Not quite sure what seems to be missing from the game...I felt a bit lost learning how to play, so that might have been a factor. Regardless, the game ends right when things get interesting. And I wouldn't want to play unless there are four players -- with three you can get in deep hole if you can't get the resources you need.
Since getting this, I haven't been able to play this anywhere near as much as I would have liked.
And yet with only a few games under my belt, I can tell from the card combinations alone that this is probably my favorite worker placement game after having experienced so many other ways to play this now tried-and-true mechanic.
Only one play, but was enough to know I have plenty of dice games I'd rather play. Not a bad game, just wouldn't have seen the table. Had a similar vibe to Kingsburg, but I found I wasn't that big a fan of Kingsburg either.
Must have for fans of the film because the mechanics and gameplay mirror very closely the thematic events of the movie. It's a fun game in its own right, but when you can appreciate the quotes on the cards and the timing of each Marine's death, it draws you in that much more. Can get tense towards the end.
Only one play in with this version, but have a few more plays with Pinata. I haven't paid enough attention to whatever distinctions there may be between the two versions, so for now I'll consider them the same at a general level and think highly of both.
Have only played it a few times and I'm still not convinced that I'm a fan of the mechanics in this game. It plays like a needlessly convoluted/complicated version of today's typical co-op. But...that's only half the game. With the right group, the experience can be magical. One of the games played was a six hour marathon where the Cylon was both brilliant and lucky in avoiding detection. I wish I had an .mp3 recording of the conversations that took place so I could upload it here.
Pretty much the same game from when I first played it 25 years ago. I'm not into the canon of it all per se, and the combined arms aspect of it leaves me cold. I just enjoy the mech vs mech combat and the option to design your own mech or tweak existing variants for me is the best part.
I currently play it on Heroscape terrain and use inexpensive Mechwarrior/clix miniatures for the proxies.
Initial impression: Good game. Scales well from 2 to 4 players.
One's fate seems heavily dependent on the cards that are drawn, though. If you can't get in on any of the buildings that are being completed during the end game, you're in trouble. Too soon for me to tell yet how much proper hand management might play a role to offset that.
Regardless, it's an engaging experience. I hope it will see the table more often.
Another one of those "the game is what you make of it" exercises -- perfect for those who like to wheel and deal, so introverts won't be fond of this one. I am a fan of the game (and quite terrible it, so I doubt I'll ever win), so it's not for everyone.
I feel like I can appreciate H&G better for having played the original first; not sure that would have been the case had I played them in reverse order. This version of Carc has a lot more immediate scoring and less long term planning/building. I don't necessarily favor one over the other, depends on mood.
First time playing this, I don't think I've ever laughed as hard in my life as I did that night.
Since then, I tend to either get bored, frustrated, or both.
I know I should think of it more as a silly activity than a game, but I'm not aware of a more group-dependent experience. Lately, the best it has to offer for me is the occasional chuckle or appreciation of a witty combo. More often than not it's never having the right card to go with the question asked, or the frequent inability to tailor a response the person asking. It's at its worst when the group-think degenerates into an ever increasing escalation of who can play the most disgusting card, regardless of context.
Initial impression based on a single play of the more-luck variant, but it felt a lot like Hare & Tortoise. Rating will go up if the harder Tortuga version is more enjoyable.
Update: Got to try out the Tortuga rules and it's a much better way to play, so updating to a 7. Not necessarily that much harder, and knowing the cards to come and what your opponents have makes for better decisions and the ability to possibly thwart their plans. Only way I plan to play it from now on.
Good introductory exposure to resource management.
Out of the box, the game is great for 5-6 yr olds.
To make it more fair, only allow one Parrot tile to be acquired on a player's turn, otherwise it could easily chain into more Parrots and that gets out of control quickly. Go with 3-for-1 exchanges instead of 2-for-1, especially if playing with ages 8 or higher. And if you want a longer game, ignore multiple resources to be acquired (allow just one) if a player has two or more lairs built next to the number rolled.
Initial rating after only one play, but I like it. My only concern is whether the game will have any kind of legs to it or if after several plays I've had my fill. But I got it used (thanks Justin!), so it certainly won't be a case of not getting my money's worth.
Plays *very* quick, but thinky nonetheless. My friend Dodd put it best: "It plays like what you hoped Clans was supposed to be." I agree, but at least Clans can play with two out of the box. Not sure I'd want to play China with a necessary two-player variant.
Have only played this 2-player and was hoping it'd be better with more, but I keep reading it's best with only two. Haven't played it enough to be fair with this initial rating, but I still feel lost and can't see the magic in the game yet.
Update: I still feel stupid and confused when playing, but I enjoyed a four player game much more. But I can understand why abstract purists/enthusiasts prefer 2-player instead.
If I only ever play the first scenario in the rulebook from now on to the exclusion of the others, I'd still rate this game very high. I like it best when the scales seem to weigh in your favor after your turn, only to see it all dashed away after your opponent takes their turn...and then find it's back in your favor again when you've finished the next turn. The back and forth is great.
It takes an experienced gamer only one play to know if they'll like Colt Express or not. I myself seem to love any game with a pre-programming mechanic, so I would have been shocked if I hadn't enjoyed this one immediately. But I've learned that games with pre-planned actions having the possibility of going awry isn't everyone's cup of tea.
To my mind, all the comparisons to Roborally are quite off-base because the programming in Colt Express has a unique twist in that the play of action cards happen sequentially as it's emerging, allowing you to somewhat react and adjust to the situation while it unfolds before your eyes and imagination...assuming you can correctly envision the movie-reel antics that are about to ensue, let alone even have the cards in hand to do anything about it. This makes the expert variant of this game somewhat of a necessity, if only to offset potentially brutal card draws comprised of nothing but bullets while your neighbors draw exactly what they need.
I feel this is a great family game, but also feel it's just a tad beyond the gateway level.
The best edition from the million version of Cranium and always a joy to play.
However, the cards are starting to reflect the era from which it was produced and so sometimes players won't have any idea what they're trying to draw/impersonate/sculpt. While it's clearly a problem endemic to most trivia games, asking a teenager/20-something to hum or whistle "She Drives Me Crazy" by the Fine Young Cannibals might give a blank stare in response.
+Heroes Expansion #1, Barbarian, Errant Paladin, and official painted figures.
I like it, but...
I'm starting to get to the point where all co-ops are feeling a bit samey. Obviously a lot of the mechanisms in Defenders of the Realm hail from Pandemic, so owning both games might mean each could cut into the other's ability to see the table. To be fair, there's more to do and see and play in DotR than Pandemic and the games all have a chance to feel a little different because of the multiple character choices and quest cards.
(If this had come out before Pandemic, I suspect I'd be rating DotR with an 8 and Pandemic with the 7.)
Update: Kicking it up to 8 anyway. Sure, co-ops are samey, but when you're in the mood, it's a lot of fun to play. Not a fan of the "King's Champion" aspect, though. It's hard enough as it is, so the last thing needed is a poor decision being made to get more victory points instead of making the necessary sacrifices.
Disaster Looms alright...the title couldn't be more apt in describing its own gameplay experience. There's nothing worse than trying to implement and achieve your strategic goals the entire game, only to have it undone at the end due to some kind of extremely unbalanced tile, ridiculous event, or absurd technology.
I love this game! It occupies that area slightly more complex than a filler, but not enough to be the main game of a session.
At times, the abilities, effects, and characters make a lot of thematic sense, but for the most part being a fan of the Discworld series is merely a bonus and isn't necessary at all to enjoy or appreciate the game.
That being said, it's a touch "take that" heavy, so despite its charms it can get a little cut throat -- one has to be mindful of the audience playing. Which is a shame, because my wife is huge Pratchett fan and this one is probably a bit too mean for her.
Seems best if played amongst people who know each other well enough to get a reference or association -- it's either that or complete strangers that have similar enough tastes/experiences. If any sessions can cross over into metagaming territory, then I can see this one really coming alive.
As of September 2013, I've had just one play and I find myself rating it a 9 already.
It was a six player game, and took quite a while. But it seemed very balanced at the end despite the chaos that six players will bring (probably due to anyone in lead becoming the immediate focus of everyone's attention). I'm very curious to see if I end up preferring it with more players or less.
Fans of auction games, especially Modern Art, should own this. Unless you have at least four participants, don't bother playing. Really unique restriction mechanic on what you can bid emerges as the game progresses.
Quick and works for both gamer and non-gamer alike (more as a filler for gamers, though). Has a way of making interactive cutthroat play both acceptable and fun. Plays okay with two, but more is better.
No reason this game should be out of print, yet it is. Get a copy if you can find it.
Increased the rating. I just really really really enjoy playing this game.
Actually, this is a much simpler version of Circus Flohcati in many ways because of the far less threatening player interaction and the lack of hand management. Still, it's fun when looking for a quick, five minute game.