I was looking for a civ-lite game and I found it in this game. Victory conditions are easy toi explain and the rondel seems to minimize the AP that games liket his can suffer.
The only draw back is explaining the conquering of a city. I can wrap my mind around it but have a difficult time explaining it to others. As always, the 6-player possibility is a bonus for me. A 2-sided board is also a nice feature that allows twice as much replayability.
An interesting little "filler." I was curious why it was rated so highly when the turn options seemed so simple. But it makes for some intriguing decisions as you decide whether to reach for the next shrine or block around the one you protect; to maximize your builds, or sacrifice for more resources. And just once you think your plan is coming together, more land opens up and your back to hex 1.
Another Wallace winner. Though many tough decisions, the game moves. Lots to think about but the basic premise isn't very tough. With most of his recent games, a collection of black cubes that can hurt you, but these Loss cubes seem pretty manageable. I want to play this again soon.
Being the first C&C game to be published, it broke a lot of ground. While the theme is still great and I anxiously await another company to pick it up (and support it with expansions), I think that the game has been outdated with the other games in the series. I think a few house rules are in order for a few flaws, though it is hard to tell what should be kept because of historical significance and what is improved game play in the other titles.
The one rule that needs to be changed in the future is the ability to order one unit of your choice when you have useless tactic cards. Another rule that needs to be looked at is allowing Infnatry to move 2 hexes if they choose not to battle. The game takes longer to develop when they can only move 1 hex at a time but may be refelctive of the period. The final rule that is questionable is eliminating a unit when it retreats off the board. It may also be refelctive of a unit being completely broken and going home, but it also seems too extreme when one flag can send a full unit with a general to the victory track with 2 flags.
Nice mix of Settlers and a Train game. I like the elements in the game that promote settlement to the west (free tracks, bonus gold, and moving resource numbers). Also good that you never get hosed on resources, picking up at least a gold if needed. Lots more decisions to make though ultimately you need to get your settlements founded and your trains running.
A good game in the C&C series. My least favorite because 1) I struggle keeping the units straight and 2) there is not a good forum environment (can't stand consimworld) and 3) it is hard to play this one PBEM with all the evade interrupts.
Because of 2, I don't feel I know the latest errata and clarifications like I do with BattleLore and Memoir. Because of 3, I don't have as many plays logged - and probably why I can't keep the units straight.
But a solid game none the less and probably the best match for the C&C series.
Another in the C&C Series, though it still manages to stay fresh. Once again, a few major tweaks introduces a whole new strategical approach. The units seem easier to remember than Ancients though Ancients uses a better marking system.
I have looked forward to this version for many many years and it lives up to the expectation.
I can finally fulfill my childhood (and adult) dream of being a fire fighter. Great co-op that does a decent job of capturing the spirit of the rescue in game format. So far we have only played easy settings and while somewhat challenging, not that difficult. Waiting to see what the right setting is for a tougher experience and if the luck will even out to the bad side.
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 really like this game. But I am afraid my bias towards Spain (I was an exchange student there) may contribute to this more than anything else. Unfortunately, I can't get my friends fired up about it though they all seem to enjoy it.
I am not a big fan of auction or area control games. But the blend of the two works well for me. I like the added suspense of trying to screw everyone through the action cards while trying to efficiently balance my moves from the provinces to my court and from my court to the regions. I also like the added suspense of the Castillo emptying during the scoring round and the "clearly I cannot choose the cup in front of me" reasoning when selecting their destination.
I have the decennial version but haven't gotten into the expansions yet.
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.
All time favorite game. I love the era, I love the C&C system, I love the components. In particular, I love the abstract battles where I can keep all of a unit's attributes (movement, battle dice, and range) in my head. I also like the variety in all the scenarios and the endless possibilities of the expansions. DOW has also established an awesome community that enhances gameplay and allows for new opponents via Vassal. This is my all-time favorite game and will remain so for quite some time. With almost 200 plays, I am no where near the end of all the scenarios nor has my enthusiasm declined from the moment I opened the box.
Another winner in the Mask trilogy. Choices are a bit more focused here and the board will get fully developed as calpullis get locked down and force you to move around. Score stayed fairly tight throughout and the board leaves a wonderful vista at the end.
There are some games out there that you just don't think are interesting from a theme-perspective. Then you swallow your pride and take a shot at it and you kick yourself for not doing so earlier.
I love how everything has been implemented in this game from the auctions (which I rarely like in a game), resource management, and the constant calculations I have to keep in my head. This game also scales extremely well and still feels like the same game whether at 2 or 6 players. And it is always a bonus when I can have any 6-player game without forced expansions.
While this game seems to take some time to crank out, it doesn't seem like you spent so many hours playing it. This game is deserving of it's high marks.
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.
Great map for 3 players. Just enough tweaks to make this interesting as yet another different version. A lot more small routes but with everything so interconnected, it is more than made up for with the ease of completing destination tickets.
Also had a different feel from Switzerland, which tries to accomplish the same goals.
Excellent worker placement/resource management game. I like the twist on this one where you can get the same cards (resources) at each location, but get them in different ways. I also like the multi-step progression of getting the cards in order to get the factions in order to collect the winning conditions.