list | lg gallery | sm gallery
Search
Filters »    Columns »    Views »   
User: HiveGod: Board Game Collection
Download board games: (all | owned) |    | Current Filters: rating=7 [X]
1 to 44 of 44   Page 1. 1
Title Version User
Rating
Geek Rating Status User
Plays
Comment
7
Oct 2012
7.719
Owned
Plays: 2
I really like how you can dump your neighbors' bodies in the moor. Finally, we get some meaningful direct conflict in this game. A very welcome addition.

UPDATE: Not harder, not really more complicated, just different. You end up with two different games—vanilla Agricola & Agricola + Moor.
2012-09-16
German first edition
Year: 2010
7
Jan 2013
6.653
Owned
Plays: 4
How does it happen? How? How can a two-player game blow out like a prolapsed colon, 43-21? We started with the same potential, nothing but fertile humps of land and 14 cards and then... sudden bloody spandex.

THERE IS NO GOD

Man, I had plans... When I fanned those cards I saw a shining path straight out of subsistence farming and into a fancy stone house filled with thick-legged daughters who could pull plow and carry water. Instead I got a surfeit of freakishly large vegetables and one single, stunted scion.

Oh, but how the neighbors carried on, with their prize sheep and eating meat at every harvest with the progeny sliding straight out of the birth canal and into the pot. Clipped the cord with the lid, they did! Damn them all and their noisy lot, their pink-rubbed children all wearing clothing and such. As if!

The boy and I go now to bury these man-sized carrots beneath the waning Moon like five neat graves and we'll see which Dark Forces come for whom. Oh, we shall see...

mb

The less that is said about the "Five (!) Begging Cards Incident" the better. After 40-some-odd games you'd think it was unthinkable—but there I was, helping a newb avoid disaster and starving children and BAM it was harvest time and me without any kind of food engine other than perhaps eating our own young. And so my offspring, my beloved child, haunted those woods as emaciated as a living skeleton, hollow-eyed and pantsless, with one withered arm bouncing uselessly against its side as it loped through the shadows.

And all the while those Others just watched and whispered, gathered round their groaning tables piled high with meat and veg in their cozy stone houses.

Disaster, I tell you, is the root of madness.

mb

"Daddy," the children wail, "make food come out of the ground again like you did that one time!"

"Shut up, shut up!" I rage, drunk on fermented moss. "I swear I'll set this goddamn place on fire!"

"If only you knew how to start one," snorts my doughty farm-wife.

(37-19)
2016-04-08
English edition
Year: 2003
7
Mar 2014
6.353
Owned
Plays: 1
Good stuff in that it causes massive-project competition, though once the top-end threshold is reached there's really no stealing the titles away. Which I suppose is thematic; once your butt's in the seat you're gonna neck-stab everyone who has the same idea...

Has nice synergy with The Count as it gives everyone yet another reason to "cooperate" and complete features for each other.


Fig. 1 — Settlers bits work nicely as largest city & longest road markers.

(King & Robber only; gave Scout to George.)

(In the Carcassonne Limited Edition box.)
2016-03-21
7
Mar 2014
5.975
Owned
Plays: 1
The mage is a kindly old man, conjuring pennies from behind the ears of delighted urchins; the witch, not so much, what with all the flying around and vomiting clouds of biting insects.

(Included in Carcassonne Big Box 4.)
2014-03-12
7
Mar 2014
6.136
Owned
Plays: 2
Gold is for a-holes. It makes everyone horn in on your business, often finishing it for you while you watch in horror. And then they Scrooge-McDuck around with it, making really heavy, unstable pigsties and pressing peasants to death with stacks of ingots.

UPDATE: Gold is heavy—monstrously heavy—and when lifted can cause disastrous, spandex-shredding blowouts. While bowels in your pants is certainly de rigueur for Carc, it's as hard on the eyes as it is the stomach.

"I don't like gold," said Anna.

And she was the runaway winner, by something like 80 points.

(Included in Carcassonne Big Box 4.)
2014-03-10
7
Mar 2014
6.770
Owned
Makes for a single crazy-huge farm. And then the bloodshed begins. "Can't we all just get along?" Weep for the meeples—The River runs wooden with their sap.

2 copies:

(In the grubby pub set.)
(Included in Carcassonne Limited Edition. Moved to Big Box 4.)
2016-03-07
English First edition
Year: 2005
7
Nov 2005*
6.792
Prev. Owned
Only really necessary if you play this game an awful lot, and love it accordingly. The wooden king piece is nice, but I already had a weighted Staunton king that I spray-painted gold and accessorized with purple felt... The replacement cards are nice, but I already keep 'em in sleeves... So, in the final analysis, all I really get are the new district cards.

I have to say, in all seriousness, my favorite part of this expansion is the box. It's much smaller than the original and has a nice linen finish AND IT HOLDS THE ENTIRE GAME!!! At last, I have a nice box that matches the form-factor of the game itself.

PURGED as redundant since acquiring the 2005 FFG Silver Line edition of the base game with the expansion included.
2015-01-06
Rio Grande Games edition
Year: 2004
7
Mar 2014
5.826
Owned
Plays: 1
Someone horrible wrote:
Come sundown the Count prowls the streets, bellowing gibberish and obscenities in his iron mask and purple, crotchless velveteens, whipping the slower peasants with a manskin bullwhip. To call him mad would do dishonor to every last one of us, for he is but a symptom of the City...

"We have all taken our turns as the Count—and his gimp."

Has some nice synergy with The King as the person completing the largest city or longest road becomes King or Robber Baron (not the one scoring it), providing an extra incentive for nonscoring completions, the trigger for consigning a meeple into the Count's "care". Should also work well with the trade good tiles from Traders & Builders for the same reason—"helping now to hurt later."

(In the Carcassonne Limited Edition box.)
2014-03-12
7
May 2006*
5.649
Prev. Owned
Like hydroencephaly—more Cranium.

[rimshot]
2014-12-08
7
May 2006*
5.582
Prev. Owned
Extends Cranium's half-life an extra picosecond.
2012-09-16
English first edition
Year: 2015
7
Oct 2015
6.940
Owned
Plays: 1
(Doped with a set of Dominion Base Cards.)
2015-05-21
English first edition
Year: 2013
7
Jun 2013
7.013
Owned
Plays: 6
tl;dr — In terms of making the game harder, Unseen Forces misses the mark; but as an expansion that adds more of pretty much everything so that no two games (stories) are ever the same, it's a triumph. I would not hesitate to recommend it for those who use the game as a storytelling engine. In that regard it's a must-have.

mb

So far we've won almost every game with the expansion, and only one of those felt anywhere near close. BUT—from a narrative perspective, all of those games were highly entertaining. Groans, cheers, laughter—the sessions evoked real emotions and made for a memorable evening every time.

The curse die, an element that looms so large in the rules—as in oh, man if someone gets cursed they are boned—ends up being a paper tiger. It's almost never an issue, is easily avoided, and except for when Tsathoggua is AO, easily remedied.

PS. I can't tell you how much I appreciate the fact that the new cards are exactly the same size as the old ones. One thing that put me off buying FFG expansions was mismatched card sizes—even when they're off by just a little bit they clump up when shuffled and are obvious in the deck. And I hate sleeves. But the Unseen Forces cards are perfect.

PPS. The expansion box top makes an excellent die rolling tray. We had been using the original box top but the new one is a much more convenient size for passing around the table, especially with larger groups.

UPDATE: The Master Mythos cards make the game as rugged as it needs to be—if they show up. It's still a cakewalk without 'em.

Investigators - 5, Mythos - 1

Solo - 0 (0-0)
2p - 0 (0-0)
3p - 3 (2-1)
4p - 1 (1-0)
5p - 0 (0-0)
6p - 2 (2-0)


83% Win Rate

(Beta tester)
2015-11-24
7
Nov 2006*
6.009
Owned
We've only played with Laglor (the peg-legged six-million dollar ape whose standard is a scything sheet of hot lead) and the Orc, but that's more than enough to make me a believer. Sure, some of the powers are weak and the d20s and dice bags are shrug-enducing superfluosities—but the figures look great on the battlefield and are just plain fun. And isn't that what Heroscape's all about anyway?

The negatives have nothing to do with the game and everything to do with marketing. Making these Toys R Us exclusives and charging an insane dollar amount made me grind my teeth while cursing the anal retentive 12-year-old that dwells within me (and seems to be responsible for all of my more questionable decisions). As hard as it was to pay full price and as much as I was sure I would suffer from buyer's remorse, in the end I'm glad I picked them up. The reason? One word: dice.

The battle dice that come with each figure are fab. Now everyone who plays gets their own set of dice, in unique colors, so no one can put the bad mojo on the communal blue-n-red dice. No more having to wipe the dice off after Sweaty McGamer gets his man-funk all over them. These are MY dice, there are many like them, but these are MINE. Such a small thing, but in all honesty it's what I love most about this set. YMMFV.
2012-09-16
7
Oct 2007*
6.109
Owned
Templars in full plate on horseback & VAMPIRES! There is lots to love in this set...
2007-10-26*
7
Sep 2006*
6.261
Owned
GREAT stuff in here—beautiful minis that are a blast to play.
2012-09-16
7
Sep 2006*
6.474
Owned
Now Roman Centurions can fight dinosaurs and robots! Sweet!
2006-09-18*
7
Sep 2006*
6.324
Owned
Pretty, but not a must-have.
2006-09-18*
7
Sep 2006*
6.397
Owned
The Minutemen and the knights make this set.
2006-09-18*
7
May 2006*
6.228
Owned
I'm here to tell you that I'm pretty sure the lava is infested with robot piranhas. For reals.
2012-09-16
7
Sep 2006*
6.169
Owned
Lots of good stuff in here—I especially enjoy the Gladiatrons... I like to imagine them talking like Stephen Hawking while chop-chop-chopping with their RED HOT MACHETES!!!
2012-09-16
7
Mar 2016
6.886
Owned
Machi Koro is a pleasant-enough diversion when played as a social party game, but quickly settles into groupthink ruts and scripted play. Luckily, the Harbor Expansion is just the thing to kick it loose! Except for the the part where the rules as written (single big deck, 10 piles) make the market clog up with useless cards no one wants or can even afford...

The 3 Deck/12 Pile variant is pretty much necessary to make this work:

Deck 1: Cards that hit on 1-6 (no purple) - draw 5
Deck 2: Cards that hit on 7-14 (no purple) - draw 5
Deck 3: Purple cards - - - - - - - - - - - - draw 2


A much better game that way!


Fig. 1 — "I ate at the hamburger joint and now I have a new friend!"
2016-03-22
English First Edition
Year: 2002
7
Sep 2015
6.253
Owned
Plays: 12
No other game lets you be a half-halfling cleric/cleric.*

If you really, really like Munchkin, this, along with Munchkin 3: Clerical Errors, are the only two "must-have" expansions. They add a decent amount of variation (and good humor) without game-crippling bloat. Everything else beyond these two only makes sense if you actually are a Munchkin, your players froth at the mouth for it, and every session leaves you dry-heaving from laughter.

3 copies:

(In the dirty children's set.)
(In the pure sepia set.)
(In the Technicolor curb-stomp set.)


*And, apparently, neither does this one... Rules check!
2014-03-05
English first edition
7
Sep 2015
6.227
Owned
Plays: 12
If you really, really like Munchkin, this, along with Munchkin 2: Unnatural Axe, are the only two "must-have" expansions. They add a decent amount of variation (and good humor) without game-crippling bloat. Everything else beyond these two only makes sense if you actually are a Munchkin, your players froth at the mouth for it, and every session leaves you dry-heaving from laughter.

3 copies:

(In the dirty children's set.)
(In the pure sepia set.)
(In the Technicolor curb-stomp set.)
2013-05-21
English first edition
Year: 2015
7
Nov 2015
N/A
Owned
Neat!

(In the Technicolor curb-stomp set.)
2015-11-25
7
Apr 2006*
6.062
Owned
A nice thick wad of variety, and best of all—it's cheap!
2011-08-28
7
Mar 2008*
5.860
Owned
More challenge cards (greens, yellows, blues and a red) just mean more meaty Runebound goodness. Hardly necessary, but more means no two games will ever be the same!
2012-09-16
7
Feb 2008*
5.962
Owned
Threw this into the mix, don't even really notice it. But then, that's the hallmark of a good expansion, right?
2008-02-29*
7
Mar 2007*
5.990
Owned
The banners are about as useful as cartoon-character bedsheets on a stick. Everyone groans when they come out—especially the poor sap who wasted their Market Step pulling it. Otherwise a great expansion.

UPDATE: Removed banners to reduce poor sappage.
2012-09-16
7
Mar 2008*
5.935
Owned
The new ritual mechanic is nifty.

SIDE NOTE: Runebound is one of the few "system" games that I don't feel bad buying every last expansion for. Most system games hit a point where more stops being better (Carcassonne, anyone?). With Runebound, the excellent minds at Fantasy Flight have found a way to make "more" mean "nuance". Kudos & pass the dice!
2015-06-09
7
Feb 2008*
5.702
Prev. Owned
A subtle (30 card) sprinkle of spice. Definitely upped the fun factor.

(Gave this to Joe & kids.)
2013-09-21
7
Feb 2008*
5.942
Owned
Hardly necessary, but good stuff nonetheless. It doesn't create a noticeable impact on the game so much, but, like a hint of spice, it's in there, altering the experience in its own small way.
2008-02-29*
7
Sep 2006*
6.066
Owned
Adds a bunch of evil faeries, like everyone is gorked out of their minds on absinthe or something. Still, good stuff.
2012-09-16
7
Sep 2006*
6.046
Owned
Adds a necrotic dollop of undead flavor to the mix. Mmm-mmm good!
2006-09-19*
7
Mar 2008*
5.897
Owned
The traps bring a new flavor to the mix—very fun.
2012-09-16
7
Aug 2008*
5.911
Owned
Runebound is like pizza & sex: Even when it's bad, it's still pretty good.
2012-09-16
7
Mar 2008*
5.852
Owned
The new "equipping allies" mechanic is cool and some of the new weapons are, like, whoa. The Soul Eater is the nuclear weapon of Runebound. If ever there was a reason for PvP, it's to take it away from anyone who's not you.
2012-09-16
English first edition
Year: 2014
7
Mar 2015
6.394
Owned
(Added select cards to the deck.)
2015-11-24
7
Sep 2012
6.962
Owned
7
Sep 2012
7.048
Owned
English first edition
Year: 2011
7
Nov 2014
6.102
Owned
Plays: 1
Kinda-sorta super-fiddly. It bogged the game down—but that might be because we had six players and Talisman proper can drag, time-wise, with more than four. Looking forward to rerating after a play in the sweet spot.

Otherwise, yeah, dragons. I was never really into them, don't think they're cool. I'd probably feel differently if I were a huge Anne McCaffrey nut, or had smoked a dragon-shaped bong in junior high, or owned a collection of those pewter-n-crystal statuettes... but, alas, I'm not, I haven't, and I don't.
2015-05-08
Multilingual first edition
Year: 2013
7
Nov 2013
6.700
Owned
Plays: 2
About that 2p dummy player:

I was extremely leery of the dummy player aspect as I dislike fiddly overhead—especially in light two-player games—but I ended up pleasantly surprised.

Players take turns running the dummy player by drawing a ticket card and claiming a single route as indicated by text at the bottom of the card. If there is no text then no route is claimed; otherwise the human player chooses which color the dummy snags. This allows for some mild blocking as you'll tend to choose the color your opponent has been collecting and/or the one you don't have much or any of (so you don't block yourself).

In the end it's painless and necessary if you're playing competitively; if you're doing it purely as a pastime it's probably too much and you'll want to skip it to prevent rage-pooping.

The dummy player made the game tense, tight and forced both of us to rejigger our plans as we played. I can't see doing two-player without it as the bridge toll tokens add a delicious extra dimension of planning, hard choices and scoring.
2013-11-30
7
Jan 2014
6.169
Owned
Plays: 1
Multilingual first edition
Year: 2007
7
Nov 2007*
7.166
Prev. Owned
Plays: 4
The second-most tense way to learn Swiss geography.

(Gave this to Derrick & Carey.)
2014-01-14
Limited edition tin box
Year: 2006
7
May 2007*
7.753
Owned
Plays: 1
More variation to breathe new life into a not-so-old classic. A fistful of new destination tickets and a couple of different play modes mean this one's got a few more miles left in it. (To be fair, the new play modes are nothing more than small tweaks—they don't make it feel like a whole new game, just the old game with a minor twist or two.)

The US-themed full-sized cards are a nice touch—we had been using an extra set of TTR: Europe cards.

(+1 copy in the camping bin.)
2014-07-28
1 to 44 of 44   Page 1. 1
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.