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User: ColtsFan76: Board Game Collection
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1 to 44 of 44   Page 1. 1
Title Version User
Rating
Geek Rating Status User
Plays
Comment
9
Oct 2011
7.626
Owned
Plays: 11
Improves 7 Wonders quite a bit by neutralizing a bit of the luck, especially in the guilds that come up, and allow you to form a strategy before the first card is played. I really don't think I will play just the base game alone (unless teaching it to new people) after this.
2011-10-04
English first edition
Year: 2006
7
Jul 2008*
6.966
Owned
Plays: 3
Played: 05-JUL-08

I love Arkham Horror and would put it in my Top 5 games of all time. Curse of the Dark Pharaoh means well but falls short of the mark. There are too many unclear issues to resolve (confusing encounters, misprints, etc.) and a lot of awkward parts (scrambling to find pieces, looking for investigators not in the game. etc.). Some elements could have been treated differently - like making the Exhibit Items Unique Items instead. It seems that this was more of a fan-created expansion than an official product. But for all its short-comings, it is still playable. As an AH-fan, I would recommend it but I would rank it at the bottom of the expansions produced.

Two ways to play: Visiting and Permanent Exhibits. The Visiting method is supposed to highlight the expansion by removing all the basic encounters and alternating Mythos cards every otehr round. I didn't feel it showcased it too much so I will stick with the Permanent Exhibit when I play with it in the future. I also need to try the Herald version available to print from FFG's webpage. I think they will helop correct some of the unbalances between teh Exhibit and Unique Item deck.
2008-07-05*
English first edition
Year: 2006
8
May 2011
7.538
Owned
Plays: 4
2nd on my wishlist for AH expansions. I want them all eventually but figured I would go in the order they were produced. Plus, the base game is already more than my kitchen table can accomodate. Dunwich might be too big for the whole kitchen!
2008-02-11*
First Edition
Year: 2007
9
May 2011
6.577
Owned
Plays: 1
Epic improves the base game by giving you so much more room to play. Reluctant Allies is a great twist to adding more players. I would have rather seen a different means to mark them than card board tokens. Now we just need more scenarios in this format.
2011-05-24
English First Edition
Year: 2010
9
May 2013
7.501
Owned
Plays: 9
The only interesting aspect of this expansion is the Allies. The rest makes it too random and too hard for the humans. I find it is just more fiddly now and doesn't add much. I guess the new cylon ship mechanism gives a more regular cylon presence but I never felt the original mechanism was broken.

After several more plays, my rating keeps going up. It is a bot more fiddly and makes it much harder on the humans but I think the theme is even more integrated. I really like the CAG and Allies. The Cylon Fleet works well but does ramp up the difficulty if you just keep jumping instead of dealing with the Raider problem.
2013-05-05
Publisher: Fantasy Flight Games
Year: 2009
Language: English
8
May 2013
7.416
Owned
Plays: 17
I prefer this expansion more than Exodus. This is a bit more tame and does "more of the same" better. I particularly like the Cylon Leader aspect as a replacement for the Sympathizer balancing mechanic. There is a good selecting of interesting characters that do not seem overpowered. Pegasus can become a damage sponge but a decent alternative for locations while it lasts.

After several more plays of Exodus, Pegasus does seem a bit lackluster than my initial impression of both. However, it is still a solid expansion and I like combining aspects of both expansions for the ultimate experience.
2013-05-05
English first edition
Year: 2006
N/A
6.053
Owned
Acquired: 09-JUN-08
2008-06-09*
English first edition
Year: 2005
N/A
6.012
Owned
Acquired: 09-JUN-08
2008-06-09*
English first edition
Year: 2005
N/A
6.002
Owned
Acquired: 09-JUN-08
2008-06-09*
English first edition
Year: 2005
N/A
6.371
Owned
Acquired: 09-JUN-08
2008-06-09*
English edition
Year: 2004
N/A
6.374
Owned
Acquired: 09-JUN-08
2008-06-09*
English first edition
Year: 2004
8
Sep 2008*
6.406
Owned
Plays: 1
Acquired: 09-JUN-08
2008-06-09*
English first edition
Year: 2004
N/A
6.389
Owned
Acquired: 09-JUN-08
2008-06-09*
Publisher: Rio Grande Games
Year: 2007
Language: English
9
Jan 2008*
6.780
Owned
Plays: 4
If T&B and I&C finished out the base game for the complete experience, A&M looks to elevate this to Carc 2.0. It seems every aspect of the game is impacted for the better and I can hardly wait to add this into the standard Carc package.
2008-01-04*
English first edition
Year: 2011
7
Jan 2011
6.461
Owned
Plays: 1
A decent expansion for Carcassonne that adds 3 modules.

Castles are the best of the bunch allowing you to leech more points from others hard work at the cost of giving up a quick 4-point city. I'd give it a 9.

Bridges function fine but don't see a whole lot of use. Bridging a gap to continue a road seems less useful for roads that see too many tiles already. I'd give it a 7.

The Bazaar was forgettable. Auctioning was just cumbersome and doesn't seem to mesh well with the Abby or those who draw a tile at the end of their turn instead of the beginning. The random interruption also slowed us down. I'd give it a 5.
2011-01-14
English edition 2005
Year: 2005
9
May 2011
7.462
Owned
Plays: 30
This is a must have expansion. Not only does it add the possibility of a 6th player, it "completes" the basic game and put it on par with the other basics Carc games like H&G and AotC. This set remains in my basic game mix. While I don't usually play this expansion when I introduce the game to someone new, it is almost always implemented by the second game.
2008-07-08*
First edition
Year: 2006
4
Nov 2007*
6.519
Owned
Plays: 15
Conundrum on this expansion. I keep it mixed in my other main Carc tiles and play with it everytime I play. So it should be a 9 or 10 for the amount I use it. However, the expansion was very disappointing in what it offered. It had the potential to add some real unique tiles instead of a rehash of what we already had. So for design and my ability to recommend it, I give it a 3. Overall, I'll place it a 4 and leave it at that.
2007-11-29*
English first edition
Year: 2001
8.5
Feb 2009*
6.776
Owned
Plays: 16
This expansion doesn't add a whole lot to the game and probably doesn't deserve such a high ranking. However, it is played just as much as the base game. Our group likes it because it spreads us out to begin with (we play a lot of 6-player games) and helps create the better visual effect of the city.
2008-02-29*
English edition
Year: 2005
8.5
Feb 2009*
6.852
Owned
Plays: 14
This adds a bit more to the River experience if you have the expansions included. With a few more roads and buildings inserted, it also seems to break up the fear of the superfarm wrapping around the ends.

We play with both rivers usually starting with a 2nd one once the 2nd spring is drawn. If a lake is drawn, we house-rule the option to discard to the bottom of the pile if there are still more rivers and make it a requirment if there isn't an open river hex still on the board.
2008-07-08*
Rio Grande English edition 2003
Year: 2003
9
Feb 2009*
7.423
Owned
Plays: 19
After Inns & Cathedrals, my favorite expansion for the Carcasonne series. The tiles have a permanent place in the basic mix. However, I usually hold off introducing the rules until the 3rd game.

We all have our favorite aspect. The farmers love the pigs and the knights love the builder. Mine typically gets trapped quickly so I sometimes reserve him for the roads - that way when a iget a "crap" piece, I can at least go again. Christie dominates the trade goods. Somehow, that is always her niche and she usually ends up with two of the three.

The impact to the system is that motivation to complete others' cities is introduced. Farms are given a little bit of a boost and everyone enjoys a 2nd turn.
2008-07-08*
English first edition
Year: 2011
8
Jul 2011
7.165
Owned
Plays: 3
Seamless integration of the 5th player. Looking forward to see how it improves the 3-player game as well. Need to test out the new decks thoughh.
2011-07-30
English first edition
Year: 2011
8
Apr 2014
6.371
Owned
Plays: 3
Definitely adds time to the game and shakes up the decision making process. With 4 or less, I think the base game is probably sufficient and this only needs to be pulled out with 5 or more, possibly with 2 as only one reward is giving per location.
2011-09-04
English first edition
Year: 2014
8
Mar 2014
6.299
Owned
Plays: 2
Includes Fish Meeples and larger box
2013-09-05
Queen multilingual first edition
Year: 2011
6
Jan 2012
5.825
Owned
Plays: 1
Ok expansion. Adds more luck than any of the other expansions, with the exception of maybe the Portraits. But the bonuses are all little nuggets and don't sway the game too much.

Given how much time it takes to set up and how easy they can flip over, block values and paint on the tile, etc, this will probably be more hit and miss in usage.
2012-01-03
English first edition
Year: 2004
7
Aug 2007*
6.031
Owned
Plays: 2
Only played the "Plus" portion so far. My rating of 7 reflects that portion.
2007-08-19*
German edition
Year: 2004
N/A
5.742
Owned
221 of 500 - signed
2010-09-08
English Edition
Year: 2005
8
Jul 2011
6.509
Owned
Plays: 1
Acquired 28-MAY-08
2008-05-28*
First edition
Year: 2005
9
Jul 2007*
7.308
Owned
Plays: 33
A solid expansion to a great game. EF has managed to take a few tweaks and make a very unique experience in the world of C&C.

First, I love the visual impact, along with the W/D board, or the winter battles. I really enjoy that aspect that screams EF to me.

The second is the use of more units and more involved terrain. The battles are really drawn out and engaging. Most of my longest sessions have come from this expansion and they are worth it.

Next, I really like the introduction of the Snipers. They give just enough harrasment to keep things interesting. If you don't deal with them, they can eventually take down a unit. And if you spend the time to go after them, they don't grant you a medal.

Finally, the Commissar rules are very unique. For me, this is a frustrating aspect of the game as too much can happen from when you place the Commissar's card to when you actually play it. But as much as I dislike the concept, it do appreciate the flavor it brings to the table.
2007-07-03*
10
May 2011
6.169
Owned
Plays: 10
I tend not to rate expansions as high as the base game. However, I think this is an exception as it really adds a new level to the game. Though the games tend to run longer since there are more orders to carry out, I actually find the gmes are shorter in the sense of actual turns. With the epic sense, it leaves you feeling that this is the way Memoir '44 was meant to be played.
2008-04-11*
First edition
Year: 2006
9
Jul 2007*
7.071
Owned
Plays: 25
Perhaps it was the hours spent maximizing the US attack againt japan in Axis & Allies, but this was the must have expansion for me in M44.

As with the other Army expansions, the feel is unique in this game. Where PT has its strengths is in the bloody feel of the battles. The slight tweaks to the IJAgive you the sense this is a battle to the death. And while not as interesting as the IJA, the USMC rule activates more units for more carnage.

I also like the new terrain and corresponding rules, such as the jungles and headquarters.

This is probably my favorite of all the expansions.
2007-07-03*
First edition
Year: 2011
8
Jun 2011
6.351
Owned
Plays: 1
Interesting mix of cards. Though the cards were shuffled into the deck, 3 of them popped up early and back to back, including the Flux Generator which constantly stayed in the future market.

Theme park helped get more cities connected (since we didn't make it to Step 3 this game) and the Warehouse helped screw over the resource market. The two events came out early and had little overall effect.

It seemed to drag the game out a bit but not too much since there was only 1 actual power plant added to the mix.
2011-06-17
Publisher: Rio Grande Games
Year: 2008
Language: English
9
Feb 2014
7.441
Owned
Want To Play
Plays: 2
China: Makes for a very different gaming experience in that the plants are pretty much scheduled to come out in a certain order. Scarcity of plants, especially with more than 4 players, really makes you rethink your strategies.
2014-02-16
English first edition
Year: 2009
N/A
6.710
Owned
Plays: 1
Good map. Lots of quick connections. Played with 5 but think it would be better with 2-3.
2012-08-05
White Goblin first edition
Year: 2011
N/A
5.731
Prev. Owned
Plays: 1
Traded for 20th Century
2012-09-23
English first edition
Year: 2012
N/A
5.751
Owned
to be used for Trait Cards II
2014-11-07
First edition
Year: 2013
6
Jun 2013
N/A
Owned
Plays: 1
A little less potent than the standard eagle. It can be more effective in larger player games.
2013-06-05
First edition
Year: 2013
8
Jun 2013
N/A
Owned
Plays: 1
Necessary in longer games and/or with more people. At a certain point, fatiguing your opponents isn't enough so forcing them to discard is the better play.
2013-06-05
English first edition
Year: 2012
6
Jul 2013
6.518
Owned
Plays: 2
Probably one of the easiest Villains. He does make a great intro villain when you get tired of demoing with Baron Blade.
2014-02-22
Multilingual first edition
Year: 2011
6
Dec 2011
6.009
Owned
Plays: 1
It is what it is. In and of itself, nothing special but it does allow an excellent way to link the two boards. It will become an integral component as we really enjoyed the mix of boards.
2011-12-24
8
Feb 2013
6.806
Owned
Preordered
Plays: 3
Not sold on the terrain cards. Seem to be more of a distraction but do allow some nice bonuses if you do pick them up.

The map is interesting mixing in some Country destinations, ferries, and probably most unique is all the double routes are on the perimeter while the central routes are the tightest.
2013-02-23
Multilingual first edition
Year: 2007
8
Apr 2009*
7.183
Owned
Plays: 1
Played: 07-JUL-08
2008-07-07*
Rio Grande English edition
Year: 2009
7
Jul 2012
6.354
Owned
Plays: 1
Own The Princes of Florence Module (01/13/2010)
Own the Notre Dame Module (09/29/2010)
Own the Louis XIV Module (05/20/2011)
Own the In the Year of the Dragon Modules (05/20/2011)
Own the Witch's Brew Modules (08/13/2012)
2012-08-14
Fantasy Flight English Edition
Year: 2009
9
Jan 2012
6.178
Owned
Plays: 1
Necessary addition to the game with more players (even with the base set of 2 to 5). Before, the tribune was the most challenging of the victory conditions because it required multiple steps and factions. Now the new module adds more crafty ways to get victory points.
2012-01-03
First edition
Year: 2011
7
Jan 2012
6.362
Owned
Plays: 5
Adds some interesting twists. The Resistance is brutal.
2012-01-03
1 to 44 of 44   Page 1. 1
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