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Taverns of Tiefenthal

29/1/2020

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7th January 2020

It's the first Tuesday of the year and we're NOT at 'The Sovereigns' (Which is closed for refitting.), instead we're at 'The Wheatsheaf' in Woking for board gaming.

Tonight, we're playing Taverns of Tief....err?
Taverns of Tiefe... err?
It's a game where you run a pub!

So this game tries it's best squeeze in as many game mechanics as it can.
Deck building - yep. Card drafting - yep. Dice drafting - yep. Dice placement - yep. Resource management - yep. Hidden Role - y... wait no, that's about the only thing missing!

What's in a game?
So Taverns of Tiefenthal comes with some optional extras or expansions, apparently we used all of them in the game we played. So there's a lot of components.
  • Monastery board: This is a small central board that serves a couple of purposes. It displays what bonus the players receive in each round. There is also a track that players can move their marker round to get bonuses.
  • Player tavern board: Each player has their own tavern, therefore each player has their own tavern board. The tavern board looks like a giant misshapen jigsaw puzzle piece. Each tavern board has extra 'bits' that are attached to it, during play they can be upgraded and are flipped to the other side when this is done.
  • Tavern attachments: These tiles are the 'bits' that are added to each tavern: Tables, beer storage, beer supplier, barrel, host/reputation, safe, dishwasher, waitress, cash box and monk. 10 in all and all double sided. These will be explained below.
  • Entertainer tiles: Periodically throughout the game, entertainers will arrive in your tavern. If you can give them 'schnapps', they will give you a bonus or ability of some kind. These tiles are double sided, each side confers a different bonus.
  • Schnapps tokens: Used to ply entertainers.
  • Guestbook board: This tile is a way to earn bonuses when it is filled with signatures.
  • Signature tiles: Used to fill your guestbook.
  • Deck of guest cards: Guest cards are bought with beer! During the game they will be the 'regular' visitors to that player's tavern. When they appear, they can earn the player money.
  • Deck of staff cards: These are bought with money. Staff gives the player extra or bonus actions.
  • Dice: Normal 6 sided dice. Lots of white dice and 4 sets of dice in player colours, 1 set for each player.
  • Beer mats: These little coasters essentially unnecessary, but are used to hold dice.
  • Beer mug marker: This is the first player marker.
They are the most important components of the game.
Many of the game's components are made of nice and thick card stock, including the beer mats. The artwork is quite nice and colour and there's some nice detail on the tavern board and tiles.

Picture
The game's 1st challenge; putting it together!
Picture
Player's tavern board.at the game start, with nice art.
Picture
Set up and ready to play.
Picture
The art is well detailed. As well as the dog, notice that cat by the window.

How's it play?​
We begin with setup.
  • Each player takes a tavern board and the 10 other bits that go with it and attaches them to the board with standard side up.
  • Each player is given a starting deck of 10 cards, consisting of 7 guests and 3 staff cards, they are shuffled and placed down as a player draw deck.
  • Each player takes the 4 dice in their colour, a beer mat then also takes and places 4 white dice on the mat.
  • Take all the guest cards that cost 3 'beer' and place them in a face up stack. The remaining guest cards are shuffled and placed down as the guest deck. Deal 4 cards from this deck and place them face up in a line next to the 3 cost cards. Finally place the stack of 'noble' guests face up at the end of the line.
  • All staff cards should be sorted into their different types and placed face up in individual stacks in ascending order of cost.

Picture
Staff cards on the top row & guest cards below.
Picture
Player's board in mid-turn, cards dealt, but dice not yet chosen.

That covers most of the setup.
Now to explain what does what.
Let's start with the tavern board. Many of the abilities on the board are activated by placing dice of a specific value on them.
  • Tables; when guests are dealt from a player's deck, they are placed on the tables spaces. Players start with 3 table spaces. This can be upgraded to 4.
  • Beer storage; during their turn a player will most likely generate beer. Any beer that is not spent can be stored on this tile. The beer storage holds 2 beer, this can be upgraded to 5.
  • Beer supplier; Any dice which are showing a 1 or a 6 can be placed on this tile to generate beer, each die placed here will generate a beer. When upgraded, each die will generate 2 beer.
  • Barrel; a die showing any number can be placed here to generate 1 beer. Unlike the beer supplier, only 1 dice can be placed here. When upgraded, it will produce 2 beer.
  • Host/reputation; we used the 'reputation' side of this tile. It has a reputation track, when its marker moves round the track it will earn the player various benefits. When the marker reaches the end of the track, it earns a noble guest card and starts round the track again.
  • Safe; any unspent money goes here. It stores 2 currency and can be upgraded to store 5.
  • Dishwasher; the dishwasher tile does nothing until it is upgraded. When upgraded, it provides the player with a permanent dishwasher (See below for an explanation of what a dishwasher does.).
  • Waitress; this tiles too does nothing until upgraded, upon which it provides the player with a permanent waitress.
  • Cash box; a single die showing any number can be placed here to earn the player 1 currency, the upgraded version earns 3.
  • Monk; any dice showing a 5 here will advance the players marker 1 space along the monastery track. The upgraded version moves the marker along 2 spaces per 5 placed here.
​Talking of the monastery board. It has several functions.
  • Turn order; the game is played over 8 rounds and something a little different happens every round, which is all tracked on this board.
  • Monastery track: as the player's marker moves round here, they will earn various bonuses.
  • Recruit nobles; this table on the monastery board shows the cost (In beer) to recruit nobles.
Now lets go on to what the cards do. Starting with staff cards.
  • Beer merchant; when this card is played, it gives the player an extra beer.
  • Dishwasher; each dishwasher card played gives the player the ability to increase the result on a single die by 1. Multiple dishwashers allow multiple dice to be increased or 1 die to be increased multiple times. Dice cannot be lowered this way.
  • Waitress; each waitress card that is played allows the player to roll an extra die (From their coloured dice.).
  • Table; each table card played, grants the player an extra spot to put a guest card.
  • Beer supplier; these are different to merchant. They are placed next to the beer supplier tile. Each die used with the beer supplier tile provides 1 extra beer per beer supplier card played.
Now on to guest cards.
Guest cards are acquired by spending beer.
  • Guests; guests are recruited by spending beer! When they are placed on your tables, they become extra spots on to which a die may be placed to earn currency. Generally the die which can be placed on a guest is the same as the currency earned. Thus if a guest requires a die showing a 3, it will earn 3 currency. Guests also earn victory points at the end of the game. Some guests also provide a once-only bonus when recruited.
  • Noble guests; noble guests always require a 2 to activate and always provide 2 currency. In terms of generating currency, they are amongst the worst guests (I guess it costs so much to please them, players make little profit!), but if more than one noble appears at the same time, then they all go on the same single table and don't take up too much room (They don't like to mingle with the 'rabble' it seems?). The advantage of nobles is that they're worth 10 victory points at the end of the game, which is a lot more than other guests.
​
So at last, finally, we get to how the game plays.
Each round is player over several phases.
  • Round set; at the start of each of the 8 rounds, every player will be given a choice of gaining 1 of 2 special actions.
  • Deal cards; each player deals cards from their own deck. Staff cards go in specific spots around the tavern board. Guest cards go on to the table spaces. Thus if a player has more table spaces, not only can they accommodate more guests, they have a better chance of drawing more staff cards as well. When all the available tables are filled, the player stops dealing cards.
  • Bonus dice: If a player drew and placed any waitress cards in the previous phase (Or they have upgraded their tavern to have a permanent waitress.), they gain a number of bonus dice (In their colour.) equal to the waitresses (Maximum of 3.). These dice are immediately rolled and placed to one side.
  • Roll dice; all players roll their 4 white dice and place them on their beer mat. Then in turn order, starting with the current first player, each player removes 1 die and places to to one side. Once all players have removed a die, each player passes the beer mat with the player to their left. Again, starting with the first player, each player removes another die passes the beer mat with the remaining dice to the left. Players continue taking dice and passing beer mats until all dice are gone.
  • Place dice; now that players have all their dice, in this phase they choose where to place them. As explained above, dice can be placed on various parts of a tavern board or guest cards in order to activate those actions - provided the number match of course.
  • Resolve actions; in turn order, each player resolves their actions, usually this involves generating beer and currency and using them to buy guest and staff cards. Unlike most deck builder games, when new cards are bought they go on top of the player's deck, so they will be played in the next round. Players can also upgrade their tavern, which costs currency. Every time a tile is upgraded, the player gains a noble - which like with other cards, goes on top off their current deck.
  • At the end of a turn, all cards that were played (Both guest and staff cards.) are placed into the discard pile and play continues to the next round with a new first player.
That's more or less it for how the game plays.

Endgame
Play continues for 8 rounds. 

Victory points are scored from the cards that players bought
​ Points are tallied, highest score wins.

Picture
My final turn completed.
Picture
The game end.

Overall
Taverns of Tiefenthal requires a lot of explanation (As you can see above), but in play is actually quite straightforward.
It's more of a game about optimizing strategies than complex rules.

The game gives you a lot of choices and options. Occasionally these will be meaningless decisions because of how the dice fall, but most of the time you'll have to choose between different actions.
A player will nearly always have more options available than actions to perform them.
​This is makes a good game in my opinion.

There's nothing particularly unique about the game, other than how it blends certain game mechanics together to emulate it's subject quite well. The game's presentation is also very good with well made components and colourful and well produced art.

The game's only drawback is its setup time, there's quite a lot to do. But I think the payoff is worth it as I enjoyed it.
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50 Fathoms - Session 18

25/1/2020

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5th January 2020

Sunday gaming at 'The Sovereigns' in Woking continues.

For the first time in almost exactly 3 months all 6 of us are in the same room at the same time. So on with 50 Fathoms.

Location: Baltimus.

Our 3rd ship, 'The Herodica' has been repaired and is now seaworthy.
Foolishly, the party have decided to make Jacob the captain of The Herodica. Doesn't anyone know that Jacob can't sail or even swim!

We discuss our next move and decide to head to the 'Kehuna Flumes' and set off.

During our journey, we spot a convoy of ships flying the Baltimus flag.
We approach the convoy, they in turn fire their cannons at us and warn us off. We hold back and query them.
They provide us with no useful information and threaten us again.
We decide it isn't worth the trouble and sail away.

As we approach Kehuna Flumes, we start to notice sea creatures that we don't usually see in waters and the air seems warmer than expected?

Then we see 'the flumes'.

They mostly have the appearance of a vertical stack of rock.
Some of the flumes are like chimneys and rise above the sea level, most however are under water.

'The Kehuna' are a tribal people and are very protective of the region as it lush in 'mineral' resources.
In fact we see minerals being spat out of a chimney whilst we are there.
We then noticed 3 elongated bodies swimming in the water around us. They realised that they are 'long' eels. Giant eels that produce electricity, it is wise not to strike them, so we moved to a newer spot.

Since we were at the Flumes to collect Kehuna gold, we looked around for a good spot too collect some 'minerals'.

Rackham and Wind dive down and begin their search. They manage to find 8 ounces of gold before we decided to move on. It was wise to avoid any local Kehuna.

We moved to a new spot and Rackham dived down again.
Rackham acquires some 'guard sharks' in case he encounters any trouble.

After some effort, he manages to 'mine' some more gold. Now that we have enough for our purposes, Rackham resurfaces and we prepare to move on.
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Death On The Cards - 03

25/1/2020

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5th January 2020

It's a Sunday at 'The Sovereigns' in Woking.

50 Fathoms is no longer on hiatus, but one individual is running late (You know who you are!).

So in the interim we played a game of 'Death On The Cards'.
You can read my blog about it here.
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Century: Eastern Wonders - 02

25/1/2020

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4th January 2020

It's still Saturday night and we're still round Matakishi's for gaming fun.

Our final game of the night was 'Century: Eastern Wonders'.
Read my blog about it here.
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Death On The Cards - 02

25/1/2020

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4th January 2020

It's a Saturday evening and we're at Matakishi's for games night.

It's the first Saturday of the year and the first gaming session of the year too!

We began with 'Death On The Cards'.
Read my blog about it here. 
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2019: The Year In Gaming

20/1/2020

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So we've said our goodbyes to 2019.

I've played lots of games and written plenty of blogs.

So below is summary of my gaming according to my quick calculations.

Number of different games played: 77.
Total number of gaming sessions: 171.

Games I played the most in 2019:
  1. Port Royal: 10 sessions.
  2. Machi Koro Legacy: 10 sessions.
  3. Loot: 9 sessions.
  4. Wingspan: 6 sessions.
  5. Heckmeck/Pickomino, Machi Koro, Sleeping Queens, Splendor, Sushi Roll: All at 5 sessions.
Please note this refers to sessions played not times played. Shorter games like 'Sleeping Queens' would have been played multiple times in a single session.

So Port Royal came top and a worthy game it is too. I'm not sure if Machi Koro Legacy should count? We did play it 10 times, but that's only once through the 'legacy mode', well there it is. I've also decided to keep separate from standard Machi Koro.

Because I'm obviously very important, my opinion is equally important. So without further ado...

My game of the year: Wingspan.
A game that has some depth but is also accessible with a reasonable play length and interesting subject matter. It doesn't hurt that it has high quality production values and component. 
When all are combined, it makes Wingspan a great experience.

My worst game of the year: Hit Z Road.
This game is equal parts fantastic production values and fantastically broken auction mechanics, so bad that it kills the game stone dead in my opinion.
My initial urge is to say. "Did anyone play test this?". But I know they. Which means that the awful auctions must be there for some confounding reason.
I just can't fathom why?

Surprise of the year: Heckmeck/Pickomino.
When this little game came along, I was instantly impressed.
A push your luck dice game that frequently gives players tricky decisions to make.
It proved popular with pretty much everyone I play games with. That I only bought the game in late October and it made it into my top 5 is proof.
Big fun in a small package.

RPGs

These are the RPGs I played/ran in 2019.

Different RPGs: 7.
RPG Sessions: 51.

50 Fathoms/Savage Worlds: 17 Sessions.
Oubilette/Black Hack: 11.
​
Cthulhu Hack: 5 Sessions.
WFRP (Ran): 8.
Surrendered Lands/D&D (Ran): 6.
Agon d6: 4.
Isis & the Seven Serpents/Fate: 1.

So that was my 2019 in gaming.
Let's see what 2020 holds?
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Irish Gauge - 02

19/1/2020

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28th December 2019

It's Saturday evening and I'm now at Matakishi's for more board gaming goodness.

For the final game of 2019 we played 'Irish Gauge'.
My blog for it is here.
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Grand Austria Hotel - 02

19/1/2020

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28th December 2019

Saturday lunchtime at 'The Sovereigns' in Woking. 50 Fathoms continues to be on hiatus, so we play board games instead.

We played 'Grand Austria Hotel'.
Read my blog about it here.

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Wayfinders - 02

19/1/2020

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22nd December 2019

Gaming at 'The Sovereigns' continues.

The final game of the day and the last game before Christmas was Wayfinders.
See my blog about it here.
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Death On The Cards

15/1/2020

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22nd December 2019

Sunday is here at 'The Sovereigns' in Woking. 50 Fathoms is still on hiatus so for the final get together before Christmas we're playing board games.

The first game was 'Agatha Christie's Death On The Cards'.
Will the other players learn your darkest secrets? Will you catch the murderer? Or will you manage to get away with murder! Only the cards can decide in... Death On The Cards!

What's in a game?
Death On The Cards uses 3 different types of cards. Secret cards, game cards and the 'Murderer Escapes!' card , game cards are further divided into other cards:
  • Secret cards: These contain the kinds of secret most people to keep errr secret? Things like being alcoholic and so on. One of these cards will be 'The Murderer' and another will be 'The Accomplice'.
  • Detective cards: These represent different Agatha Christie detectives such as Poirot or Miss Marple. Detective cards are played in sets to reveal secret cards.
  • Event cards: These cards allow players to perform actions such going through the discard pile and taking a card or stealing a secret card from another player.
  • Devious cards: Devious cards for devious people! Devious cards are not played like other cards. Certain cards make players swap or pass cards from their hands to other players. When a player passes a devious card to another player, that's when a devious card is triggered and the recipient is the target of the cards effect (Hint; it's never a good effect!).
  • 'Not So Fast' cards: These cards can be played at any time, they cancel the action of another player.
  • 'Murder Escapes!' card: There's only one of these, when it appears... well you get the idea.
All of the cards a illustrated with nice little cartoons and all the text is written in an appropriate font. Giving the cards an authentic feel.

Picture
A player aid card.
Picture
2 secret cards.

How's it play?
First there's setup, which is a little different depending on the number of players.
  • 3 secret cards are randomly dealt to each player. Amongst these cards must be The Murderer card and depending on the number of players, The Accomplice card (Both card must not be dealt to the same player.). Players look at their cards but keep their secret card face-down in front of them. Any remaining secrets are put away and not used in the game.
  • Deal 1 'Not So Fast' card to each player, shuffle the remaining 'Not so Fast' cards into the game cards.
  • Shuffle the game cards and deal 5 to each player. These 5 cards plus the 'Not So Fast' card form each player's hand.
  • The remaining game cards form the draw deck. The Murderer Escapes! is placed at the bottom of this deck.
  • 3 cards are drawn from the deck and placed face-up in a row next to the draw deck. Whenever a card is drawn from the deck, it can be taken from these 3 cards. When a card is taken in this way, it is immediately replaced with a card from the deck.
  • If the game has an accomplice, then all players closes their eyes and the murderer and accomplice reveal themselves to each other.
Now we're ready to play.
  • The player who has 'The Murderer' secret card is attempting to get away with murder, they either want to deplete the draw deck, or paralysis the other players with 'social disgrace'.
  • If the accomplice is in play, then their objective is to help the murderer. Just as any self-respecting accomplice should.
  • All the other players are trying to reveal which secret card is 'The Murderer'. 
The active player can perform 1 of the following actions:
  • Play an event card from their hand and do whatever it says on the card.
  • Play a set of identical detective cards. Detective cards come in sets of 2 or 3. Different sets can do different things, but generally playing a set will force a player to turn one of their secret cards face-up.
After the active player has completed their action, they can choose to discard any number of cards from their hand, then they draw card to take their hand back up to 6.
Social disgrace
What's social disgrace? When a player has all of their secret cards turned face-up, all of their secrets have been revealed and they're disgraced.
What does this mean? It means that when they become the active player, all they can do is discard exactly 1 card and draw 1 card.
It is possible to come back from social disgrace as there some cards that allow secret cards to be turned back face-down.

Endgame
​How the game ends will depend on the player's role in the game.
  • If the murderer secret card is revealed, then that player loses along with the accomplice. All other players win.
  • There are 2 ways for the murderer to win.
  • If all the other players (Not including an accomplice.) are socially disgraced, then the murder wins.
  • If the last card of the draw deck (The 'Murderer Escapes!' card.) is revealed, the murder wins.
  • In all circumstances that the murderer wins, the accomplice also wins. Regardless of whether the accomplice is socially disgraced or not.

Picture
A game in progress.
Picture
All the other players were socially disgraced and I got away with it. 'Mwahahahaahaha' indeed!

Overall
'Death On The Cards' plays with 2-6 people and what's interesting is how the game changes depending on the number of players.

With 2 players, there's no secret to who's the murderer. The game is a war of attrition.

Now, for some maths (Hopefully my maths is correct.).

Let's look at it with 3 players.
  • There are a total of 9 secret cards in plays and total of 18 cards are dealt to players. This means there are 43 cards in the draw deck (The draw deck has 61 card, not including 'The Murderer Escapes!').
  • This means in the worse case scenario, there will be a maximum 43 actions to reveal all 9 secret cards, or a secret card will need to be revealed every 4.8 action.
  • Additionally each player will have 14.3 turns before the game ends.

Now lets look at a 6 player game.
  • There will be 18 secret cards and 25 cards in the draw deck.
  • Therefore there will be a maximum of 25 actions before the game ends. So in the worst case scenario, 18 secret cards will need to be revealed in 25 actions, or 1 secret every 1.4 actions! A lot lower than with 3 players!
  • Finally each player will only have 4.2 turns before the game end. 

This means it becomes easier for the murderer to get away with it in bigger game. Now I don't see this as a flaw, but it is definitely something that changes the dynamics of the game.

With 3 players for example, 'Death On The Cards' can be played as a straightforward card game.

With 6 players, it's much harder to capture the murderer. Players will need to form alliances and target suspicious players as quickly as possible. But then, this gives the murderer and accomplice opportunities to bluff, lie, double cross and sabotage their 'allies'. It becomes a lot more like a hidden role game.

Anyway, regardless of the mathematics, the game mechanics fit the theme very well. 'Death On The Cards' can learned quickly and plays quickly too . It's a great filler game and even though I'm not a fan of hidden role games, it's a lot of fun. 
It's definitely worth giving it a try.
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