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.
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 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
The first game of it's type I ever purchased, and I played it with my gaming group for months. It was a great little diversion, but I don't think it would hold up to today's games. I'd like to play it and find out though!
Requires quick thought and perception. Simultaneous play, with fastest correct deduction getting the highest points. It would have a higher rating, except it requires intense concentration and I'm not always up for that kind of game. Components are of EXCELLENT quality, and the game looks great. Sadly the pirate theme is not important to the game.