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.
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 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.
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 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.
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.)
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.
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.
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.
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.
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!
I like the way this game plays out, but it is not as exciting as the theme promises. Even though the base mechanics would be applicable to other themes, this is a good fit, for an age of sale game, and does not feel pasted on. It feels a little like a cross between Pirate's Cove (crew, cannon, and goods management) and Niagara (wind direction/river speed). The one thing this game lacks is the ability to actually pirate - apparently there are only as many ships in the new world as there are players, and on retrospect that seems ... odd.