretly one card, then in the order of initiative of the revealed Characters, players activate their powers and take over one of the available Territories. Each type of Territory has its own way of scoring points (Collection, Pair, Diversity, Risk etc.).

Vaalbara
– Image by boardGOATS

Thus the game is about timing and playing the best powers and the high initiatives at the most opportune moments. After nine rounds, the player with the most points wins.  Jade and Sapphire had played Vaalbara about a dozen times together, and Green had played a similar number of games on Board Game Arena with reasonable success. Pine was entirely new to it the game and joined the other three.  Jade and Pine took the Mountains in the first round, and then Jade managed to snatch the only one on offer in the second round.  Green ended up with the final card in the first round—the All Rounder, so scored poorly with it.

Vaalbara
– Image by boardGOATS

By the middle of the game Sapphire was going all out for Fields, Jade was on to his third Mountain and Pine was beginning to get the hang of things.  Green was struggling with his all rounder strategy:  all he could get was a River and several Forests and even after he’d swapped one of those for something else (he’d mixed up the cards and instead of swapping a card between first and second row, it was any card with the top card of the deck) it didn’t work out.  Pine managed to complete his second Mountain, but Jade amazingly managed all four which catapulted his score. It was only then that Pine and Green realised that the fourth Mountain was twenty points on top of the ten for the first three (i.e. a very thirty in total from four cards).

Vaalbara
– Image by boardGOATS

By the end of the game the Poppy Fields were coming out in profusion and started to really score a lot of points.  Unfortunately for Green, Jade managed to nab the Field card ahead of him for a five type bonus and Green was still only on four terrain types.  Once the dust had settled and the final scores were compiled, it was quite close with Jade and Pine were tied for first on seventy points, and Green only three points behind and just ahead of Sapphire. Pine joked that maybe the tie-break would be the player position on the last card back, thinking that would about as arbitrary as some of the other tie breaks had been recently. A quick check of the rules confirmed it and ultimately gave victory to Jade.

Vaalbara
– Image by boardGOATS

From there, the quartet moved on to play an old favorite, Azul.  In this game, players are tile-laying artists challenged to embellish the walls of the Royal Palace of Evora.  On their turn, players draft colored tiles from the marketplace onto their player board.  At the end of the round, players score points based on how they’ve placed their tiles to decorate the palace with wasted tiles scoring negative points.  Bonuses are awarded at the end of the game for completing rows and columns and sets of the same colour, and then player with the most points is the winner.  A pretty game, the group started with a short discussion about what colour one of the tiles really was.

Azul
– Image by boardGOATS

People wanted to call it blue, but there is already a fully blue tile, and this one was a little more turquoise with a white pattern—they did not come up with answer to the problem.  The game played much as it always does with complaints about the tiles that were not coming out of the bag when needed and at one point there was one Marketplace with four tiles all the same colour (that colour that we could not quite pin a name on).  Mid-way through the game no-one seemed to want the orange tiles, and it ended up with about eight of them in the middle of the table. It finally fell to Pine to take them, but he could not place any of them and they all had to go on his negative score line!

Azul
– Image by boardGOATS

The game was reluctantly brought to a conclusion by Sapphire, at the urging of everyone else.  He did not want to complete his row, wanting to hold out and complete a different colour later, but if he hadn’t taken the tile he would have ended up with a larger negative score and it had already not been possible to fully populate market. After final scoring, Jade and Sapphire shared the lead with ninety-five points with Green, who’d had a much better game than he usually has in third.  Tie break time again, but this time Sapphire won it because he was the only player to have completed a full row (the tile he hadn’t wanted to take).

Azul
– Image by boardGOATS

There was still time for something else, and the group settled on Nimalia, a new, interesting card-laying game where players are designing the best Animal Sanctuary.  Each card has four “Biome” squares on it of potentially different terrain, and different animals.  Players start each round with three cards and draft them, placing the chosen card partly (or wholly) on top the already laid cards in a simlar way to Sprawlopolis or Honshū.  The Sanctuary must remain within a six by six grid made of the squares (not the cards).  The game is played over a series of five rounds, where two or three different conditions are scored at the end of each drafting round.  This time, the first round would score for the largest area of Savannah and for connected Polar Bears and in the second round the scoring switched to Polar Bears and Gorillas next to Water.

Nimalia
– Image by boardGOATS

In the third round it returned to the largest Savannah, but with the complication of scoring maximum for no Giraffes down to scoring nothing with three or more giraffes—of course giraffes live in the Savannah!  Rounds four and five used both the Giraffes and the Gorillas to score while adding in the Savannahs in the fourth round and polar bears in the fifth.  The nature of the scoring meant that any cards with Giraffes were quickly passed on leaving some players with a double giraffe card to lay as the last card on a giraffe scoring round.  Since it wasn’t possible to lay a new card underneath an old one, those giraffes caused scores to tumble!

Nimalia
– Image by boardGOATS

In the first round Pine roared into the lead while everyone else stayed within a point or two of each other.  After the second round, Sapphire was the one who lost out, with Pine retaining his significant advantage. During the third and fourth rounds Jade and Green managed to catch Pine, with Jade pulling into the lead.  Sapphire managed a good score in the fourth round, but he had a lot of ground to make up and he’d left his charge to the finish a little too late.  In the final scoring, Jade and Green pulled ahead in a tight battle, which Jade won by just two points with his total of eighty. Pine was third after flailing around in the final round and having been left with a double giraffe.

Nimalia
– Image by boardGOATS

While all that was on-going, the rest of the group, Plum, Ivory, Purple and Cobalt, opted for a club favourite, Wingspan, enhanced by the European Expansion.  This is a card-driven engine-building game where players choose one of four possible actions (activating their Woodland, Grassland or Wetland areas or placing a bird card in one of those locations).  Points come from each individual card end of round goals, and eggs left at the end.  The game is all about building combinations of cards that work together efficiently, so the it took all night as everyone wanted to do their absolute best.

Wingspan
– Image by boardGOATS

Ivory as always was very good at this, but was also quite generous giving everyone food each time he activated his Woodland area.  Cobalt was the first to get three bird cards in his Reserve, though Ivory  ended up with the most valuable birds on his board, with Plum’s next highest.  One of Plums birds moved at the end of each round though, which was very useful for saving costs and improving yields.  It was Ivory and Cobalt who tended to come out best with the end of round goals.  As is often the case Ivory continued to score well with a good haul of bonus card points too.

Wingspan: European Expansion
– Image by boardGOATS

Purple failed to complete any of her bonus cards, but did make sure all her birds laid purple eggs.  Cobalt finished the game with the most eggs, however, inevitably followed by Ivory.  As for cached food and cards, Plum got the most food, but Purple had the most Tucked cards.  With all the scores added up, Ivory was the almost inevitable winner on ninety-three with Cobalt not far behind with eighty-three and Plum taking the battle for third by just three points in what was a hard-fought game.

Wingspan
– Image by boardGOATS

Learning outcome:  Goats love playing with colours.

11th July 2023

Blue and Pink were really late arriving, and were much amused by the cheers and applause when they came through the door.  Slightly embarrassed, and after a quick explanation, everyone started splitting into groups.  First was the “Feature Game“, the Fantasies & Futures expansion for one of our more popular, heavier games, Tapestry. On the surface, Tapestry has simple mechanisms, but they combine to make a complex game.  Basically, on their turn, players move one step along one of the four Civilisation tracks around the board: Science, Exploration, Military, Technology and carry out the action (or actions associated with it).  Each space requires payment of resources, and the further along the track, the more expensive the spaces become.

Tapestry: Fantasies & Futures
– Image by boardGOATS

If a player cannot afford to pay (or chooses not to), then they instead take income, which gives them more resources.  They also gain points and play a tapestry card, which usually provides a power for the next round.  So, at its heart, Tapestry is an engine building and resource management game:  players carry out actions and get resources so they can get more resources and ultimately, points.  We have played the first two expansions, Plans and Ploys and Arts & Architecture, but this time the “Feature Game” was the Fantasies & Futures expansion, which is the smallest, adding new Fantasy Civilizations, advanced Capital City mats, new Tapestry and Tech cards.

Tapestry: Fantasies & Futures
– Image by boardGOATS

Ivory was joined by Green, Plum and Byzantium.  Along with the Fantasies & Futures expansion, the group decided to add the “Plans” from the Plans and Ploys expansion as a sort of mini expansion, a private goal, where players get their own, special building they can build.  They also left the Tapestry cards and Civilisations in the mix from the first two expansions and really only left out Arts Advancement track from the Arts & Architecture expansion as they thought it would add too much complexity to the game overall.

Tapestry: Plans and Ploys
– Image by boardGOATS

Tapestry is one of those games that sometimes comes in for criticism for being multiplayer solitaire.  Although that’s not true, there is a strong element of players “getting on with their own thing”.  Although they were each very much playing their own game, there was still quite a bit of interaction which definitely gave the game teeth.  Green’s Civilisation (“Spies”), had him perusing over his neighbours positions and cards each income turn.  Luckily for him Ivory’s Civilisation (“Aliens”) gave him four starting space tiles, and one bonus he could choose was the benefit on an unused tile in a neighbours supply which gave a nice healthy early bonus.

Tapestry: Plans and Ploys
– Image by boardGOATS

Plum’s “Islanders” Civilisation was focused on collecting area tiles and placing them on her Civilisation mat.  So she started out prioritising collecting landscape tiles, looking for ones with water on more edges as these would give her more points in the final income phase.  She got a bit lucky right from the start getting two out of three.  From there she went for an expansionists strategy as did Byzantium (with his “Riverfolk” Civilisation), and from there, throughout the game they found themselves trying to conquer each others territories on the central island.

Tapestry
– Image by boardGOATS

Plum started the game with two Tapestry cards, so chose to use the standard one for her first era.  The second was from one of the expansions and “charmed”, so much to Byzantium’s annoyance when he tried to topple Plum’s Tower in the middle of the map, his attempt was thwarted by Plum’s Trap card which also gave her an extra benefit.  When Plum later attempted to Conquer Byzantium’s tile, he was delighted to be able to repay the earlier battle with his own Trap card. That satisfaction didn’t last, however, as Plum proceeded to play her charmed Anti-trap card which not only stopped the trap dead, but also gave her yet another bonus.

Tapestry
– Image by boardGOATS

That bonus was a random Tapestry card from Byzantium’s hand—he had two, and the one she picked just happened to be the one he had been working towards maximising the effect of (moving up each track once and getting the bonus action for free).  Plum felt pretty bad about picking it, but it was too late by then.   So, all round, it was quite a frustrating game for Byzantium, who started the game with a large forty-eight point bonus from his landscape board (“Forest”), and his first conquering dice rolls, time after time, gave him the choice between a resource or seven points—quite a dilemma in the early part of the game.  Initially he took the seven points (the highest that dice could give him), but found he wasn’t getting as many turns as the others, so later switched to taking the resource.

Tapestry: Fantasies & Futures
– Image by boardGOATS

Ivory, meanwhile, managed to make good use of the charmed Tapestry cards, keeping himself well stocked with resources throughout the game.  The rest of the group barely saw any charmed Tapestry cards (aside from Plum’s Trap and Anti-trap cards), but did find the new Civilisations and Landscape boards quite an interesting addition.  As the endgame approached, Green was last man standing, and for his last few turns he was able to grab an extra Civilisation (“Urban Planner”) which was to reward him handsomely.

Tapestry: Arts & Architecture
– Image by boardGOATS

The game which had been a quite sedate affair, started speeding up a little towards the end.  Pretty much everyone did something that if they had thought just a little a bit more would have gained them another point or so—Green put a cube on another player’s map, Plum put a building somewhere where it could have completed a row if she’d considered a little longer.  As the game came to a close, Ivory and Plum counted their remaining income scores to amazingly find themselves both on two-hundred and thirty-five points.

Tapestry: Fantasies & Futures
– Image by boardGOATS

Then Green counted his final points, giving him the lead by a solitary point. That was until he realised that he’d added thirty-six to one hundred and ninety-nine and discovered he was part of a three-way tie with Ivory and Plum!  Nobody was quite sure how they all managed to have an identical score in such a high scoring game.  If the tie-break had been resources remaining, then Green would have won and if it was Tapestry cards remaining, then Plum would have been the victor.  However, a quick check of the rules suggested the tie-break was in favour of the player with the tallest building (which everyone agreed that was a rubbish tie break), and although Ivory narrowly had a taller building that Green, he graciously agreed that everyone should just share victory.

Tapestry: Plans and Ploys
– Image by boardGOATS

While Tapestry was setting up, on the next table Jade was introducing Black, Purple and Pine (who chose to spectate) to Fantastic Factories.  This is a game where players compete against each other trying to build the most efficient set of factories as quickly as possible.  Players have to carefully manage their blueprints, train their workers, and manufacture as many goods as possible in order to achieve industrial dominance.  Each round consists of two phases:  the market phase and the work phase. In the market phase each player in turn order can either gain a blueprint card from the four available in the market or hire a contractor.

Fantastic Factories
– Image by boardGOATS

To hire a contractor players must pay one card (that matches the tool symbol associated with the contractor’s location on the board) and any additional costs listed.  Contractors have various benefits mostly related to gaining extra resources or extra dice workers for the work phase later in the round.  In the work phase, all players perform actions in their play area simultaneously starting by rolling their four coloured dice (and any additional ones gained from contractors).  Players can use their actions to build cards (which cost various resources matching the building type); while players can build as many cards as they wish in a turn, they may one of each type of building.

Fantastic Factories
– Image by boardGOATS

Dice can be used to take actions on a player’s main Headquarter board or on building cards you have constructed.  A player’s Headquarter board allows them to generate metal and energy.  Players can also activate their buildings once per round. If any player has built ten buildings or produced twelve goods that triggers the end of the game and one final round takes place before end game scoring. Players add up the prestige value of their buildings to their produced goods and the winner is the player with the highest total.  The game was a fairly typical learning game, but was quite close.  Both Purple and Black took thirteen points for their buildings, and while Purple was yet to get her engine going, Black took nine points for his goods.

Fantastic Factories
– Image by boardGOATS

Jade, on the other hand, had fewer points for his buildings (nine), but they were functioning more efficiently.  His total of twenty-three was just one point more than Black who took second.  While they were packing up, the group chatted and Jade showed off Vaalbara, another of his acquisitions from UK Games Expo, which he described this as a nice little set collection, and semi-interactive card game.  Then they chatted while they waited for Tapestry to finish.  And waited some more as the clock ticked and it turned out that Tapestry was no-where as near to finishing as everyone had thought…

Tapestry: Arts & Architecture
– Image by boardGOATS

Meanwhile, Teal was introducing Blue, Pink and Lime to a much older game, Condottiere.  This is a sort of trick taking, battle game.  Set in 13th century Italy, where the wealthy city-states had weak armies.  The Condottiere were veteran English soldiers returned from the Crusades who were contracted to fight for individual city-states by an agreement known as a condotta, the most elite fighters were the mercenary leaders known as the Condottiere.  During each round, control of a State is put up for auction, and players bid the number of troops they are willing to lose in order to win the province.  Players bid with cards that represent Mercenaries, Seasons, Scarecrows, and Political Figures, in an effort to try to take control of four adjacent States.

Condottiere
– Image by boardGOATS

Each player starts with a hand of cards, and one player starts the bidding by choosing a State and a starting bid, playing the card or cards from their hand, face up on the table. Other players follow, playing cards each round.  When a player either cannot play another card (or chooses not to), they “stick”, but unlike many other auctions, in which only the highest bidder loses their bid, at the end, everyone loses all the cards they played, whether they finish with the highest value hand or not.  Mercenary cards have values one to six or ten, while the other cards have special powers that take effect when they are played, but it is how the cards work together that is key.

Condottiere
– Image by boardGOATS

For example, the Drums double’s the value of all that player’s Mercenary cards, but this effect can be offset by another player placing a Winter card reduce every Mercenary card played to a value of one, while a Scarecrow can be used to return a card to its owner’s hand, making it available to play later.  There is also the Heroine, which is untouched by either the Drums or Winter, but also cannot be returned by the Scarecrow.  Perhaps the cleverest cards, however, are the Surrender and Bishop cards;  the Surrender ends the battle immediately (with the current leader winning the battle), and the Bishop ends the battle in peace with no-one winning.

Condottiere
– Image by boardGOATS

While there are some clear uses for some cards (the Bishop is only likely to be played by someone who is losing badly, and the Surrender card is usually played when the active player holds the lead), the meta-game is also important.  Although winning is obviously the aim of the game, as battles become head-to-head, players sometimes end up playing with emotion rather than strategy.  Once a battle has been won, the winner chooses the next city-state to be auctioned and starts the bidding.  Unlike other games, however, play continues with the cards they have left until all players but one have run out of cards, and only then do players get more cards (before they start the next battle).

Condottiere
– Image by boardGOATS

Teal explained the game, and that, although he understood the rules, he had no idea how to win.  Indeed, despite having played Condottiere a lot in the weeks since he acquired it at UK Games Expo, he had never won, a situation that was destined not to change this time.  Teal and Lime won a couple of States, giving them extra cards in the refresh.  Blue and Pink realised they were at a disadvantage, so set out to rectify things.  They took a couple of States and redressed the balance.  Then Pink stole a march when he forced Lime to lead out in a battle he could not win.  With this giving him three adjacent states, the writing was on the wall.  Lime, Teal and Blue tried to work together to prevent Pink from taking the last one, but without success.

Condottiere
– Image by boardGOATS

It had been a very enjoyable game, and given its success, the group went on to play another of Teal’s UK Games Expo acquisitions—Burgle Bros..  This is a cooperative game, a style the group traditionally eschew, though recently have played more often (including Scotland Yard last year, The Lost Expedition about six months ago, Zoo Break twice in quick succession, and Forbidden Dessert a couple of weeks ago).  Burgle Bros. works in a similar way to the other games of this type.  Players are a team of robbers, attempting to enter a building from the ground floor, raiding the safes on each floor before escaping by helicopter from the roof.  In addition to finding and cracking the safes, players also have to avoid the Security Guards that patrol the building.

Burgle Bros.
– Image by boardGOATS

In the game, players each have three Stealth tokens. Whenever they are on the same tile with a Guard, they lose one and if any player is caught without a stealth token, the game is over.  On their turn, players have four actions (move, preparing a safe for cracking by putting some dice on its tile, rolling dice to attempt to crack the code etc.).  Once the player has taken their turn, the Guard takes their turn, moving towards their target room (assigned by the route deck and marked with an orange die).  So to win, players first have to find the safe and then crack the code and all without triggering the motion detectors, heat sensors, fingerprint scanners, laser fields, open walkways, deadbolt rooms, and of course avoiding the guards…

Burgle Bros.
– Image by boardGOATS

The group decided to play on the beginner’s level which meant they only had two floors to explore before they could escape the building.  They got lucky right at the start as they popped up from the ground floor right next to the safe. That meant they only had to reveal all the orthogonal tiles and then roll dice to match the code. They were luckier still as the security guard was on the other side of the building and there were very few walls obstructing their way.  As a general rule, cooperative games of this type give each player unique special powers and using these effectively is usually critical to success.

Burgle Bros.
– Image by boardGOATS

So, Pink (who was “The Hacker” and didn’t trigger alarms) was sent off to reveal tiles while Blue (“The Spotter”) started setting up the safe for Lime, who was “The Peterman” and got to roll an additional die when trying to crack the safe.  Before long, things on the first floor looked pretty much under control with just the last few numbers left to crack the safe, so Teal (“The Juicer”) took himself off to the second floor to start hunting for the safe there.  This was a risky strategy as it triggered the Guard moving on the second floor.  However, with fewer people on both floors, the Guards effectively moved slower and gave players more chance to avoid them.

Burgle Bros.
– Image by boardGOATS

Things were slightly more challenging on the second floor—the Security Guard was a little more proactive, stepping it out more and, of course, the group didn’t find the safe at the top of the stairs this time.  It didn’t take him long to find it though, and with nothing better to do, Pink joined Teal on the second floor, ducking under the risky laser trap at the top of the stairs.  Meanwhile, Lime had finally managed to crack the safe, so Blue headed up the stairs only to find the second floor security guard heading her way, so she escaped to the roof toting their loot (a very annoying large and heavy bust and a particularly yappy dog) .

Burgle Bros.
– Image by boardGOATS

There was a bit of shenanigans as Lime joined Teal and Pink and also dodged the Security Guard (and lost a couple of Stealth tokens), but although there were a couple of near misses, it wasn’t long before all four were on the roof awaiting their lift to safety.  It was another fun game, but with time marching, Lime and Teal headed for home, leaving Blue and Pink to join Jade, Purple and Black who were still waiting for Tapestry to finish.  It was nice to chat though, and eventually Tapestry did finish and everyone who needed one got their lift home (without having to climb on to the roof…).

Burgle Bros.
– Image by boardGOATS

Learning Outcome:  New games are fun, but there are lots of good, slightly older games to be had as well at places like Expo.

UK Games Expo 2023

It is hard to believe that it is a whole week since the start of the sixteenth UK Games Expo.  With the Friday falling in half-term week for most schools, attendance reached an all-time high with reports of 32,000 unique visitors over the three days of the event—a remarkable bounce back from the 10,671 in 2021 (the first Expo after the cancellation in 2020).  As in previous years there was a viking encampment outside the NEC, and the queues to get in to the main halls were substantial.

UKGE 2023
– Image by Jade

Inside, though busy things were more manageable, gamers from boardGOATS managed to run into each other by accident, which was quite remarkable considering the massive crowds.  Queue conversations were quite a thing this year, especially in the queue for the Bring and Buy which was spacious and well laid out.  The Bring and Buy itself was especially good for Buyers this year as there were constantly new items being put out (though it was perhaps more frustrating for Bringers as their items weren’t put on display until there was space).

Hegemony: Lead Your Class to Victory
– Image by Teal

There were some great demonstrations of new games. One highlight was playing as the State in Hegemony: Lead Your Class to Victory, a great, new, heavy-weight, political board game.  There were also demonstrations of Undaunted: Stalingrad as well as for Vivarium and Vaalbara from the marvelous folks on the Hachette Boardgames UK stand (all of which came out last year).  There was a hilarious reading of Ian Livingstone’s City of Thieves and foiling a dastardly aristocrat’s demon-summoning plans in the new, one-shot RPG, Candela Obscura was memorable too.

UKGE 2023
– Image by Jade

As usual, there were also a lot of designers about, including Tony Boydell, Alan Paul, Andy Hopwood, Bez Shahriari, Rob Harper, Gav Thorpe, Florian Sirieix and Morten Billcliff all sharing their games, chatting with gamers and signing boxes.  Copies of Condottiere, Azul: Master Chocolatier, Next Station London, Earth, Tiwanaku and After Us were also acquired amongst other things, and will likely be played over the coming weeks.

UKGE 2023
– Images by Teal and Jade