Plays the same as Africa, the only one in teh series I had played before. Hawaii and Alaska seem interesting but no one took them so hard to tell what impact they have. The map is more familiar to me, which was bad as I forgot to check colors of neighboring states.
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.
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.
Fairly straight forward economic engine game. Cash seems a bit tight though to expand quickly so need to explore more efficient ways to generate income. First play was with 2 and was left a little underwhelmed. You obviously lose the tension of the Office auction, but the final score was competitive.
Interesting game. A bit random but love the bluffing and alliance making. I also like that destiny picks your target and keeps you aggressive in this game. No means to turtle as you have to get out there and fight. The shifting alliances and alien powers keeps it interesting.
Interesting take on the worker placement as you have natural alliances but then must compete against those to gather resources.
The game is a little too tight in that there isn't enough time to get anything going before it is over. Perhaps with more players and more initial starting spaces, the game will open up and resources are more likely to be gathered.
More similar to the original than Candamir. I prefer the simplicity of only having to deal with 2 resources and the match/set of the influence cards. The board does get a bit too tight towards the end as you try to find space that isn't going to be expensive to develop.
I was first introduced to this game when asked to demo it for a convention in 2014. It is a streamlined dungeon crawler in space. I like the way upgrades are handled by building up a hexed up character sheet. The alien movement is interesting as well in that they jump from area to area instead of by individual spaces. The "programming" of what they do at different distances is also clever and gives unique flavor to the different types.
I have wanted a fire game for quite some time and this is a decent shot at one. Interesting decisions to keep fire away from you but to risk your own districts to get something of value is necessary.
Played with the random colors. Only complaint from the group was that the random bonus districts seemed unbalanced. Some only scored 2 points while others scored 12. Those with 12 managed to get all the eastern districts.
I'd like to get more plays before passing a final verdict. I think the dark side of the locations will make for a far more interesting game. There seems to be a lot more "take that" and swinginess than in the other SBG I've played. But I do like the area control and the bonuses for playing the same faction in their home or getting +_ 1 strength.
An okay WWII game. The art work is gorgeous. The tiles are a bit too busy with so much info - a double-edged sword for sure. The additional layers of rules just made it feel longer than it needed to be. I'd rather play Memoir and get a lot more plays in.
Another in the dreidel series. This one is different as you use the dreidel for movement and for actual combat against Nazi guards. Spin the dreidel to knock them down hoping to get bonus results as well. A fun diversion!
While I really enjoy this game and find it quite fun, the game is just too luck dependent for it to be a solid winner. Two more games tonite (10-MAY-08) drove the point home. Played three other games with this couple prior so they were familiar with the strategy and rules. We went with 5 epidemics in each game. The first game we won in about 5 rounds as the cards just kept coming up in our favor. The second game we lost in that same amount of time due to too many outbreaks and ill-timed Epidemics. Both games felt too hollow. Rating dropping from a 9 to 7.
Purchased it because it was #1 for so long. I thought it was a clever game and we really enjoyed it as a 2-player game. We then realized how brutal a multi-player game can be and haven't touched it since. It never hooked me like so many other selections from the top 10.
Interesting concept. As with most games of this length, there is more going on in the rules than the actual game play at any given time. Steep learning curve for the Invader, especially the first games just trying to remember everything that can be done.
I just introduced this to my 6 year old who immediately picked it up. He instantly grasped the meaning behind rolling the Big Bad wolf and foregoing his turn or making decisions to press his luck to avoid it or trying to reroll to get the exact house component he was looking for. He also made fairly good decisions on getting the best value out of his roll based on if it would give him potted plant bonus points or completing his house for that bonus. He was also able to teach mommy the rules after playing it a couple times.
For those reasons I bumped my rating up by two. There is some interest there purely for adults as a quick filler. But it is meant as a family game and it excels at that. After several plays we read the story as well to wrap it all up. I look forward to introducing him to more gaming concepts through this series of games.
Pros: Plays well. Has some nice synergy to it as you get some bonuses for getting certain cards together as multiples or in combos. Has an interesting "personal" deck that injects some powerful but balanced "unique" cards. Probably biggest pro is the ability to move VP cards out of your deck into a "reserve."
Cons: Print is WAY too small to read. Too many piles in play to start with. Theme. I don't get it. I am not an anime fan. I feel dirty for playing it even though it is basically PG. But going beyond that, no clue what I am doing. Just collecting a bunch of maids to work for me. Ummm ok.
So-so: Borrows heavily from Dominion. Might be a plus, might be a negative in that regard. But it is a basic: 1 Action, 1 Buy, Clean-up, Draw to 5 game. Cards give you the +X draw, +X Action, +X coin, +X Buy. Hearts = Coins and in same denomination of 1, 2 and 3, but they all cost 1 heart more.
Telestrations meets Cards Against Humanity! Probably more funny is how "clean" clues go south quickly and "dirty" ones tend to become more innocent when drawn. Not sure if I like the removal of the timer as it seems this can back things up quite a bit.
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)
I want to like this game more but the chaos is not a good thing in this game. The rich get richer and it can be tough to catch up to the leader. Though a random event can put you back in the lead, it has more to do with luck than strategy. Only using half of each deck lends to great variety between games, but it also seems to unbalance things: the cards that might be used to tackle the leader may just never come up. The random ending borrows from Dominant Species but again is too random compared to that game. At least DS still allows you to react and plan for the end as someone has to actually execute it as an action.
I will keep playing because I want to like this and I hope some strategies develop. But it is not quite the game I had hoped it would be.
This game was included as a freebie in a Pozy.com order. I wasn't too thrilled about it but we gave it a try one day and found the game to be incredibly entertaining, especially since everyone we have introduced it to gets pretty involved. Though the game plays better with around 6, we have had decent success with it up to 10 so far. A great, fast-playing party game that most people can pick up pretty easily.
Since this game will be compared to Pillars of the Earth, one can confidently claim they are nothing alike. Instead of a worker placement game to gather your resources, you play 1 of your 12 action cards that are from your own deck. The distribution of resources by the starting player is interesting though seen before.
There seems to be a little too much emphasis on gathering the resources that you are "taxed" at the end of 6 rounds (a chapter) so your moves can be somehwat scripted, especially in the firast couple of rounds. Once you protect yourself from losing VPs, then you can focus on the game itself and try to pull ahead.
The game is interesting and an improvement over PotE. While Christie thinks it is the best new game in a long while, I still am somewhat lukewarm on it. Luckily it plays rather quickly - about 20 minutes per player once you get the mechanics down. So with each play I it has grown on me a little bit more.