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Saria Boutdat
United States
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1
Apr 2010
[CK]

[CK#] Collective Kingmaking
(A game state where players influence their opponents' board position so pervasively that victory is achieved by the player who the group implicitly allows to win, rather than the player who makes the best decisions.)

Is nothing sacred? Let's examine Cyclades to see just how much of a player's options and infrastructure are freely available for his opponents' to disrupt... Physical territory and gourds can be conquered. Boats, buildings, and troops can be destroyed. Money, priests, and philosophers can be stolen. A desired deity can be usurped with no possibility for the player to over-bid. (This includes turn order because the mechanic is entwined with the role selection.)

It turns out the aforementioned elements comprise Cyclades in its entirety, meaning each of your opponents can deduce your best course of action and intentionally thwart you at every junction, if they so desire. Put another way, a player cannot win unless his opponents implicitly allow his victory to take place.

The alleged balancing factor here is self-preservation; it's not directly in anybody's best interest to shaft an opponent. Consider deliberately overbidding on a deity - you pay more than the deity is worth, your opponent gets an inferior action, your other two opponents rejoice because they just spent nothing and saw two of their opponents' positions worsen. (This process is effectively like casting Hymn to Tourach on the guy to your left in a four player game of Magic.) Of course, the action is necessitated if that opponent is on the precipice of victory, and the only recourse is shaft-the-leader. While something like El Grande ends after a set number of turns, Cyclades drags on until its specific victory condition is met, and the end-game (which can come very quickly) is reduced to shaft-the-leader(s) until nobody can, or is willing. If performed to its theoretical maximum, all players begin the turn with an equal shot at the two metropolis goal and whoever goes last, or gets lucky, or is allowed will win.

Thus, a game of Cyclades will span many turns, so infrastructure cards are crucial. Apollo exceeds Zeus if you can protect the gourded island, meaning the best course of action is literally Apollo Apollo (...) Apollo Apollo Athena Athena Zeus, with a stray Ares in there somewhere. In other words, stockpile gourds on an island protected by troops purchased from Ares until you can Athena twice for a metropolis and Zeus, flushing monsters to find Pegasus - or recur it - and sending your troops to a lightly defended metropolis. (Alternatively, Athena twice more.) Problem is, thanks to collective kingmaking the best strategy won't actually work because decent opponents will overbid Athena or steal your philosophers. The futility is the same for any strategy enacted by the perceived leader. Second place has never looked so appealing, and in all honestly probably never should.
2011-12-10
Zubbus O'Really
United Kingdom
London
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1
Jun 2011
Fernando Wilbert
Brazil
Petropolis
Rio de Janeiro
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1
May 2015
Christopher T
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1
Aug 2011
alain
France
Belfort
Unspecified
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1
Nov 2011
Michael Naujokat
Germany
Gelsenkirchen
NRW
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1
Apr 2012
jianjun ma
China
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1
Oct 2013
Taylor S

Nebraska
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1
Feb 2013
Rabid Schnauzer
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1
Mar 2013
Pipo Pipo
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1
Dec 2013
Javier Guillamó
Spain
Alicante
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1
Jan 2014
嬴 晖
China
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1
Jun 2014
Guille B
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1
Apr 2015
Owned
Gary Weinfurther
United States
West Bloomfield
Michigan
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2
Apr 2010
Bruce Miller
United States
Grand Rapids
Michigan
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2
May 2010
Great bits, poor game. You need more? Okay, how about the players have a plan and try to stick to it, but the creatures swim by and destroy what you've spent the last four turns building, meanwhile another guy just sits back, waits to see who wins and then steals the game from him, fun huh?
2010-05-11
Ryley Tolman
Canada
Lethbridge
Alberta
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2
May 2012
Jesus Leon Romero
Spain
Valencia
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2
Aug 2010
EXTRA AVOCADO! Sonderegger
United States
Folsom
CA
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2
Jun 2014
Too much imbalance and chaos. For a game that takes 90 to 120 minutes, it seems too much dependent on chaotic luck. Pegasus being the worst offender.
2011-02-06
Prev. Owned
Avocado
United States
California
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2
Dec 2013
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Nicolas Andre
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2
Sep 2011
A Brother to Zargos :

- Random is every where
- A really too long game duration for the result of the game.
- In my few last games, always the same configuration :

Waiting for the good configuration to finish my move, let's look to the others players :

"Humm... They are juste looking to this configuration too..."
"Hope the good configuration will occure on my turn"

Really too long and random for a false strategy game, that is in fact just "a roll a dice" to determine who will win after a 2H.
And players' actions leading to this point are, at least for me, boring.
2011-09-26
Owned
elio amicarelli
Italy
ravenna
Unspecified
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2
Jun 2015
Karl Bunyan
United Kingdom
London
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2
Nov 2012
Napat Jantaraprasit
Thailand
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2
May 2013
Mathias Johansson
Sweden
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2
Apr 2013
Geoff
United States
Natick
Massachusetts
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Trust no one
badge
Scully?! SCULLY!!!
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2
Jan 2015
This game is the most chaotic, obnoxious, Munchkin-in-ancient-Greece piece of crap. The end game is an hour of people ganging up on the leader so that, when somebody is finally able to win, it's through some horribly cheap and completely shallow exploit (usually of Zeus' dumb card cycling power). The cards ruin what could be a kind of ok game. Zeus drives it into the ground.

It's not wholly unfun for the entire game, but it's never super exciting. The end knocks it from a 5 (completely average) to meet Munchkin's 2 rating.
2015-01-10
Prev. Owned
Vladimir Lehotai
Slovakia
Piešťany
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2
Sep 2013
yo yoyo
Spain
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2
Dec 2013
Ferenc Ferenc
Hungary
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2
Mar 2014
leo Leo
Italy
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2
Jul 2014
Mike Sokalski
United States
Columbia
Maryland
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2
May 2014
How the hell did this game get so highly rated? The components are nice, I guess, but the gameplay is horrendous. It takes several rounds just to get where you want to go, any round of which another player can screw you over and waste all of your work.

I never thought I could hate a game more than Bang.
2014-05-02
BGC gent
Belgium
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2
Aug 2014
Owned
Sergi Arias
Spain
Barcelona
Barcelona
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2
Jan 2015
2.5
Nov 2009*
The version we played had wooden pieces...
Our 5-player game dragged and was longer than 3 hours. Players would bid and overbid, in an attempt to block one another. I was able to build my first metropolis on the last turn of the game... Was able to get Ares (God of War) once during the game... Mythological creatures unbalances what could have been a balanced game... The player with the most money has an advantage that appears difficult to overcome.

After a second game (4-players this time), found it to be too dependent on luck (die rolls in combat, card draw for creatures, as well as the Gods when played with less than 5 players). And it dragged, again, over 2.5 hours... If one player plays badly, it really skews the game, and then there is the dreaded King Maker moves... After 2.5 hours, really??

Not recommended.
2009-11-25
Michael Karatsoris
Greece
Thessaloniki
Macedonia
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3
Apr 2012
This is a clever game, that has some highly innovative mechanisms. (Well, so I thought until I played the older Amon-Ra)

However ending the game is the game. You'll spend hours repeatedly denying victory to the enemy until you lose your concentration and one of your opponents outplays EveryOne.

This is a game that becomes a chore and outstays it's welcome, and one of those games where you really don't want to congratulate the winner.

A pity.
2013-10-29
Jim
Canada
Calgary
AB
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3
May 2012
Werner Bär
Germany
Karlsruhe
Baden
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3
Feb 2013
Michael Hovan
United States
Elkhart
Indiana
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3
Apr 2014
I like auction/bid games because of the interaction. This one added combat and Greek mythology. Not a bad combination. It is wild with 5 players for sure. Will add to wish list, but not as a high level even though I will rate it decently. Definitely needs to be played with 4 or 5. After yet another play, I find it can be unbalanced with how the gods bestow their powers. Have decided to remove from the wish list.
2010-06-28
Ignazio De Guglielmi
Italy
Edinburgh
UK
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3
Apr 2010
Fredrik Claesson
Sweden
Stockholm
Unspecified
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3
Jul 2010
Not my cup of tea. A blend of clever bidding and chaotic creature powers, with not enough actions available to you. Plastic peices unneccessary. I´d rather play Puerto Rico for bidding and a wargame or Risk 2210 for some plastic soldier action. Sold it.
2010-07-20
Prev. Owned
Bob Rademaker
United States
The Colony
Texas
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3
Jul 2010
Decent for what it is, a dice rolling combat, take down the leader game with lots of chaos. I don't care for games that you must depend on other players to help stop the leader to give you a chance to extend the game and possibly win later. Colorful monsters and components.
2010-07-18
Nikita Mantulin
Russia
Moscow
Moscow st.
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3
May 2011
Troy Zigler
United States
Huntsville
Alabama
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3
Jun 2010
Justus
United States
Las Vegas
Nevada
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3
Sep 2013
130929 Just no interest in playing this again. Maybe its the art...just something about the soup of mechanisms that turns me off. I don't hate it so much I wouldn't play it again, but man it would take some convincing.

110220 Fun, surprisingly simple, a bit chaotic for my tastes but I won't argue again if forced, but I certainly won't recommend it. I'd take it over dungeon lords for sure (I like auctions > worker placement). And after a second play, I have extremely little interest in playing it again, but I will do so if forced, though I would strenuously try to recommend something else.
2013-09-29
United Kingdom
Southampton
Hampshire
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3
Sep 2012
Middleweight economic auction euro/war hybrid. Auctions are like Evo, Amun Re, Vegas Showdown etc.

Feels a lot like Antike, both thematically and in that it's seemingly easy to get within striking distance of winning, but difficult to finish the job - especially when you realise that some of the monster cards can seriously mess you up, and people can burn through the deck looking for just that. Pay attention to the monsters.

Edit: After a few plays the pattern is that the endgame will come down to one of the non-leading players having to buy their way through the monster deck, hoping to draw one of a small number of cards that will stop the player who is about to win. As such the game largely comes down to luck of the draw, (not interesting), and furthermore problematic because if A burns their resources to stop B then player C who has not paid this cost can go on to win.

Would be improved by Antike style combat system.

If you're reduced to 1 island you are invincible. You can keep taking the extra income tokens, build up a massive income, build a metropolis, build a land army then use you cash reserves to cycle through the deck looking for the one that teleports your troops.

I really don't like the endgame of Cyclades - every game it comes down to paying to dig through the deck for one or two particular cards. Maybe they are at the top, maybe they are at the bottom - it might as well be one big dice roll.yuk

There is far too much luck for me to find this game interesting. The normal combat is also luck based (I'd prefer if it was Antike/Imperial style), but that's peanuts compared to the endgame. zombie

Also, most games, some players are forced to bid up things they have little to no use for just to stop so-and-so from getting it, but then they are crippled for next turn when a third party gets the benefit.soblue

Final gripe: hidden but trackable information.yuk
2012-09-25
Bruce Schlickbernd
United States
Unspecified
Unspecified
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3
Oct 2014
Christophe Muller
France
Thionville
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3
Aug 2010
Jay T Leone
United States
San Francisco
California
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3
Dec 2010
Prev. Owned
Dave G
United States
Illinois
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El Chupacabratwurst
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3
Dec 2010
Andre Oliveira
Brazil
Sao Paulo
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3
Oct 2014
Too much chaos.
2011-10-03
Isaac Kerry
United States
Mankato
Minnesota
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3
Jan 2011
Prev. Owned

1 , 2 , 3 , 4 , 5  Next »  [176]

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