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.
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.
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!
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.