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User: dr.mrow: Board Game Collection
Download board games: (all | owned) |    | Current Filters: rated=yes [X]
1 to 16 of 16   Page 1. 1
Title Version User
Rating
Geek Rating Status User
Plays
Comment
7.7
May 2011
7.413
Plays: 1
Like the new characters, cylon leaders, and new crises. Seems like Pegasus is needed to deal with the extra difficulty of the new crises, whether or not she adds much to the game directly. Never been interested in playing New Caprica.
2011-05-11
7.8
May 2011
7.462
Owned
Plays: 12
The I&C expansion really spices up the base game. The inns give you more good places to put your meeples, reducing luck of the draw. Cathedrals are more of a crapshoot, but they add a bit of variety. Haven't tried the big meeple yet.
2008-01-25*
7.3
Sep 2012
7.639
Plays: 2
Cards are fine, but don't really justify another purchase.
2012-09-17
8.2
Jun 2012
8.118
Owned
Plays: 11
The powerful cards add something to Dominion that previous expansions have lacked, and that adds something that really pops. I'm not quite convinced that province-collectors can compete with colony-collectors in the same game, so the strategic space hasn't exactly doubled, but the variety certainly has.
2012-09-17
7.8
May 2011
7.915
Plays: 18
A fine selection of cards, plays quite well on its own, or cut with other sets. The main drawback is that it doesn't add much to the gameplay, in the way Intrigue or Prosperity do.
2011-09-27
9
Feb 2013
N/A
Owned
Base Khet can be a little slow moving, with attacks and forks slow to develop. Add two more beams, and voila! Instant brain-burning chaos.
2013-02-16
6.5
May 2009*
6.280
Owned
Nice expansion to the original game. Original Munckin was brutally hard to win, requiring clever cardplay and backstabbing to even have a shot at winning. Unnatural Axe dilutes those cards so that the third or fourth person to go for the win should succeed.

Caution: The more expansions you add, the more the screwage is diluted, until it's almost just a race to level 10 vs the 1-2 undefendable blocking cards. If you add two expansions, death becomes rarer, and the game is more lottery and less clever.
2009-05-04
5.9
May 2009*
6.271
Prev. Owned
Munchkin plus Unnatural Axe has a decent balance. Adding Clerical Errors to the first two dilutes the race and class-specific cards too much, so we took it out of our deck. Without Unnatural Axe, Munchkin plus Errors would be okay.
2008-03-24*
5
May 2011
6.276
Prev. Owned
Steeds and additional followers add yet more layers of invulnerability to Munchkin characters. Invulnerability = lack of tension and reduced screwage. Not a good thing.
2009-05-04
8
Apr 2011
6.706
Want In Trade
Wishlist(4)
 (Thinking about it)
Plays: 2
Like the map. Imbalance in the number of cities creates good tension. Not so crazy about the stock game, both because it seems to have some flaws, and I just don't enjoy 18xx and Imperial.
2010-05-02
8.2
Feb 2010
7.324
Owned
Plays: 2
Very nice map for RR Tycoon. The game is both financially and geographically tighter, and the map is has a color structure, with red cities in the middle, and yellow and purple cities at the perimeter, to encourage building from center to edge. On the downside, this did create less differentiation among play, making it more about competing at parallel tasks. RoE forces balance and competition, where RRT expects the players to provide it through intelligent play and bidding.

I'm rating this below RRT for a couple reasons: It lacks some of the grandeur of the original map, and fails to bring any exciting innovations to the game, as opposed to cool rules in several BGGer-made maps.
2007-11-30*
7.5
Jan 2012
6.029
Owned
Plays: 5
Fills the principal gap of all RRT/RoTW maps so far: it works well for 2-3 players, complementing the 4-6 player sweet spot of the original map. Being a smaller map, feels a little more scripted, fewer real options. I also think I dislike the always-in-play major lines.
2012-02-20
8.25
Apr 2011
6.377
Owned
Plays: 2
It's nice to have a more expensive map that takes 5-6 players. The shorter game length (due to fewer cubes on the map) changes the debt dynamic to compensate, too. My one complaint is that the plethora of mountains (even in places where the land is rough but flat) limits the number of smart routes, such that the Rockies and coast might as well be a point-to-point grid, and the plains seem too poor to compete.

This is offset by the ability to put the eastern, western, and/or Mexican maps together for mega-games.
2011-08-04
10
Feb 2013
7.077
Owned
7.8
Apr 2012
7.353
Owned
Plays: 3
Switzerland is a 7.6, and this comes with a bonus map. So we'll call it a 7.8. I like Switz better, my wife likes Europe, then India, and Switz last.
2012-04-12
7.6
Mar 2008*
7.181
Prev. Owned
Plays: 10
I sold my copy of Switzerland to make room for the India/Switz expansion...

I've really enjoyed playing TTR:S, but a couple of features have irked some of our players:
1. The country tixx are too powerful, making drawing tickets too good and luck-driven.
2. Many of our games have come down to face-down draws to get a single colored card. Restricting wilds to tunnels balances the tunnels nicely, but creates other problems

For the most part, these can (and have) be house-ruled, so my rating is a bit higher than as-published
2012-04-12
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