The blind bid with negotiation element is pretty amazing. I could play this game over and over, day after day. It has a clean and well distilled set of mechanics. Another sweet, short, four player game.
If you only have two people to play a game, this is a fine game. The rules are a bit contrived and the rules booklet needs some re structuring. The non collectible expansions are cool, but I suggest they release a second starter set of some kind so people can get the rules with different factions.
This game is essentially Cosmic Wimpout (GameID: 1302) or Pocket Farkel (GameID: 3181) with the addition of a crippling (and ugly) roll and move board. It requires a random roll, (like a meld) to get into play, so the fun can stall out before it even begins. The plastic game box was pretty cool though.
A very clever but one dimensional game. An excellent five minute time waster , probably worth what you would pay for it, if you already own the dice. It's really cool if they have done a cross promotion with another company you like.
No choices, game play takes way to long, but helps teach a child many board game conventions: socialization, learning rules, following directions, taking turns, and identifying colors. Fine to start teaching children about board games, but move them on once base competency is achieved.
After a couple plays, it seems the chance to win or lose is not just dependent on the players. Sure, bad players can lose the game when it is winnable, but there are times when perfect play will not win the day.
I still like the original Settlers, and I like this addition to the series as well. If you are looking for a more complex experience than the base Settlers of Catan game, this is a great upgrade. The addition of rails (and a goods delivery mechanism) seems out of place at first, but by the end of the game I stopped comparing this game to the original and I really liked the whole package. The addition of gold and the extraordinary building phase are strong additions as well.
I wish I had played this without hearing other people's opinions, because while it would still end up around a four in my rating, I suspect it would have started off a little higher, then just dropped with more plays.
I have the original version, which needed a better end game. I've heard the latest edition (very small box) has one, and that's the version I'd like. I'd love to make a board out of leather and mount it on the wall.
Unoffensive and easy to teach to non gamers. It was cheap and easy with the variable/fixed market seriously compromising what little control players have. In all the game seemed to take a little long for what it was, but that issue may be ameliorated by really knowing the game and being familiar with the deck.
I didn't hate it, but I'll never spend money on it. And no, i's not exactly Penny Arcade or Ascension, though it took some bits from both.
I own this one and the Rival Den, if the rules could all be contained on the card, and they were better presented, this game would probably have a better rating. I get the feeling they just did not do the mechanics justice.
Finally, a game with poker dice that doesn't suck. Light game play that requires some thought. You won't win with bad strategy or decisions, but luck is a significant enough factor that the best player won't win every time.
Game play is fast, while both the competitive nature of every action and the "take that" elements help keep it exciting.
I've managed to play this, and it is fun, however it's a rough start because the terminology is awkward the rules book needs work, and it feels more like a prototype than a completed game. (A prototype I'd gladly play again!)
Also, you really need a good idea about what cards you have in your deck or you are likely to feel lost or useless at some points during the game.
The Downfall of Pompeii - a great game with significant shift in play once lava hits the board. Jockey for position as you place your people, then run them from lava as they try to escape through the gates of Pompeii.
Interesting, it reminds me of the old Mystic Wood game. I'd need to play it a few more times to decide how I really felt about it. As a Stand Alone, this game is very thin, I wonder how you can merge it with the others.
Game play is smooth and works for a streamlined dungeon crawl game. The one failing is the art and production quality is so bland Castle Ravenloft fails to evoke the rich fantasy theme that Descent does through rich illustrations, textures, and strong design.
The basic concept - a conflict race game - is good, With 3-4 players it is a reasonable diversion,though some games with four players, however all the games with more players really drag out. The tiles sure seem to develop a sameness that gives rise to tedium after the first half hour.
Still, there are some interesting choices and an neat risk/failure/reward system with Grit.
Graphics are marginal. Rules are unclear in places due to the lack of graphics or component explination, and they could have used some graphic inserts to make sense also the terminology from cards to rules book don't always match.
With the right group this can be fun, but only if they have played before. This i s one of the games that benefits from knowing the rules, tiles, and cards right from the outset.
Easy Come Easy Go is a moderately clever Yahtzee knockoff. No more. Having played it once I would not bother playing it with any of my friends who game, but I'd play it with my non-gaming family or friends.
I suspect my rating of this game will change but right now it's a 7 on game play, and cool use of components. And of course I dominated the first game I played of it.
It's all about the numbers. Three kinds of numbers in fact - the number of people you get, the number of victory points you have, and the ascending order of votes to join the EU.
Get an early lead so you can be the one to propose deals first, and have the most units. Remember, VPs are different than people. If possible, set up your influence so you can roll from one successful election to the next. (If two countries next to each other cost the same, and one will come to election first, make sure you can take the one that will come to election first then take the next one after moving one of your bits to it when winning the first vote.)
Decent filler, seems a little light in content. We played using the strategic variant, using the other rules this would probably be a 2 or 3. Bidding mechanism is interesting. It would probably be a good game to play with kids, ages 8 and up. (The exploding lab card would be better if it had everyone pass a card to the left than simply making people discard.)
On additional plays, I enjoyed the game. It has some great ideas, but the game play can outlast the game fun. Because we spent more time wandering around and making nice with the cultures than being furious I renamed it "Viking Tea Party."
This "time on target game" is not so good with three but would probably do very well with four.
The rules book, while not disgraceful, obviously wasn't designed with an eye towards answering questions once game play was underway. Lack of good information aids make the game seem more fiddly than it really is.
In The Golden City event cards are flipped up each turn tell you what two scoring opportunities will be available on that turn. One scoring opportunity will be from location of buildings and the other from good cards acquired.
Players claim location cards which will allow you to choose where to build. (There is some possible conflict here, and is one of the more engaging mechanisms.)
Then players build and gain the resources on the spaces on which they have constructed. (Building in some locations requires a special, limited availability, item acquired from other select build locations.)
To win you need to get the right goods early. Control map choke points limiting the ability for other players to build where they want, and get to the center of the board before other players so you can get the bonus points. Being in a position to take advantage of the scoring cards, and get the market leader for those scoring opportunities seems to be nearly as much luck as skill.
Another strong party game that will come out for parties or family gatherings. Down time is almost non existent with All the players participating each turn. Can be scaled in difficulty FOR EACH PLAYER in recognition of differing ages/skill levels. The version I have comes in a cool metal box that might be tough to shelve with other games.
A tight little pickup and deliver game where the other players have a significant impact on your game experience. There is a lot of game in a small box and if you are interested in pick up and deliver this is a must have.
Take that style civ building. This is not a friendly game. At first play, one player was very angry with all the take-that brutalization, but then he won. Cunning play can win out, even over someone else's early game advantage.
Not a real pirate game, just a game with a pirate theme.The mechanics are a trick taking-press your luck hybrid with variable trump suits. The only thing winning the trick taking portion does is help to designate the order in which players get to press their luck. If you are looking to find a way to teach your kids about trick taking games you could do worse.
Fun idea. Poor graphics. Game takes longer than its fun factor. Killer Bunnies is a cute game for about 15-30 minutes. Longer than that is too long. The carrots as a "chance to win" is a brilliant mechanism for this kind of game and does a great job of keeping everyone involved. However, because I've never seen a game of Killer Bunnies end in 30 minutes or less I'll probably never play it again.
Though I feel engaged while playing, I have a tough time taking this game seriously. There is no way to mitigate bad dice rolls. While each round is an interesting problem to solve the overall game is too luck dependant.
Rating on first play, I expect that this may increase if I get my hands on a copy and have a chance to read the rules myself. The good news is, this is a pirate game, not another stupid game with pirate pasted on.
I love this game! Much better than the Mayfair remake "Domaine", though I would have liked Domaine a great deal more if I had played it first. This is not a "play nice" game. To excel the players must compete for very limited resources. Probably my all-time favorite 4 player game.
Not a bad game, but it requires a great deal of micromanagement - the kind of micromanagement that makes you wonder what exactly you were doing when it was all over. Perhaps with more plays it's secrets will be revealed. The big key seems to be when to spend your money, encourage the others to spend loads of theirs and make sure you have a big handfull of cash for the last three auctions - you want to be able to prevent anyone from getting two out of those final three auctions.
I'm still not exactly sure how I won the one game I played.
Lots of stuff here. The dolls included in the box are great, but it is a cumbersome game and to fiddly to simulate action packed comic books. Learning the game takes to long, I'm reluctant to play it again.
After one play it is my preferred pirate game. M&M is an excellent age of sail game where players can choose a non-confrontational or aggressive styles of play. There is a wide variety of activities, and it really embodies the feeling of the age of piracy.
Turns are rich, with lots of actions, so there is quite a bit of down time. Once players are familiar with the game it will take about 30 minutes per player.
What a great idea... what a boring game. Could be a fun game if it lasted 3o minutes or less, but it is neither funny enough nor engaging enough to warrant a game over 30 minutes in length.
It's not that I hate Munchkin, it's just that I hate playing munchkin. I understand it's satire both about bad games and abusive players and it embodies both poor game design and abuses the players. I'd probably love Munchkin if it's play time were appropriate to it's mechanisms.
Rating is for an adult. For a kid at this level of math who likes animals, probably an 8.
Game play is very easy, almost too easy to engage a real gamer for long. For kids, new to gaming, it is a nice light game that helps polish math scores. The Square card corners guarentee the decks won't last long enough for one sibling to pass on to the next.
The art isn't awful, but the graphic design needs some help. The numbers could be a great deal more readable, but the poor design choices don't make the game unplayable.
Much more interaction than most deck building games. Still has fast metabolism because resources are use'em or lose them each turn. Chaining mechanism is interesting and the heart and soul of this game, and will keep me from every being truly great at this game.
Play with variant that each die must be applied in one direction (with exception of normally allowed u-turn) so a 2, 4, would have to be two in one direction, four in the same or another direction, but no turning within a single die.
Neat elements, more like solitaire than a competitive game. It has some cool elements, but the lack of interactivity brings it down the scale for me. Board setup for the varying numbers of players is brilliant!
Obviously a checkers inspired game, Octego plays like it is two games boards interwoven by a common element on each board. The fast movement and dynamic interaction of pieces and two separate interacting board regions make the game feel as if it is being played in a 3D environment - even though it isn't. My stepson likes it.
A great game for people interested in WWII history. Victory conditions are awarded for battles and resources used in battles. Vehicle battle resources are restricted by the years they can be used and time of day in which they can fight. Their effectiveness depends on whether it is an air, land or sea battle. In each battle, the players declare sides by playing resource cards, the side with the highest total wins, and the most effective of the winning side distributes the spoils to the victors. Some very neat mechanics I have not explained very well.
Graphically pretty weak. Game play, is marginal, or it least it was with one play through. It seemed to go on pretty long for the return, but I'd play it again to see if it got better when everyone knows the game.
Fast and light, with little to add to the "TAKE THAT" genre of card game, POO lives on attitude and humor. The art is fun, and well done, obviously they had fun creating this game. If you are under 12 or have been consuming adult beverages, you may have just as much fun.
Build up your military in an arms race or prepare to meet your secret objectives? Principato is a card game in three phases where you really must manage resource gathering and storing vs. building and paying off mercenaries. Absolutely worth a few plays.
Needed a little more graphic differentiation between the harvest and storage tiles.
Get through your first game as fast as possible, just to learn it, then play a real game. While the learning game could be with five, never play a real full game with five. It just does not support five players.
The rules book and card design are not well put together, perhaps if they made the game more accessible it would get a higher rating. There is LOTS of down time where you wait on everyone to execute their turn. That being said, this is a kick-ass Talisman/Risk mash-up. I'd play this again if there were a group of people enthusiastic about playing it, but I would never really push to play the game. There are just to many niggling elements about the game.
A fairly fiddly risk/talisman hybrid. The rules book is very poorly laid out and designed, so it is difficult to find rules and make in game judgments without debate ensuing. Overall graphic design is pretty weak.
If you dislike both Risk style games and Talisman style adventuring games, you won't like this game. On the other hand, with a group that likes games where armies battle and magic is rich, then you will probably enjoy this game despite the excessive down time.
Tips: Get into the quest area and be ready to push a new group in there ALL THE TIME in case the first group dies. Protect your King. The first person to get a dragon lord will probably win.
I've played it with my OKC gaming group several times over the 2006 holiday break. I wish the new set had the cool insert. I like the markings on the tiles that show which ones are destroyed at the end of an epoch, even though the actual icon does not make any sense.
Area control blind-auction game with great interaction of player choices. Players must use all resources every turn, and the choices they make give them the opportunity to improve their resource pool for the next round.
The components are printed on excellent quality materials. It is a shame that, with an exception of the tokens/counters, the graphics are very weak.
A light area control game that is great to play with the family, though not necessarily a good game for gamers. I want to play this game with the backers cards and see if it would increase the appeal to gamers.