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.
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.
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.
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.
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."
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.
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.
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.
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!
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!
A very dry Sim City-ish game where players pick city improvements from a devaluing market. The graphic design is functional but the style feels cheap. The evolving market has huge impact on game outcome.
Not the kind of game I normally seek out, but very good. I would play with the right players time and again. It is not a game I'd suggest to just anyone, it is not a general-interest game. Some of the figures in the first set I had a chance to review were disfigured and poorly cast, but most of them were in good shape.
Ow, hurts my brain! Good game. It is simultaneous speed play, so if you don't like that kind of thing you probably will not really like this game. A good game for kids though, it would probably teach them perception and pattern recognition skills.