Tag Archives: Zuuli

9th July 2024

When Blue and Pink arrived, Crimson and Cyan were already there on their first visit, finishing their supper and playing a game of Molehill Meadows.  This is a new game by the designer of Zuuli, that they had picked up at the UK Games Expo (meeting the designer Chris Priscott and his delightful family in the process).  In Molehill Meadows, players take on the personality of Mika the Mole, who has an affinity for shiny things, a hunger for juicy worms and an innate desire to dig  A flip-and-write game, players dig tunnels using polyomino shapes to carefully expand their molehill home.

Molehill Meadow
– Image by boardGOATS

Their game was somewhat interrupted as people arrived and were introduced and they were surrounded by the general chatter of arrival and Blue and Pink munching their pizzas.  Crimson and Cyan carried on playing, flipping polyomino cards and then drawing the shapes on their map.  Extending their tunnel to find Worms gave both players four “Worm Powers”, and fining treasure gave them points.  Cyan collected twice as much treasure and picked up more than twice the number of bonus points than Crimson (for collecting all of the two sets of flowers on the Objective Cards) and thus was the eventual victor by something of a landslide (or should it have been a tunnel collapse?).

Molehill Meadow
– Image by boardGOATS

Then, while everyone else generally gossiped and caught up with the events of the last week or so, Jade and Sapphire joined Crimson and Cyan for a quick couple of rounds of the trick-taking, climbing game, SCOUT.  We’ve played this a few times on a Tuesday and everyone has always enjoyed it.  The game is simple in that on their turn, the active player either plays a set of cards to beat and replace the set on the table (a run or a meld), or take one card from either end of the set on the table and add it to their hand.  The round ends if a player plays the last card in their hand, or if it is a player’s turn and they played the current active set of cards on the table.

SCOUT
– Image by boardGOATS

At this point, player score for cards in their scoring pile (cards they have beaten during the round), for “chocolate bars” (rewards given when another player takes a card from their active set), and deducts a point for every card left in hand.  The clever part of the game is that, like Bohnanza, cards cannot be rearranged in hand, this with the fact that cards have different values depending which way up they are make this little card game really clever.  In the interests of time, the group only played two rounds, and although the scores can be very disparate, this time it was really tight with only five points between first and last and Sapphire taking the honours one point ahead of Crimson.

SCOUT
– Image by boardGOATS

By this time, Blue and Pink had just about finished eating and everyone else had mostly finished chatting, so with twelve, the group split into three groups of four, starting with Pine, Sapphire and Cyan who joined Jade in the “Feature Game“, Happy Home.  This is another polyomino game, with similarities to games like New York Zoo and Bärenpark, but with a theme of home decorating rather than building an animal park.  Like New York Zoo (or indeed Jokkmokk), the game has a central market, in this case representing a Store, which players move their Meeple round.

Happy Home
– Image by boardGOATS

On their turn, the active player moves their Meeple (or should that be Muman?) to an available space, takes the card and matching tile and then adds it to their home.  When all the cards are used up, players instead place a “Welcome Mat” on their doorstep to show they are ready to welcome visitors.  When everyone has finished , the game is over and players score their Home for Furniture, Colours, Pot Plants, their Welcome Mat and Design Objectives, losing points for any scratches still visible and not covered up by Furniture.

Happy Home
– Image by boardGOATS

There was a wee bit of misunderstanding on how the scoring worked even though Jade had done his best to explain it at the beginning.   Each Room scores one, three or six points if it has one, two or all three different core pieces of Furniture in it, and each Pot Plant is worth a point plus a bonus point for each empty space orthogonal to it.  That wasn’t where the problem was however, that was with the Colour scoring. Essentially players need to have the same Colour across at three different rooms to get two points and across four rooms to get five points, but somehow, this caused more confusion than it should have done.

Happy Home
– Image by boardGOATS

The group also made life more difficult for themselves by shuffling the cards and removing twenty-four cards as per the rules for the four-player game, but somehow the bulk of those removed seemed to be Furniture for just one of the rooms, the Bathroom.  It was a good learning game as the value of Rugs, for example, became evident later on—players were a bit confused as they don’t score in their own right, but they add Colour to a Room and thus can score at the end of the game.

Happy Home
– Image by boardGOATS

This time the Design Objective was “Bigger is Better”, so players lost a point for each empty floor space in their Room with the most empty spaces.  The lack of Bathroom fittings, meant Pine didn’t have a loo in his house and had to resort to “wafflestomping“, but he did have what looked like two pink ironing boards furnishing his Lounge.  Next door, Sapphire filled his Living Room with a pink sofa and an enormous matching pink widescreen TV (that was the same size as the sofa!).  In the end, the victor was a bit of a runaway winner.

Happy Home
– Image by boardGOATS

In spite of his lack of toilet facilities, Pine finished with twenty-four points, some seven ahead of Sapphire in second, with Jade taking the last place on the podium.  Before the game, Pine had said he wasn’t sure about it from the description, but in the event he really enjoyed it, as indeed did everyone else.  Meanwhile, there were two other games underway.  The first of these was Keyflower—a very popular game with certain members of the group, but one that hasn’t had an outing for a long time, in fact the last time the group played it was online in 2020, and the much-missed Burgundy was involved.

Keyflower on boardgamearena.com
– Image by boardGOATS from boardgamearena.com

This time, the four players were Blue, Pink, Black and Ivory, all of whom had played Keyflower before (albeit a while ago).  The game is fairly simple in terms of concepts, but like many good games, challenging to play well.  Each round, players take it in turns to bid on a tile, or activate a tile.  The clever part of the game is that both bidding and activating is done with red, blue, yellow or occasionally green Keyples (Meeple-shaped workers).  In each of the four rounds (or Seasons), a set number of tiles are put out for players to bid on.  Players take it in turns to bid or activate and when everyone passes in succession, any tiles won are added to the winner’s village, any losing bids and any Keyples used for activating return to their owner.

Keyflower: The Farmers
– Image by boardGOATS

At the end of each round, a boatload of new Keyples arrive in each village (players can bid to get the one of their choice), before the tiles for the next Season are set out.  In general, tiles are drawn at random, and in the first season, Spring, mostly provide Resources with Summer and Autumn tiles providing special powers and Autumn and Winter tiles providing scoring opportunities.  The Winter tiles are different to those for the other Seasons in that instead of being drawn at random at the start of the Season, they are dealt our to each player at the start of the game.  Then, at the start of Winter, players choose from their pile which ones they want to make available—in this way, the Winter tiles act as sort of objective tiles.

Keyflower
– Image by boardGOATS

The Keyflower box also contained The Farmers expansion and the question arose whether to include it or not.  Blue, Pink and Ivory were on the fence until Black said he’d never played with the Farmers, so of course that was a problem they had to urgently fix.  In the base game, the different tiles are connected by roads which are used for transporting goods to places where they can be used to upgrade tiles or score points.  In The Farmers expansion, these roads now define fields where animals can be left to graze and with each occupied field scoring points at the end of the game.

Keyflower: The Farmers
– Image by boardGOATS

Additionally, The Farmers expansion introduces wheat as a new resource, which can be used to add distance/quantity to the movement action, enabling players to move more animals and resources further.  There are several ways to set up the game with The Farmers expansion, but this time the group used The Farmers Variant, where all the tiles from the expansion are used and the number made up with tiles from the base game.  After setting up and explaining the additional rules to Black, Ivory went first, taking the waving purple start-player Keyple, and began the bidding.

Keyflower: The Farmers
– Image by boardGOATS

In Spring, Blue failed to get anything useful at the start of the game (or so she thought) taking just the Key Mine tile which gives Coal and didn’t match any of her Winter tiles.  Pink started off taking the Sheep Fold which gave him a source of sheep and the Paddock which gave him more Movement and upgrade ability together with some Wheat.  Then, he took the Workshop which gave him one resource of his choice from Wood, Coal or Stone, upgradeable to three resources, one of each, which matched his Winter tile, the Mercer’s Guild.  Ivory won the Quarryman, which gave him some very useful gold, and in Summer took the Shepherd’s Hut which gave him Wheat and Sheep and then embarked on a concerted breeding and movement programme.

Keyflower
– Image by boardGOATS

Black picked up a few tiles early in the game, which ultimately led to a lightly sprawling Village by the end of the game.  These included the Wheatfield in Spring and the Tavern, the Smelter and Boat 3a in the Summer.  By this time, Pink had decided that the sheep weren’t doing it for him so moved on to pigs, with the Pigsty.  Blue, having missed out on the Tavern which converts one Keyple into two, instead took the only tile that generated green Keyples, the Store which went well with one of her Winter tiles, the Key Market, but gave the added power of preventing other players from following if she was the first to Bid with Green, as they were highly unlikely to have any.

Keyflower: The Farmers
– Image by boardGOATS

In Autumn, Blue discovered the value of the Key Mine tile she had picked up in the first round, when the Blacksmith tile appeared which gave points for each Coal on the tile at the end of the game.  She added the Ranch to this which gave Cows and Wheat, and then began mining Coal in earnest and hoarding large numbers of sheaves for a super-movement move later in the game to get everything where it was needed as efficiently as possible.  Black got the Goldsmith which went well with his Smelter which gave him the Gold he needed to upgrade it and get ten points, while Ivory and Pink continued their procreation programmes.

Keyflower: The Farmers
– Image by boardGOATS

As the game progressed there were several visits from the other gamers in the room, many of whom, much to the people who were playing it’s surprise, had not played Keyflower. It is, of course, Blue’s favourite game and was a favourite of Burgundy’s, as well as being generally very popular with almost all of the regulars pre-2020.  So as the game continued into Winter, it was clear it would have to get another outing or two reasonably soon to rectify the situation. There is also The Merchants expansion which has not been played with the group, so that might be the “Feature Game” in the coming months.

Keyflower: The Farmers
– Image by boardGOATS

Only eight out of a possible sixteen Winter tiles were introduced by the players and the Scribes, which Ivory commented usually ensured victory was not there (it turned out nobody had started with it).  Black took the Granary which gave him points for his Wheat and Pink got his Mercer’s Guild that he’d been working towards.  Ivory won the Cathedral giving him a straight twelve points; the Weaver giving two extra points per sheep field, and the Bakery giving four points for each set of a Resource, a Skills tile and a Wheat Sheaf.  Blue had lots of options, so concentrated on building her piles of resources before bidding for her end of game scoring.

Keyflower: The Farmers
– Image by boardGOATS

This required a lot of nerve as Ivory had there wherewithal to take some of the tiles she obviously wanted.  Ivory hummed and hawed over it and as Black and Pink passed, twice he had the chance to begin a war, but decided not to as “that’s not very nice” and it can also backfire spectacularly.  Instead he generated the odd Gold for a point (“in case it was close”) and waited and watched.  In the end he passed and then Blue passed and that was that bar the counting.  And as it turned out, it was close, very close, but Blue just took victory, by a mere three points, with a total of ninety-five.

Keyflower: The Farmers
– Image by boardGOATS

The jury is out as to whether it was Ivory’s kindness that cost him the game because Blue did, of course, have contingency plans if someone had tried to take some of the tiles she wanted, and she could have cost him a lot of points.  However, by the end, Blue had no Keyples left and Ivory had a couple that he could have used, so depending on how things had panned out, he might have just nicked it or still lost.  Instead, his kindness and generous good nature won him a lot more respect from his fellow gamers, especially given that everyone knew how fond Blue is of Keyflower successfully destroying her plans might have made her just a little bit sad.

Keyflower: The Farmers
– Image by boardGOATS

Finally, the third table began their evening with Azul: Summer Pavillion, the third in the series based on the essentially abstract game of tile collecting, Azul.  Crimson kindly obliged in offering to lead the game with Lime, Teal and Purple, none of whom had played this variant before.  This is more similar to the original than the second in the series (Stained Glass of Sintra), but is built on lozenge-shaped pieces that make up hexagons.  Like the original, players take tiles from a central market and add them to their player-boards claiming points as they do so.  In contrast to the original, players store the tiles and add them all to their board at the end of the round (taking it in turns to do so).

Azul: Summer Pavilion
– Image by boardGOATS

After some initial confusion caused by the additional bag and player boards from the Objective Tiles and Glazed Pavillion expansions, the game got underway.  Unfortunately, there was a bit of a rules malfunction:  initially it was thought that every time a tile was placed it scored one point for itself, two for one next to it and three for a third one in sequence (totalling six).  The group soon realised this wasn’t right though.  So they then thought you scored at the end of the round after playing all the tokens, however, they soon realised there was no way anyone could remember when a new tile that round had been placed.

Azul: Summer Pavilion
– Image by boardGOATS

At this point, they then read the rules and from that decided players score one point for the tile and one for each tile it was adjacent to, thus scoring from one to three points per tile as they were placed and this is how they continued to play.  Cyan immediately identified they had come a cropper when he looked at the low end-game scores. He explained that they should have scored one point for the tile placed and one point for each tile connected to that group, so potentially up to six points could be scored for some tiles!

Azul: Summer Pavilion
– Image by boardGOATS

Although it wasn’t played by “the rules as written”, everyone had the same disadvantage, and the group resolved to give it another go again soon, but with the right rules next time.  As it was, it was a very close game with Crimson, beating Lime by a single point and Teal finishing some half a dozen points behind.  It is a very pretty game, and despite the issues, players had enjoyed making patterns and pushing the tactile bright tiles around, which was very therapeutic after a hard day at work.

Azul: Summer Pavilion
– Image by boardGOATS

Keyflower was ongoing (and would be for the rest of the evening), but Happy Home had finished so there was a quick game of musical chairs and Purple began by leading Lime, Cyan and Pine in a game of the group’s currently popular filler, Rome in a Day.  This is a little tile laying game built round the “I divide, you choose” mechanism.  The idea is that players draw five land tiles at random and place two buildings on tiles one and two. They then divide the five tiles into two groups—a bigger and a smaller one (in any ratio), and add a Crystal Gem to the smaller land set before offering the choice to their neighbour.

Rome in a Day
– Image by boardGOATS

During the four rounds that the game is played over this neighbour alternates, right, left, right, left. So, each round, players choose a set from their neighbour and these and the tiles they were left with are added to their domain.  At the end of the game, any building that stands on or adjacent to land of its own colour will score for each tile in the group and then players score for the diamonds they have collected—the player with the most points is the winner.  The game has had a couple of outings recently after Black and Purple picked it up at UK Games Expo a few weeks back.  Pine, Lime and Cyan had not been part of those games, so Purple explained the rules.

Rome in a Day
– Image by boardGOATS

The game was a bit of a struggle, probably not helped by the fact that on both the previous occasions the rules have not been strictly adhered to.  This is partly because the rules are not the best written and partly because when the game was explained to Black and Purple at UK Games Expo they were different to those published online.  Although it wasn’t entirely clear to everyone during the game, it was actually very close.  In fact, Lime and Cyan finished tied for first place with forty-four points each despite quite different tactics with Cyan prioritising collecting Gems and Lime making hay in his Wheat fields and wine in his Vineyards.

Rome in a Day
– Image by boardGOATS

While the group were fighting their way through Rome in a Day and Keyflower was coming to an end, Jade led Sapphire and Crimson in the 2024 Spiel des Jahres recommended game, Harmonies.  This was described by Jade as a sort of cross between Splendor and Cascadia, with an Azul-type market.  On their turn, the active player takes three wooden Tokens from one of the spaces on the central player board and places them on their player board. These Tokens represent Mountains, Trees, Buildings, Water and Fields.  Some tokens can stack, others cannot: the reasons why are thematic (e.g. tall Mountains and Forests, no tall Rivers etc.), but otherwise Tokens can be placed on any empty space.

Harmonies
– Image by boardGOATS

Players may then take an Animal card from the central display—they can have a maximum of four at any one time and each has a number of Animal cubes on them.  Each time the pattern on an Animal card is fulfilled, one of these Animal cubes is removed and placed on the token indicated on the card.  At the end of the game, players score for the highest achieved Animal on each card and for each Mountain, Tree, Building, Field and River (or Island, depending on  which side of the board players are using).  Mountains are made of stacks of up to three Rock Tokens, while Trees are a green Leaf Token on zero, one or two Wood Tokens.

Harmonies
– Image by boardGOATS

Taller Mountains and Trees give more points (one, three or seven points), while Buildings (made of two Tokens, at least one Brick and a Wood, Rock or another Brick), and Fields (two adjacent Wheat Tokens) score five points each.  Finally, depending which side of the board is used, players score points for the length of their River, or five points for each Island they make.  This time, the group played with “Side A” which scores for Rivers.  It was a learning game for Crimson, but was quite close quite between Jade and Sapphire, but Sapphire’s one hundred and eight gave him victory in what is an interesting point-salad tile-placement game that deserves another outing soon.

Harmonies
– Image by boardGOATS

Learning Outcome:  You don’t need a toilet to have a Happy Home.

27th December 2022

It was a quiet night with everyone still recovering from Christmas.  Black and Purple arrived at the advertised 7pm, soon followed by Lime and then Pink, Blue and Pine.  After a bit of chatter about Christmas and the “To Let” sign outside the pub, the group eventually settled down to play the “Feature Game“, Zuuli.  This is a light, family friendly, card drafting game that is a bit like Sushi Go! or 7 Wonders, but with animals.  Similar to Sushi Go! or 7 Wonders, players choose a card from their hand before passing it on to the next player.

Zuuli
– Image by boardGOATS

In contrast to Sushi Go!, however, instead of using cards at the end of each turn, players save them until the end of the round and then try to make sure they have all the animals housed.  The game is played over three years (“Really?” commented Lime, “I thought you said it was a short game—I had no idea we were going to be here until 2025!”).  In the rules as written, there is scoring at the end of each of the three rounds (or years), but it was clear that everyone was struggling with the rules a little at the start, so we “House Ruled” it so for the first game, we only scored at the end of the final year.

Zuuli
– Image by boardGOATS

The idea is that each enclosure has a size, habitat type and a satisfaction multiplier while each animal has a space requirement, habitat and satisfaction.  To score, for each enclosure, players simply add together the satisfaction value of the animals and multiply the total by the value for the pen.  There is a catch, however.  As well as ensuring the animals have enough space in the right habitat, players also have to make sure that animals don’t eat each other: animals are either fierce or friendly, friendly animals can share an enclosure, but fierce animals can only live in an enclosure with their own kind.

Zuuli
– Image by boardGOATS

Additionally, some animals and some enclosures have special conditions, for example, tree frogs score double if they are in both water and jungle habitat, and the starting enclosure (the “New Plot”), only scores if it is fully occupied.  There were lots of rule clarifications:  the first concerned why you would want more land expansions which add no additional space (answer, because they add terrain type).  Then some of the animal conditions needed clarifying, and finally whether an expanded New Plot needs to be full (including the expansion). This was not helped by the fact we were including the extra cards from the mini expansion (now included in the second edition, namely hippos and red pandas).

Zuuli
– Image by boardGOATS

As a result, it was a bit of a messy first game, made worse by the fact that the Christmas spirit meant people were struggling to concentrate.  The end result was quite tight though with a single point between first and second as Pink just pipped Blue with Black not far behind.  It was no surprise, when Lime suggested giving Zuuli a second try now we all knew what we were doing.  As it turned out, this was more a case of, “now Lime knew what he was doing.”  This time, we played with the rules as written, including the scoring at the end of each year.

Zuuli
– Image by boardGOATS

By the end of the second year, it was very clear that Lime was going to be the winner, the only question was by how much.  In the end he beat Pink into second by a massive twenty points as he finished with seventy-one, though Pink felt he deserved a bonus points for failing to kill his red pandas with hypothermia (unlike Longleat who managed to kill their two cubs born to much fanfare over the summer).  Blue and Pine were not far behind Pink fighting it out for third, but this time it was all about Lime whose scores in the second and final year were well ahead of everyone else’s.

Zuuli
– Image by boardGOATS

With six, the question was then whether to play as two groups of three, or stick with a larger group of six.  As a sociable group, especially at Christmas and other festivals, we tend to go for the latter, and this time was no exception.  Whenever there are six players, Keyflower always gets a mention and Pink had put it in the bag, but it was too late to start it really.  That left either a couple of much shorter, filler-type games, or Niagara.  Mostly people have refused to play Niagara with Pink since, in a “Moment of the Year” he infamously won a game by daring to play by the rules, stealing gems from several others including Burgundy and Blue who never forgave him.

Niagara
– Image by boardGOATS

Lime felt that with five against one it was a good opportunity for the group to get their collective revenge and Niagara duly made it to the table.  This is an older game which won the Spiel des Jahres Award nearly twenty years ago, but is still a lot of fun.  It is a sort of programming game where players simultaneously choose which Paddle tile they are going to play and then take it in turns to activate that action (mostly move their canoe).  Players begin with two canoes which they use to collect gems and attempt to return them to the starting jetty; the winner is the first player to get home four identical gems, one of each of the five varieties or any seven gems.

Niagara
– Image by boardGOATS

The game is really made, however, by the really cool moving river, which is essential to the game play.  After each round, the river moves, with the movement equal to the movement of the slowest canoe.  In addition to moving canoes somewhere between one and six spaces (depending on the Paddle tile played), players can also adjust the speed of the river by playing a Cloud Paddle Tile.  This adds a little extra jeopardy, especially as players cannot reuse Paddles until they have used them all and when they play their cloud, their canoes don’t move and therefore risk their craft plummeting over the cataract.

Niagara
– Image by boardGOATS

It costs two movement points to pick up a gem (or drop one off).  However, if traveling up stream and the boat finishes its movement on the same space as another loaded boat, the player can steal from other players on the same space, as long as they have space in their boat.  Native, Niagara only plays five, however, with the Spirits of Niagara expansion, it plays six, though with a few rules tweaks.  These include replacing one single canoe with a double canoe that can hold two gems which makes stealing easier and more likely.  There are also new Paddle cards, the introduction of a Whirlpool, the Bathing Beaver and the Hurried Elk.

The Spirits of Niagara
– Image by boardGOATS

Most of these just make things more complex.  So Blue made the executive decision to only include an extra Paddle Tile (value seven) and replace the slowest Paddle Tile (value one) with the 1/2/3 (which allows the player to decided how many they can move, but they can only move one boat).  This seemed to maintain the simplicity of the original game while ensuring there wasn’t too much carnage.  That said, almost everyone ended up with at least one boat going over the falls, Lime lost several.  All that proved was that crime doesn’t pay, however, as he repeatedly nicked gems from poor Pine.

Niagara
– Image by boardGOATS

Following the ill-feeling last time, Pink announced his strategy up front—to win, by whatever means was necessary within the rules, including stealing gems.  However, when fate chose him to go first, he garnered opprobrium (and a rules check) when he began by playing his seven and picked up two purple gems on his first turn.  Pine also tried stealing gems from others, but as they were immediately pinched by Lime who followed him in turn order, he commented that it felt just like pay day—there one moment and gone the next!  Blue was the first to get a gem home, though it was a colourless one, one of the easiest to claim and it wasn’t long before others followed.

Niagara
– Image by boardGOATS

There was a bit of group-think going on, with players generally playing their higher value Paddle Tiles at the start, making the river run fast before it slowed down later when everyone played slower Paddle Tiles.  Black and Blue increased the flow of the river to its maximum, but Lime slowed it down again at the first opportunity.  We had just got through the Paddle Tiles the first time when Lime commented on his plans.  Black responded that he wasn’t going to get another as he was going to end it, and if he didn’t Pink would.  In the event, Black, Pink and Blue all achieved the winning condition with four gems of the same kind but Blue and Pink had collected a fifth so rejoiced in their shared victory.

The Spirits of Niagara
– Image by boardGOATS

There was just time for one last game, of an old favourite, 6 Nimmt!.  This is one of our most played games and slightly controversially won the Golden GOAT Award in 2020 largely for keeping us sane while playing games online.  Online we played a lot of the “Professional Variant”, but this time we chose to keep it simple.  Players simultaneously choose a card from their hand and then, in ascending numerical order, the cards are added to one of the four rows.  Each card is added to the row ending with the highest number that is lower than the face value of the card played; if it is the sixth in a row, it becomes the first card instead and the player adds the other five cards to their scoring pile.  The lowest score is the winner.

6 Nimmt!
– Image by boardGOATS

We play a variant that has two rounds and sees all (or almost all, depending on player count) of the hundred and four cards in the deck.  This time, the first round was quite attritional as everyone picked up cards.  Aside from Pink who picked up twice as many points as anyone else, it was all quite close though.  The second round was more variable however.  It was Black who top-scored this time, giving him a total of thirty-two, one more than Pink’s final score.  Most of the other scores averaged out giving totals in the high teens, however, Purple’s second round clean sheet gave her a winning score of nine.

6 Nimmt!
– Image by boardGOATS

And with last orders called, that was it.  There was a little bit of chat about the New Year Party, but otherwise it was a sad farewell.  With more uncertainty surrounding the pub, it is a little unclear whether it will still be open for the group’s next scheduled meeting (10th January), so we will see.  With that very much in mind, we waived good night to the staff, wished them a Happy New Year and hoped to see them in January.

The Horse and Jockey
– Image by boardGOATS

Learning Outcome:  Don’t leave red panda cubs out in the cold.