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Gaming Blog

Bohanza

21/3/2019

1 Comment

 
12th February

Gaming night at The Sovereigns in Woking

​Bohanza is a card game about growing beans and trading beans. Mostly it's about trading beans. Bohanza is a 'set-collecting' game with a great little wrinkle.
Unusually, it supports up to 7 players and on this occasion we got up to 7! I've never played it with that many people - excellent!

Gameplay is reasonably simple.

First, there is one important rule everyone must remember.

At the start of the game, each player is dealt a hand of cards.
  • The cards must stay in the player's hand in the order in which they are dealt.
  • Additionally; all cards a player draws must go into a player's hand in the order drawn.
  • Players can NEVER re-order the cards in their hand.

This rule is the crux of the game, it's what drives the entire game. Here's why.
  • Bohanza is won by earning the most gold. Gold is earned by planting sets of identical bean crops and then selling them.
  • There are various different types of beans, coffee beans, blue beans, coca beans etc.
  • Players start the game with 2 fields (1 more field can be bought during the game), which means they can only work on collecting 2 (or 3) different sets of beans at any one time.
  • Here's the wrinkle; at the start of a player's turn, they MUST play the first card in their hand. This is unavoidable. If the card they have to play does not match any sets of cards they have already 'planted'. Too bad, a planted set of beans must be sold to make space for the card that needs to be played.
By now you will have realised that the cards in your hand will probably seriously screw with your plans and your crops.
So you need to get rid of the wrong cards in your card before you have to play them. How do you do that? You trade them away of course.

​Once the active player has played their mandatory card, they can choose to play another card from their hand.
After this, they draw 2 cards from the deck and places in them in front them in the play area. Now trading begins.
Picture
At this point, the active player can trade any card from their hand, or any of the 2 face up cards with any other player. The active player can also 'donate' cards to other players (although the other player can reject the offer). Curiously other players can try to donate card to the active player. Trades can only occur with the active player.

Once trading has concluded, all traded cards must be immediately planted. If the active player still as any of the 2 face up cards they just drew.

And that's how trading is done.

The only other thing to explain is selling crops.
Players can sell a crop at pretty much any time. This will earn them up to 4 gold, depending on how many cards they have collected for that set.
Different beans require different amounts of cards to earn gold.

The player then keeps a number of cards from the set as their gold. The remaining cards are placed into the discard pile. This is worthy of noting, because not all the cards from a set is put back into the set.

When the draw deck is depleted, the discard pile is shuffled and becomes the draw deck. This is done twice (thus the deck played through a total of 3 times). Once the deck is depleted a 3rd time, the game ends.

The player with the most gold, wins.

There you have it. Bohanza is good because it forces players to negotiate and trade. Most games that include trading have it as a option or a choice. But in Bohanza, choosing to not trade will probably have dire consequences.

Deep Sea Adventures

In Deep Sea Adventure each player is a treasure-hunting diver who is looking to score big. The game is played over 3 rounds and the player with the most valuable treasures after the end of the 3rd round is the winner.

Deep Sea Adventure packs a whole lot of push-your-luck fun into a little box.

Whilst this is a competitive game, it sneaks a co-operative little mechanic into the rules which in turn players can try to twist to their own advantage.

The game begins with all the players' meeples in a submarine. Beneath the sub is a winding trail of face down markers. Each marker represents a treasure that can be collected by a diver. The value of the treasures also vary, but the deeper you dive, more valuable the treasure. The more sides a marker has, the more potential value it has.
Picture
Play goes like this:
  • During a player's turn, they dive into the deeps. This is done by rolling 2 dice (both numbered 1-3, giving a range of 2-6 and an average of 4) and moving that many spaces down the treasure markers.
  • When a diver moves, they 'hop' over other divers (don't count the space the other diver is on), this means that sometimes movement is very unpredictable.
  • When a player stops on a treasure marker they can choose to pick it up (and place it still face down in front of themselves). If they do pick it up, it is replaced by a 'blank' marker.
  • At the start of their next turn, the player can choose to continue diving for more treasure or turn around and head back to the sub. Rolling both dice to move up or down. Once a diver begins their ascent, they can't turn back down again.

And that's it, that's it for the rules.

Ok, there's a bit more.
  • At the start of a player's turn, if they are carrying one or more treasures, then they must lower the sub's oxygen level by the number of treasures they are holding.
  • Oxygen level? WTF is that? Did I forget to mention the sub's oxygen level? Well, the submarine has an oxygen level that is communally shared by all the divers. When the oxygen level reaches zero, all the divers not back in the sub will.... well you get the idea.
  • After rolling the dice to move, the number of treasures carried is also deducted from the dice result. Carrying treasures will slow divers down, possibly down to zero movement.
  • Thus carrying treasures consumes oxygen and slows movement. A potentially lethal combination.
  • A player does not score points for the treasures they collect until they safely return to the submarine. If they don't make it back to the sub, then the treasure's are dropped and to the bottom of the track and pile up in piles of three. When a treasure plie is picked up, it only counts as one treasure for purposes of movement and oxygen, even though it actually be three treasures. Very tasty if you can get to it!
  • After every diver has returned to the sub, or as is more likely the oxygen runs out. Then the round ends. All the blank markers are removed (thus the trail is shortened and the deeper treasures become more accessible). The oxygen level is set back to max and the next round begins. There are 3 rounds to a game.

And that really is it for the rules. Deep Sea Adventure is all about pushing you luck.

Pushing your luck in picking up treasures (so tempting to pick up one extra treasure, just one little treasure - it won't make much of a difference, right).

Pushing your luck in movement. The hop mechanic can prove helpful or can push you way too deep into the depths.

Finally, pushing your luck with the communal oxygen supply. This is the game's best mechanic. This is what turns it from a 'OK' game into a 'good' game. The communal oxygen means that you have watch what the other players are picking up. It forces you to try and think a whole round ahead.

When playing Deep Sea Adventure, there comes a point when oxygen starts to matter. For a couple of turns, no one picks up treasure. Everyone wants something a little better and is willing to dive a little deeper to get it. But then, it all changes, as treasures are picked up, oxygen is used up. The change may seem quite subtle, but can actually be quite dramatic. No oxygen being used, to suddenly 4-5 every round.  Being able to spot and react to this change is key to winning in my opinion.

In a six player game, at some point every player will have picked up at least one treasure, that means six points of oxygen will be used up before your next turn. That's about a quarter of all the available oxygen.

Some players will try and load themselves with treasures to burn up oxygen as they return to the sub, (this is in itself a risky strategy as it also slows movement - several times I've seen loaded down players one or 2 spaces away from the sub and not move at all until the oxygen runs out).

All of this means that you can never be complacent about the oxygen supply and this Deep Sea Adventure is good fun and a good game.
1 Comment
Sweta Parikh link
30/9/2022 16:40:55


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  • Home
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