Blue and Pink were the first to arrive, soon joined by Black and Purple. Others quickly rolled up and before long, everyone was discussing what they’d been doing over the holiday. Teal produced a new “Roll and Write” game that everyone could play together, called Trek 12: Himalaya, a game where players are climbing a mountain. He gave a quick summary and demonstrated how he’d raided the stationary cupboard so everyone quickly agreed to give it a go.
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– Image by boardGOATS |
The game has some prima facie similarities to On Tour which we played remotely a couple of times, in that two dice are rolled and their results combined. In On Tour, the results are simply combined to make a two digit number, so a two and a three can make a twenty-three or a thirty-two. In Trex 12, the numbers are combined by addition, subtraction or multiplication and additionally players can pick either the larger or the smaller individually, with each option available a total of four times during the game.
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– Image by boardGOATS |
Players are trying to make chains of consecutive numbers and groups of the same number—runs and melds, which represent ropes and camps respectively. At the end of the game, players score for the highest number in the rope (or camp), plus one additional point for every other connected point (which must be connected when they are played). Additionally, players score bonus points for the longest rope they make, and the largest camp, and penalties for any isolated numbers that are not part of a rope or a camp.
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– Image by boardGOATS |
It took a couple of turns to get going, but thereafter it was quite quick. The game has a sort of legacy element with alternative maps and envelopes that can be opened once certain challenges have been met, but we played the Dunai map and without any complications. Teal pointed out that although the first number can go anywhere, thereafter numbers must be written next to other numbers so it was wise to keep options open. Pink therefore started at one end, immediately demonstrating how to make the game more challenging.
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Pine and Blue seemed to be working to very similar strategies with a long rope and a large “Four” camp in the middle, though Pine made a better fist of it and finished in second place with sixty-eight. Ivory was the overall winner though, with lots and lots of short bits of rope of high value and a final score of seventy-two, well clear of the total needed to beat the game. Trex 12 had been both quick and enjoyable, so after that aperitif everyone was ready to move on to something a little more filling, and the group split into two, the first playing the “Feature Game“, Streets.
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– Image by boardGOATS |
Streets is a tile laying game by the same people as the very enjoyable Villagers. It is, perhaps, a little lighter and, rather than developing the occupants of a village, players are building a city, transforming it street by street, from a small town into a centre of culture and commerce. The turn structure is similar to more familiar games like Carcassonne: On their turn, the active player chooses a building tile, adds it to the town, places an ownership marker on it and then scores any completed features, in this case, Streets.
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– Image by boardGOATS |
Although there are similarities, there are a lot of differences: players have a hand of three tiles all of which represent buildings; as well as ownership tokens, the active player also places people on the building, then there are the tile placement and scoring rules. The building tiles have a road at the bottom and sky at the top and can be placed such that a Street, a row of houses, is extended by adding the tile to it in the same orientation, or terminated so that the road is perpendicular forming a junction. When both ends of a Street finish in a junction, the Street is closed and scored.
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– Image by boardGOATS |
Different buildings score in different ways, for example some tiles give points for people in the Street and others for the number of building symbols in the Street. There are a few little niggly little rules. For example, when scoring a Street players include the symbols on the street itself, but also any on a tile that terminates the Street and points towards it. There are other ways of scoring buildings as well, for the number of adjacent tiles or copying another building of choice in the Street for example. In addition to the money won for the building itself, players also score for the number of people on the tile scored.
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– Image by boardGOATS |
When a building is scored, the active player moves the people on to different building in another, open Street. This encourages players to terminate Streets even though they might not score themselves, because they can move people onto their own buildings elsewhere which means they will score more later in the game. There are a few other things that contribute to the decision making dilemmas. For example, players only have five ownership tokens, and if they run out, they have to take them from another building without scoring it.
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– Image by boardGOATS |
The game ends when all the tiles have been played and any remaining Streets are scored, but for half points (similar to Carcassonne). The basic game is quite straight forward, but although most people got to grips with it, the combination of small text, symbols, a little confusion of terminology and general tiredness meant others struggled with planning effective moves. Black took what was obviously an early march when he played his micro-brewery tile to “copy” another high-scoring tile in the same street, but Purple, Blue and Pine had their moments too.
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– Image by boardGOATS |
In the end, Black won with a cricket score of a hundred and twenty (well, a score that would have beaten England in the recent Ashes series anyhow). Blue, Purple and Black quite enjoyed the game and could see the its potential for adding expansions too. Definitely one to be played again, though Pine might need some persuading. Meanwhile, on the next table, Ivory, Pink and Teal were getting to grips with a game of Key Flow (Lime having taken an early night after another very early morning).
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Ivory and Pink have played Key Flow and its big brother, Keyflower, many times before (including relatively recently in October), but Teal was new to the game though he’d heard good things. In both games, players are building villages and activating the buildings in their villages by playing meeples (or rather Keyples) to generate resources and score points. The games have a lot in common including the artwork, the iconography and the fact both take place over four rounds or seasons, but the underlying game mechanism is different. In Keyflower, players acquire tiles by auction where in Key flow players gain cards by drafting.
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– Image by boardGOATS |
Key Flow is surprisingly straightforward to play, though doing well is a completely different matter. Players who start with a hand of cards, choose one and pass the rest on, adding their chosen card to their village before they get their next, slightly smaller hand. There are three types of card: Village cards, Riverside cards and “Keyple” cards. Village cards are buildings that can be activated by playing Keyples above them, while Riverside cards provide instant resources and skill tiles.
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The cards have to be “connected” together and location can be important. Buildings for example are more productive if they have been upgraded, but upgrading needs resources and the resources need to be moved to the building being upgraded. Similarly, in autumn there are some buildings which score points for resources they are holding. Therefore, it is helpful if the building producing the resources is near to the one being upgraded or used for scoring as moving resources can be expensive and sometimes difficult.
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– Image by boardGOATS |
Simlar to the Keyples in Keyflower, the Keyple cards are used to activate buildings and produce resources. Some can be played either in a neighbour’s village or the player’s own village. Other cards can only be played in the village one side or cannot be played in one’s own village. This is why three players is arguably the sweet-spot for Key Flow—with more players there is at least one village players cannot use, adding a level of randomness that it is difficult to deal with. With three however, everything in play is accessible, though perhaps at a cost.
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At the start of the game players get some winter cards which can act as objectives to guide players’ strategies; at the start of the final round players get to keep one of these with the rest going into the draft. At the end of the game, players score for any autumn cards, any buildings with upgrades as appropriate, any winter cards and finally one point for any otherwise unused gold.
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This time, Pink went for a “Scholar Strategy”, but changed his mind at the last minute to go for the Ranch instead. Teal went for a gold strategy with the Jeweller to double his score, and picking up both the Gold Mine and the Smelter, the latter of which he upgraded so he could exchange one skill tile for three gold. Unfortunately, Pink found that useful too and therefore got in his way somewhat. Ivory didn’t appear to have a strategy early on, but made sure he had plenty of resources he hoped would be useful later in the game.
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– Image by boardGOATS |
In the final round, Pink got his Scholar anyhow then lucked out and got the Trader too, while Teal’s flotilla of boats gave him a lot of options, but somehow he struggled to convert them into points. Ivory who had been keeping all his options open with a scatter-gun approach, managed to finish with a smorgasbord of points from pigs, Keyples, travel, and of course resources.
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– Image by boardGOATS |
It was not a surprise Ivory won as he always does well in this game, but Pink was very pleased to have run him close finishing just five points behind. With that, people started to drift off, a few people hung about for a while, just chatting, amongst other things, discussing what “Cotton Clouds and White Cashmere” smells like and whether the new soap in the Ladies really did smell of it…
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Learning Outcome: “Roll and Write” games aren’t only the preserve of “Remote Gaming”.