This game is just so quick to play and pretty on the eyes that I don't even care that I barely pay any attention to what the other players are building. Great in between game or something to get everybody warmed up.
A party game that a lot of gamers that hate party games like. You can be playing the game in a matter of minutes after teaching so it's nice filler. Given that it's so easy to jump into you can quit at any point if people hate it without any real hard feelings.
"Gamer's Bingo" (but not in a derogatory way like others might use it). Fun and satisfying for as quickly as you can bang out a game after playing just once. Sure there's a fair amount of randomness, but you can mitigate it and there's a fair amount of strategy. Plus, 30 minutes is more of an absolute upper limit to the game.
Good two player card game that you might have an easier time getting traditional card-gamers into because of the combinations for scoring. For some reason, I find myself constantly forgetting that three cards of the same color count.
Quick to set up, quick to teach, quick to play, and very engaging and fun in such a short amount of time. I think this is going to become one of my game night staples so long as I'm gaming with people that like dexterity games.
Doesn't heat up until the board starts to fill up, but it gets pretty exciting once it does. Often will want to kick yourself for arbitrarily using a piece earlier that exactly fits a space available later on. Nothing more satisfying that managing to get rid of tons of pieces late in the game by slipping them around everyone elses. As an abstract, this game definitely makes it feel like I'm exercising my brain in a different way than in normal games.
Game is all about trading so very interactive with other players. Love that the game forces you to trade almost every turn if you want to have a shot at winning. Nothing more satisfying than sowing a field with 4 cocoa beans
To silly for most serious gamers I know and too serious for most silly gamers I know. This is one of the hardest games to table that I own, but the couple times I have played it I found it fun and a nice change of pace from anything else out there.
Funniness definitely drops a bit when you become familiar with the cards and they lose their shock value, but I only play it every so often so the cards don't overstay their welcome and I still feel that I get my money's worth playing it. Like to play with the Rando Cardrissian variant (especially with lower numbers of people) to see what crazy combinations can come up just from random chance.
Good game unless placement and rolls have little to no resources coming your way. Enjoy that you have to pay attention on everyone's turn and it feels very satisfying when you keep drawing resources from the bank.
My favorite of the Cranium games. Fun for the other team because they get to decide how many points each of the activity choices get, challenging for the player that drew the card because you have to decide between easy but low points or hard and higher points.
Great game to play with people of ALL ages. Suffers if you aren't playing with more creative people or people that are open to party games which is a shame. Fun of the game takes a bit of a nosedive if you play through the deck more than once so only one of the games isn't going to do so well if you want to play a couple games in a row.
Long and brain-burny but I love it; a staple in my collection though I hardly ever touch it. Always have to keep on your toes as the board is very dynamic and nobody that is safe is safe for long if they don't anticipate other people's moves.
A ton of fun. Like that it has a relatively quick (and silly) dungeon crawling feel to it. Game can be pretty unforgiving and though we've won the majority of our games (barely), it tends to always come right down to the wire... and that's just on easy! The rulebook that comes with it is pretty much garbage; the revised English one is a must as quite a few things are not even mentioned in the one that comes with the game.
Game gets stale if you play it too frequently but I constantly find myself wanting to return to it for a game or two. Expansions up the difficulty and help prevent sameness. My rating is with them in mind (it'd be an 8 without them).
I like this game a lot and definitely better than Pandemic. It feels much more thematic to me for some reason. I think it's because of the lack of cards; there's nothing to do but run around the house saving POI's and extinguishing fires. Plus you can't "game" Flashpoint like Pandemic because the fires spread by roll of dice (which I like).
A ton of fun. Can be stressful for people that don't like having to solve puzzles in real time and it'll take a game or two for everyone to figure out good ways to build ships, but it's definitely a lot of fun even when you're losing.
I really like this game. Easy to teach, easy for players to grasp what to do, and pretty quick to play. Fun and satisfying with interesting decisions to make. I just have an overwhelmingly pleasant feeling when playing the game. Only thing I can say negative is that it'll probably feel pretty samey after awhile since there are only three different types of tiles and so many of the rewards, but it is somewhere on the lighter end of a medium weight game so that's not a big deal to me.
This is such an excellent game. It feels so different from any other game you'll play, which just feels so cool when you're playing it. It's quite difficult figuring out the best clues to give or how exactly to go about giving specific information when you're forced to give more general information than you'd like, all while trying to remember what everyone else told you about your cards! I'm always up for at least one play of this game.
Game can be quite fun if playing with the right group (probably one in which everyone knows each other well). Personally, I'd love to have an "adult" version in which the questions were a bit more suggestive and thought-provoking.
Yahtzee a little bit beefed up with monsters puts this game pretty solidly at filler level. I enjoy the references to monster movie tropes on the cards and like playing. Not sure how I feel about the moving into Tokyo mechanism as our games often devolve into people being forced into Tokyo, not willingly going. Definitely need to pick up the expansion, though. Worth mentioning that this game is SUPER accessible, even for people that might think that they dislike board games other than the "classics." Pretty much everybody can get behind 'Yahtzee with monsters.' While the expansions can add some extra length to the game not as readily present in just base, I really enjoy that they provide more options for rolls. Rating is 1 number lower without expansions.
Deep strategically not only in actions taken and cards purchased, but also in predicting others' timing so as to maximize your progression on the track. A good many different paths to victory, plus, beautiful to boot. I'm excited to explore this game more in depth.
This is a great filler game. Sits a lot, plays quickly, has quite a bit of strategy and gets a lot of laughs. Who follows you can have a lot of bearing on how your game goes (such as if they *never* call Perudo), but it's a short game.
Chaotic and fun (I have a blast regardless of whether I win or lose). Not as psychological as Citadels because there are so many cards and after the first round, not everyone has the same hand, but I like it better. Game lasts a bit longer than it should if players are inclined to AP (this game is pretty good at nurturing that too as you get so many new cards at once and have to analyze them, then analyze them in terms of the booty, then analyze them in terms of what you think others will do). One thing I do know, while thematic, the score board is garbage. Pieces slide easily and it's easy to lose track of where you're going/even skip over to other columns. Wanted to add that this game makes me laugh a lot. You can get some pretty hilarious situations when you ENTIRELY misread what others are going to do or everyone is thinking the exact same thing.
Quite a lot of play for the price. If you're ever feeling nostalgic about the boardgame, you'd probably be doing yourself a favor to play this instead as it should scratch that itch pretty decently (and won't take nearly as long).
Innovative, but not gimmicky. It's so different from other games, fun, and easy to learn that it's gone over really well with everyone I've introduced it to so far. It's a very eye-catching game and will certainly have people that aren't playing intrigued.
Such a fun two player game and has quite a few difficult decisions for how light it feels. The artwork is beautiful, the homemade bits are lovely, and whenever I play I get hungry for mushrooms. Definitely planning on checking out future endeavors from this company!
One Night Werewolf was great, but the added roles really make it shine. Balances deduction and gut reads pretty perfectly for me. The only social deduction game I seem to have a fairly good track record with getting away with lying in! Great for me because it's got more chaos than stress.
A five minute social deduction game that allows for some actual, not totally random deduction to happen. It can have some laugh out loud moments and is over so quickly if you really muck it up as a werewolf you'd have to work pretty hard to dwell on it.
Fills a great niche in which it can accommodate a small to large number of players, is quick to set up, explain, and play and is co-op for when you're tired of competing and just want to work together. I don't like normal Pandemic, but I do enjoy playing this game.
Holy moly this is fun to play. Rulebook is dreadful, scenarios can feel a bit samey (in the base + Burnt Offerings at least) cause scenarios come down to find and corner villain and defeat to win, but it is so much fun to grow your character and see what new stuff you can get.
The best drawing game. Since every answer is listed on a card and each number can only be used once, you can actually use deduction to help you figure out any drawings that are particularly confusing. Also, makes it nice that you can go over all the possible answers at the beginning to make sure that there aren't any that people just don't know. Great, great game. Let's hope it gets a US distributor soon to spread the fun!
I feel that this is the game Munchkin wants to be, but doesn't make the mistake of getting bogged down by taking itself too seriously. Reading the flavor text is a must. Drinking alcohol is highly recommended.
Nice when you want the Werewolf/Mafia feel without risk of being eliminated from the game. Miss the different roles/powers of Werewolf/Mafia so I can see myself falling back on them depending on my mood, but this game is good fun if you like bluffing, playing mind games, and trying to read other people.
My only negative comment on vanilla Resistance is that I miss the roles/powers of Werewolf and then BAM, they come out with Resistance: Avalon. Takes some familiarity with the game to be able to play successfully as Merlin (or one of Arthur's knights too, actually), but I would never play vanilla over this unless the majority wanted to for some reason. Assassination of Merlin gives awful spies like me a shot at redemption
Don't play this for anything other than the traitor variant (and maybe team, I still need to try it). Has a nice little traitor experience wrapped up in a small package and quick playing time. It's not perfect or deep, but I think it accomplishes exactly what it set out to do.
I have an absolute blast playing this game. It tends to go over very well with Magic players as the gameplay is apparently similar. With all the heroes, villains, and environments (and promos), the replayability is through the roof and that's not even counting that each villain has an advanced mode or the story challenges you can print off from their website. Even cooler is that the characters they have made up really exist and there is a friendly rabid fan-base that loves the comic book back story as well as the game itself. Sometimes a combination of the villain/environment/bad shuffles can limit what your hero does, but I've yet to find a hero that I just really don't care too much for (except maybe Bunker).
Team Leader Tachyon is OP. Bunker's power is cool, but doesn't stop him from sucking any less. Absolute Zero is awesome because it now turns him into normal Haka if all his equipment is destroyed vs. before when it would render him absolutely useless. Tempest is alright, but they really should have given his power to Bunker. I don't understand Unity. Why? Why? WHY??? Why FOUR damage?? Why did they give her one less health?? If she's going to do FOUR damage to only put ONE bot into play, they should have at least given her 3 extra health. I can't imagine me ever playing this promo of Unity over the normal one. Same goes for Wraith; just another useless promo that I never see myself using unless I feel guilty about never using it.
I think this expansion has the most villains out of my favorite ones to face. The Ennead and Gloomweaver are 3's, but aren't nearly as hard as Citizen Dawn or Grand Warlord Voss. Don't get me wrong, they aren't easy, but it takes a bit more of an unfortunate shuffle to put your team in the red. Akash'Bhuta is straight-forward but not as easy as a 1 and Apostate can be a bit annoying, but isn't bad about it. The heroes I'm more eh about. Argent Adept is fun because he's ALL about support, but he tends to get creamed if you have any villain/environment cards that hit everyone or the lowest HP person for damage (I honestly feel that he could really benefit from a couple extra HP). Nightmist takes a lot of set up before she hits her sweet spot and she won't really be helping the team out in attack any until she does, but she can usually heal a lot so she's good for taking blows while everyone else does the work.
I tend to feel eh about this card. If you don't manage to get his strong fire powers out, you can miss out on a lot of damage compared to normal Ra which is especially frustrating as you're probably drawing/playing all the cards that boost his attack without actually having an attack.
As far as villains go, Plague Rat and Spite can be some of the most annoying to face (which is especially aggravating since they're only a difficulty of 2), but they play out in pretty unique ways. As far as the heroes go, I tend to like Expatriette quite a bit because she doesn't really have any set up. Give her a gun and she's good to go. Got enough guns? Trick question, but if you already have a lot out and don't think you have much of a play, chances are you have ammo you can use for a damage boost. One criticism I might have is that I feel some of her ammo might benefit from having 'two rounds' as you can just breeze through it really quickly as a one use item. Mr. Fixer is nice, though he kind of bores me to play. He requires some set up, but not too much and he's great to have if you have to discard cards from your hand or in play as you probably have some extra styles you aren't using or can put into play to make up for the one you have to destroy. Once he's set up, he doesn't tend to have a lot of card to play as one style will tend to be better against the specific boss your playing (which is why he tends to bore me a little when playing).
I hate this card as you either discard or play the environment card (you don't get to put it on top of the deck) so there is not really any deck control going on. Just deck accel of the environment deck which is not too much of a good thing as the environment tends to hurt a lot more than it helps.
I like his power as I usually only use one, maybe two Haka cards a game but have tons of other ones in my hand. It's nicer to use at the beginning of the game if you aren't drawing the cards that you want and haven't gotten an equipment yet.
My go to hidden traitor game as it's rather light and doesn't require too much over-thinking. It's a major plus that it plays 8 (or even 9). I love that there's a mostly concrete way for deducing other people's identities that just about everyone should be able to do at least once. If you don't like chance and don't want to feel that luck has had a hand in your win or loss, this is not the game for you. That being said, this game is a TON of fun for how light it is. This game is dying for a full expansion, but I printed off the home brew characters posted here with Artscow and am quite happy with them.
This game would be a Munchkin-killer if I hadn't already grown out of my Munchkin phase before obtaining this game. It has the OP-combos of Munchkin without the long, drawn-out ending (and not so much king-making). It's light filler and yes, the card design is awful, yes the scoring is a bit of a pain, and yes they should have included something in the game to keep score with, but I enjoy it. I like that you can have a perfect plan for winning in your next turn and by the time it gets to you not one, but at least two people have probably completely ruined that for you, yet you can still come up with a pretty good plan; while it may seem that some combos are wrecking everyone else, in the end I find it pretty balanced (somehow).
Not only a game, but an experience. Win or lose, don't think I can play just one game in a sitting. Hard to find that many people that are into this type of game, but I will keep it indefinitely just in case that I do. Remember playing it once when someone remarked afterwards, "Man, I feel real out of shape that a board game could make me work up a sweat." Love.
Brilliant little bidding mechanic helps produce a game that is quite simple and can also be quite vicious. I love it though I probably don't play it as much as I would if there were more cards (perhaps ones that could be switched in and out).
Simple rules, deeper strategy, a lot of fun to play. Love that goals force you to try out different strategies. My only complaint is that there are some goals I would just throw out as completing them is pretty much entirely out of your hands which is frustrating (I'm looking at you least improvements!!).