Tag Archives: Wingspan

10th December 2019

The evening started with people arriving in festive attire and snow, glitter and other detritus all over the table, as people pulled crackers and party poppers.  While we waited for food everyone amused themselves writing “Secret GOAT Christmas Cards” and contemplating the voting possibilities for the Golden GOAT Awards (by far the most enjoyable poll of the week).  In the interlude between courses, people completed and submitted their voting papers and Blue and Mulberry conducted the count.  As the results came in, it was clear that there was only going to be one winner.

"Un-Christmas Party" 2019
– Image by boardGOATS

Although Key Flow put in a very strong showing to come second, Wingspan, already winner of the Kennerspiel des Jahres and Deutscher Spiele Preis, took the most coveted award of the year, the coveted Golden GOAT.  The GOAT Poo Prize was less clear cut – almost everyone said that for them there wasn’t a stand-out game deserving of the award.  In the end it went to 7 Wonders, which is a bit of a Marmite game among the GOATS – some people are very fond of it, but nearly a third of the group nominated as the least enjoyable game of the year.  Eventually, everyone finished dessert, but everyone was in festive mood and nobody seemed desperate keen on playing anything.

Golden GOAT - 2019
– Image by boardGOATS

Lime threatened to head off without playing anything as he had a long drive in the morning, but after some discussion about perhaps playing the Winter Edition of Carcassonne or repeating the snowy Nordic version of Ticket to Ride that we played last year,  eventually, he joined Mulberry, Blue, Pink and Ivory to play the “Feature Game”, Christmas Penguins.  This is a cute little game, with some interesting ideas, but proved to need more development and more complete, precise rules.  The premise is that players are naughty penguins trying to steal gifts from under the Christmas Tree, while trying to avoid being captured by Santa.

Christmas Penguins
– Image by boardGOATS

The rules for the second edition were only available in German and had been translated by Blue, so some aspects might have been missed, but the idea is that the round is started by Santa who rolls his die and moves accordingly, trying to catch one of the naughty Penguins. Then each Penguin takes their turn trying to get to the Christmas Tree to steal one of the presents under it.  If they manage to steal a pressie, Santa moves the tree to another location.  Penguins cannot pass through a space occupied by another Penguin, instead, playing a sort bumper-car game, they push the occupant onto an adjacent unoccupied space.

Christmas Penguins
– Image by boardGOATS

If a Penguin lands on a space with an Event Stone, by design or because they were pushed onto it, they take the stone and keep it until they need it.  Event Stones come in different colours which have different effects, but these primarily involve swapping places with other characters. To use an Event Stone, the player can call “Stop!” at any time and then carries out the action by spending the stone.  Rolling a one, has the additional effect of invoking the Polar Bear, who moves one space at a time, but if he ends on a space with a Penguin it drops a parcel and runs away to an unoccupied adjacent space.

Christmas Penguins
– Image by boardGOATS

One of the clever ideas is that when Santa captures a Penguin, the owner of the Penguin takes over the role of Santa and the player who had been Santa places their Penguin in Santa’s workshop.  The turn order was a bit of a problem, however, and may have been one of the things that didn’t make it from the German translation, certainly it was one of the things that mean the game didn’t really gel for us.  Another thing that our group found lacking was the fact that there was no mechanism for the Event Stones to return to play, which was a shame; perhaps we would house rule it that every time the Christmas tree was moved a stone would be left in its place.

Christmas Penguins
– Image by boardGOATS

Ivory started out at Santa and we went at it with a will.  Ivory quickly caught Lime, who looked most unimpressed.  Unfortunately, thereafter, every time Santa caught a Penguin, the upset it caused to the turn order confused everyone.  There was one other aspect of the game that we completely failed to use, which was the rivers—each player can place or remove one river piece per turn.  These cannot be crossed by Penguins, Polar Bears, or even Santa himself and are clearly designed to add an element of strategy to the game.  In practice though we just forgot they existed, only using them very occasionally.

Christmas Penguins
– Image by boardGOATS

The game ends when the final parcel is taken from under the tree, in our case, by Blue, which just left the scoring.  Even this was a little more complex than it needed to be: players get one point for each present they’ve stolen and bonus points are awarded in a Point Salad way to the player with the most parcels of each colour and the player with the most different colours.  It is almost as if this game doesn’t know what it is meant to be, silly fun or strategic, which is a great shame because it feels like it should be a good seasonal game. So, over the Christmas period, we’ll have a go at house-ruling it to try to improve it for our group.  This time, in the end, Blue and Ivory got a bit of a lead and Blue eventually put everyone out of their misery.

Christmas Penguins
– Image by boardGOATS

It wasn’t clear how bonus points should be awarded in the event of a tie.  In our first attempt, we decided that bonus points would only go to the person with more than anyone else, but this led to a three-way tie which was about as unsatisfying as the game.  So we decided to try friendly ties, which did at least give us a winner, with Lime just sneaking into the lead.  With that, Lime and Mulberry took themselves off leaving Ivory, Pink and Blue to play Christmas Lights, the game that was going to be the “Feature Game” until Pink had commented that he didn’t like it.

Christmas Lights: A Card Game
– Image by boardGOATS

Christmas Lights is a set collecting card game with a memory element.  The idea is that players have a hand of cards that are “reversed” so players can see everyone else’s hand, but not their own, like Hanabi.  Players are tying to make a string of lights by playing coloured light bulb cards in the correct order to match their cards.  On their turn, the active player first trades a card of their choice with one from any other player.  They then play one card, adding it to their string of lights.  This can be the card they’ve just swapped, or one they’ve had in hand, but if it does not match their pattern card, they must discard it.

Christmas Lights: A Card Game
– Image by boardGOATS

Once they have played a card, the active player then turns over the top two cards and then either adds one to their string, or can trade one of the cards for the one-word answer to a question of their choosing.   With just two players, it feels like the game plays itself, but with three or four players, its sweetspot, there is a more interesting interplay between planning, memory and navigating the event cards which can help or hinder.  This time, Pink was first to complete his first target string, but found it difficult to play the plug card that he needed to connect his first string with his second.  This was made worse by Blue, who stole his once he’d found one, and the fact that he had played a lot of broken bulb cards that needed replacing before he could continue.

Christmas Lights: A Card Game
– Image by boardGOATS

While Pink was struggling to sort out his plug, Ivory and Blue had both caught up and started work on their second string of lights.  With two cards played per turn, it wasn’t long before all three were threatening the end of the game, but Blue got there first, just.  Pink couldn’t quite finish his string and as Ivory had started first, he didn’t get another turn, leaving Blue to take victory without another tie-break.  Meanwhile, on the next table, Green, Black, Purple and Pine were playing a slightly more conventional, tie-break free game in one of our old favourites, Snow Tails.

Snow Tails
– Image by boardGOATS

Snow Tails is a husky sled-racing game where players have a deck of cards from which they draw a hand of five, playing one to three of these each turn so long as the cards played all have the same value.  Each player also has a dog sled with two dogs and a brake.  Forward movement is the sum of the dogs minus the value of the break, with a drift sideways of the difference between the two dog speeds (in the direction of the faster, stronger dog).  Using this, players have to navigate the course avoiding colliding with obstacles including other sleds, saplings and, of course, the wall of the track.

Snow Tails
– Image by boardGOATS

Corners are also a hazard, and players traveling too fast into them or hitting things they shouldn’t, pick up dent cards.  These are added to the players’ hand and stay there for the rest of the game obstructing their planning and management reducing the number of cards they can draw.  The track is modular and there is a “menu” players can choose from.  This time, Lime, on the next table chose the board layout, and picked one of the two double hairpin tracks, albeit one without the sledge destroying saplings.  It took us a couple of attempts to get the track right though, having to make sure there weren’t two red speed limit lines next to each other and adding a couple of saplings either side of the gorge to make it just a little more interesting.

Snow Tails
– Image by boardGOATS

Using a random selection, Pine was in pole position, followed by Black, then Purple with Green starting last.  There was a nice easy run to the first half bend, but those starting last had to make sure they did not crash into the back of the sledges in front.  Within a couple of turns Green had nudged from last to be alongside Black and on the inside of the track so theoretically in the lead.  Over the next few turns Green and Black vied for the lead while Pine and Purple were scrapping for third.

Snow Tails
– Image by boardGOATS

Eventually, Green got a good position for the first hairpin and pulled into the lead.  Although could have let the brake off at this point hurtle forward, he decided that the inevitable dents for breaking the speed limit would not be worth it, so instead slammed on the brake. This allowed Black to catch up, but his track position was not so good and soon found himself boxed in on the outside unable to get across the track fast enough, as a result picking up his first dent.  At about the same time, Pine also found himself sliding too wide at the hairpin also taking a dent, while Purple was taking it slow and steady, avoiding damage.

Snow Tails
– Image by boardGOATS

At the front Green used his inside track position to start to pull ahead of Black, and continue round the second hairpin, cutting in tight to the opposite half bend, for an easy dodge through the canyon and round the tree towards the finish line.  Black in second place had to manage his damaged sledge through the last corners, but had a good lead on Pine and Purple and was able to easily slide home in second, taking one of the trees with him to the line.

Snow Tails
– Image by boardGOATS

In the meantime, Pine found himself going too fast into the second hairpin and not only crossed the speed limit line too fast, he also crashed in the same accident black spot that had caused Black problems earlier.  Pine’s sledge was so badly damaged that everyone else took pity on him and allowed him to only take a single dent card, although he insisted he should take the lot.  At this point it looked like an easy third place for Purple, but she suddenly began to struggle as she didn’t have the right cards to do what she needed to do.  As a result she was crawling along so slowly that Pine caught her up. It was looking like it might be rather tight for that third place, until Pine’s impossibly damaged sledge finally got the better of him and Purple crossed the line for third.

Snow Tails
– Image by boardGOATS

Learning Outcome:  GOATS love a good party!

Golden GOAT Award Winners – 2019

The second Golden GOAT Award was announced at the boardGOATS 2019 “Un-Christmas Dinner” on Tuesday.  As last year, we also gave an award acknowledging our least favourite game of the year, known as the “GOAT Poo” prize.  Only games played at a GOATS games night since the 2018 Un-Christmas Dinner could be nominated, and, in a slight change to the rules from last year, everyone had three points to hand out for the Golden GOAT Award (plus a bonus if wearing Festive Attire), and everyone could nominate up to two individual games for the GOAT Poo Prize.

Boom Boom Balloon
– Image by boardGOATS

This year there were a number of popular nominees, including Gingerbread House, Lords of Vegas, Villagers and Tokaido, with Boom Boom Balloon getting several honourable mentions for being very silly, but a lot of fun.  There was some surprise that Terraforming Mars, Keyflower and last year’s Golden GOAT winner, Altiplano, had all not been played (we must make sure we rectify  that next year).  This was perhaps a measure of how strong the field was, and many people commented that there wasn’t a stand-out “bad game” for them.  Tapestry was a strong candidate for the unofficial “GOAT Marmite-factor” Award receiving nominations for both prizes and added controversy, with a suspicion that its nomination for the GOAT Poo Prize was based purely on the appearance of complexity rather than any actual experience.

Tapestry
– Image by boardGOATS

The winner of the “GOAT Poo” award was 7 Wonders, with nearly a third of the group nominating it; it is clearly another Marmite game though as there were plenty of people keen to jump to its defense.  The clear winner of the Golden GOAT 2019, however, was Wingspan, with Key Flow an equally clear second (the Silver GOAT perhaps?).  Both are excellent games and very deserving choices; we look forward to playing them more next year.

Golden GOAT - 2019
– Image by boardGOATS

29th October 2019

Blue and Pink were first on the scene, armed with special deliveries from Essen and some new exciting toys to play with.  Burgundy, Pine, Lime and Green weren’t far behind and soon those that hadn’t eaten earlier were tucking in.  Inevitably, the conversation was all about the games fair in Essen and how much it had grown – this year, according the organisers, there were over 209,000 participants, ten percent more than last year.  There were also one thousand two hundred exhibitors from fifty-three nations, occupying six large halls, around twice the hall space when Green last went.

Essen 2019
– Image by boardGOATS

As people arrived, they received their consignments.  Purple and Black got their sadly rather squished copy of the new release, Fast Sloths complete with Expansion and Chameleon promo, a copy of the new portable set of Settlers of Catan (“Catan Traveller“) and a several bags of German lebkuchen biscuits.  Burgundy got his annual Concordia expansion (the Balearica/Cyprus map) and the European Birds expansion for Wingspan.  This last game was one of the sell-out games at Essen, and Blue and Pink had been at the front of what became a very long queue to get it.  That said, the length was probably more to do with the fact that it was also the queue to get a hand on one of the fifty English language copies of Tapestry at the show. Given the fact that Wingspan is very popular at the moment and it would need very little learning, the new expansion was “Feature Game” for the night.

Wingspan
– Image by boardGOATS

The game is relatively simple, with players collecting birds for their reserves.  On their turn, the active player chooses one of four actions/habitats, and then starting with the card furthest to the right in that habitat, activating each card in turn.  The actions associated with the habitats are spending food to play cards; getting food; laying eggs, and more drawing bird cards.  Players start with eight possible actions per turn, which gradually reduces to five over the course of the four rounds of the game.  All the bird cards in the game have actions that fit with their real-life behaviour.  For example, the food needed to play cards closely resembles their diet, the number of eggs each bird has in their nest is proportionately correct and bonus actions are associated with birds that flock and birds of prey.

Wingspan
– Image by boardGOATS

The European Expansion adds more birds that mostly do more of the same thing, but includes birds that have new end of round powers.  There were enough copies for everyone to play, so we set up two games in tandem.  Blue, Green and Pink helped Burgundy christen his new copy, while Black, Purple, Ivory, Pine and Lime gave Blue and Pink’s copy it’s first outing.  After making sure all the new cards were thoroughly shuffled into the deck, Burgundy’s group were first to get started.  The end of round objectives were particularly awkward as the final round rewarded players with the most birds without eggs on nests (one of the new objective tiles).

Wingspan
– Image by boardGOATS

Blue started off very well, but then her game stalled as she struggled to find useful cards.  Burgundy wasn’t far behind and his very hungry Griffon Vulture seemed to be very effective when it came to catching mice.  Blue’s Barred Owl was also successful on almost every occasion it went hunting while Green’s Northern Harrier repeatedly went hungry.  Meanwhile, Pink was building a very fine reserve with lots of high value birds, although he felt they didn’t give him such effective actions.  With Blue struggling to get anything she could play and Green muttering about not understanding the game, it was left to Pink and Burgundy to fight it out.  In the end, although Pink had far more interesting birds, Burgundy did much better with his personal objectives and end of round objectives, giving him a total of seventy-three points, nine more than Pink in second place.

Wingspan
– Image by boardGOATS

On the neighbouring table, everyone started off slowly.  Black grabbed one of the new European birds that allowed him to steal food which he used to great effect.  Black and Lime also took one of the new end of round bonus cards each which allowed them both to tuck cards.  Pine played a Long-tailed Tit, one of the new double space birds, allowing him to get lots of food. Ivory focused on cards with activation powers and in the second round, he and Lime built egg laying engines, with Lime making good use of his Fish Crow which allowed him to exchange eggs for food. Purple struggled due to the lack of fish, clearly having an eye on the last round objective (most birds in wetlands).

Wingspan
– Image by boardGOATS

Both Pine and Lime struggled seeing and understanding the cards, but despite this, both managed to get effective engines going, particularly Lime.  By the end, Black had lots of valuable birds and did well on his objectives and Pine missed out on a seven point objective bonus by just by one corn eating bird (getting three points instead). Black also did well on tucked cards, as did Lime.  Everyone drew for the first end of round objective (most birds in any row), with Ivory followed by Lime for the second (most birds with “brown powers”).  Lime managed to win the third round objective battle (most grassland birds), edging Ivory into second place, but the final round (most wetland birds), was a three-way tie between Ivory (again!), Pine and Purple who all had the maximum number of birds in their wetland.

Wingspan
– Image by boardGOATS

Although he did well on objectives, in the final round Ivory’s primary focus was on getting as many eggs laid as possible and he finished with a massive twenty-seven, a significant contributor to his final, winning score of seventy-nine, seven more than Black in second place and ten more than Lime in third.  There was the inevitable comparisons between the two games, and when Ivory asked whether people felt the expansion had made much difference to the game, opinions seemed divided.  Having birds he could see in his garden had made a big difference to Pine, though to those people who were less interested in our feathered friends and more interested in the game play, the expansion had made less of an impact.  For those that have it though, the European expansion will no-doubt remain a permanent feature.

Wingspan
– Image by boardGOATS

The four-player game including Burgundy, Pink, Blue and Green finished first by some margin, giving them time to play something else.  With Blue and Pink having exchanged last year’s variant on the 2018 Spiel des Jahres winner, Azul (Azul: Stained Glass of Sintra), for this Essen’s latest model, Azul: Summer Pavilion, this seemed a good time to give it an outing.  All three games are based round a clever “market” mechanism:  players take all the tiles of one colour from one of the stalls and put the rest in the central pool, or take all the tiles of one colour from the central pool.  In the original game and in the second iteration, these are placed straight away in a tableau, with the original representing a mosaic and the second a stained glass window.

Azul: Summer Pavilion
– Image by boardGOATS

In the new, Summer Pavilion variant, tiles taken from the market are put to one side for the second phase when players take it in turns to place them on their personal player board.  Where the tiles in the first two versions are square (opaque and clear plastic respectively), in the new edition, they are rhombus-shaped.  Instead of rows, each player’s tableau consists of stars made  up of six rhombi.  In this game, as they add pieces players score points for the size of the block.  For example, adding a piece to an existing partial star consisting of two pieces gives three points.  Thus, increasing the size progressively yields increasing amounts of points.  Although this is an obvious difference, the biggest difference in the game play is the cost of placing tiles and the use of “Wilds”.

Azul: Summer Pavilion
– Image by boardGOATS

Each space on a player’s tableau has a number on it: one to six.  This is the cost to place a tile in that space.  So, placing on a six-space means they place one tile on the board and five in the tile tower.  The tiles must all match the colour being placed, however, every round, one of the six colours is “Wild” and this can be used as a substitute.  The Wild colour affects the tile drawing phase too:  Wilds cannot be chosen from the market, however, if there is are Wilds present in the market, one (and only one) must be taken as well.  For example, if there are two blue tiles, a red and a green (which is Wild), the player can take the two blues and the green, or the red and the green, but cannot take the green alone.

Azul: Summer Pavilion
– Image by boardGOATS

There are several bonuses, both in game and end game.  Players who surround certain features on their tableau get to take extra tiles from a second, special market.  This helps grease the wheels and makes the decision space a little more interesting too.  At the end of the game, players get bonus points for completing stars and for covering all the “ones”, all the “twos” etc..  The stars give different numbers of points depending on the colour.  Each tableau has one of each colour available and one central multicolour star in which every tile must be a different colour.  At the end of the game, the player with the most points is the winner.

Azul: Summer Pavilion
– Image by boardGOATS

Although Blue had found time to punch the pieces in advance, she had not been able to read the rules properly so did it on the fly – the rules are not long, nor are they complex.  That said, this version certainly adds strategic depth compared with the original, without the fiddliness of the second version.  Without any experience, there were no clear strategies.  Blue targeted the bonus points for the must lucrative, purple star and the central star as “low hanging fruit”, while Pink went for the in-game bonus tiles and picked up the extras for completing all the “ones” and “twos”, but didn’t quite make the “threes”.  Burgundy played for some of the less valuable stars and Green struggled to get anything to work at all.  It was really close, with only one point between Blue and Burgundy, and Pink just a handful of points behind him.

Azul: Summer Pavilion
– Image by boardGOATS

This was a brand new game, never played by anyone round the table, so inevitably, something got missed in the rules.  In both the base game, Azul, and the follow-up, Stained Glass of Sintra, the first person to take tiles from the central pool in each round takes the first player marker and a penalty for doing so.  The same is true here, but unlike the base game, the size of the penalty depends on the number of tiles taken with the first player token.  Everyone played by the same rules, so nothing was “unfair” and nobody noticed any balance issues, however, in such a close game it is very likely to have made a difference.  We’ll get it right next time!

Azul: Summer Pavilion
– Image by boardGOATS

Learning Outcome:  Essen is Awesome!

Essen 2019 – Update

Sunday was the last day of this year’s Internationale Spieltage, the largest games fair in Europe (and arguably the world), known to gamers worldwide simply as “Essen”.  Although there was a lot of buzz about some of the hot games like Maracaibo and Cooper Island, it is the smaller, less well-known games that really make the fair what it is.  For example, Firefly Dance, is a fun little memory game with gorgeous little light-up fireflies activated with a wooden magic wand.

Firefly Dance
– Image by boardGOATS

Some games sold out within minutes: the last copy of Tapestry went in less than half an hour, and other early sell-outs included Alubari: A Nice Cup of Tea, A Fistful of Meeples and Point Salad.  There were lots of good deals to be had, including Passing Through Petra, one of the hot games from last year which was reduced from €60 to just €15.  Part of this might have been to attract attention to the Renegade Games stand because according to staff their entire supply of this year’s releases were “stuck in customs”.  This included their copies of Paladins of the West Kingdom (the sequel to last year’s smash hit, Architects of the West Kingdom).

Ticket to Ride Map Collection: Volume 7 – Japan & Italy
– Image by boardGOATS

There were also a number of other unusual games available, for example, Wsiąść do Pociągu: Polska, the new Poland map for Ticket to Ride, as well as the more widely available new Japan/Italy Map Collection.  There were other expansions as well, including the European Birds expansion to Wingspan, Sagrada: The Great Facades – Passion and Terraforming Mars: Turmoil.  In addition to expansions, there were several stand-alone re-implementations of old favourites, including the new 6 Nimmt! Brettspiel (boardgame), Glen More II: Chronicles and Azul: Summer Pavilion.

Azul: Summer Pavilion
– Image by boardGOATS

Games fairs are also about demonstrations of games that have not yet been released.  There were many of these, but one of the highlights was perhaps Namiji which is the sequel to Tokaido and will be the subject of a crowd-funding campaign in a month’s time.  So there is much to look forward to  from the Essen haul, old games as well as new, which will make the coming months very exciting indeed.

Namiji
– Image by boardGOATS

15th October 2019

With food and Ivory both a little delayed, the “Feature Game”, Tapestry was starting to look a bit doubtful. Ivory and the food both arrived eventually though, and Burgundy made haste with his ham, egg and chips while everyone else decided what they were going to play.  To fill in time while the eaters ate, everyone else decided to squeeze in a quick game of Ticket to Ride: London.  This version of Ticket to Ride is reduced in size and is designed be quicker to play, which certainly proved to be the case.  The game play is very similar, however, with players taking it turns to draw coloured cards or use them to place pieces, but in this version the Train pieces are replaced by Routemaster Buses.

Ticket to Ride: London
– Image by boardGOATS

Although it is still high quality, the board is also smaller than in the full-sized versions, the players have fewer pieces and a maximum of four can participate.  As usual, players also start with a selection of ticket cards and successfully fulfilling these give more points, but woe betide any player who fails to complete a ticket as the points become negative, which can be very costly indeed.  In addition to these features, this new light version of the game also gives bonus points to players who manage to connect all the locations in an area. Not large numbers of points, but in a tight game it can make all the difference. And these games are often quite tight…

Ticket to Ride: London
– Image by boardGOATS

Players started placing Buses very early in the game, and it wasn’t long before it became clear that everyone was trying to claim routes in the same “south of the river” area.  Although Ivory eventually extended to the east, Lime broke ranks first and claimed a north west route.  Pine completed his routes early and went for more tickets a couple of times. Then before we knew it, the game was over as Ivory placed his last bus.  Placed Bus scores had Ivory way out in front as he had several of the long, four-bus routes, while Lime brought up the rear as he had been claiming mostly two-bus lengths routes.

Ticket to Ride: London
– Image by boardGOATS

So it was looking like a bit of a “slam dunk” for Ivory.  Everyone had managed to complete an area or two and pick up the associated bonuses, but Ivory had actually managed to get the four point area with all his long routes in the east.  When the completed route scores were added in, Pine just pipped Green, but unfortunately for Lime he had failed complete his longest route causing him to lose eleven points.  The clear winner was Ivory though, and managing to complete three high scoring routes just increased his already substantial lead giving him a dominant win.

Ticket to Ride: London
– Image by boardGOATS

With food just about done and the first game coming to an end, there was some debate who would play the “Feature Game”, Tapestry.   This is the hot new game from Jamie Stegmaier, designer of Scythe and producer of Wingspan, so everyone knew what they were getting – amazing production values in a very solid game. In this case, the game is quite simple in terms of the number of rules, however, they combine together to make a much more complex game.  The idea is that on their turn, the active player simply either pay resources to progress their civilisation in one of the four directions (Science, Exploration, Military and Technology) and carries out the associate action, or they start a New Era for their people and collect Income.  It is how these apparently simple options interact that leads to a complex and deep game however.

Tapestry
– Image by boardGOATS

The game is played over four Eras, with each player book-ending their game with an Income phase.  Players choose when to take their own Income phases which has the unusual consequence that Civilisations can be in different Eras and even finish at very different times.  Advancing their Civilisation can have a wide range of consequences because each step along the four tracks is different and, in general, the further along the tracks the more powerful the action is.  For example, in the early stages of the game, a player taking the explore action might be able to place a tile on the central player board, which later may enable them to expand the are they control.  Later in the game, however, a player who reaches the end of the Explore track can move away from terra firma and explore Space, which can be very lucrative.

Tapestry
– Image by boardGOATS

After the usual debate over who was going to play, Black joined the inevitable trio of Burgundy, Blue and Ivory.  The game is asymmetric, so each player’s civilisation has a different special power. For example, Ivory’s civilisation, “Leaders”, were to allow him to progress along one of the tracks at the start of each Era.  Black’s “Merrymakers” also granted a bonus at the start of each Era, but this time it’s according to three private progression tracks; the further up a track that the Merrymakers move, the more potent the benefit they receive.  The bonus received by Burgundy’s “Chosen” would depend on his position on each of the four technology tracks at the start of each Era: where there were no players in front of him, he would pick up victory points equal to the number of other players in the game (three in this case).

Tapestry
– Image by boardGOATS

Not all civilisations give advantages during the income phase, however.  For instance, Blue’s “Isolationists” gave her an advantage when colonising.  The game features a central board which represents the colonies’ territories.  At the start of the game, the colonies are well separated by unexplored land.  The Explore action generally enables players to take tiles from the supply (though some are provided as part of the Income phase), and place hexes on the map next to territory they control.  When carrying out a Military action, players can take control of a neighbouring, explored hex, by placing one of their coloured markers on it.  If the tile is already occupied, it can be “attacked” with the second player simply placing one of their markers and tipping over the defeated player’s marker.

Tapestry
– Image by boardGOATS

Each hex can hold a maximum of two pieces, so there is no come-back.  In general, players are also not able to place a second marker as a defense.  This means that players are naturally reticent when it comes to expanding and controlling the border regions as expanding can leave their border regions vulnerable by providing a path for the opposition to attack.  The Isolationists colony helps to prevent this by enabling the player to place a second marker on a small number of occasions.  Occupying territory is one way of scoring points.  Another is by improving a civilisation technologically.  This is done by taking orange Technology cards.

Tapestry
– Image by boardGOATS

Technology cards give no immediate advantage, but they give a bonus when they are upgraded, either as part of the Income phase at the start of an Era or as an action.  They also give points during the Income phase, but the number of points depends how developed their Capital is.  Each player has a personal play area that includes a Capital City board as well as an area to place their Technology cards, a space at the top to store buildings and the Tapestry Cards that give the game its name.  There are four types of buildings which start the game placed on four tracks that roughly correspond to the four types of advancement and yield resources: Markets (yellow), Houses (grey), Farms (brown) and Armourers (red).

Tapestry
– Image by boardGOATS

During the game, the buildings are moved to the players’ Capital Cities, revealing bonuses that the player will get during the forthcoming income phases.  These bonuses include resources (money, people, mushrooms and power), but also victory points, additional terrain hexes, Tapestry cards and scoring multipliers.  These multipliers are critical:  players score points for the number of Technology cards, the size of the territory they control on the central map, and the number of completed rows and columns in their Capital.  The more buildings a player moves to their Capital, the more of these multipliers are revealed and the more points a player gets.

Tapestry
– Image by boardGOATS

In addition to their personal buildings, players can also enhance their cities with large buildings which are awarded to to the first player to progress onto certain spaces on the development tracks.  These special buildings are wonderfully over-produced and come pre-painted, really adding to the appearance and feel of the game.  As they are only space fillers, there is no question – they could certainly be replaced with simple card tiles and would have been had the game been produced a few years ago.  This is not a deluxe edition however; the added “bling” comes as standard and elevates the feel of the game above the ordinary (and unfortunately,  elevates the price too).  Unfortunately, these sculpts have very rounded corners which makes it a little hard to see what space they cover during play.  They are really gorgeous though!

Tapestry
– Image by boardGOATS

The key to the game is probably the resources though as progressing along the four development tracks, Science, Exploration, Military and Technology need to be paid for.  The price increases the further up the track the player gets as well, so running out of resources largely dictates when players will choose to start a New Era.  That said, if a player moves into a New Era before their neighbours, they get additional resources which can be just enough to encourage players to move on early.  Although it is clear that resources are important, the winner is likely to be the player that best leverages the advantages from their Civilisation.  Like all good engine builders, however, there are always more things to do than resources available.

Tapestry
– Image by boardGOATS

The game started slowly, with Blue taking an early lead largely thanks to her Civilisation giving her points as she explored and expanded her territory.  She was up against Ivory though, who was also progressing along the expansion track, though his progress was accelerated by his use of the Science development.  In the early stages of this development track the action is to move one space along another track dictated by by a roll of the Science die, but without taking the action.  This has the advantage of accelerating development (moving two spaces instead of one per turn), which increases the likelihood of obtaining the beautiful, big, special buildings and consequently makes filling rows and columns in the Capital easier.

Tapestry
– Image by boardGOATS

This is at the expense of increasing the cost of actions earlier in the game, on the other hand, the actions become more powerful and are therefore worth the price provided that the player can make the most of them.  One additional consequence of Ivory making an early dart up the development tracks was the damage it did to Burgundy.  Burgundy’s “Chosen” Civilisation gave him three victory points equal for every track he was ahead on.  Ivory’s rapid progress, increased by the power of his “Leaders” Civilisation, essentially annulled Burgundy’s “advantage”.  Burgundy’s game was further stymied by his struggle to get resources to move things along, a problem that only got worse as the game progressed.

Tapestry
– Image by boardGOATS

As a result, Burgundy turned to Technology cards, but it took a while to get this alternative approach going.  Black meanwhile, kept things simple, concentrating on making the most of his Merrymakers and trying to expand to the centre of the map first.  In this, his life was made difficult by being sandwiched between Blue and Ivory who squeezed his options.  Blue made it to the middle first, and used her special power to prevent anyone else taking it from her and picking up the points for getting there second.  Black made good use of his Trap cards which he initially kept in case he was attacked, but then used instead of Tapestry cards to give him points.

Tapestry
– Image by boardGOATS

He started slowly as he built his engine, but it wasn’t long before Ivory started to edge in front.  By the third era, he really started to push forward, Blue gave chase, but she was always chasing and when Ivory launched his Civilisation into space, the writing was on the wall.  He didn’t quite manage to lap the players at the back and so spared their blushes, but he wasn’t far off, finishing with a very creditable one hundred and eighty-five points.  It is clearly a game that needs multiple plays to understand and get the best out of, and everyone could see its potential, although Burgundy felt some of the Civilisations were more powerful than others.

Tapestry
– Image by boardGOATS

Meanwhile, on the neighbouring table, the others decided to play an old favourite,  Jamaica.  This was new to Lime and although Pine had played it once before, he couldn’t remember it.  The game is a pirate-themed tactical race with beautiful artwork and quality pieces, where the winner is the player who best balances their position in the race with success at generally being a pirate doing piratical things. Each player always has a hand of three cards, and a personal board depicting the five “holds” of their ship, into which goods can be loaded during the game. Each round, one player is designated as “Captain” and rolls two dice, examines their cards, then announces which die will correspond to the “day” and which to the “night”.

Jamaica
– Image by BGG contributor verminose

Each player then simultaneously selects and places it face down in front of them.  Each card has two symbols on it (corresponding to “day” and “night”). The symbols indicate either ship movement (forward or backward) or the loading of a type of goods.  The cards are then revealed simultaneously and resolved clockwise one by one, starting with the Captain. When it is a player’s turn to resolve their card, first the “day” part, then the “night” part, multiplying the number of pips on the appropriate die by the  icons on the card to either move forwards (or backwards) by a given amount, or to load goods.

Jamaica
– Image by BGG contributor verminos

When they take goods (gold, food or gunpowder), Players must have space to store them.  If they do not, they must throw the contents of one hold (containing something different) overboard.  When moving, players pay depending one the space they finish on:  on a deep sea space the cost is food; in a port they must pay doubloons.  At a pirate’s lair, the player can take a treasure token and draw a treasure card, (which can be good, or “stinky”, “cursed” treasure), and if they are sharing the space with another pirate ship, they must fight.

Jamaica
– Image by BGG contributor verminose

Battles are resolved with the attack die, but the attacker rolls first and adds to their total by discarding gunpowder. The defender then dies the same, though if either player rolls the special “star” it counts as a direct hit and that player wins outright and can take one holds worth of goods, a treasure card, or give away some “cursed” treasure.  The game end is triggered when a player’s ship reaches the finish line, after completing one circuit of Jamaica when players receive different amounts of gold depending how far they were from the finish line when the race concluded. This is added to any gold gathered along the way  and the player with the most total gold is declared the winner.

Jamaica
– Image used with permission of boardgamephotos

The race started very slowly (as is often the case) as players stayed in Port Royal and stocked up, but then everyone started moving forwards (and backwards) and fights very quickly broke out. With Gold and food changing ships and ships moving forwards and backwards, or in Green’s case, backwards and forwards: he crossed the finish line from the wrong direction – but no, he couldn’t win that way!   Pine was the first one to claim a treasure and then a second;  the map card enabling him to have an extra card in his hand to choose from, not that seemed to help him:  he still complained that he had poor choice of options. Lime was next, and then followed a period when everyone ended up attacking each other, so much that at least one player ended up in two battles during the same morning move.

Jamaica
– Image used with permission of boardgamephotos

Once players had got around the first corner of the island things began to speed up (again, as is usual for this game). Lime led the way and round this part of the island, Chris started to hoover up the treasures and found himself with an extra hold.  It wasn’t all good though, as became clear when he defeated a sneaky attack from Purple and took the opportunity of foisting a “stinky”, cursed treasure onto her (and the associated negative points.  As the flotilla rounded the final corner, Lime was still out in front with everyone else not far behind. While everyone had full holds, Purple’s ship looked more like a take-away van on a Saturday night, and no gold!

Jamaica
– Image used with permission of BGG contributor Toynan

Lime rolled a five and then a six when he was only three spaces away from Port Royal, but he played a double move anyway and finished the game. The rest of the salty sea-dogs were able to make use of that following wind and bring themselves across the red line into at least point scoring positions, but still some way off Port Royal.  The final scoring was looking quite good for Lime, but he insisted that he didn’t think he would win, as he knew he had a minus five point “stinky” treasure.

Jamaica
– Image used with permission of BGG contributor Ceryon

Pine and Green had finished just one space apart, had a lot of gold on ships and treasure cards.  Pine had the plus seven, and Green had three scoring treasures, but one was a minus three, so the scores were very close indeed.  Purple, unfortunately was almost lost at sea, only creeping across the line with no gold in her hold and only a negative treasure.  Otherwise, it was really close, but Green just beat Pine into second place with Lime just a couple of points behind.  Once again this proved how good a game Jamaica is, well balanced and extremely fun.

Jamaica
– Image used with permission of boardgamephotos

With Tapestry still under way, the group moved onto another, this time more recent, favourite, Kingdomino, albeit one that we’ve not played for nearly a year.  In this short game, players take a domino and add to the kingdom and then place a meeple on one of the dominoes on display for the next round.  When placing the dominoes, one of the two ends must connect to terrain of the same type already in the kingdom, or connect directly to the start tile.  Points are awarded at the end of the game by multiplying the number of tiles in an area of terrain by the number of crowns in the area.  Although we have the Age of Giants expansion, this time the group used the base game so all dominoes must fit in a five-by-five space (or be discarded) and bonus points are awarded for successfully placing all tiles and finishing with the start tile in the centre.

Kingdomino
– Image by boardGOATS

Sadly, Pine made an unfortunate placement decision partway through and thus created himself a single space gap which meant he was not complete a five-by-five kingdom with his castle in the middle.  This was because hadn’t caught the rule that the whole kingdom needed to be square so he’d ended up choosing a tile which was not as good as he’d thought and thus created even more problems for himself.  Everyone else completed their kingdoms so everyone got the full fifteen point bonus.

Kingdomino
– Image by boardGOATS

Green went for a mixture of several smaller sections (including stone and sand), but none scored highly. Purple ended up with fewer, but slightly larger regions (wheat, water and forest) and a similar score to Green.  Lime on the other hand, concentrated on a couple of larger regions, water and forest, each six or seven spaces and with three crowns each they gave a healthy score. On top of that Lime had a few low scoring space regions to top off a very good score and take the victory by twenty points.  An excellent score, especially since it was the first time he’d played the game.

Kingdomino
– Image by boardGOATS

Learning Outcome:  Game-play is very important, but component quality is important too.

Essen 2019

This week, the Internationale Spieltage, the largest games fair in Europe (and arguably the world), is being held in Germany. Known to Gamers worldwide simply as “Essen”, the fair runs Thursday to Sunday in late-October every year with many new releases timed to coincide with the event.  It is one of the biggest and most significant of all the boardgame conventions; according to convention organizer Friedhelm Merz Verlag, this year there will be more than one thousand two hundred exhibitors offering more than one thousand five-hundred new games, from fifty-three countries.

Essen 2019
– Image from spiel-messe.com

A couple of people from the group are going this year and will no doubt come back with a selection of the latest new and exciting games, as well as some older games that are new to the group and expansions for other well-loved games.  This year, the new releases include Cooper Island, Maracaibo, ECOS: First Continent, Alubari: A Nice Cup of Tea, Tapestry, Deep Blue, Paladins of the West Kingdom, Glen More II: Chronicles, the Japan and Italy map pack for Ticket to Ride, and the new European birds expansion for one of the Kennerspiel Des Jahres winner, Wingspan.

Wingspan
– Image by boardGOATS

17th September 2019

Blue and Pink arrived nice and early and so after ordering food, started a quick game of Ganz Schön Clever (a.k.a. That’s Pretty Clever).  This is one of the first of the “Roll and Write” games from the last couple of years and, as it received a Kennerspiel des Jahres nomination last year, arguably one of the best.  This type of game has been around for many years, with Yahtzee being one of the first, but the current trend was started by games like Qwixx.  Qwixx came out seven years ago, but has since been followed last year by games like Roll to the Top!, Railroad Inc., Welcome to… and the Roll Through the Ages and Penny Papers Adventures series of games.

Ganz Schön Clever
– Image by boardGOATS

These games all have different themes and different mechanisms, but the basic principle is the the same with players rolling dice (sometimes bespoke dice) and marking the results on a piece of paper, usually from a bespoke pad, or more recently a laminated card.  Ganz Schön Clever is an abstract game using six coloured dice which are used to fill in boxes in five coloured areas of the individual player “boards” (the white die is wild).  The active player, rolls all six and chooses one to keep and use, discarding all dice with lower pip values.  They then roll any remaining dice, again keeping and using one and discarding the rest before rolling the rest one last time keeping and using one final die.  The other players can then use one of the discards, before play passes to the left.

Ganz Schön Clever
– Image by boardGOATS

The clever part is the way the dice are used, and the fact that filling in some of the boxes gives a bonus action, enabling players to fill in other boxes or gain the opportunity to re-roll their dice or even use an extra die.  With just two, the game is played over six rounds, giving them just eighteen dice on their own turn with another six from their opponent’s turn and as many bonuses as they can get.  The player who wins is therefore the player who makes the best use of the dice they roll and usually, the player who manages to build the most combinations to take advantage of the bonuses available.  This time round, Blue was failed to get a good start and Pink took her to the cleaners, finishing with a hundred and ninety-two, a winning margin of twenty-six.

Ganz Schön Clever
– Image by boardGOATS

Blue and Pink had only just started, when the others started rolling in, but unusually, there was no sign of Burgundy.  By the time food had arrived, we were into double figures, but still no  sign of Burgundy.  People were starting to get worried until Blue borrowed a phone and checked her email to discover he wasn’t feeling well.  There were still enough players for three games, and eventually, everyone else took themselves off leaving Blue, Pink and Green to play the “Feature Game”, West of Africa.  This is a game set in the Canary Islands (which really are west of Africa, unlike Krakatoa which is famously not East of Java), and has a slightly nasty edge to it, making it almost like a “Vanuatu Light”.

West of Africa
– Image by boardGOATS

The game is quite simple with some very nice little elements. The basic flow of the game involves planting crops, selling crops, becoming Alcalde (or mayor) of islands and then building settlements.  Each player has their own deck of cards which they use to carry-out their actions, with each card having a value.  Players simultaneously choose up to five of their cards (the first four are free, the fifth comes at a cost), then each hand is evaluated and the lowest value hand is played first.  This means there is a nice tension between choosing a low value hand and going first, or choosing higher value cards, giving other players the chance to carry out actions first, potentially meaning that those actions are no-longer available.

West of Africa
– Image by boardGOATS

There are two types of cards: islands and actions.  Moving workers or boats are simple actions where players just move workers a given number of steps along the shipping lanes, however, some of the action cards need a location to be played.  For example, planting crops needs to be played with an island card which indicates where the crop tokens are to be played.  Similarly, selling crops and settling both need to be played with island cards, but the clever part is that island cards can be used for multiple actions and actions can be carried out at multiple islands an unlimited number of times.  The round ends once all players have completed their actions, then any planted crops are automatically moved into the warehouses where they can be moved and/or sold in later rounds.

West of Africa
– Image by boardGOATS

The islands are split into east, west and central with islands in the different regions having different characteristics.  So the western Canaries only have spaces for production, while the eastern islands only have spaces for settlements.  Selling goods is more lucrative in the east than in the west, however, each lot selling for twelve gold, instead of six.  So shipping goods eastwards can be lucrative, but that requires playing a card and only four (or five) can be played each round.  Selling only provides gold, however, and players need points to win.  The two players with the most gold at the end of the round get a point each, but this is not the main source of points.

West of Africa
– Image by boardGOATS

At the end of the round, the occupation of each island is evaluated and the Alcalde or mayor of each is assigned, with players getting a point for each island they control.  This is not the main source of points either though, that is settling with each settlement giving three points.  Settling is expensive though and gets more so as the cheaper plots get built on.  Another of the clever little features of the game is that the number of settlements available in each round is limited which adds more pressure to the turn order.  As this is so critical, ties have to be resolved, and are always in favour of the player with the most gold which increasing the importance of money, adding balance to the game.

West of Africa
– Image by boardGOATS

Pink had the lowest scoring starting hand so went first.  This can be a substantial advantage as he knew he would be able to do what he wanted.  Green went next and managed to interfere with Blue’s plans, though she had been aware of the risk and had managed to build in some extra options to help mitigate the effects a little.  Pink took control of La Hierro and La Palma, and Green took La Gomera leaving Gran Canaria to Blue who also picked up Fuerteventura, with an eye to later in the game.  Green got the best of the early rounds though setting up a small, but important lead, though more significantly, arguably better positioning.  The game is not a long one, and there isn’t really time to build an engine, so it wasn’t long before Green, in particular, was threatening to trigger the end of the game by getting twenty-five points.

West of Africa
– Image by boardGOATS

It was then that Blue made her monumental mistake: when choosing which of two island cards to play she ended up playing both and not the sale action card to go with them.  This, coupled with Green’s action which he took first, meant she was unable to do anything at all in the penultimate round.  Green followed this by messing up his final round, also failing to play a sale action card which meant he didn’t have enough gold to build the number of houses he wanted to.  He was still able to build one final settlement though, giving him a clear win with forty points.  It was much closer for second with Pink’s thirty-two points just pipping Blue by a single point.  It had been an enjoyable game, but despite the excellent balance and some really nice touches, none of the three players could put their collective finger on what was lacking and what the game needed to take it from “OK, but eminently forgettable” to “great”.

West of Africa
– Image by boardGOATS

Meanwhile, on the neighboring table, despite their reluctance to play it with two chemists, Pine and Lime had joined Red and Mulberry to play Periodic: A Game of the Elements.  This is a recent KickStarter delivery, and seemed entirely appropriate for the International Year of the Periodic Table.  On their turn, the active player either pays energy to activate trends (such as “Decrease Atomic Mass” or “Increase Atomic Radii”) to move their flask around the periodic table board in the direction allowed by the trend.  If they finish a trend movement on an element that appears on the top, visible card of one of the four goal card decks, they can “discover” that element.  Flasks can be moved up to five spaces, but activating the trend multiple times means the player’s flask can be moved further enabling them to “discover” multiple elements.

Periodic: A Game of the Elements
– Image by boardGOATS

The first activation costs one energy point and all additional trends costing two energy points with tokens spent in this way placed on a space associated with the trend used.  Instead of paying to move, the active player can take all the energy accrued on that trend and move their flask according to a trend, but just once.  Thus, the conservation of energy forces players to spend carefully and play efficiently.  When someone discovers all the elements for one goal they take the associated card with a bonus action tile, and all the other players who discovered some of the elements on the card, get consolation points.  Players can also discovering particular types of elements, as shown in by cards laid out around the edge of the board.

Periodic: A Game of the Elements
– Image by boardGOATS

Moving along a step along this “track” gives players academic achievement which is worth an ever increasing amount of points.  The third and final source of points are from the agenda cards which give players personal objectives and are dealt out at the start of the game.  The game ends when someone completes the research track or when a stack of goal cards is depleted and the player with the most points at the end wins.  Unfortunately, due to a “rules malfunction”, the group were halfway through the third stack of goal cards when they realised the game should have ended so decided to carry on till all four piles were depleted in what they referred to as “Periodic: The Director’s Cut”.

Periodic: A Game of the Elements
– Image by boardGOATS

All in all, Pine and Lime needn’t have worried that Mulberry’s and Red’s chemistry backgrounds would give them a significant advantage.  Although there were a lot of nice chemistry references that the scientists appreciated it was not necessary to understand these to play the game effectively.  The strategies employed varied:   Red and Mulberry concentrated on progressing on along the academic track, while Lime on his agenda cards and Pine focused on goal cards.  In the end, it didn’t make a lot of difference and there was a three-way tie for second place with Red, “The Evil Chemist” finishing seven points ahead of the others, with a final total of seventy-one.  Everyone had enjoyed the game though and would be happy to give it another go though they all agreed they would do things differently next time.

Periodic: A Game of the Elements
– Image by boardGOATS

On the other side of the room, Ivory was introducing Black and Purple to this year’s Kennerspiel des Jahres winner, Wingspan.  Wingspan was our “Feature Game”, a few weeks ago and was always going to have another outing – in fact, this time we had a choice of two copies!  Wingspan is a robust, card-based engine builder, with beautiful production and gorgeous artwork.  The idea is that players are collecting birds for their reserves.  On their turn, the active player chooses one of four actions/habitats, and then starting with the card furthest to the right in that habitat, activate each card in turn.

Wingspan
– Image by boardGOATS

The primary action associated with the habitats are spending food to play cards; getting food; laying eggs, and more drawing bird cards.  Players start with eight possible actions per turn, which gradually reduces to five over the course of the four rounds of the game.  All the bird cards in the game give bonuses that fit with their real-life behaviour.  For example, the food needed to play cards closely resemble their diet.  The designer and producer have paid attention to other details too.  For example, the number of eggs each bird has in their nest is not accurate, but are proportionately correct and bonus actions are associated with birds that flock and birds of prey.

Wingspan
– Image by boardGOATS

This time the game was very tight, though different strategies were employed.  Purple tried to maximise her food income, starting with an Eastern Phoebe which provided invertebrates , and later adding a Baltimore Oriole, a Red-Breasted Nuthatch, a Mountain Chickadee and an Indigo Bunting ensuring a lucrative food source giving her a wide variety too.  Then she added a White-Faced Ibis and a Ferruginous Hawk both birds of prey that are triggered by other players actions and give points at the end of the game for each food they bring in.

Wingspan
– Image by boardGOATS

It’s arguable that the cards could have been shuffled better, and as a result birds that ate small mammals or fish and aquatics didn’t come out till later so she wasn’t able to take as much advantage of some of her food supplies as she might.  In contrast, Black and Ivory went for a more egg-based strategy, with Ivory playing a Cassin’s Sparrow and a Brown-Headed Cowbird both of which laid eggs, the sparrow when activated and the Cowbird on other players’ turns.

Wingspan
– Image by boardGOATS

Black played a Yellow-Billed Cuckoo, which also activated on on other players’ turns and coupled it with a House Finch which enabled him to store a lot of eggs.  The end result was really close, with only four points between first and third.  Everyone had a similar number of “tucked” birds, bonus points and end of round points.  Purple took more from her birds and finished with ten food on her cards from her predators.  Although Black and Ivory had no stored food they had twice as many eggs as Purple and, on aggregate, Ivory pipped Purple, by just two points.

Wingspan
– Image by boardGOATS

With time marching on, some of the group decided to head off for an early night leaving Blue, Black, Purple, Pink and Pine to play “something short”.  Pink determinedly eschewed the option of Bohnanza, and suggested “Sahne” instead, which was quickly accepted by the other four.  This cute little game, correctly known as …aber bitte mit Sahne (a.k.a. Piece o’ Cake), is the archetypal “I divide, you choose” game.  Played over five rounds, players take it in turns to be the “Master Baker”.  They divide the eleven slices of the pie into pieces and each player takes it in turns to take a piece (leaving the Master Baker with whatever’s left).

…Aber Bitte Mit Sahne
– Image by boardGOATS

As players take their share, they can choose to keep slices or eat slices:  eating a slice guarantees points (equal to the number of blobs of cream on top), while saving it gives the opportunity for more points if the player has the most of that type stored at the end of the game.  Each slice has a number on it which is the number of points the player with the most uneaten slices of that type gets, but also how many are available (though a couple are always removed to add a little non-determinism).  Thus, the most valuable cakes are also those with the most slices available but also those with the most cream.

…Aber Bitte Mit Sahne
– Image by boardGOATS

Purple started out collecting slices of strawberry tart, while Pine opted for what he insisted was gooseberry flan, but looked like it was made out of peas.  He also went for the pizza (or possibly apricot?) and got into a tussle with Blue for that and cockroach (which Pine insisted on calling pecan, though in truth it could have been date too).  Things kicked off when Pine offered Pink (sat to his left) a particularly favourable selection and when Blue pointed this out, was persuaded by Pink to be “nice”.  However on Pink’s turn, when he had the option to be nice to Blue, he wasn’t.

…Aber Bitte Mit Sahne
– Image by boardGOATS

Learning Outcome: Clever mechanisms, a great game do not necessarily make.