Tag Archives: Walk the Plank! Ghost Meeple

2nd April 2019

The evening began with a lot of people eating, the return of Mulberry’s daughter, Maroon, and the arrival of someone new, Lime.  So while the usual suspects finished their supper, everyone else played a game of Incan Gold (aka Diamant).  This is a light, “push-your-luck” type game, where players are exploring a mine by turning over cards, sharing any Gems these reveal.  After each card has been revealed, players simultaneously choose whether to leave the mine or stay and see another card revealed.

Incan Gold
– Image by boardGOATS

Unfortunately, as well as gem cards, the deck also includes Hazards like scorpions, snakes, poison gas, explosions and rockfalls.  When a particular Hazard is revealed for a second time, the mine collapses.  Anyone still inside the mine at this point loses all the gems they’ve collected during the round, while those that left early keep their winnings and stash them in their tent.  So, the trick is that as players leave, the share of the gems grows larger, but so does the risk of collapse. Additionally, there are also Artifact cards.  When one of these is revealed nobody gets any gems until they leave, but if they leave alone, they not only get the Artifact, but also any remainders from the division of spoils associated with the Gem cards revealed earlier in the round.

Incan Gold
– Image by boardGOATS

The game is played over five rounds, and like all push-your-like games like this, players who are unlucky in the first round often feel they are out of the game.  This is particularly true where one player does really well in the first round as they have can play safe and can afford to leave the mine early to consolidate their position.  However, this time there were a lot of players and everyone was somehow encouraged to stay in the mind keeping things close.  As the game progressed however, the pack began to split and a small group of leaders began to emerge.  In the end, Mulberry’s wind-ups failed to put Pine off his game and he finished with more than twice her total, winning the game with twenty-five Gems.  Purple was a close second though, with Maroon not far behind in third.

Incan Gold
– Image by boardGOATS

With food and the first game finished, it was time to decide who was going to play the week’s “Feature Game”, Dinosaur Island.  This is a worker placement game set in a dinosaur theme park.  Although it’s not named specifically, the colour, theme, artwork and feel is clearly intended to evoke an impression of the most famous dinosaur theme park, Jurassic Park,  despite having ten people and the Totally Liquid expansion available (which provides the pieces for a fifth player), we decided it was likely to be a long game and that sticking to four or fewer might be wise, and so it proved.  The rest of the group were half-way through their chosen game, Las Vegas, before the dino-group had even finished setting up, never mind the rules run-through.

Dinosaur Island
– Image by boardGOATS

Las Vegas is one of our most popular games, and the idea is very simple, on their turn, the active player rolls their dice and uses them to “bet” in one of the casinos.  “Betting” is done by placing all the dice of one value on the corresponding casino.  On their next turn, the player re-rolls their dice and does the same again.  Each casino has a pot of cash and after the last dice has been placed, the player with the highest “bid” at each casino (i.e. the player who placed the most dice), wins the largest denomination note.  Similarly, the player who placed the second largest bid taking the second highest denomination and so on.  The catch is that before the order is determined, any dice involved in a tie are completely removed, so a bet of a single die can win, even though there could be several higher bets, which makes the game great fun.

Las Vegas
– Image by boardGOATS

We usually play with the extra high denomination notes and the “Big Dice” from the Boulevard expansion, as well as the Slot Machine mini-expansion.  The “Big Dice” add to interest in the decision making when pacing bets, as they are double-weight, and count for two dice.  The Slot Machine, on the other hand, gives another place for players to bet, but instead of having a specific number, players can place all their dice of one number as long as each number is only placed once.  At the end of the round, the player with the most dice in the Slot Machine takes the highest denomination note from the pot, but in the case of a tie, the total number of pips on the dice are taken into account, then the highest value dice.

Las Vegas: The Slot Machine
– Image by boardGOATS

Once again, Pine was caught in a tussle, this time with Purple, which culminated in him placing four sixes to beat her “three-of-a-kind”, just to annoy her.  Green almost always does badly at this sort of game and this was no exception, although the game was reasonably close this time.  Mulberry and Maroon, mother and daughter tied for third place, but it turned out that the squabble between Purple and Pine might actually have had a real impact on the final result as they toughed it out for first place.  In the end, those four dice might have been critical as Pine beat Purple by a measly $30,000 – a substantial amount to most of us, but a relatively small sum in this game where most players win quarter of a million dollars or more.

Las Vegas
– Image by boardGOATS

Dinosaur Island was still going on and was looking like it still had some way to go (though they had finally started).  Mulberry, Maroon and Pine all wanted an early night, but Green and Lime decided to keep Purple company for another game, which eventually turned out to be Walk the Plank!  This is another popular game and Green and Purple felt it was essential to introduce Lime to it.  The game is a programming game with a pirate theme.  The idea is that each player has a hand of cards and at the start of the round “programs” their turn by deciding which cards they are going to play, then they take it in turns to action one card per turn.  The point is, although players have to choose three cards at the start of the round, by the time the final cards are played the game has changed so much that any plans made at the start will have gone completely to wrack and ruin.

Walk the Plank!
– Image by boardGOATS

So, players start with three pirate meeples each and the aim is to push everyone else off the ship, along the plank and off the end thus sending them to visit Davey Jones’ Locker.  Once again, Green was picked on by the others and was the first to lose all three of his pirateeples to the kraken, and therefore took on the role of the Ghost Meeple.  The Ghost is confined to the ship, has a restricted set of actions and only gets to carry out one per round.  Unfortunately, the game doesn’t play so well with two, and as a result when it got down to a couple of meeples each for Purple and Lime they got bogged down in a bit of a stale-mate.  This didn’t make it any less fun though.  In the end it was a Ghostly Green who helped push Purple’s final meeple off the boat and Lime did the rest giving him his first win; hopefully we can look forward to many more in the coming weeks.

Walk the Plank!
– Image by boardGOATS

Meanwhile, on the neighbouring table the other four were playing the week’s “Feature Game”, Dinosaur Island.  Although it took a long time to set up and explain, Dinosaur Island is not actually that complex a game.  The game is played over four phases.  In the first phase, a set of beautiful bespoke dice are rolled and players play their scientist meeples to choose dinosaur “designs” or DNA resources associated with the available dice, or increase their DNA storage.  In the second phase, players can use their funds to buy upgrades to their technologies from the market place, which basically improves the quality of the actions players can take in the next phase.   The third phase is the core, “worker-placement” round.  This is when players can “build” dinosaurs, reinforce their security, convert DNA into other types of DNA etc.

Dinosaur Island
– Image by boardGOATS

In the final, fourth round, players open their park to the public, drawing visitor-meeples blind, out of a bag.  The visitors come in two types, yellow, paying visitors and pink “hoodlums” who don’t pay and are very good at avoiding getting eaten.  The total number of visitors is dependent on the total excitement rating of the dinosaurs each player has in their park; the more dinosaurs a player has and the more exciting they are, the more visitors a player has and therefore the more money they receive in gate receipts.  However, the more exciting dinosaurs also need better security which is expensive.  If a park’s security is insufficient, the dinosaurs get out and start eating the visitors – each surviving visitor scores the park owner a victory point while visitors that are eaten cost victory points.

Dinosaur Island
– Image by boardGOATS

There are a couple of little tweaks that give the game a lot of replay-ability.  For example, there are eleven “plot twist” cards which introduce slight variations to the rules keeping things fresh.  For example, turn order is normally dictated by the number of points each player has, but the group played with a “plot twist” that meant the player order was always the same, with the first player progressing clockwise one place each round.  There are also thirty-nine end-game goal cards of which a small number of cards are selected for each game, when a set number of these have been completed by at least one player, this triggers the end of the game.  Any number of players can complete these objectives and receive the points associated with them, but once one player has completed an objective, it will become unavailable at the end of the round.  Thus all players who achieve an objective will do so in the same round.

Dinosaur Island
– Image by boardGOATS

This time, the group, played with the aquatic dinosaurs from the Totally Liquid expansion, partly because they alleviate the incessant “neon pink-ness” of game, but mostly just because they are cool.  Blue began by getting a bit carried away with the coolness of swimming dinos and started out taking a plan for a very exciting Megalodon largely simply because she had heard of it, and without thinking through the consequences. Having read the rules in advance, Burgundy had a much better handle on the challenges associated with the game and made a beeline for the special Dino Security upgrade which enabled him to increase the security in his park a second time per round at no extra cost.

Dinosaur Island
– Image by boardGOATS

Black also understood the importance of threat and security and decided to try to deal with the problem by keeping his threat level down.  One unfortunate side-effect of this is that most low threat dinosaurs are un-exciting and attract fewer visitors.  It all became a bit academic though as his threat level spiraled out of control.  Blue, realised she had made a bit of bish and needed to do something to enable her to start producing Megalodons without getting all her visitors eaten and hemorrhaging points.  So she decided to concentrate on upgrading her technologies hoping to net the bonus seven points from the end-game objective rewarding players for having four upgraded technologies.  Black quickly realised he couldn’t keep up with Blue’s developments and as it wasn’t going to happen for him focused his efforts elsewhere.

Dinosaur Island
– Image by boardGOATS

Meanwhile, Ivory had bagged the popular T-Rex dinosaur plan and was producing them in large numbers.  He, like Black also got heartily sick of pulling “hoodlums” out of the bag instead of paying visitors.  Black bought himself a technology to deal with the problem, but Ivory chose a different route, employing an expert who arrested any hoodlums in his park with the net effect that they became less prevalent for everyone else as well.  Experts are expensive though and not everyone could afford one, or felt they were worth the money.  Certainly they are more valuable if they are employed early in the game so players get their money’s worth

Dinosaur Island
– Image by boardGOATS

Everyone got points from the end-game objectives, but as the game came to a close it was clear who was in pole position.  Although his security wasn’t quite sufficient the huge number of visitors turning up every round put Ivory in front by some twenty-plus points.  In contrast, it was very close for second place however, with just five points between second place and the wooden spoon.  The nature of the game means keeping tabs on points, security, threat and excitement levels is quite a fiddly business. Since it was possible to throw a very small blanket over the three competing for second place, it is quite possible that the scores weren’t accurate, nevertheless, the Black finished in second place in what had been a very enjoyable game.

Dinosaur Island
– Image by boardGOATS

Learning Outcome:  Security is very important and should not be neglected.

5th February 2019

Far from being over-run by new people flocking to games night in response to our advert in the Parish Newsletter, it was one of the quietest weeks for ages.  With Ivory still on “sabbatical”, Mulberry in the States, and Pine, Pink and Red all having something better to do, for the first time in ages, we were down to just five and a single game.  Burgundy was just finishing eating and Blue was waiting for the imminent arrival of her pizza, so the group decided to play something short that could be played while feeding.  After a brief discussion the group began a game of Walk the Plank!, and inevitably, Blue’s pizza arrived just as it started.

Walk the Plank!
– Image by boardGOATS

Walk the Plank! is an old favourite that has been somewhat neglected by the group of late.  It is a very silly programming game where players control pirate meeples who try to push each other off the ship and, when plans go wrong, occasionally jump overboard.  The idea is that each player begins with a hand of action cards and simultaneously everyone chooses three cards to play and the order they are going to play them in, placing them in a stack with the first card on top.   Once everyone has chosen their cards, the players take it in turns to take the top card off their pile and carry out the action using one of their three “pirate-eeples”.  Actions include shoving other players meeples closer to the end of the plank (or into the sea); running towards the ship; retracting or extending the plank, and even changing along the plank pushing another player closer to the sea.  As we were playing with the Limited Edition which comes with some extra cards, so for a bit of variety, we added the Dynamite and Ghost Pirate cards.

Walk the Plank!
– Image by boardGOATS

The first of the extra cards, “Dynamite”, pushes everyone on a given piece of plank one space closer to the sea. The other, the “Ghost Pirate”, scares everyone on a a piece of plank so much that they run away, half towards the sea and half towards the ship.  The newly bespectacled Green was of the opinion that the extra cards were generally a little over-powered, so we house-ruled it so that they could only be played once each.  When we play this game we include a couple of other house rules too:  according to the rules as written, the last piece of the three piece plank should not be removed when shortening the plank and the game is supposed finish when there are two meeples left.  While we understand why these rules exist, we find that sharing victory means the game feels a little unresolved so we play through to the bitter end.  Similarly, we quite like the madness removing the last plank adds, and in such a short game, crazy chaos seems entirely appropriate.

Walk the Plank!
– Image by boardGOATS

And chaos there was aplenty this time round too:  Burgundy was quickly out of the game when the third and final of his meeples was banished to the deep.  As the first person to be eliminated, Burgundy was given the slightly dubious honour of returning as a Ghost.  In this mini-expansion, the player returns as a white pirate-eeple doomed to haunt the ship and generally cause mayhem for everyone else by playing one shove card per round.  When the last of Black’s pirates joined Burgundy’s there was some discussion about a second ghost, but we decided it would just prolong the game.  It wasn’t long before he had company on the sidelines though, leaving just Blue and Purple.  With both of them perched precariously on the end of what was left of the plank and Blue set to go first the game was her to take.  However, she decided she couldn’t take advantage of the position and instead retracted the plank unceremoniously pitching both of them into the drink.

Walk the Plank!
– Image by boardGOATS

With Blue finished with her pizza, and it clear that nobody else was coming, the group decided to move on to the “Feature Game” which was to be Through the Desert.  This is an old game, but one that is very simple to play, though difficult to play well.  It is an area control game with pastel camels that many feel is reminiscent of the classic game, Go.  The game begins with players placing one camel in each colour on the board.  Each of these has a rider (Leader) in their own colour, so these camels are the start of the player’s camel trains or Caravans.  After the initial placements, on their turn, players take any two camels from the general supply and add them to the board.  There are a few rules about placement – each one must be placed next to camels of the same colour to become part of one of that player’s caravans, and must not be placed next to a caravan of the same colour belonging to another player (as this would cause them to join).

Through the Desert
– Image by boardGOATS

The aim of the game is to gain points through via the four sources.  Firstly, there are several oases marked with green plastic palm trees; players who connect a caravan to an oasis get five points.  There are also watering hole tokens—players who place a camel on these spaces can claim these tokens which are worth up to three points.  Players who finish with the longest Caravans in each of the colours are also rewarded with points at the end of the game.  The most lucrative source of points, but also the most risky is enclosing areas.  It is in this way that it is most like Go.  Go is a very ancient game played on square grid with black and white stones.  People often try to compare it to Chess, though in truth, beyond the facts one play plays black, the other white and the game is played on a rectilinear grid and both are very old, the two games have almost nothing in common.

Chess
– Image by Unsplash contributor sk

Chess is a game with a very rigid structure where players control armies that are lined up to face each other.  Each piece has a clearly defined role and movement pattern and games develop in a very particular way.  The highly structured nature of the game means strategies are developed by analysing all the possible or likely moves which makes it highly programmable.  In contrast, Go is all about territory and pattern analysis, which has traditionally made it much more challenging for computer programmers and it is only recently that software engineers have been able to use machine learning algorithms that have the ability to beat Go champions.  In Go, players place their stones on the intersections of a rectilinear grid with the aim of marking out territory.  There is a lot of psychology in the early moves with players declaring their space; if a player is too aggressive at the start, they won’t be able to defend their position, if they are too timid with their opening they will have lost before they’ve begun.

Go
– Original image by Tomasz_Mikolajczyk on pixabay.com

Ultimately however, Go is a complex game of strategy where players are trying to capture their opponent’s stones and with i,t territory.  A single empty space inside a group is called an eye; for a group to remain alive it must contain at least two eyes.  Creating eye spaces in a player’s groups and trying to prevent their opponent from making eyes is one of the key aspects of Go.  It is in regard to building territory that Through the Desert is similar to Go, however, there are two significant differences.  Firstly, and perhaps most obviously, the game is played on a hexagonal rather than a square grid.  The main difference is in the game-play though:  in Through the Desert pieces must be added to an existing caravan and surrounded pieces are not removed from the board.  Nevertheless, despite the differences it is unquestionably true that the Through the Desert is reminiscent of Go and was likely inspired by it.

Go
– Original image by Przemek Pietrak on flickr.com

With five players, everyone starts the game with Leaders mounted on four of the five different colours of camel.  Starting placement was quite difficult because nobody really knew constituted a good starting position, though some claimed to know what a bad one was.  Maybe there was an advantage in going last, or perhaps Black had a better idea than everyone else, but it quickly became apparent that that he had a large corner of the board all to himself.  This put Burgundy in a very difficult position as he was the only one who could do anything at all about it, but he had other plans.  In the end, Burgundy decided to do his own thing because the damage he could do to Black was minimal and it would be a significant expense to himself.

Through the Desert
– Image by boardGOATS

Elsewhere, Burgundy was in a four-way tussle with Purple, Green and Black for access to an oasis and Green and Burgundy combined to prevent Blue from connecting two of the oases.  Meanwhile, Purple collected a pile of watering-hole tokens, and Burgundy was attempting to enclose an enormous space in the middle, while Green and and Blue were hoping to fly under the radar and get away with discretely annexing small areas at the edge of the board.  It wasn’t long before the number of pale blue camels was dwindling and Black was left trying to decide whether it was in his interest to bring the game to an end.

Through the Desert
– Image by boardGOATS

When Blue reduced the handful to one lonely looking camel, Black could resist no longer leaving Burgundy’s audacious attempt to claim on the large central area incomplete and looking temerarious as a consequence.  Everyone had thought Black was so far in front that they were playing for second place, however, it turned out that the game was much closer than expected.  Green had scored slightly more for his oases and the length of his Caravans than Black and Black’s large corner hadn’t given him quite as much territory as it had first appeared.  It was very close, but Green took it by just two points.  As the group packed away, feelings were generally positive, but everyone was agreed that they’d play it differently next time, so we’ll have to give it another Go sometime soon.

Through the Desert
– Image by boardGOATS

With five players, the options were limited – we generally try to avoid two-player games and we were a bit short on good five-player ones.  In the end, it was either yet another game of Bohnanaza, or the 2016 Kennerspiel des Jahres winner, Isle of Skye, and Isle of Skye won easily.  Although this is a game we’ve played quite a bit and know reasonably well, we decided not to add the new Druids expansion as it is a while since we last played the base game and we felt we could do with a reminder.  The game is a sort of upgraded tile laying game with a lot in common with Carcassonne, but with an auction at the start of each round and scoring at the end of each round.  The scoring is one of the interesting parts of this game as the four scoring criteria change from game to game and, and each one scores three times during the course of the game.  Choosing how to prioritise these to drive a strategy is one of the keys to playing well.

Isle of Skye: From Chieftain to King
– Image by boardGOATS

This time, points were available for cows in the largest field; brochs; completed areas, and lighthouse-longboat combos.  The game proceeded along its usual course:  Burgundy had stacks of money but no tiles because everyone kept buying them while Blue and Black had plenty of tiles, but no money.  Black with a very linear kingdom was reminded by Purple that the goal for that shape wasn’t in use this time.  It didn’t seem to matte as he stormed off into the lead with a large field full of cattle, but it wasn’t long before others gave chase.  The winner in this game often comes from the back, because there is a “catch-up mechanism” where players get money in the later rounds, with those at the back getting more.  So, when Green and Blue eventually caught up with Black, the positions were important and Green looked ideally placed one point behind Black who was one point behind Blue.

Isle of Skye: From Chieftain to King
– Image by boardGOATS

Although the points awarded at the end of the rounds are valuable, it is usually the end game scoring through the scrolls that is critical.  These provide personal targets for each player, and score twice where terrain is “completed” (i.e. completely enclosed).  So towards the end of the game everyone scrabbled to maximise their points.  Green took a tile Blue wanted to keep, so Blue took one that Burgundy had priced very highly giving him even more money, but not the one tile that was really crucial to his plans.  Black added a couple more farms, while Green went for ships Purple went for light-houses and Blue tried to get both.  Burgundy and Blue were also working on the communal, end of round scoring for the brochs (prehistoric circular stone towers found in the highlands and islands of Scotland).  In the case of scoring for brochs though, one would give one point, two would give three and three six points.

Isle of Skye: From Chieftain to King
– Image by boardGOATS

With two players fighting for them brochs were scarce, but by the final round both Blue and Burgundy had managed to get their quota of six.  They were less than impressed when Black pointed out that the brochs only scored if they were in the same mountain region.  Although Black had read the scoring in full, somehow it had failed to make it to the end of the table as both Blue and Burgundy had missed it.  Green pointed out that anyone affected should be called out for cheating, but Burgundy was in such dire need of points nobody was going to contest him claiming them.  The scoring at the front was a bit closer though.  As the points were calculated though it was clear that Green needn’t have worried.  Although he was only one point behind Black, Blue’s fleet of ships meant she was twelve points clear, and it was obvious that even allowing for the extra points, she would still have won.

Isle of Skye: From Chieftain to King
– Image by boardGOATS

Learning Outcome:  If the rules are that important to your game-plan, clarify them first.