Jan. 1st, 2011 09:00 am
blueeowyn: (carousel animation)
[personal profile] blueeowyn
Java and I have been playing some new to us board games so I wanted to start a post about the games we play (new to use and ones we are familiar with) and our impressions of them. This is going to be moved every year to the current January so I can find it. Unless otherwise marked, we own the game discussed.

numbers and A-C
Series of games where you buy and sell stocks in railroads, whoever has majority has control of what the railroad builds, runs, and whether or not it pays dividends. These actions (paying, buying, selling) have an affect on the stock prices. The goal is to have the most $$ at the end of the game when you break the bank.
  * 1830 - the first of the American versions of the game, a good game but playing it with the same people multiple times can lead to over familiarity and remove some of the interest in the game.
  * 1856 (Canada) - has loans (which can be very nice), one of the valuable cities merges into a 4 railhead city, and the number of certificates changes during the game, has the potential for nationalization of bankrupt railroads, but we haven't needed that yet.
  * (West of Mississippi) - has some interesting features which make it less predictable than 1830. The destination cities add a bit to the game. The being able to split payouts is nice.

Similar to Puerto Rico, who gets to do what is decided by who goes first. In each round, you get as many turns as you have people in your family and on each turn you get to get something or do something. You might expand your house, put up fences, plow a field, etc.. Every few rounds you end a stage and everyone harvests fields, breeds animals, and feeds their family. As the game progresses more options become available because at the end of every round you turn over another card (each stage has set cards but they are randomly dealt for that game). The set up is interesting, everyone gets random things that only they can do (improvements and occupations). There is a lot of nuances and challenges to this game even though the basic rules are fairly simple.

Similar to Carcasonne, players are building with drawn tiles. However, there are some major differences. Each player can either get money (4 different currencies) or a tile on their turn. There are 4 tiles available at the start of the turn and they are randomly assigned to a currency (and each has a value). To get a tile, you have to have at least that much money in that currency. Players are building their own castle rathing than building on what others have built. Points are counted 3 times in the game (2 semi-random times and at the end) where the balance of your tiles vs. your opponents has value.

Apples to Apples
Fun group game where you take turns drawing an adjective and judging the (anonymously played) nouns against the adjective. They can relate, be opposite, or be just plain wrong.

Battle Cattle not owned by us
Quick little card game where you are shooting at your opponents battle cow (Cows with Guns got stuck in my head playing this). There are some silly puns and some planning, fairly good groupish game (you don't want too few people playing).

A strategy game and is similar to Commands and Colors. It is on a large hex grid and the units are miniatures, not blocks of wood. Designed for 2 players each has a side of the conflict and you order units each turn by using one of your command cards (e.g. 3 foot units on the right). Each scenario has different goals and set up (how many units, which types, where they start, how many command cards you get, etc.). When you eliminate the last of an enemy unit, you win a flag, first to X flags wins. There are terrain effects, distance effects, command cards, different types of weapons & troups. It is fun and reasonably fast (the games we have played so far run about 90 minutes).

Simplistic looking game where you each have a set of plastic tiles to play on the board according to certain rules, the goal is to get all of your pieces down and block your opponent. Blokus is a game where your position grows, trying to encapsulate your opponent(s). If playing with 2, each of you gets 2 colors.

Blue Moon City
The story behind this game is that you are helping rebuild a city after damage has been done. The city is designed as a set of tiles that represent buildings in the city. The center and the 4 immediately adjacent tiles are pre-determined the others are randomly assigned. At the start each tile(except the center) represents a building that needs to be rebuilt. Each building has different supplies needed to rebuild it. Supplies are generated by combinations of cards you draw (3 green + 1 wildcard can be used in place of 4 green). Whichever player contributes the most to the rebuilding gets a special reward, everyone who has contributed shares a secondary reward. The rewards earned are used to repair the central obilisk of the city. Rewards also come when you have dragon friends (which can be summoned or moved with certain cards) as you repair things and when you repair buildings next to other buildings. Whoever contributes 6 points to the obilisk (or whomever has the most when the obilisk is finished) wins the game.

Bohnanza not owned by us
A fairly simple card game where you are planting and harvesting beans. Each person has 2 plots to begin with but can buy a third. You must plant at least one bean at the start of your turn and they have to go either in an empty plot OR one with that kind of bean. The cards you draw must be kept in draw order and played in draw order. The active player also turns over some cards and can either keep them (planting them immediately) OR can trade or donate them to other players. Anything received in trade must be played immediately as do donations. Players don't have to accept the donation. The more of the beans you have (to a point) in the field, the more money you get for them and the plant:money ratio is different for each bean and isn't a constant. It was OK but didn't really grab either of us. I was glad to get the chance to play (used the library copy at Six Feet Under Games).

This is a build the board as you play game. We played in a larger group at a con and have also played two-persion a several times. Since the board is randomized (you draw a piece from a bag when it is your turn) but not completely (each person can place their piece in any legal position) it allows for some interesting twists. Portable and easy to set up. There are several expansions which add to the complexity of the game and help keep it from getting stale. Good game.

Carcassonne New World
this game is both familiar and new. Like other games in the Carcassonne world you take turns drawing a tile and figuring out where to place it. You start on the edge of the game area and can build north, south or west (not east) and there are surveyers who start on the very edge of the board. You place your followers to try to score points (length of road, size of city, etc.). However there are some major twists. For the hunter (similar to the farmer in use and scored at the end) you are scored for the number of animals in your area (some tiles will contain no animals, others will have 4). Also, everytime someone scores one of the surveyers moves west one space (and whichever is further east moves. If your follower is on the same column as the surveyer you get extra points. If your follower (with the exception of the hunter) is east of the surveyer when it moves; the follower is returned to you. Thus you an try to force surveyer moves that will take your opponent out of a city that is almost finished and hope to be able to get your guy in with the final piece (you can place followers east of the surveyers but they are at risk.

This is a historical focused game where you are playing one of the early civilizations (e.g. Babylon, Egypt). The game consists of building your empire and moving it through the ages while balancing growth in different areas. It has some nice tricks to balance when playing with only 2 people. For people unfamiliar with the game you choose a region to start in and deploy some people, they grow and migrate to new areas. You can build ships to go further but they cost. You can build cities which have advantages but require taxes to be paid (and said tax money is used to acquire advances in various areas). Cities also yield trade goods which can also be used for the advances. The rules seem rather intimidating at first but work out to be relatively easy and logical.

Commands and Colors: Ancients
This is one of a series of military strategy games. In this version you are playing either Syracuse or Carthage in a re-run of a historic battle. So far we have only played 'ordinary' battle situations (no terrain effects, no special troups like elephants, no seige engines). You have cards (how many depends on the scenario and which side you are on) and use them to give orders to your troops (e.g. 3 foot units on the right side can do something). Dice rolls (with game specific dice) control the outcomes of the engagements. There are different strengths and weaknesses to the different types of units (mounted can go faster than foot for example). As you defeat your opponent's units you get victory points, the number of points needed to win the game varies with the scenarios. Designed for 2 people it doesn't have the balance problems that some games we play with just the two of us have. Java says it is very similar to miniatures games.

Crayon Rails (Empire Builder et al.)
In these games you have a map and you draw your tracks on it as you build your empire. You move a single piece around the board to pick up and drop off various loads that cities want. The first I played (many years ago) was Empire Builder.
  * Iron Dragon - one of the best balanced of this group of games (the advantage of being a fictional place). Finding cities is easier with them grouped by letter (sort of like Levit Bowie)
  * Lunar Rails - The theming in this game is amazing; there is a history of lunar exploration and corporations, the cities/towns have either real names OR names that would make sense with nods to assorted scientists and astronomers. In order to make the spherical moon lie flat on a map they have made jump connection points (here is a large picture of the board so that you can go east to west the short way.
  * Russian Rails - This one has some quirks. We've played it 3 times so far and have yet to get a democracy which really shakes things up (tolls when crossing certain borders with your train). We've tried the circus option but the circus never moved. The board isn't as easy for me to learn as some of the others but part of that is that it is harder for me to remember the Russian cities & towns in addition to the goods. The random draw loads are interesting but you need to pay close attention to what the demands are.

This is a deck building game with several twists. Everyone starts with a simple deck and you buy more cards which can affect what you can do on your turn. As you spend cards (or buy them), they are moved to the discard pile. The challenge is balancing getting cards that let you do stuff with getting cards that count towards winning (they aren't the same cards). One twist to the game is that you discard your entire hand at the end of your turn and start a fresh one (lots of shuffling of your discard pile). It plays like a collectable card game but comes complete with no collecting needs.
    Dominion - Alchemy Expansion
    In this expansion you have a new treasure 'potions' which is used in addition to gold to acquire kingdom cards. The costs are $ + potions and you can't spend one for the other. Some of the potion cards are very powerful but I found that you could easily get too much potion in your deck. Some of the cards really re-arranged things (so far we have only used the balanced Intrigue + Alchemy combos). I worry a little with the new expansion coming out in November that it will be difficult to balance things across the original + Intrigue + 3 expansions.

Dungeon Quest
Very simplistic game, the changing board is nice but luck is a huge thing and it is very easy to lose badly through no fault of your own. It is a reach the center and get out in one piece game. Might be more fun with more than people.

The basic plot of this game is exploration and settlement. You start in Europe and build buildings which give you resources to do other things. You need to balance your needs in 4 different areas to be able to expand your influence (and the scores in all 4 areas contribute to your final score). The game is set for 7 rounds and you know that up front. It is for more than 2 people and 'Bob' was played jointly by us and ended up winning (each pointing out advantages/disadvantages for Bob's moves meant that he played better than either person playing solo). Nice game but not hugely grabbing (though I think it will be much more interesting with more players). One interesting twist is that there is the option of using slavory which helps you early in the game but hurts you a lot at the end.

Fast Food Franchise
This game is similar to Monopoly in some ways but with some major twists. You move around the board and acquire markets (or advertising) for the corporation(s) you own. Each market comes with 1 franchise and you have the opportunity of expanding the number of franchises in a market and possibly hook that market into others (for more money). When your opponent lands on your market they are charged based on what corporation is there and how many franchises are attached to it. Overall while the mechanics are unique I found the luck factor a little too high for me to really enjoy this game.

HeroCard Galaxy not owned by us
We found the game hard to figure out and what we played of it was not fun. You try to take over planets and keep your opponent from doing so. Various cards can help you in your conquests with each of the races having specific bonuses.

This game has some interesting dynamics. The players bid on the various purchase rights. Depending on how you allocate your workers you produce different goods which are used to complete the purchases (which can include more workers). It reminded me some of Puerto Rico and some of Agricola.

Lowenherz not owned by us
We didn't finish this game. I suspect it would be better with more people. Each of you has territory that is bounded. Each player takes bids on the various actions that randomly come up. The goal is to control a lot of territory and the actions allow you to set more fences (enclosing territory), set knights (protecting your territory) or expand the territory you have.

This tile game (not the one on most computers) is very stylized and fairly well balanced. Keeping track of the various scoring methods is a challenge for newcomers. The ettiquette could also be intimidating, fortunately, we had some very patient teachers when we played. It is similar to Rummy in that you are trying to form certain sets but uses very nice tiles instead of cards.

This is a very tongue in cheek silly viscious game non collectable card game. The wonderfully silly art, is mostly by John Kovalic (of Dork Tower fame, The puns are omniscient and worth reading. The artwork is interesting and since there are a LOT of expansions you can do some interesting mixing and matching. Munchkin Blender refers to a game with lots of expansions. Some really weird interactions can occur this way (imagine Munchkin Cthulu, Munchkin Bites, and Clerical Errors all at the same time).
  * Munchkin Dungeon - this was part of a blender game we played and the dungeons do ad some fascinating changes to the set-up
  * Pirate Booty - The Pirate Booty is a little lean (we went through all the cards and had to restart).

Munchkin Quest
We really wanted to like the game (we like the card game) but the mechanics and amount of time really don't play well. Designed to have the flavor of the traditional Munchkin card game (same artist for the art work) but act more like a typical dungeon crawl game. The board is randomly built and monsters are randomly found. Like in the card game you are wandering through rooms, killing the monsters and taking their stuff. You have actual rooms and hallways you are in with various costs in movement points (locked doors take 3, hallways take 1) and bonuses (e.g. the chapel gives bonus to clerics, hurts thieves). Once you get to level 10, you head back to the entrance of the dungeon and try to kill the boss monster (level 20) and your opponents (usually) either offer to help (joint victory) OR help the monster. Early in the game you really have to have help or you are spending a lot of time dying/dead. Later in the game you start gunning for each other. The balance seemed off in both games we have played and there was a lot of nit-picking rules we had trouble with. The movement of the monsters is interesting and does keep the game lively. It may be better with more people playing and supposedly the expansion fixes some of the issues.

Puerto Rico
Players are competing to get plantations and factories built and functioning so that they can produce loads and ship them off. Buildings and shipments produce victory points, trading and other things produce the money to buy the villages and start the plantations. Some randomness in the draw of options and a lot of variability of who plays what role when (each round people choose which of the available tasks they will initiate for everyone).

Qwerkle Cubes
Fun little game. You score by adding cubes to the existing structure (similar to Scrabble but no point squares). Each side of the cube has a symbol. You can align things by symbols or by colors. The more rows/columns you can intereact with the more points you get (not unlike scoring the full word when you add to an existing word in Scrabble). Each turn you roll the cubes you have, put any of them aside and re-roll the rest (2x IIRC). Draw new cubes to replace the ones spent.

Railroad Tycoon
Similar to some other games you are building track and running trains. The loads that are out there are randomly determined (though certain cities get more loads). Each city accepts loads for its color (blue, black, red). You get victory points by delivering loads and using certain cards (that you buy). Track layout costs $ and your payout each round depends on your status. Interesting and I would play again but not overly interested in (restrictions on track lay and balance issues).

Older game but still being sold, you are dealt 10 cards that you put in your game board in the order you get them. Then you draw a card (either from the deck or the discard pile) and swap it for one of the cards you have to try to get your cards in ascending order of value. Simple game but fun.

Risk - the Original
We've played this a few times with Java's cousin & family. The basic idea is you get parts of the world (can either be chosen or random) and try to take over the whole world. The challenge is the attrition of your armys and the problem of leaving too little defense behind you because you can only shore up your forces in one place. Its greatest failing is that all the strategy in the world doesn't help in the endgame, when reinforcement numbers go to plaid, and an opponent with little resources suddenly becomes Gengis Khan.

Risk 2210 not owned by us
We've played the original board game before and this new version has some interesting twists. Having water based 'land' units (to say nothing of the lunar ones) makes defending much more difficult. The blowing up of certain areas at the beginning is also a change. Overall I found it an intersting game but not one I would want to play again right away. The part at the end where you know it will end this round and how the final scores are going to be done really changes the game. Though limited to 5 rounds, it can still take several hours.

Royale Palace
I enjoyed this one. You are in the palace of Louis XIV and are trying to earn victory points. The way you do this is to deploy your servants in the palace to get control of various nobles. Different areas of the palace have different attributes (making money, getting influence from the king, from the madame, allowing movement, allowing special cards, allowing recruitment of more servants, etc.). You have to have the $, and influence to get the nobles. The nobles are randomly set up in the garden and depending on who has been bought can affect the price of the others in that area (and how much influence the nobles will provide).

You are an adventurer wandering the world. Each player option has different strengths and weaknesses. The 3 main attributes (mind-strength-spirit) are used for ranged, melee, and magic attacks. All three types of attacks occur in all battle situations. There are also an assortment of skill bonuses/special powers that are only used occasionally. As you encounter various critters you fight them on all three main attributes (with some twists). To move around you roll 5 game specific dice and choose which movement options you will use (e.g. road, plains, hills) to go to your next destination. There are different colored runes on the board indicating (roughly) the power of the monster you will fight and you can aim for them depending on your skills. The runes you capture after defeating the critter give you experience which is traded in to increase one of the attribute areas (you choose which area to buy which is a little different from typical leveling up). There are also cities where you can spend gold to get more armor or allies to help you; or you can spend gold to get healed if the combat dice don't like you that day.

Set not owned by us
This is a match finding card-game. A group of cards is dealt out and you try to find sets of three cards. Each card had 4 dimensions. Each of the dimensions has to be different across all the cards OR the dimension has to match. For example you might have 3 green cards (matching colors). Card one might be 3 green outlined stars; Card 2 might be 3 green shaded ovals; Card 3 might be 3 green solid diamonds. So this set has 2 dimensions that match (green, 3 objecs) and 2 dimensions that differ (shape, shading). Good solitare possiblity but a bit frustrating when you have trouble looking at 4 dimensions.

Settlers of Catan
A truly random set up (though there are some standards that can be used) where you try to get a foothold in well producing areas to get more supplies. You gets points for cities, armies, longest road, etc.. Variations can bring more defenders or expansion opportunities into play. Very good game for 3 or more people, it doesn't work too well for 2.
  * Cities and Knights - cities have more value, knights can protect from Robber
  * Seafarers - adds pirates and islands to the mix.

Small World
It looks like a simplistic version of risk but has a lot more. Like Risk it is a conquest game but it focuses on gaining victory points for holding territory instead of world domination. There are approximately 15 different races and at any time in the game the players have a choice of 6 races to choose from. Each race has a randomly assigned attribute/ability and the combination of the two affects the number of armies you have. You might use a given race/ability combination for three to five turns before it's depleted. Then you employ a new race/ability combination for the next several turns. The size of the map and number of turns in the game varies with the number of players.

Space Amoebas
You want to control the galaxy ... or at least a good sized portion of it but your opponents and those pesky amoebas get in your way. The goal is to get control of the center of the board which you can only attempt if you have control of the majority of the 1st ring out. The order of go changes depending on cards you draw (and play) but mostly it is a luck of the dice game. Interesting but not huge.

Stone Age
This is a resource management game. In this one you start with 5 meeples and deploy them (taking turns) in various areas on the board you can gain an extra meeple by using 2 meeples on your turn to breed IF that space is available. As you gain resources you can purchase cards (randomly assigned and as they are purchased, the remaining ones may become less costly) and buildings. The modifications to the rules for 2 players (vs. larger groups) work VERY nicely. The randomness in which buildings/cards are available AND how many resources you get each turn (your loggers role 1 die each and the total/3 = the number of logs you get ... round down). Fairly easy to understand yet complex enough to be interesting. You earn some points during the play for obtaining buildings. Then at the end of the game the cards you get can provide more points based on the resources you have (e.g. number of shamans you have acquired * the number of meeples you have).

Sylla We didn't play this but had a teaching set, we also don't own it
Players buy influence to determine the happenings in Rome. Buy using influence of various types they determine which things do (or don't) happen each round that affects the game. It seemed OK but not that interesting to us.

It is similar to Monopoly but has 3 concentric rectangles instead of one as you try to get to the center to kill the bad guy first and win the game (similar to Space Amoebas). Each player is a different race (orc, dwarf, etc.). I didn't find this too much fun, however, I am told that it would be more fun with several people, so the interactions between different characters becomes more obvious. Too many rules for what is really a simplistic game.

Interesting game. The pieces that form the board are three hexs forming an angle (not a triangle but open one from that). Each piece has a volcano and other terrain on it. Players draw the pieces (randomly) to place them. The game goes fairly quickly and is fairly simple to learn/teach but has some nice strategic elements as well as luck of the draw.

Thurn & Taxis not owned by us
Game is based on the creation of the postal system of Germany. You draw city cards (random or from 6 visible ones) and try to link cities up for a delivery. Longer links yield more points. Other points can come from getting markers in all the cities in a province (or all the provinces outside of one). Interesting game in some ways but not that challenging to us (being at the end of the weekend didn't help).

Ticket to Ride
Train game that is more in the beer-pretzels region than some (but not as much as TransAmerica). Each player draws destination cards at the beginning of the game (and can discard some). The cards give points for linking 2 specific cities on the board (the further apart the cities, the more points). Players draw cards from either the 4 face-up cards or the face down stack (2 cards/turn any combo of sources). As you form groups of cards (e.g. 4 black cabooses or 6 red boxcars), you place your tokens (4 or 6) on track on the board with that color. Some track is grey and can be utilized by a group of any other color; the engines are wildcards and can be used with other cards to fill out a group (e.g. 3 yellow cars + 2 engines can be used on a yellow 5 car stretch of track). The longer stretches of track give you more points when played, the longest stretch line of cars gets a bonus. When one player gets below a certain number of cars (from the original 45), there is one more round then add up the scores, highest score wins.

Tigris & Euphrates
the game is set in the ancient world and you are balancing 4 different assets. Each player has 4 leaders in different colors (red, green, blue, black) with their symbol on it (potter, bull, ram, bow). Each player has tiles (hidden behind a screen) and choose which tile to play (drawing random replacement at the end of their turn). You are building different areas which will provide resources to the player who controls that area for that resource. There can only be one leader of a given color in each settlement area but there can be 4 different leaders as long as they are the four different colors. At the end of the game, each player counts the number they have of each resource, whomever has the largest number number of their smallest resource will win. There is a fair amount of planning for the different tile and leader placements. As players develop their positions on the board, they may come into conflict, and their hidden tiles can also be used for support.

TransAmerica/TransEuropa we own one
Very simple but fun game where the players get 5 semi-random cards of cities that they are responsible for getting connected. The cities in each area of the map get a different color and players get one city from each color group. The rails do all interconnect and that counts. When a player has all cities connected (whether or not s/he played the last track-piece) the round is over and the number of track pieces left that need to be placed to hook up the other players cities forms their score.

Oriental game where you have a piece that you are trying to not have pushed off the board. You draw 3 tiles at the beginning of the game and each has a series of paths on it that you connect to the paths you are looking at and try to keep your guy in play and push the other player(s) so that they leave the board. When a tile is played all pieces move to the end of their new path. Plays fairly well for two, I suspect it will play more fairly well. It feels like a randomized variation of the old Avalon Hill game Twixt.

Union Pacific
Yes, another train game. In this game there are a number of different companies. Each company has a starting position, some trains to control track with, and permission for different types of track (different colors ... probably for balance), and different numbers of stock certificates. On each players turn they draw a piece of track and either play track (that piece OR one from their hand) by playing the track card and placing a train on a section of track that matches that type (which section is up to the player). The train has to connect ot the base for that company but which company to help is up to the player. The player then draws a stock certificate (either from the 4 face up piles, the draw stack, or the Union Pacific stack), and has the opportunity to exchange one stock certificate from hand with one Union Pacific Stock. If the player chooses to not play track, the other option is to invest by playing stock certificates from the hand. When the dividends are paid (semi-randomly distributed in the certificate draw deck), whomever has the majority of stock played in each company gets an amount equal to the companies held track, second place gets half, others get nothing. The exception being the Union Pacific which has specific payouts for 1,2,3,4,&5 depending on which dividend you are on. As a balance in a 2 player game "Bob" gets all the stock certificates left in the draw pile, the face up pile, and the UP after the last (3rd) divident round. With more players, there are four dividend rounds and no "Bob".

Interesting game. There are 6 rounds played in each game. In each round a random assortment of land and ship tiles are available to purchase to put in your settlement. The board has a wheel on it with 12 spaces around it, for each round 12 tiles are chosen and the ships go along the wheel counter clockwise and the land clockwise. The 12 Vikings are randomly selected and organized around the wheel by color. The location on the wheel affects the cost of the land/viking combination (and the wheel shifts during the round). At the end of each round players earn money and/or victory for people who are doing things and not bothered by raiders as well as value for repelled raiders. If the raiders aren't repelled you don't get the money/point. The play mechanics are fairly easy to learn and the mix of luck and strategy appeals to me (and the Viking theme doesn't hurt), the game also goes fairly quickly.

Warhammer Invasion
In this game each person is a different species and has a unique deck to play with. The game is set up with each person taking their deck and a placard representing their space. The goal is to incapacitate the opponent by reducing 2 of the 3 contested sides of the placard to non-use. Different cards drawn from the deck have different effects on attack or defense. You can use cards (face down) as factors independent of what they are. This game didn't strike me as that much fun but some of it may have been a factor of the situation more than the game.

Wits and Wages not owned by us
Group/party type game where you are wagering on your ability to get the answer right in a trivia game (7 questions total) and then wagering on the closest answer (without going over). Whomever has the most money wins. Amusingly presented but not something I would look for again.

cute game, similar to Bohnanza but with enough extra complexity to be more interesting and fun. You are the owner of a zoo and are gathering animals in your zoo. You are balancing trying to get the pens full (but not overful) with not having too many animals (if any) stored in the barn. Each pen can only hold one type of animal, you can expand your zoo with another pen for a fee, swap groups of animals between pens for a fee, and other actions. Each round starts with a player drawing a tile from the bag and putting it on a delivery truck OR paying money to move things around. The tiles are the various animals, money, or stands for the zoo. After there is at least one truck with something on it, players can either draw a tile or take a delivery truck (for 2 player the truck could have 1, 2 or 3 things on it). Once you have taken a delivery you are done for the turn. After all deliveries are done, tiles on the unused truck(s) are discarded from the game. Scoring is based on how many full pens you have, partial pens with support from the stands, variety of stands, and penalties for unused animals or stands.

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