Decent, light game, though some players have difficulty seeing how to fit certain pieces (something about the triangles that makes it harder than squares.) Plays well with 3 or 4. Decent with 2 players if you don't mind working with two sets of pieces.
Fun game. The variety of race abilities makes every game unique. The fact that no game has lasted more than 6-7 turns means we are probably asking for allies a bit too frequently (though at least we keep it even as to who we choose as allies.)
Basic spin and move game with slides to move quickly forward or backward. If all players keep hitting the backward slides, this game feels like it takes forever to play. I haven't played shoots and ladders in decades, but I suspect it feels the same way.
Fun, fairly short, with decent replay value due to numerous card combinations. Not a lot of player interaction in this one (Intrigue improves on that quite a bit) but that makes it easier to learn the game.
Interesting co-op. Some of the cases appear to be better written than others. The order you receive the clues often makes a difference, otherwise you may be told that "Fred Flintstone doesn't like to drink" yet none of your clues thus far mentioned anyone named Fred Flintstone.
Playtest copy. The Climate Track makes choosing the food card each round a little more interesting. You have to balance the direct amount of food with the potential for climate change (positive or negative.) If you have planned for one extreme or the other, pushing the climate in that direction can indirectly harm your opponents.
A race to collect the right crew and equipment to complete your jobs, with other players maybe forcing you to risk a job before you have the absolute best crew possible. Not a bad game, but not something I'd want to play frequently.
Fun game, though I can see where some would dislike it, due to the simultaneous ship building and the random encounters then turning that ship into swiss cheese. Those without good spatial recognition will be slow building, and will therefore be stuck with less useful parts.
Definitely takes a few plays to learn how NOT to build a ship
Occasionally useful to create castles, but more often useful to help create hills, plateaus, or interesting ruins. Until you break in the pieces, they are often difficult to snap together and take apart.
Similar to Pachisi or Sorry, minus the "safe" spaces near a player's home. Each of a player's pieces is a distinct animal with its own movement rules, which provides options in some instances, restrictions in others.
Decent first half of the game, but the random die rolls to move at the end often make a well-planned route completely pointless. Might be more entertaining if we tried playing to screw each other up (forcing extra stops or longer routes) instead of focusing solely on our own routes.
Awesome game if you don't mind the occasional AP from some of the players. Randomness of power plants makes games play out a bit differently, as it's hard to tell when the higher value ones will make it into the current market.
Early reading of the rules seemed confusing, but it really isn't too difficult once you figure it out. The key is that cards used for building are left in front of you, so the cities you build are often based on what you need for majorities, instead of simply based on what is convenient.
Excellent game. The Baron cards provided changes in strategy from one game to the next, and reduce the odds that everyone starts along the coast. Definitely enjoy the bidding variant, as more than one person pays for their turn order (in most turns at least.)
2011 - Stickers have been placed, board has been written on, and cards have been torn up. Awesome game at the start, but I'm realizing my interest has been in opening the packs and writing on the board. Once the packs are all open, this is just another variant of Risk. This will then only see maybe one play a year (similar to how often we play Risk 2210)
2014 - It has been three years since our last plays. This was sufficient enough time to make this rather enjoyable again. I suspect it helped that we weren't concerned with opening packs. It also helped that we weren't playing some long, grand strategy and instead attacked as opportunities presented themselves, even if it left some territories open to counter-attacks.
Fun game, though you want at least 4 players to keep an early leader from running away with the game. 6 to 8 players can prove rather chaotic, with lots of kills to slow things down. So long as you balance the number of players with the number of checkpoints, this is a good game. Some players have difficulty programming their bots, so this is definitely not for everyone.
Decent co-op game, though after enough plays the strategy is well known. Most games now end up with more than enough white swords, with the players simply attacking siege engines until a few neglected quests end (as the black swords won't do enough damage to cost the game.)
Light game that plays rather quick. Two player doesn't provide much in the way of competition, as there are too many areas to expand to (perhaps limiting the number of locations would help.)
Four player game was a bit more competitive. If all but one person passes, the last person has a chance to play all billboards and lock everyone out of a block, providing a massive amount of points (especially if done early in the game.)
Overall, I'm not too impressed. Not one we will likely play (unless there is an interesting variant...)
The game starts out calm enough, but the tension quickly grows. The last couple minutes slow down as there tend to be few objectives remaining and not enough time to attempt them, but this doesn't really detract from the game.
If it weren't for the setup time, this would see more frequent play.
Decent filler, though I always have to look back at the rules to remember what the penalty is for each suit. I don't mind the game, but a few have difficulty remembering what the legal plays are for a given suit - for them the game is less enjoyable.