Dragonwood is a winner

This quiz picture should be easy to deduce.

Last time the picture was of the top of the gameboard of Caylus, recognised by two people.

Last week we played the following games at the club.

The Caylus board in the last third of the game.

The Caylus board in the last third of the game.

Table 1 - Caylus, Sheep & Thief

Taj Mahal board mid game

Taj Mahal board mid game

Felinia board half showing the island

Felinia board half showing the island

Cockroach Poker, the more cards in front of you the worse it is.

Cockroach Poker, the more cards in front of you the worse it is.

Table 3 - Felinia, Oh My Goods!

Machi Koro with an awful lot of choices

Machi Koro with an awful lot of choices

Table 4 - Machi Koro + Expansion, Cockroach Poker

As it was the clubs 3rd birthday last week instead of doing a spotlight on a game I will just give you some stats, apologies if you follow us on facebook I have written something very similar there.

Dragonwood, a players winnings very early in the game

Dragonwood, a players winnings very early in the game

This year we have played 470 games (a slight increase of 2.8% on the previous year), there were 273 different games played 177 of which had only a single play. The most popular game this year was Dragonwood with 9 plays, narrowly beating Cockroach Poker which had 8 plays.

Usually the top places are taken by the fun light games for the obvious reasons that not only are they easy to play short playing time fillers but they are also FUN and therefore people enjoy playing them, normally there are usually a couple of heavier games that stand out however it is Scythe that stands alone this year at 4 plays all other games being mid-weight.

Over the 3 years we have been going, the club has played a staggering 1167 games with Sushi Go! at 17 plays being in top position whilst Russian Railroads takes top heavy game with 8 plays. 496 different titles have been played, interestingly the top 10 games account for just over 10% of all the games played, whilst just under 60% (59.6%) of the games have only been played once.

Player board in Russian Railroads at games end

Player board in Russian Railroads at games end

I am hoping that for the next year we will break 500 games in a year, will Sushi Go! hold on to the title after our 4th birthday I hope so it is a lovely game and deserves its crown?

Tantrix

The quiz picture is a game I keep bringing to the club but has only been played once there. It deserves more.

Last time the picture was one of the many maps available for Railway Rivals a game from my younger days which was instrumental in my current passion for boardgames. Railway Rivals was a main feature of British gaming for a number of years appearing in most postal gaming zines in the 80's and 90's where it was highly suited due to the downtime there can be between turns. It was Game of the Year winner in 1984 and designed by David Watts who designed a number of interesting games from his base in South Wales.

Millennium Blades - which is a type of deck-building game, it was explained to me however I got lost but sounds like a nice variant for those into deck-building games..

Millennium Blades - which is a type of deck-building game, it was explained to me however I got lost but sounds like a nice variant for those into deck-building games..

Dragonwood, the most popular game at the club in the past year

Dragonwood, the most popular game at the club in the past year

One players holding in Ra, it looked a lot stronger than the other players, i know not if they won in the end.

One players holding in Ra, it looked a lot stronger than the other players, i know not if they won in the end.

Table 3 – Ra, Traders of Osaka

Camel up with the expansion, the photographer gives an opportunity to get extra points.

Camel up with the expansion, the photographer gives an opportunity to get extra points.

Table 4 – Camel Up, CV

With little time this week I will take the easy option of putting the spotlight on Tantrix a route-laying abstract strategy game from 1991 that was played as a warm-up game on table 1. Players begin the game by choosing one of four colours (red, green, yellow or blue) and then taking six hexagonal tiles into hand, each of the 56 tiles in the game have 3 of the 4 colours represented on them as a path, either a straight line, a shallow curve or a sharp curve and no two paths share the same edge.

The tiles have an excellent feel to them and they are kept in a handy travelling pouch, no wasted space and no excess unnecessary packaging which appears to be the norm nowadays.

The tiles have an excellent feel to them and they are kept in a handy travelling pouch, no wasted space and no excess unnecessary packaging which appears to be the norm nowadays.

Early in the game Yellow has been steered into a long path whilst red struggles to close off a loop (a struggle he lost).

Early in the game Yellow has been steered into a long path whilst red struggles to close off a loop (a struggle he lost).

The aim of the game is simple, it is to score the most points from one of your colour paths, it can come either from your longest line (1 point per tile) or your longest completed loop (2 points per tile). Game play is straightforward in that when a tile is played all paths attached must link directly to paths of the same colour and no tile can be played to create a hole of 4 or more sides. The key to the game is “Forced Spaces” these are where gaps are created of 3 sides, whenever a player starts their turn they must first fill in all forced spaces replacing the used tile on each occasion however the forced spaces left to the player may be filled in any order, only when there are no viable forced spaces left can the player play their one tile after which they must again deal with all forced spaces before it becomes the next players turn.

Yellow has a convincing win with 33 points. This is the game-end position, in the last round the rules on placement are relaxed hence the two "4-sided spaces".

Yellow has a convincing win with 33 points. This is the game-end position, in the last round the rules on placement are relaxed hence the two "4-sided spaces".

I have played and lost many games of this 2-player to know there is a strong element of skill in creating and dealing with the forced spaces and perhaps knowing all the tiles in the game would also give a player an edge however 4-player personal control is quite limited. My original version of this game was just the game, later editions now come with a set of puzzles to solve which are for solo play. I would rate this quite highly as an introduction abstract game, it is colourful, the rules are quite simple and it plays in about 20 minutes it can also become quite a deep game played 2-player.

A wonderful carpet of bluebells (badly photographed here) just a little sample of what the woodlands are currently offering

A wonderful carpet of bluebells (badly photographed here) just a little sample of what the woodlands are currently offering

An "Early Purple Orchid" one of many different flowers we saw on a walk near Bluebell Hill

An "Early Purple Orchid" one of many different flowers we saw on a walk near Bluebell Hill

Capital by Granna & Anachrony (photos only)

The quiz picture is obviously part of Lloegr but what game is played on this board? 

Last time the picture was of the box cover of Haspelknecht a game about the beginning of coal mining in Germany

Yspahan at the end of the penultimate turn.

Yspahan at the end of the penultimate turn.

This weeks games were :-

Table 1 - Yspahan. Capital (x2)
Table 2 - Sea of Clouds
Table 3 - Anachrony
Table 4 - Istanbul,

Anachrony and Istanbul being the 2 heavier games this time round, 

Two pictures of Anachrony in play, this game released only a few days before the club met.

Two pictures of Anachrony in play, this game released only a few days before the club met.

This week we played Capital by Granna a tile laying game played over six rounds depicting the growth and rebuilding of Warsaw over a 400 year period. The game consists of six stacks of tiles (one for each stage of the game), five bonus tiles, 4 starter tiles, some cardboard coins, a scoring marker for each player and a central board to store things on. The tiles which are the core of the game will be one of two different types either a specialized building or a tile split into quarters with each quarter containing coloured buildings of one of 5 colours (green-parkland, red-residential, purple-cultural, yellow-commercial and blue-industry), in the early rounds most of the quarters on a coloured tile will be the same colour, in later rounds the quarters become mare varied, each tile also has a cost in money to be paid if the player wishes to add it to their display.

At the start of the game each player has a start tile and six cash, a round consists of tiles being dealt out so that each player has four in hand, simultaneously each player selects one of those tiles and passes the remaining three to the left, players then reveal their tiles placing them into their display or discarding it for three cash. They then do the same with the three tiles handed to them and so on until every player has had four actions of either playing a tile into their display or cashing it in, after this there is a scoring and then the next set of tiles is dealt out for the next round. Tiles purchased are played onto a players personal display, they must be played so that it is orthogonally adjacent to at least one other tile alternatively the player may overbuild something already built in which case they only pay the difference in costs. The last stricture on building is that your area may never exceed 3x4 in size.

An example of some of the tiles in the game, these from the fourth age

An example of some of the tiles in the game, these from the fourth age

The scoring is split into three phases, the first phase is “war” which only occurs only after rounds 3 (foe WW1) and 4 (for WW2), after round 3 everyone must lose a tile (or stack if it is on a stack) and two tiles after round 4, the second phase of scoring awards a bonus tile to the player who matches the criteria shown on it, the last phase is the scoring itself, a player receives 1 VP for every red area next to one named park up to 3 after that the scale increases. The players get 1 cash for each red area next to all their yellow areas, purples give VP as written on the tiles and Industry is the same in relation to cash, however an area for the purposes of scoring consists of something that IS NOT adjacent to the same colour, so several tiles connected together with red adjoining red consists of only 1 red area even though it may have many squares making up that area. Lastly there are bonuses to be obtained from the special buildings you have in your display. The game ends after 6 rounds with the winner being the player with the most points.

My layout during the game, my park has 4 separate residential areas scoring 5 points, my commercial area gets me 3 cash but my special tile at the bottom doubles this to 6 cash.

My layout during the game, my park has 4 separate residential areas scoring 5 points, my commercial area gets me 3 cash but my special tile at the bottom doubles this to 6 cash.

To start with it is easy to draw parallels between aspects of this game and many other games (for example three cash for throwing away your tile and missing your action (7 Wonders), placing tiles into specific zones for scoring (Cities, Between 2 Cities), special powers on tiles (any number of games with special abilities on cards)) however it is distinctly different from all of them to enjoy playing for itself, added to this is the effort gone to with the special tiles to give some history in the rules behind the buildings represented. It is a tight game, first off you have to contend with cash-flow problems, then getting the right tiles to meet your game-plan, then the need not to let your opponent get their ideal tile, then you have the problem of fitting all you want into the 3x4 grid and then building a tile you do not want to lose to war. I have played it 3 times now and each game has been competitive with no one strategy beating any other, the special tiles seem powerful but they are not essential to win however they can certainly ease the way and an early park with plenty of residences will get the Victory points rushing in but at the loss of much needed income

Heck Meck am Bratwurmeck (aka Pickomino)

I do not expect anyone to get this quiz picture so a free drink from me at the club for the first person that gets it.

Last week the quiz picture was of course Tigris & Euphrates 

A player board from Grand Austria Hotel, this was the game I wanted to review but it is a big game, perhaps too big for me to do it justice here.

A player board from Grand Austria Hotel, this was the game I wanted to review but it is a big game, perhaps too big for me to do it justice here.

Table 1 - Grand Austria Hotel, Cacao
Table 2 - Imhotep, Medieval Academy, Heckmeck am Bratwurmeck

Hansa Teutonica - I played this for the first time this weekend and its a very interesting game with many different ways to collect the necessary victory points.

Hansa Teutonica - I played this for the first time this weekend and its a very interesting game with many different ways to collect the necessary victory points.

Viticulture - a player board with 3 fields

Viticulture - a player board with 3 fields

Traders of Osaka (from a game played last year)

Traders of Osaka (from a game played last year)

Due to lack of time the spotlight is on Heckmeck am Bratwurmeck (aka Pickomino) a quick light game which plays in 15-30 minutes The game consists of 16 dominoes which have consecutive numbers from 21-36 at the top and a number of worms from 1-4 at the bottom. On a turn a player rolls all the dice (which have worms on the “6” face but are otherwise normal) and after rolling they must choose a face that they have not already reserved in front of them (therefore any face on the first roll) and take ALL dice of that face, the player then takes the remaining dice and may roll again. The idea of the game is to collect the dominoes by scoring a pip value of a domino from the dice set aside in front of a player (worms faces have a value of 5 for this purpose), if the value is high enough you may take one of a lower value if the relevant domino has already been taken and even better, if you match the value of a domino on top of another players stack (dominoes are stored in a stack when achieved) you may take that domino and place it on your stack.

Sample of the Dominoes

Sample of the Dominoes

A sample die roll with some of the dice - you have to admit - cute worms (if worms can be cute)

A sample die roll with some of the dice - you have to admit - cute worms (if worms can be cute)

There is however the possibility that you will bust, either your dice never achieve a value high enough to take an available domino or after rolling you cannot take a face that is not already represented in your set aside pile, in such a case you put back your top domino and turn over (remove from the game) the highest value domino still left on the table. The game ends when the last domino is taken or turned over at which point the players count up the worms on the dominoes they have, the player with the most worms wins and the reason our first game took so long as everyone kept playing to steal dominoes so the same domino travelled from stack to stack. It really is a fun game with plenty of quick mental calculation to keep you on your toes, oddly enough this was first played at the club at our inaugural meeting and it took about 45 minutes to play (a real exception to game length) because we kept stealing each others dominoes, a memorable game.

Mull & Money - aka - Industrial Waste

This quiz picture is one that I expect to get several hits on there is also the perfect cryptic answer to this one. The artwork is from the box lid.

The last quiz picture was Supersell  by Condor quite a light buying and selling game where you are trying to invest in the correct cars to sell at a profit wherever the “seller” ends up. From the 1970’s it was a little different to the mainstream games of the day.

The guys had packed up Super Rhino before I took a photo so here is one of game from some months ago.

The guys had packed up Super Rhino before I took a photo so here is one of game from some months ago.

Camel Up about a 1/3 into the game.

Camel Up about a 1/3 into the game.

Small World - three of us played on the 2 player side - it was a very aggressive game but still worked quite well

Small World - three of us played on the 2 player side - it was a very aggressive game but still worked quite well

The Yspahan board, a bit fuzzy due to a sand-storm.

The Yspahan board, a bit fuzzy due to a sand-storm.

 Table 2 - Small World, Q.E., Camel Up, Mull & Money (aka Industrial Waste), Yspahan

The spotlight this time is on Mull & Money a very popular game from 2001 and in my mind under-rated on the geek however it still stands at a creditable 6.8. In the game each player is the owner of a factory which they try to improve and use to produce products to sell at a profit, the aim of the game is to have the most victory points at the end of the game which are garnered from 3 separate areas, the first is from the improvements on your individual player board, the second from the sale price of your goods, the last is half your cash total.

The central board showing the red factory with 2 workers, should reds mechanization level be 3 or more they would not be allowed to make a contract, they would not have enough workers. The top row shows the selling price for each of the factories (r…

The central board showing the red factory with 2 workers, should reds mechanization level be 3 or more they would not be allowed to make a contract, they would not have enough workers. The top row shows the selling price for each of the factories (red gets 16 for a contract). The game end trigger is ANY factory reaching a price of 20.

A players’ board shows their Factory, it has 3 areas of improvement each of which has a level 5, 4, 3, 2 & 1 and Victory points for attaining each level of 1, 3, 6, 10 & 15 respectively. The first is mechanization, the better the improvement the fewer workers needed in the factory, the next is how much raw is required to fulfil an order, the last is how much pollution is created when completing an order. The bottom bit of the board is where pollution is stored, it has 3 zones, the green area is safe whilst the yellow and red zones attract penalties if you have too much pollution when the inspector calls.

The game is played in a series of rounds, in each round sets of 3 cards are laid out (1 more than the number of players) each in turn then take a set of cards, each round the start player moves on a space, after taking cards players take turns playing one card at a time and on your turn you must play or discard a card until you run out or pass with only one card in hand which may be kept for the next round.

My player board showing that I am now fully mechanized and need only 1 employee in my Factory. It also shows a pollution level of 7, should I make another contract now it will add another 5 pollution to my store putting me in severe danger of penalt…

My player board showing that I am now fully mechanized and need only 1 employee in my Factory. It also shows a pollution level of 7, should I make another contract now it will add another 5 pollution to my store putting me in severe danger of penalties.

There are 10 different cards 1) Make a single improvement in your factory (costs 5 cash). 2) Sell raw materials based on the second row in your factory and this is once round the table you get the cash from the purchaser unless you buy your own and the money goes to the bank. 3) Remove three pollution from your cellar. 4) Lose one pollution every other player gains one pollution. 5) Complete a contract – costs raw equal to your factory level and produces pollution equal to your factory level and gives the player cash as shown on the central board. 6) Increase the price of your goods on the central board. 7) Fire an employee (or on a rare occasion hire one). 8) Insurance against Inspection, 9)  x2 multiplier which doubles the ability of the card it is played with and is also needed to pay off loans 10) the Inspector card.

Some of the cards in Industrial Waste

Some of the cards in Industrial Waste

Should an Inspector card be drawn during the deal there is a short break in play, those whose pollution is in the yellow zone pay a fine of 5 cash and lose one off the value of their goods whilst those in the red zone have double the effects of the yellow zone, an insurance card costs 1 cash to play and negates only the fine, in my experience players who reach the red zone rarely do well.

The dreaded Inspector card on the far left, there is only 1 of these in the deck whereas there are multiples of all the other cards.

The dreaded Inspector card on the far left, there is only 1 of these in the deck whereas there are multiples of all the other cards.

Overall this is a great game it has quite a bit of depth without being over-complicated sadly the explanation of the rules above does not really help with getting a feel for the game and overall hints at a rather dry experience, this is NOT the case I promise you. There is more maths involved than you would otherwise get in a game of this level but no more than say Power Grid and it is all part of the planning and play of the game so most of the time you do not notice you are doing it, there is plenty of player interaction and decision making, a lot more than you realise from a simple selection of three cards and decisions are often dependent on plays your opponents make and although each round is separate events in one round will affect your card selection and how you play in the next round which will be altered again when you see what cards your opponent selects. Give it a try, I promise you will not be disappointed.