A decent pack but doesn't really add anything game changing. One good Weyland agenda and two decent ops for certain deck types, one each in HB and Weyland. Crescentus and Deus X for runners are decent but situational as well. Overall decent but not mandatory to obtain.
Since HB is one my favorite factions, this set was practically made for me. Has some key corp cards both in and out of HB decks. On the runner side, you get some interesting Shaper stuff: Clone Chip, Self-Modifying Code, Omni-Drive, and Atman are brutal cards. Daily Casts and Profession Contacts are also great econ cards for most runner decks.
NAPD Contract. That should be enough said. It's GREAT neutral agenda for corps. Caprice Nisei is also in this pack, along with Shinobi, Quandry, Reclamation Order, and Corporate Shuffle. Strong corp pack. Queen's Gambit and Singularity are interesting Anarch cards, while Paintbrush and Fall Guy can be good in some decks as well.
And here we have my favorite Weyland id, GRNDL. GRNDL Refinery is a good card for shell game decks, but HB has a slightly better one. Still, it can get you almost 4 creds per click with no hard max. Blue Level Clearance and Subliminal Messaging are also good corp cards. Blackmail and Blackguard have found places in some of my favorite runner decks, but there's not just a whole lot in here for runners.
First Contact is an interesting set. Many of the cards seem a bit weak on their own, but this set opens up a lot of potential for combos. I'm still trying to figure out how it fits into decks.
Eliza's Toybox seems like it could be nice in a high cost iceberg deck, but it seems pretty expensive and too situational to put in any of my decks yet. Kitsune for Jinteki is brutal. Turn your piece of ice into a Snare, Shi.Kyu, or some other nasty trap. I like it. Manhunt for tag decks and News Now Hour to control the Current Event. Chronos Project and Shattered Remains went into my rig destruction deck as soon as I opened the pack, and they have REALLY paid off. I love those two cards. Nothing like trashing a Personal Workship with 4 cards on it, killing the console, then removing it all from the game before any of it can be recurred. I've had players outright forfeit after pulling that off against them.
Don't have much to say on the Anarch cards, as I haven't used any of them. Duggar's seems okay in a deck with lots of recursion, but it makes you highly vulnerable to Chronos Project. The Supplier seems better for a Kate deck than Personal Workship, since you can actually install things off of Supplier as a free action AND still get her discount on them. Order of Sol is going to go in a Nasir deck I'm trying to put together, as are the two stealth breakers from this deck. Still not sure how it's going to look, but things are starting to shape up. Hades Shard just made it into a Noise deck, as it means you can access all trashed agendas without breaking the ice on archives and without even spending a click. Beautiful. Rachel Beckman also hit one of my runner decks, as it always felt like it needed more clicks. It seems to run a lot more smoothly now.
Great pack for NBN, adding my personal favorite id for both fast advance and tag'n'bag decks. Good damage output in this pack too. On the runner side, some decent cards, like Mr. Li and some great cards like Faerie and R&D Interface.
The deluxe packs are really worth getting. There are so many good cards here that it's hard to cover them all. Nisei Division, House of Knives, Pup, Psychic Field, and Fast Track come to mind on the corp side. Runner has Express Delivery, Legwork, Planned Assault, Unregistered S&W '35, Overmind, and more.
Isabel McGuire, Paper Wall, and Power Shutdown are the only notable cards on the corp side, but they're not really mandatory buys. Reina Roja on the runner side, however, is probably my favorite Anarch ID. Deep Red and Knight are more Caïssa cards (which are so much fun to play), and Woman in the Red Dress from Shaper gives the runner serious control over the corp's hand. This isn't really a great pack, but if you like Caïssa, it's a mandatory buy.
New cycle, new direction. Very interesting new concepts are introduced. I LOVE the Caïssa programs, and this adds the all important Pawn. Grim and Geothermal Fracking on the corp side are pretty good too. A few other interesting cards, such as Cyberdex Trial (corp) and Motivation (runner).
Fenris, RSVP, Punitive Counterstrike, Lawyer Up, and Keyhole are notable cards, but none of them are really necessary. A bit of a letdown after several really notable data packs. Also has Panic Button, which can be useful to save an agenda from R&D but isn't really that great of a card.
The start of the 3rd cycle arrives with promises of good things to come. Domestic Sleepers is a really nice HB agenda, and The Root looks like it might have some good applications. Lotus Field and Taurus are proving to be brutal ice in our local meta, and Primary Transmission Dish is a great add to tracer decks. Bad Times is just that for the runner, but I've not seen it used too effectively. Cyber Threat and Social Engineering give the runner control over the corp's actions while Leprechaun and Paper Tripping really save the runner on resources. Lamprey and Power Tap are both decent indirect econ cards. Overall, this seems to be a great pack.
Pretty standard deck building game. I picked it up for $1 on clearance and think it would have been worth at least $2. Really, this doesn't seem to bring anything new to the table from any other deck builder I've played other than a slight variation on the theme. First player to X victory points wins the game.
You have the standard starting decks, standard economy cards and combat cards, standard "special" abilities on cards, and standard types of factions. The only thing really different from most deck builders I've played is that you're attacking generic monsters that show up in the buy row, which really just means that combat cards are the same as economy cards using a different currency.
This is an easy 9 in my collection. We don't always play it, but it's become the go to filler game when we have larger game parties. Quite simply, it's marbles with magnets. It's fun, simple, and frustratingly hilarious at times. At the low price I found it, it's definitely worth a buy. Obviously though, it's a very light, simple game, so if you're looking for depth and long games, look elsewhere.
It's almost but not really a Catan variant but much, much more interesting. While I find that I really don't like Catan, Dark Horse is actually pretty fun. The exploration bit can be a little irritating at times, but the dice rolling and action buying aspect creates some player interaction that is amazing.
Unfortunately, this type of game can tend towards a competitive solitaire if you let it. If you want more player interaction though, you can definitely achieve it.
Once I added in the expansions, the game really kicked up several notches for me. If you're going to get the game, get the big box Rebels and Rogues expansion. It's very, very much worth it!
Mini expansion. This adds a nifty little twist to Dark Horse, effectively letting one player be a criminal element and "rob" other players of their chosen actions... at least until he gets arrested. It's a nice addition to the game, and our group tends to get into it with the Sheriff player and Outlaw player gunning for each other at high noon.
Mini expansion, Kickstarter only. Adds one identity to the game. Slightly unbalanced and hokey. It really doesn't add anything meaningful, so we don't ever use it. Honestly, I forgot I even had it until I saw it on the expansions list for the game.
Full disclosure, I did NOT Kidickstarter this game and have absolutely no idea how I got my copy of this... Seriously, no idea.
Mini expansion. This literally does nothing but add one action option to the action space. While actually fairly powerful, we usually leave it in the box. It's just not that meaningful of an addition, and we usually forget it's even there when we do play with it.
This is an interesting game as a small filler type. Honestly though, we seldom actually finish a game or even bother to keep score. The rules are pretty meh, and the game usually ends up with either no player ever calling any other player or every player thinking up some word other than what they were originally doing, which just turns into a session of "nuh uh" "uh huh" "nuh uh". I'll play this with my girlfriend to pass time, but it mostly just collects dust.
I did the print and play version from the cancelled/failed Kickstarter and have played it a few times. The game seems really random and a bit simplistic. While I've never purchased the "real" game, I have played it at a few cons and went to a demo of it. I didn't really see the improvements needed to entice me to buy a real set of the dice. I have enjoyed playing a few games of this on occasion, but the last few games we played, we went all the way around the table of 5 players four times without a single monster being defeated, even when help was given. That's not a common occurrence, but you usually just end up playing something else.
HOWEVER, the dice from the game do look really nice, and we've used the print and play versions in some of our own made up games. I've occasionally thought about buying a set because of that rather than for the Dungeon Dice game itself.
If a luck based game of throwing dice with minor level up elements is your kind thing, then I'd suggest giving this a try. Still, I suggest you find a way to try before you buy (like at BGG Con!).
I've really enjoyed this game. It's a simple push your luck style dice game. You start off with a fist full of dice while the "dungeon" has only one. While your dice are worn down by attrition, the dungeon's dice only grow in power. Also, you have a character that can level up (once) and you get loot. Fist fulls of dice + random loot. That about sums up the game. The dice themselves are also very, very nice, and the game comes in a neat treasure chest box.
Dungeon Roll is light and fun and makes for a good, quick filler/transition game on some of our game nights. While it can support a large number of players, it plays best with 2 and is okay with 3. 4+ means you always play something else. Only two players have anything to do at a time, and individual turns run just long enough to let the extra players get bored. 2 is perfect though, especially for use as a filler between games. I've even enjoyed playing this game solitaire a few times trying for high scores.
MSRP is $20, but I've seen it hit the 50% off bin at Barnes & Nobles a few times (which is where I got my copy). For the quality of the contents and fun of the game, I think it's worth it, even at the $20 price.
This expansion adds some interesting heroes to the game. I rather like some of them, while others are a bit disappointing. The artwork for some of the characters also seemed a bit out of place compared with the others. I liked the art of the original heroes better overall.
It's a pretty standard 80s game with some interesting design mechanics. One thing to note is that this is a narrative style game rather than a more typical competitive style game. This means that no matter how much you play the game, you'll never really get any better at it. What happens to you just happens, and you don't just have a whole lot of control over it.
While that may not appeal to some people, I absolutely love the game, even when my character dies a horrible, painful death. You get a group of four players together who have a good sense of humor, and you'll be laughing the whole time as your characters suffer horrible fates in an attempt to snatch a handful of gold from the dragon. Then, our of nowhere, some player is going to be fantastically lucky and walk away with the entire dragon's hoard without a scratch. You'll all cheer his victory while secretly loathing his luck.
This game tells the tale of doomed adventurers on their impossible quest to rob a dragon in about an hour of tense, random, and horrible encounters that will kill your character. If that sounds like fun to you, pick up this game. You're going to love it.
I don't really have much to say about this game. You're a disgruntled worked in a convenience store that's going out of business. Your goal is to slack off, insult customers, steal stuff, and try to get your coworkers fired on their last day. It boils down to highly themed worker placement game, with each player having only a single worker. There's some player elimination, but it's pretty difficult to do unless a player eliminates himself.
I got this for free at BGG Con, and I'm happy to play it on occasion. However, it usually only comes out when we want to play something a little different or silly that doesn't require too much thought or strategy. If you can find it cheap, it's worth picking up, but I wouldn't go out of my way for it.
Neat, light game. It's a fun, push your luck style game that takes 20-30 minutes to complete. It's a good filler game and is quite enjoyable to play but easy to walk away from when filler is no longer needed. Definitely recommended if you can find it at a good price (Mine was $5 in a clearance sale).
I made my own set out of Lego. I personally think it's quite nice.
Anyway, as far as chess variants go, it's pretty standard. I do quite enjoy some of the betting aspects of it and playing it the way it's presented in the Chessmen of Mars book. I'm almost always up for a game of this, but it's very hard to convince people to give it a try.
It's an ancient game of pebbles in shallow holes. I've played it for as long as I can remember and have some fond memories of playing it with the locals in the middle of nowhere while I was in Tanzania, Africa. I do like to play on occasion when I want to play something simple and relaxing. It's still a good game, even after a thousand years of existence.
Mini expansion. While interesting, most of the sticky stuff is either super annoying or ends up being totally forgotten and ignored for most of the game. It was a really neat idea for a mini expansion, but this just didn't really add much to the game. It's still in the mix of my set mostly because it's not disruptive enough to go through all the hundreds of cards in the base game to find and remove these.
I got the game through the OotS book printing Kickstarter. It's a good enough game, but I'd really rather play something else. If you read the rulebook, it's stated to mostly be intended for RPers who need their kill and loot fix when the DM isn't around. The game fits that bill, and it is fun to play a couple of times. Still, you need a good group who plays somewhat cooperatively to have fun with this. I think the game is best with 3 players, 4 is good, but 5 or 6 just tends to drag. Also, the "Weekend Killer" game length is just that. It will take all weekend to finish and will lose its appeal long before then.
The theme of the game is absolutely great, and a large portion of the fun is laughing over the art and jokes on the cards.
I keep this game pretty much for its stated purpose: an RPG fix when there's no other option or people don't want to make characters. I do like the game, but it's played so rarely and so situationally that I just can't rate it much higher.
I played a demo of this at BGG Con and immediately bought a copy. Qin is a simple, strategic color matching game with some area control aspects that scales well for 2 to 4 players. After several dozen plays, I think 3 players is probably the sweet spot due to more competition with turns still coming around quickly, but it's still really good with 2 or 4.
The strategy elements end up being much deeper than you first expect, and the game gets more and more competitive with each play. Even after playing this way too much, I'm still enjoying the game and highly recommend it.
Still, I'm only rating it an 8, because the game doesn't have a huge amount of depth or variation. There are two different game "maps" on which to play (one of each side of the board), and both tend to have the same general progression of play. Players of more traditional strategy games will really enjoy this, while people who are more into Eurogames or high theme Amerigames probably won't. Still, this is a favorite at my house, despite some of its minor shortcomings.
Good party game. Embarrassment and laughter abound. Great game to introduce people to a new group, as it really breaks the ice. They either fit right in afterward or run for the hills as quick as they can.
To me, Catan always feels like half of a game. You spend a lot of time trying to start building up only for the game to end just as you finally feel like you've finally begun to start accomplishing something. However, just making the game longer wouldn't really fix that.
I picked up Siege back in high school at my Friendly Local Game Store for $5. The owner had it awhile and couldn't get rid of it, so he dropped the price way down.
Siege is an asymmetrical card game based on laying siege to a castle with one player on each side. There are some interesting ideas in the game, but the design was not carried out terribly well. I can see what they were trying to do, but I just don't think it got there.
The quality of the game is similar to what you'd get off of a home printer on card stock, though it looks more like they used a business card printer to make the game. I'm fairly well convinced that this is how the game was actually produced, assuming it wasn't made at home.
If you want an asymmetrical card with a similar siege/defense style, I suggest Android: Netrunner. If you want a game in a castle defense style, Castle Panic or Dead Panic are both good.
Neat game with some interesting game play. However, it quickly turns into stab the leader and can be rather repetitive. I really think it would be better if you could have more than two players fighting at a time or a player could send more than one gladiator (apparently added in the expansion?). As it is, the game can really drag along.
From my experience, the player with the SECOND best economy tends to win, due to everyone ganging up on the best guy. You have to focus on being good but not great, win without winning too much.
The game components are very well made, and the gladiator models are very nice (even if they smell a bit bad when new). I feel like I got my money's worth for the game, but I did buy it on clearance.
If you're a fan of the TV show or of Roman gladiators in general, you'll probably like this game quite a bit. I've enjoyed playing it and would play it again, but only with some minor house ruling to make the combat phase more interesting. As published, Spartacus is mostly a "Take that!" card game with some other elements tacked on to keep it the card part from being too repetitive. It definitely shows promise though, and I might look into the expansion to see if it expands the game into something worth regularly hauling along to game night.
Definitely love this ship. It's highly maneuverable, even for a TIE, and it's a real brute in battle. Advanced cloak is a must, especially when combined with Veteran Instincts. Gives you effectively a constant cloak for stats of 4/4/2/2.
I really enjoy narrative games like this one. When you approach this game from the standpoint of exploring what's happening to your character and the story it tells rather than just as a competitive attempt to win, the game becomes far more enjoyable.
The massive book is somewhat cumbersome, but it's actually pretty well written and nicely made.
This is a cute block game. My girlfriend bought this for me, and it's actually a lot better than I expected it to be. Short and quick, it's a good filler game for game days or when you want to do something light that doesn't take too much thought or time.
The game is not very good with only two players, unless each player plays two colors. The game is good with three players but really shines with four.
TPOC is a weird little game, and I thoroughly enjoy playing it. The point of the game is to get colored cards in play in front of you and match them to colored tokens on the board, the number of which change throughout the game. The player with the most matches at the end of the game wins.
It sounds really simple, but TPOC is deceptively deep and convoluted. I've played it maybe 2 or 3 dozen times, and I can very honestly say that I have never played the same game twice. However, this is both good and bad. On the one hand, the game stays fresh and interesting and has good replay value. On the other, it's very difficult to form strategies and develop a consistent play style.
The lack of the ability to "solve" the game can be frustrating to a lot of gamers, but I find having to completely change strategies between games and even mid game to adapt to the situation really fits the theme very well and leads to an interesting play experience, even over multiple games. After all, the game is themed around Politics, and we have countless people with doctorates studying that without really being able to nail it down. Some games, going "tall" by focusing on a single color wins the game for you, while going "wide" is best in others. One strategy that is a sure win can suddenly become the one that costs you the game halfway through.
The nature of the game experience also changes DRASTICALLY depending on your play group. With some groups, we've played in a very friendly manner where we compete but generally just try to focus on building up our own political platforms to the strongest they can be. In others, we've brutally murdered all of the other players' constituents until there's almost no one left in the tribe to vote and systematically destroyed every attempt to build a platform! The game ends up being about half playing the game and half playing your opponents, trying to figure out their strategies, counter them, and bluff your way to victory.
Frankly, I love this game and highly recommend it if you can find a copy. Still, I recognize that it's got some flaws and limitations that will really turn off a lot of gamers, and I do usually have a hard time finding players for this game. The game can be random and unpredictable, and the card/tile draws can make it literally impossible to win at times. The quality of the components is also rather low. My game board came pretty badly warped, but I've managed to mostly flatten it out. The game is cheaply made but was also cheap to buy. I picked mine up for $10 retail.
TPOC has its share of issues, but the level of interactions with the other players, the sheer potential for chaos in the game, the constantly shifting strategic aspect, and the twisted comedic theme make this a winner in my collection.