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User: HiveGod: Board Game Collection
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English first edition
Year: 2010
6
May 2013
5.823
Owned
Plays: 1
A novelty item that adds random weirdness to a relatively stodgy game, like using dice in chess. Agricola is no chess, but you get the idea. My opponent got several nice things while I got sent to gaol and cursed for butchering a tasty, tasty unicorn (-3 VP).

DON'T GO INTO THE WOODS
2013-05-23
Parker American Edition
Year: 1979
6
May 2003*
5.489
Owned
Moderately interesting chess variant, but the kids still prefer chess to this.
2003-05-14*
Amerigo (2013)
6
Mar 2015
7.082
Plays: 1
It's pretty and actually more fun that it looks—all the various Frankenbits end up kind of working together, I guess... But this just really isn't my bag. Every goddamn thing gets you points, and we're all so busy drinking from the stinging gush of the point-hose that it's difficult to quickly gauge relative position until it suddenly stops and we're left standing there in the silence, blinking against the wet—soaked and dripping—and it turns out someone's more engorged than everyone else.


Fig. ∞ — POINTSPOINTSPOINTSPOINTSPOINTSPOINTSPOINTS
2015-05-07
Mattel Party Box Edition
Year: 2007
6
Jun 2012
5.993
Owned
Plays: 6
A perfectly fine social interaction coupling device, though like absinthe and mercury there is such thing as too much of this.
2012-06-19
English Edition
Year: 1992
6
Jan 2005*
5.430
Owned
Plays: 2
A not-awful party/dexterity game. This was probably, in all honesty, designed as a drinking game... Extremely noisy game-end condition!
2013-06-13
English Edition
Year: 2003
6
Jan 2005*
5.714
Prev. Owned
I'm a sucker for a WWII dice-fest...
2005-01-31*
6
Apr 2009*
6.038
Prev. Owned
An absolute must-have to make the base game playable. You can't get the nuke to go off without cramming them together...
2009-04-13
First edition
Year: 2004
6
Jun 2011
6.060
Owned
For Trade
Plays: 1
The usual dice-fest with plastic army men. Not sure how many plays are in the box; the strategy's pretty straightforward and I'm not sure how much latitude either side has in securing the win.

That said it's not bad as a short, smack-talkin', dice-chuckin' beer & pretzels "wargame" for three.

I'm willing to give it another couple shots to see if the game opens up at all.
2011-06-29
Batik (1997)
6
Dec 2010
5.683
Plays: 6
A minor diversion in the form of a spatial duel with just a tad of dexterity thrown in on the drop. Games take exactly the right amount of time—no more than a minute.
2012-09-14
Milton Bradley Edition 2001
Year: 2001
6
Oct 2003*
5.410
Owned
Surprisingly fun! There's a wee bit of strategy in deciding how to throw your dice to best whack your opponent's dice into the holes & traps; also, rolling your dice to set them into a solid defensive position (when you have to roll first). There are other choices as well—if your opponent rolls nothing but damage, you're better off simply rolling the dice for hits. If, on the other hand, he's rolled a plethora of super hits, go for broke and chuck your dice in to knock his helter-skelter!
2012-09-14
English edition 2007
Year: 2007
6
Jul 2014
5.642
Owned
Plays: 6
"CATANZEE!!!" [cue flapping wrists]

Yeah, you know that by now. You have six dice with the usual resources on them—wood, brick, wheat, sheep, ore & gold—and you get three rolls, banking and re-rolling as you will, in order to build the usual roads, knights, settlements & cities to score. Two golds act as a wild. The edge of irritation comes at the ten-minute mark; that would seem to limit it to two or three players max. It's also not awful as a solo, semi-masturbatory time-waster for high score. Should you run out and buy it? Probably not. I'm not sorry I have it, but if I'd played it first I probably would have passed on it.

In the end it's all the Catan theme with none of the meat; or, as if Klaus blew up a Catan party balloon and now you get to deflate it into your mouth and get a good taste of his breath, all damp and lung-y with a hint of schnitzel and beer. Good schnitzel and beer, but still.

UPDATE: Okay, all the above makes it sound like I don't like it, and I actually do. The wife enjoys it, I enjoy playing with her, so I'm bumping it up to a 7.

(In Catan box.)
2015-01-26
Tube package version
Year: 2002
6
Jul 2010
5.677
Owned
I hear this is better when you're on shrooms and weed. We were on crack and meth, which would explain the murders.

(In the camping bin.)
2014-01-03
Crafty Badger (2000)
6
Jun 2008*
5.509
Plays: 1
That goddamned badger got into my suitcase & tore the crap out of my Tommy Bahama shirt. The TSA guys didn't believe me, so I got tased for my troubles. Then they blew up my bag. Suck on that, badger!

Played with a budding first grader.
2012-09-16
6
Dec 2010
5.461
Plays: 1
If I beat you, kid, it's only because life is cruel & you'd best get started drinking deeply of sorrow now.
2010-12-26
Cranium Conga (2003)
6
Apr 2004*
5.438
Prev. Owned
Plays: 8
Nifty family game. The Widget itself is worth the price of admission—we had trouble getting through the rules 'cuz everybody was monkeying with it!
2012-06-19
6
Jun 2014
N/A
Plays: 4
There's something really awesome about playing "Brick House" on a kazoo.

UPDATE: A not-bad warm up party game, but there really aren't enough cards to give this one any longevity. I suppose if you could all agree to drink blackout levels of alcohol or sustain head injuries between sessions is could work. Or you could play with the slightly stupid.

Also, you're under 30 and aren't a music geek you're gonna spend a lot of time letting the team down.
2012-09-16
6
Apr 2005*
5.388
Prev. Owned
Plays: 14
A decent-enough light party game. Think of it as advanced Uno with more to do than simply pitch cards. You get to match or complete sets, spell rude words, add card values to make 11... all with the wee-est bit of "take that" thrown in to keep the game spiny. Works best as a super-short family game before bedtime.

(Gave this to Trevor & Audrey.)
2013-08-26
Dominoes (1500)
6
Apr 2008*
5.416
Owned
Plays: 11
All the options of playing cards with none of the Devil worship. Great with kids.

(+1 copy in the camping bin.)
2014-01-03
6
Jun 2014
6.317
Prev. Owned
Plays: 3
A great little game of parasitic screwage. And if you're losing you can always spill an entire bottle of Dr. Pepper all over it... works every time.
2007-03-15*
Duell (2004)
6
Apr 2005*
5.895
Prev. Owned
Plays: 3
A fun-enough light filler, but just barely.

PROS: When played quickly, it has the rapid back-and-forth feel of a fencing duel. Short play time. And, most importantly, the wife liked it.

CONS: Game-feel is ultimately thin and meatless. Repetitive. Card-counting is a pleasureless chore.

BOTTOM LINE: Try it out if you get a chance—it's kinda neat for a little bit—but don't rush out and buy it.

(Donated to middle school game club.)
2014-06-29
Parker Brothers First edition
Year: 1977
6
May 2005*
5.610
Owned
Plays: 6
My two sons (aged 7 & 9) LOVE it. I actually like playing it—our sessions tend to be raucous and lively—and it beats the hell out of other kiddie dice games. The best part is when you challenge another player, essentially calling the guards on them. This leads to the kid with the dice screaming "Help! Guards! Dad is escaping!" before rolling the dice. Fun!
2012-09-16
6
May 2007*
6.047
Owned
Plays: 3
Nice enough, but I have a thing against suddenly having to play a table-top minis game in the middle of an RPG session. It yanks the players out of the consensual dream-state of group storytelling and forces them to move little bits of plastic around on the coffee table.

Theater of the mind, baby, theater of the mind!

And, worst of all, using minis really hampers the DM's "fudge perogative"—you know, where you said you were behind the barricade, hiding, and yet a kobold managed to sneak up on you anyhow... Just my 2 gp.

PS. The collectible aspect blows double-plus hard. For the love of baking soda just sell them in sets ala Heroscape.

UPDATE: The new (2006) version of this game is pretty fun. The double-sided full-color maps are gorgeous and immersive; the stat cards are now cleaned up and color-coded; even the minis have slicker paint-jobs. The rules have been tweaked to make it easier to put together a team (read: you don't have to buy bucketloads of minis just to feel like you're able to play) and victory conditions have been opened up and spread out to afford at least two paths to a win. (Kill the other team and/or occupy objective areas.) A decent improvement over the old version, but still really only viable if you're into D&D.
2014-01-03
6
Jun 2014
5.480
Prev. Owned
Warms up a cold night. Never played to the end!

2012-09-16
6
Jun 2014
5.719
Prev. Owned
Plays: 2
Giving this a tentative 7. It's got a lot going for it on the surface—portability, theme, art—but the simple system feels just the littlest bit clunky. If it smooths out with more plays, I could see this being a staple... we will see. (2-player with adult, 3-player with kids. Everyone had a good enough time.)
2012-09-16
Kickstarter Supreme Edition
Year: 2013
6
Jun 2014
7.092
Owned
Plays: 17
The handpicked crowd was cheering, as they were obligated to do, when we met for the last time at the podium. We smiled like the serpents we were and clasped hands as murderous apes must, and sotto voce, beyond the reach of the mic, you breathed:

"I'll see you shot or hanged. Maybe both."

My smile broadened as I clapped you on the back and turned to the auto-exaltation of the crowd. "That would be just the thing, wouldn't it," I hissed through my teeth, "Just the thing for a traitor."

All that work for all those years, from the moment of dark enlightenment through the weaving of our self-culling networks, our ambitions entwining and diverging as power increased and our foes fell away, all that work to be the one wearing Orwell's boot—forever—undone in a blink as the terrorist bomb ripped through the reviewing stand.

Our memorial statues were revealed that same day, the day the new regime promised to bring the haters of freedom to a terrible justice, for that is what, above all, the Republic stands for.

mb

Mechanically, this is just a grind nibs to trade for nobs and score dinguses worker-placement affair... but I'm not here for any of that. Just know that all the mechanical stuff works, and works just fine.

What sets this apart, though, is the theme and the way that theme is brilliantly woven into the proceedings. For example, everyone begins the game with a revealed recruit from one of four factions, as well as a hidden recruit to be revealed later. Players sharing the same faction will end up working semi-cooperatively—helping to dig the same tunnel, pushing the same allegiance track forward to increase their faction's power. The unrevealed recruits add the wrinkle of undeclared alliances—if my mole is the same faction as your active recruit then I know we're kinda in cahoots*... something of which you're not necessarily aware. Delicious.

There are so many other bright things I could point to—the unrestricted trade of commodities, resources and artifacts; colluding to freeze other players out of constuction sites; the way low morale hinders your ability to collect artifacts (disaffected workers will rat you out to superiors); and on and on and on...

The attention to detail and the organic cohesion of theme, mechanics, and presentation are breathtaking.

I could very easily see this becoming one of my favorite games—instead of farming to impress the king how 'bout if I impress myself by lobotimizing some workers?

Get in the machine, you!

UPDATE: Enjoying this enough that I popped for the "Supreme" version, both to get the up-rezzed bits (gold bricks! brick bricks! tiny stones!) and to get the "faceless" recruits as I'm deathly allergic to "girlfriend mage". You see, the game comes with fish-out-of-water backer faces inserted into the art; not being an actual backer myself, I figured the "faceless" recruits would look like these:


But they don't... And one is even a baby—a baby.

Sigh. The moral of the story is that there's no reason to splurge and scramble for an aftermarket "Supreme" edition—"Deluxe" works just fine if you want the super-fancy stuff.

UP-UPDATE: In actual play I find that the backer-face recruits don't annoy me as much as I thought they would; in fact, the little bit of personality they add to the game is... actually kinda nice, I suppose. Still, if they ever end up offering the original faceless ones I'd grab 'em, no hesitation.

PS. If you're wondering what to do with those allegiance bonus markers, try this.

UP-UP-UPDATE: The luck factor can only be mitigated through nepotism—as you fall behind and/or are cruelly afflicted by The System you must get busy wheeling and dealing through unrestricted trade. Don't be shy about greasing palms and maintaining those connections... for only when you find yourself in that place where you have no friends are you truly hosed.

After 15 plays: 8 --> 7 Start positions are precipitously uneven and unknowable until the game begins, at which point you are either unjustly rewarded or iniquitously punished until it's over. I still like what it does, it's just that sometimes being the dystopic object lesson—again—is hard to take.

FINAL ASSESSMENT: 7 --> 6 Wore this out in 17 plays. Far too much of how the game will go for you lies in which recruits you get in the initial deal: Pick the same factions as others at the table (especially if you get a pair of a popular faction) who also give you freebies or otherwise enhance the economics of any single die placement and your game will be awesome. If not, you will lose—good play notwithstanding—to opponents of equal skill who lucked-out with better recruits. And there's just no good fix for this. I'll keep it around, but we're done with it for now.

Includes: 16 Updated Recruit Cards.

mb

More thoughtcrimes here:

Lessons in Dystopian Politics

"He might have an armored limousine, but I have a sixteen-year-old girl with a hand grenade. And she's a True Believer."

MINISTRY OF OBLOQUY FORM 27-B/6


*At least until I go for placing my final authority star and have you cast head-first and handcuffed into the Pit of Justice.
2015-04-22
6
Apr 2013
5.608
Owned
Bits of the 2011, 2012 & 2013 in the Technicolor curb-stomp set.
2014-12-04
English edition
Year: 2006
6
Apr 2012
5.516
Owned
Plays: 4
The box should come with a big, orange, jaggy-balloon sticker: WARNING—NOT AN ACTUAL DUNGEON CRAWL!!!

If anything, it's an extremely sideways abstraction of the current World of Warcraft-style MMORPG (pronounced "more-pig") craze. Which is to say, kill to level up, level up to kill. Count the pelts to find the winner.

There is a lot more going on under the hood here than the theme or rules would have you believe. The game is easier to grok (at least for me) when reduced to an economic system where you buy VPs based on your credit rating and cash on hand. The more you buy, the better your credit gets, but at the cost of your cash. The tension in the game (as stated elsewhere by others) comes down to deciding when to buy vs. when to take some free cash... Timing and position are everything.

Layered on top of this you have a tactical movement and positioning system and spells which allow you to muck with pretty much every aspect of the game.

Caused much discussion after a single play.

UPDATE: We've been playing the game horribly wrong due to the use of the term "power supply" being used in the rules for both a player's personal stash AND the communal supply. After going through the rulebook a paragraph at a time and re-collating the rules for comprehension and gameflow, the "real" game actually goes up a point in my estimation. A tight little screw-fest.

UP-UPDATE:

Wisdom = Level
Power Chip = Endurance
Take Power Chips = Resting


Makes way more sense as a dungeon crawl with the right terminology.

For more info, try my session report:

"The Ass-Hat Chafes" or "Victory to the Least Incompetent!"
2012-09-16
Guillotine (1998)
6
Nov 2003*
6.447
Owned
Plays: 10
Light and frothy, like blood sprayed from a sundered windpipe.
2003-11-04*
Haggis (2010)
6
Sep 2014
6.784
Plays: 2
Tichu for few. Neat enough, I guess, but I haven't quite wrapped my head around it.

PS. Don't say this out loud, but haggis (the food) is really just a fancy Scottish hot dog.
2014-09-13
Überplay English Edition
Year: 2004
6
Apr 2005*
6.729
Owned
Plays: 1
After a single play. Kicks triple-cheeked ass over Paris Paris.
2012-09-16
6
Sep 2006*
6.179
Owned
Probably the weakest Wave yet; the paint-jobs aren't so nifty, either.
2006-09-18*
English first edition
Year: 2012
6
Jun 2012
6.421
Owned
Plays: 9
What is a "data file", exactly? Zettabytes of:

LOLcat brain-states

Quantum WMD blueprint generators

Czechoslovakian kiddie porn

Every possible human conversation*

Fractal tentacle sex ("Nothing but tentacle sex all the way down.")

Warbot pilot AIs

"Infinite Cheezburgers"

Weaponized malware that unpacks upon download, co-opts all resources in your local net, rehosts all your baseline neural functions inside every personally networked device, snow-crashes your brain and drives you around like it fucking stole it; you'll do porn and murder and murder-porn before it's done with you and dumps the body via suicide-by-cop.

UPDATE: So far half the games have been hilarious FUBAR heists where:

• Everyone gets in slap-fights over the best Wi-Fi hot spots

• Someone finds out that while next year's Luv-Luv Bot™ model is only five-foot-three and cute as hell it weighs more than 350 pounds and reverse-cowgirls like a pile driver, no, really

• Most everyone gets shot in the leg

• One lucky bastard makes it out to the rainslick parking lot where he/she/it hotwires the minivan (because Mr. White—God rest his soul—had the keys), and lays rubber onto the frontage road just in time to see the security merc APC get air off some parked cars and skid sideways across the wet asphalt, all six riot tires locked up—making the slowpokes in the lobby dolly-zoom as they crap their pants—and ram the building in a shower of glass and gore...

And the other half have been completely dull.

The random factor means that when this baby gels it sets up hard and sweaty, and when it doesn't it's boring as hell. I'm gonna call it a six.

UP-UPDATE: Because this game hinges on the random factor lining up just so**, the variants where (1) each character starts with two preset item cards and (2) the card drafting mechanism for item selection absolutely kill what makes this game work (some of the time). If you know which items are in play, there are no outrageous surprises... and that's really all the game has going for it in the end. Much better to have everyone start with four unknown bits of gear. Only then can true hilarity ensue (some of the time).


*Don't try to be clever—you'll only be plagiarizing the Master File.

**A high alarm count combined with high proximity rolls, as well as synergistic item cards.
2012-09-25
6
Apr 2008*
N/A
Prev. Owned
Plays: 1
goddamn robots always stealing all my money
2008-04-16*
Parker edition
6
Jan 2005*
5.366
Owned
Plays: 3
Great with kids and family.
2005-01-31*
Jamaica (2007)
6
Oct 2008*
6.894
Plays: 1
A moderately enjoyable diversion. Probably better with kids... even so, overstays its welcome by about 20 minutes. It's pretty enough that you almost overlook how shallow it is... almost.

arrrh zombie

Giro Galoppo is faster & meaner.
2012-09-16
Kaboodl (2004)
6
Mar 2007*
5.449
Plays: 2
A not-awful just-before-bedtime-game where you collect sets of characteristics to capture cartoon animals, e.g., each animal has a type, color and number of dots that must be matched by cards in your hand. A mechanism for stealing animals from other players is thrown in, as well as cards to prevent the theft. The take-that/stealing mechanic can be frustrating for children—especially if through luck of the draw they don't have any (or not enough) of the anti-stealing cards. Mercifully, the game has a built-in timer: as soon as all 12 animals are captured, the game ends. Table talk tends to swirl around whether the animals will be loved, eaten, or experimented on.

Rating reflects family play with children.
2012-09-16
Rio Grande Games English first edition
Year: 1998
6
Feb 2005*
6.502
Owned
For Trade
Plays: 1
Cool enough, I guess, but no one ever asks to play it...
2005-02-14*
6
Jan 2009*
6.061
Owned
Finally—a use for that dusty Klingons vs. Confederate Generals chess set.
2015-05-02
English first edition
Year: 2004
6
Sep 2005*
5.835
Prev. Owned
Plays: 3
Light, random filler that successfully evokes the feeling of slap-happy martial-artsy mayhem. Only for those who know what a flying guillotine looks like, can name the Five Deadly Venoms, and can list the contents of a six-demon bag.

"Magnificent invincible flying spinning bamboo pole to the head!"

SSSH-WHACK!!!

(Gave this to the boys.)
2014-11-29
First edition
Year: 2004
6
Jan 2005*
N/A
Owned
Plays: 4
Moderately innocuous ("innocuous" here means "not nearly so awful as the holocaustic marketing bluster would have you believe") Rummyish set-collection game with some screw-yer-neighbor cards thrown in for bad measure. Anyway, high production values and really not at all bad with kids & family.
2012-09-16
Deluxe Edition
Year: 2002
6
Dec 2004*
5.491
Owned
Plays: 5
Mostly harmless as a family game, but only if your kids are actually reading the books. The cooperative aspect (it's the three orphans vs. Olaf, and sharing resources is vital for the orphans to win) makes the game more interesting than the usual roll-and-move WalMart fare. Gorgeous production values in the version with the metal figures; the cards are especially, surprisingly, exquisite. Rating reflects family play with kids—we all had a good time.
2012-09-16
Loot (1992)
6
Mar 2007*
6.183
Prev. Owned
Plays: 3
Decent-enough Knizic bidding game, especially when played in partnerships. The only sour note is the lame kiddie artwork on the US version... After seeing the elegant Korsar version I wished I had a rusty, serrated hook hand so I could pull some art director's duodenum out through his farewell-sphincter.

PURGED
2015-01-17
6
Jul 2004*
5.791
Owned
Plays: 6
Gut-bustingly hilarious night-ender, especially if the players have all worked fast food jobs. Can go on a little long with more than four players, though—easily fixed by playing fewer hands (like three max).
2012-09-16
Lost Worlds (1983)
6
Jan 2004*
5.834
Owned
Look! On page 54! It's you, crying.
2004-01-05*
MAATAC (1979)
6
Feb 2004*
N/A
Prev. Owned
This was my first minis game, very shiny in my childhood memories... My friends and I would play on the floor, using the ENTIRE HOUSE as the battlefield. It drove my Mom nuts.
2014-12-08
6
Apr 2013
6.569
Plays: 2
I highly recommend the strategy where you have new items rez under or near you; it's a winner!

Plays are all three- and four-player with at least one enthusiastic* eight-year-old.

PS. That sensation when your ball bearing collides with a barrier and plummets into weightlessness? That's your soul leaving your body.

*TOONK*


*If slightly "cheaty". He likes to edge along and feel out the boundaries.
2013-04-03
Mastermind (1971)
6
Feb 2005*
5.411
Owned
Played this madly with my Dad in the '70s. Loved it then.
2005-02-14*
6
Jun 2008*
5.800
Plays: 1
Single play with muddy rules. Constant refinements in-game led to the last couple of turns feeling pretty nifty—I'd like very much to try this again with the "right" rules. Will update after more plays.
2012-09-16
6
May 2005*
5.842
Prev. Owned
Plays: 1
Thin and lacking game-wise, but rich in theme and thick in fun with the right people. It's random as hell and the end-game is a simple dice-off, but my two boys love playing it with me. And that makes it all worthwhile. Treat it as a party game, a past-time, as silly as whipped cream on a pig and you just might enjoy yourself.
2005-05-05*
Mü & More (1995)
6
Jan 2009*
6.686
Owned
Plays: 1
I managed to get this to the table by sheer force of will a couple of times... a couple of years ago. The flaw is not with the game, but with the group. We are not the right people for this. Sorry, —I wish there was More!
2012-09-16
6
Apr 2013
6.276
Owned
Adds two new kinds of cards (steeds & hirelings) along with mechanics and support cards for dealing with each. The only issue is that when included with the previous two expansions we end up with a prodigious amount of deck dilution, making actual synergy a rare thing.

It also smothers the beautiful symmetry of having one hireling (the Hireling) and one "Kill the Hireling" card. (And, yes, I pull the second hireling from Clerical Errors to maintain that delicate dance between predator and prey.)

I leave out steeds & hirelings entirely as they just seem to gum up the works; also removed cards deemed "stupid, but without the funny". I'm probably using about half of this. The humor gets pretty thin after the third expansion...

whistle

(About half the cards in the Technicolor curb-stomp set.)
2013-05-21
6
Apr 2013
6.170
Owned
Adds a new class, rangers, with mechanics and support cards, as well as more steeds, hirelings and associated cards.

Pulled out everything having to do with rangers, steeds & hirelings—it's just too much when mixed in with 2 & 3. Maybe 4 & 5 would work best with their own base set... Maybe.

(About half the cards in the Technicolor curb-stomp set.)
2013-05-21
6
Apr 2013
5.874
Owned
Plays: 1
As a fantasy purist I have a bad reaction to any of the alt-Munchkin "blender" art—my spleen swells up and could rupture with but a hard word or dirty look. So I pitch those cards for health reasons.

(About 2/3 of these in the Technicolor curb-stomp set.)
2013-04-22
6
May 2013
5.936
Owned
Adds two new races, centaurs and lizard guys, and a bunch of other stuff in support of expansions 4 & 5. If this were heaped on top of all previous expansions I think the bloat would be... epic... but unmanageable.

Pulled out everything having to do with rangers, steeds, hirelings, centaurs and lizard guys. That left less than half the set, but still enough nifty cards to make it worthwhile.

(40-some-odd cards split between the kick-ass Xmas & Technicolor curb-stomp sets.)
2013-05-21
English first edition
Year: 2012
6
May 2015
6.043
Owned
Plays: 2
More stupid fun, this time at the End of the World!

The seal mechanic provides some interesting twists:

• An immediate effect upon opening,
• An ongoing global effect, and
• An alternate game end and win condition.

If you're loaded with gear and prepped for the End of Days then you want to open as many seals as possible and end the world; if you're less well prepared or close to a Level 10 win you want to prevent the opening of and/or close seals. This makes for a ridiculous tug-of-war across a thanatropically chimeric landscape of various sci-fi threats, eco-disaster, nuclear armageddon & religious prophecy.

mb

Munchkin Apocalypse
Munchkin Apocalypse 2: Sheep Impact

Munchkin Apocalypse: Mars Attacks!

Munchkin Promo Cards: Biggoth, Love Thy Neighbor

+6 Bag o' Radioactive Munchkin d6
Munchkin Level Dice: x4—orange, green, silver, magenta

Munchkin Promotional Bookmarks: BRAAAAAAAAINS!*, Ladies of Ragnarok, Re-Sealing (x3)


*Added after Anna said, "The whole time I was tempted to get the step-stool so I could reach the Munchkin box and use that bookmark to roll the Zombie Dice."
2014-11-23
English first edition
Year: 2014
6
May 2015
5.582
Owned
I'm a sucker.
2015-03-09
English first edition
Year: 2014
6
May 2015
5.598
Owned
English first edition
Year: 2012
6
May 2015
5.719
Owned
Plays: 2
Things from beyond this world are possessed of an unnatural hunger for steel. Feed them.

Munchkin Conan

Munchkin: Conan the Barbarian
Munchkinomicon

Munchkin Promo Cards: Eris, Herne the Hunter, Whim of the Elder Gods

+6 Bag o' Munchkin Rainbow d6
Munchkin Jumbo D6: ichor green
Cthulhu Dice: bone with red ink

+6 Bag O' Munchkins

Munchkin Promotional Bookmarks: Barbaric Bludgeoning (x2), Esoteric Empowerment

"I’ll burst your guts with my heel before this night’s work is over!"
— Conan
2015-03-09
English first edition
Year: 2013
6
May 2015
5.686
Owned
English first edition
Year: 2015
6
May 2015
N/A
Owned
(In the Munchkin Pathfinder set.)
2015-03-06
English first edition
Year: 2013
6
May 2015
5.725
Owned
Plays: 1
2015-03-08
English first edition
Year: 2013
6
May 2015
5.594
Owned
(In the Munchkin Pathfinder set.)
2013-12-09
English first edition
Year: 2013
6
May 2015
5.615
Owned
English first edition
Year: 2011
6
May 2015
5.723
Owned
There's something about watching a barbarian slap the teeth out of a necromancer that never gets old.

(In the Munchkin Conan set.)
2013-04-17
Olympica (1978)
6
Jan 2005*
5.573
Owned
Been playing this forever. Those godforsaken Webbies keep coming back for more!
2005-01-31*
Parcheesi (2001)
Milton Bradley Edition 2001
Year: 2001
6
Apr 2008*
4.610
Owned
Plays: 8
A great family classic. Light and frothy.
2008-04-16*
Mendocino Game Company Twentieth Anniversary Edition
Year: 1997
6
Jan 2005*
5.443
Owned
Plays: 2
A super-light dicefest. As a family game, it rocks—I can play at full-bore and the kids can still win. Makes everyone in my house happy. Nyar!
2011-08-28
Pit (1903)
6
Mar 2007*
6.292
Owned
Plays: 1
THE CLASSIC "BUST-A-BLOOD-VESSEL" GAME!!!
2012-09-16
6
Apr 2008*
5.798
Prev. Owned
Plays: 3
I put my Pokemon into the pit with a ten-foot pole attached to a clam-shell head cage. I shake it a little to get 'em snapping, and then with a twist they're all fangs and sinew into each other...

(Gave my neglected deck to Trevor.)
2014-01-03
6
Jun 2006*
5.257
Plays: 1
A little bit of tuck 'n roll, scads of pancake and you too can be a Pretty Pretty Princess.
2014-05-31
English edition
Year: 1973
6
Aug 2008*
5.483
Owned
Got Project CIA as a kid, still have it. The kids like it well enough... they really seem to like the idea of knocking me unconscious.
2012-09-16
English second edition 2003
Year: 2003
6
Jul 2011
8.049
Owned
Plays: 8
My favorite part is the end of the game when the pirates show up and burn everything down.

5vp colonistcolonistcolonist

PS. They're colonists, dammit, colonists! Quit looking at Wikipedia! History ruins everything!
2012-09-18
English edition 1975
Year: 1975
6
Feb 2008*
5.475
Owned
Plays: 1
Much like Monopoly it's not a bad game—just hideously antiquated. The simplicity of the rules set makes it primarily a social game, a game of pilsner, pals and potty mouth.

EDITIONS OWNED:

The 1970s one with the caltrops

My very favorite xmas present when I was 10 or so; played many times all by myself. Lovingly maintained in a state of arrested decay. Rating is for the standard Global Domination game, though it can shoot to superawesome with the right people. And beer.

2003 Edition

Self-purchased for the mission cards. Makes the base game waaay more playable.

Risk 2210 A.D.

Self-purchased for science fiction theme. Good stuff—almost an entirely different game.

Risk: The Lord of the Rings Trilogy Edition

Self-purchased because I'm a fanboy. Pretty cool for what it is.

Risk: Star Wars – The Clone Wars Edition

Purchased for the kids. (Yeah, right.) Pretty decent 2-player game.

Risk: Star Wars Original Trilogy Edition

Purchased for me. (The biggest kid in the house.) Great for 3-players.

Risk (Revised Edition)

Fantastic additions to the base engine—cities, capitals, objectives, a new card-exchange regime (turn in 2-10 stars for 2-30 troops) and a VP-based victory condition make this a completely different game.

UPDATE: I really, really like the idea of Risk—the stupid-simple conflict game of smack-talk and dice-chucking—far more than actually playing it. It would be difficult to convince me to play the default Global Domination version of this, no matter how tempting the snacks, beer and company. I'm much better disposed toward the improved versions—missions, 2210, LotR, or one of the Star Wars ones. Even better, the 2008 Revised Edition.

That said, I do play an awful lot of Global Domination Risk in digital formats—you can tap out an entire game in less than 20 minutes.* Stupid fun.

And then there's always this:

An Incredibly Narrow and Deeply Flawed History of Risk Rules


*Says an embarrassing amount about how much time gets eaten up with all the dice rolling and comparing...
2014-03-12
6
Jan 2005*
5.749
Prev. Owned
Plays: 3
Takes the best things about Risk and freshens 'em up with hefty dose of LotR (and a time limit).
2012-09-16
Rummikub (1977)
6
Jun 2014
6.144
Prev. Owned
Plays: 5
Better have those cerebral afterburners installed...
2004-01-25*
6
Dec 2010
5.632
Plays: 1
A fun little dexterity game—the turtle rolling mechanism is clever and leads to hilarious butts-up find-the-ball-under-the-bookcase moments.
2012-09-16
6
Dec 2010
5.989
Plays: 1
Yet another mechanically interesting kid-Euro. I think the Europeans love their children more than we do, or, at least, are less cynical about the potential of their intellect.
2010-12-26
Dragon Magazine edition
Year: 1981
6
Jan 2005*
5.728
Owned
I loved this game so much in junior high that I borrowed my friend's copy (from Dragon Magazine), photocopied the parts, mounted them on cardboard and hand-colored them. This is the set I have to this day...
2005-01-31*
6
Apr 2006*
5.563
Plays: 1
Good at what it does—teaching turn-taking, pattern recognition, matching, & good gamesmanship. It's not Puerto Rico with sub-games of Traders of Genoa everytime someone sells some coffee, but the four-year-old I get to play this with is genuinely happy for the winner—whoever that may be. I can't say the same for some adults... (Myself included. D'oh!)

Rating reflects play with a bright, shiny kid.
2012-09-16
Slamwich (1994)
6
Dec 2010
5.232
Plays: 1
I want to win in the worst way... and yet, I can't bring myself to man-slam those delicate kid hands when they're in the pile.
2010-12-26
6
Jan 2005*
5.714
Owned
Plays: 2
I played this EVERY DAY of seventh grade with the same guy. He never won. I am a Snit's Revenge GENIUS.
2012-09-16
Revenge of the Sith Starter Game
Year: 2005
6
Jun 2005*
6.289
Plays: 2
Simple and fast system; a decent enough diversion with kids. The mounted board in the Revenge of the Sith starter is a very nice touch. Collectible aspect blows flaming monkey chunks, however.
2012-09-16
6
Mar 2005*
5.585
Plays: 1
A rock 'em sock 'em old-skool romp reminiscent of the Champions RPG. Pretty fun, but it would benefit greatly from a little gloss, like, say, plastic minis with li'l plastic gadets/weapons and an actual cardboard game board with terrain tiles. Better production values could have pushed this to an 8... as is, it feels like you're playing a prototype rather than the finished game.

UPDATE: I get it. Plastic would have made this cost like eight million dollars. But still.
2012-09-16
First edition
Year: 1981
6
Oct 2007*
5.600
Owned
The six is for use as a table-top minis game... it gets a solid eleventy-billion when used to amp up the combat rules in the Traveller RPG.

PS. Box is long gone. Loved to tatters, then taped up and loved to trash. Now the books are starting to come apart... I imagine they'll end up as a hand-stained folio.
2014-09-22
Fantasy Flight edition
Year: 2007
6
Mar 2014
6.177
Prev. Owned
Plays: 1
On presentation & components alone I'd give it a big fat 11—but we all know how far good looks'll getchya if there's nothing undereneath. (Okay, pretty far... but still.)

UPDATE: Played once... and never again. Sigh.

(Handed this off at game night—perhaps someone else will have better luck with it.)
2014-12-23
First edition
Year: 2005
6
Jan 2006*
6.094
Owned
Plays: 2
A not-bad social cardgame for D&D nerds (of which I am one). Supposedly a game played for stakes, but far too chaotic for that. You're better off playing 20-deck Baccarat. It's impossible to bring skill to bear—there are something like 11 suits and each one has a unique distribution of card values. So it's impossible to keep track of what's been played and have that information inform your future play. That makes it primarily a game of chance with almost no opportunities for skill. Not that that's all bad. It's just that no one in their right minds should confuse this with Poker...

With the right group it can be a fun, chaotic post-D&D session night-ender.
2012-09-16
6
Mar 2011
6.704
Prev. Owned
Plays: 1
It is indeed Arkham Horror Lite but with a nifty "classic monster" theme and pics of becostumed thespians for the art.

Our single co-op play was fun enough—and came down to a single nail-biting hit point for the win—but no one has requested it since.
2014-01-03
English first edition
Year: 2002
6
Mar 2007*
6.522
Owned
For Trade
Plays: 2
This is working well as a party-game replacement for Settlers when we have couples over. The super bonus item is that it seats six neatly, whereas six-player Settlers is godawful.

Will update after more plays.

UPDATE: No more plays—that damn Ticket to Ride bastard barges in, slams down one too many and ends up curbing poor, stupid-brave TransAmerica in the parking lot. And, of course, all we do is call 911 and hide under the table.
2012-09-16
English 2012 edition (includes Pharaoh)
Year: 2012
6
Dec 2013
5.640
Owned
Plays: 5
Treehouse: A mildly interesting diversion. Feels much more like a social activity than a game game, what with your decisions restricted by the roll of the die, but there are still opportunities for clever play.
2013-12-27
English first edition
Year: 2013
6
Jul 2014
5.474
Owned
Plays: 3
ONLY THE STRONG

This is pure, unapologetic, stomp-the-leader PvP in the same vein as Munchkin and Wiz-War. It all comes down to take-that card play, requiring constant groin-booting, constant expectation of multiple boots in your own groin AT ALL TIMES and a solid how-to-lace-18-eyelets understanding of the contents of the deck.

It is the antithesis of all things Eurogame—in fact, it is the shadow of the very tongue that licked Euros from the original ice so long ago, hot, hateful and mean-spirited.

This means two things:

1. Most people on this site will be severely allergic to it.

2. A single play tells you nothing about what it actually does.

It was clear to me after that single play—as a rabid fan of take-that card games—that intimate knowledge of the deck will cause the game to open up like a lacerated artery and splash our laughing faces with color to please the Gods. We really didn't get the hang of it until about halfway through when we suddenly figured out how to deploy triple groin-bootings, how to chain cards like the stanzas of a Saga, how to monkey-wrench those chains, how to get more cards to keep it up... and how best to use the sea monster. (Hint: CONSTANTLY.)

You know by now whether or not you like this sort of thing. It has "Viking" in the title, and those people weren't famous for gathering sea cubes and converting them into salt-fish disks to impress the Jarl. We know them for their "cultural outreach program" where they aggressively traded iron for gold. This is lots of that.

Besides, how can you not like a game where you can make people vomit and/or throw them overboard? Seriously.*


*I mean, have you even read the original Norse myths? Not the ones that have been scrubbed for children, but the ones where Thor hurls a boulder into a menstruating giantess' vagina, for actual example.

mb

(I won the Rebel Publishing "Mount Everest & Vikings: Warriors of the North" Contest!)
2014-01-17
Games Workshop Second Edition
Year: 1993
6
Jun 2014
6.025
Owned
Plays: 2
Decent fun, but the time required to set up and play a standard game is crippling (4 hours plus). Keep it down to 500 points per side on a 4'x4' board AND PLAY FAST with a bloated goat-load of house rules (like players alternating turns squad by squad) and it ain't a half bad way to spend 40 minutes. But then I guess it isn't 40k anymore, is it?


UPDATE: Aw, who am I kidding? I'm a sucker for this stuff. Love the universe, love the art, love the modeling, painting and terrain-making. And the game's not half bad as a "roll-all-the-dice-you-own-no-really" kind of game. And I'm pretty sure I'm assaulting you this turn... if I'm not misjudging that gap. [bites knuckle]


UP-UPDATE: 8 --> 6 I'm at the point now where I'll actively avoid playing this... It's a fine-enough game, no doubt—everything I said in the preceding paragraph is still true—it's just that I've had my fill. I've pored over the books, painstakingly painted the armies, handcrafted the terrain, and played the hell out of it with innumerable memorable games, burning through four editions (2nd-5th). In the end it feels like a middle school crush, a soft spot in my heart that is far superior in concept than actual execution. It was only ever going to go so far, and it did, and so I am done.

Yesterday I purged all my terrain; it was taking up valuable space in the garage while entropy nibbled away with its inexorable teeth, leaving dings, dents, and a slow snow of paint flakes and flocking...

The Buddha has sighed, and I feel his contentment.
2014-06-23
Games Workshop English Edition 2008
Year: 2008
6
Jun 2014
6.200
Owned
Plays: 4
HiveGod wrote:
8 --> 6 I'm at the point now where I'll actively avoid playing this... It's a fine-enough game, no doubt—it's just that I've had my fill. I've pored over the books, painstakingly painted the armies, handcrafted the terrain, and played the hell out of it with innumerable memorable games, burning through four editions (2nd-5th). In the end it feels like a middle school crush, a soft spot in my heart that is far superior in concept than actual execution. It was only ever going to go so far, and it did, and so I am done.
2014-06-29
6
Jun 2014
5.987
Plays: 2
This game has the best background universe in all gamedom, hands down. Devilishly baroque, medieval and futuristic simultaneously. The actual game part—when you have the minis arrayed for battle on a big, green table—is really a small portion of what this is all about. Taken purely for the game aspect it's kind of thin. Where this shines is as an entire hobby-system: perusing the background material, planning an army, collecting the minis, modeling and painting, hand-crafting convincing terrain. It's the total package that gets the 8. No other minis game even comes close to touching all those nubbins so totally.

HiveGod wrote:
8 --> 6 I'm at the point now where I'll actively avoid playing this... It's a fine-enough game, no doubt—it's just that I've had my fill. I've pored over the books, painstakingly painted the armies, handcrafted the terrain, and played the hell out of it with innumerable memorable games, burning through four editions (2nd-5th). In the end it feels like a middle school crush, a soft spot in my heart that is far superior in concept than actual execution. It was only ever going to go so far, and it did, and so I am done.
2015-05-21
6
Jun 2014
5.933
Plays: 2
HiveGod wrote:
8 --> 6 I'm at the point now where I'll actively avoid playing this... It's a fine-enough game, no doubt—it's just that I've had my fill. I've pored over the books, painstakingly painted the armies, handcrafted the terrain, and played the hell out of it with innumerable memorable games, burning through four editions (2nd-5th). In the end it feels like a middle school crush, a soft spot in my heart that is far superior in concept than actual execution. It was only ever going to go so far, and it did, and so I am done.
2014-06-29
English edition
Year: 1994
6
Jun 2014
5.621
Prev. Owned
Good fun from back when 40k was about superheroes supported by waves of cannon fodder. We played the hell out of this!
2014-06-22
Wasabi! (2008)
6
Mar 2013
6.411
Owned
Plays: 3
Players are the souls of the recently dead, forced to make lunch for a coterie of tentacle-demons. The winner will be stripped of sin and allowed to reincarnate* while the losers must suffer an eternity of radical orifice-resizing.


*This is, of course, a lie; the winner will be devoured, messily, as dessert in order to terrorize the losers prior to "mangafication".
2012-12-23
English version
Year: 2008
6
Dec 2008*
5.959
Owned
Plays: 1
This better not suck, or some of my GeekBuddies have 40 bucks worth of 'splainin' to do!

UPDATE: Nothin' wrong with the game itself—it just turns out I'm not a World of Warcraft fan. I don't MMORPG (pronounced "more-pig") and I never really got into the turn-based version back in the day. If this had been themed as a Runebound adventure game, It would get played to death around here. (Runebound? In less than four hours? Yes, please!) As it is, the license kills it. Might as well be about Hannah Montana* for all I care.

GAME ENGINE: 8++
THEME: 4-

Dear GeekBuddies: You gots 40 bucks worth of 'splainin' t' do!


*And not the 2013 has-crummy-handlers version, either.
2014-01-04
Milton Bradley Deluxe edition 1997
Year: 1997
6
Nov 2013
5.196
Owned
Plays: 8
LADY LUCK VOMIT ME A YAHTZEE

Only with kids & family. Actually works out to be a not-awful camping game, as well.


(+1 old-school edition hidden in some random closet.)
(+1 travel edition (soft-sided zip-up) in the camping bin.)
2014-01-03
Zitternix (2000)
6
Jun 2008*
5.660
Plays: 1
Three-year-olds go after those sticks with a savant-like surety while us oldsters hem and haw with palsied claws. Nifty dexterity game.
2008-06-13*
English first edition, 1st printing - 2010
Year: 2010
6
Nov 2012
6.186
Owned
Plays: 12
Noisemaker that doubles as a push-your-luck dice game. Requires storytelling to make it worthwhile—easy enough if you assume green dice are babies & children, yellow dice are yoga moms and beta males while red dice are dads/SWAT operators.*

For example:

mbmbmb = The Minivan

mbmbmb = Kindergarten

mbmbmb = Heather Has Two Mommies

mbmbmb = Hard Boiled

mbmbmb = Tac Squad

&c.

(Includes Double Feature & School Bus.)


*Of either gender—marksmanship & aggression are dead sexy regardless of genipositor model.
2015-05-21
English first edition, 2nd printing
Year: 2012
6
Nov 2012
6.226
Owned
Plays: 1
Why was Santa pregnant?!
2012-11-28
Zombie Fluxx (2007)
6
Feb 2008*
5.981
Owned
Plays: 7
This has been a HUGE hit with my tween/teen sons & nephews. They love the ease of play, the ebb and flow of chaos, and especially the zombies.

UPDATE: I'm not going to rate this as it's more of a pastime, something "game-like" to do while waiting for those last couple of people to show up and form a quorum for anything else. We're comfortable noodling around with it and then calling it done when it's time to ditch it. It fills that niche nicely, and as such it pulls a six or seven. As an actual game (e.g., played to completion of the win conditions) it rates far lower.

UP-UPDATE: I lied. I call it at a six. Painless but not necessary.

(With the Zombie Fluxx Flame-Thrower Expansion Pack.)
2013-05-14
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