Got this for my son, who's about three years too young to play. Impressed with the quality & cuteness of the blocks, and how well it plays for adults as a 10-minute filler. And we haven't tapped the drinking game possibilities yet.
BSG is pretty much the only AT game I enjoy, so it's doing a bunch of things right. The theme is really well integrated; character play is a hoot; the game is the right amount of hard.
Two minor concerns are the game length (we always seem to run over 3 hours) and exponential rules growth in the expansions, but they've done well to make most of the new rules optional... :sigh: I guess I'm just not cut out for Ameritrash.
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.
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.
I've only played a couple games, and accidentally won both (against experienced players!). While I felt like the luck balanced out, the dice slowed the game down (due to an inability to plan ahead), and made it take a bit longer than it ought to be.
Quite enjoyed my first two games, but there's something that bugs me. Unlike other building games, you don't have much of a "position", besides your cube supply and favor track. Yes, I've built buildings and got VP's for them, but they don't feel like they're "mine": Either they're good enough that others will use them if I don't, or they're not worth the denier to me (too far down the road/not very powerful). Perhaps if more of the buildings offered side-benefits to the owner?
Clever, pretty game that plays quickly and is easy to introduce. I like the fact that you can print out the Web of Power map & several print & play expansions, and play that with the same pieces: basically four games for the price of one. Also, my wife tends to win this one, which makes everyone happy
Initially, having never played CCG's before, I was impressed by the depth of the game's deck-building component. After a dozen games (mostly on BSW), the deck-building has become fairly standard, and timing the push for VP's the bigger challenge. Still haven't played with Gardens or Witches, which certainly complicates things.
BSW is definitely the way to play this... the constant shuffling & longer play-time would otherwise lower my rating.
Really interesting wargame that feels at once satifyingly symmetric and asymmetric. Each faction's different powers can be used in a number of ways, with a number of allies. The main drawback is the playing time...
Has a very different feel than any other abstract I've played. Stones are played by geometrical intuition as often as they're played by tit-for-tat calculation. I find this to make for an equally deep, but less stressful game, that nevertheless builds in excitement and has as much of a "story" as themed euros.
My wife and I started by playing 20-minute 9x9 games, and have moved up to hour-long 13x13. The flavor does change significantly as the board gets larger, and multiple areas play separately, then slowly coalesce.
I wish the game didn't seem to revolve so heavily around iron and coke. Perhaps I'll feel differently after playing more games with the advanced buildings, but our first advanced game didn't change that dynamic much.
This is one of those brutal games that's so in-your-face competitive that it's impossible to hold a grudge because you're getting screwed so often. Gameplay is oddly abstracted yet very, very tense, as players generally must bribe and outspend each other to get resources before it's too late, but get pounced upon if they pull ahead too early. If we weren't playing with such cute wives, there'd be punches thrown over the table...
Wow, what a brutal theme. You starve to death, unless you can cannibalize your opponent, in which case you probably starve to death next turn, unless you can steal a patch of farmland until it erodes, at which point you starve. I like it. For variety, of course
What I didn't like as much was the hardcore take-that leader-bashing screwage of the mid & late game. The problem was that the screwing mechanisms don't cost the aggressor anything, except ill will, which at this point in the game is saturating since everyone has to screw someone on their turn. So the person who is accidentally least-screwed wins. I feel the game could be much improved with a slight tweak in the cards to fix that
ND feels like a short, sweet optimization euro, which is a good niche. I'm looking forward to playing more with my wife, since it's supposed to play well with 2. Hopefully the expansion cards will keep it fresh.
I really like the overall feel and play, and generally quite enjoy playing PG. Two major dislikes are the total crapshoot factor in power plant draws, and the endgame scenario where various players might or might not have enough money to end the game, aren't sure, and thus an orgy of arithmetic ensues, often during bidding for plants
This is another one of those games I like better than everyone else. I appreciate the struggle to align all of your needs with not quite enough auctions or actions to get it done. I think other people see an underthemed optimization euro.
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.
Trying to decide how I feel about Stone Age. It's fine for an intro to Euros, or a quick, light game, but there are a couple things I don't like much: - It's impossible to plan for good multipliers or civ tech cards, unless there's a very strong opening draw. - The game doesn't feel like it has much of a "story arc", as it's kinda flat throughout the game, and many of the choices are only marginally better than the others.
I had to stop playing this online after I had trouble sleeping because my brain kept trying to optimize next turn in bed. I get a little discouraged by the military race, though... I'm one of those kumbaya Civ players who just wants the AI to stay out of my country while I live the good life and fly off to Alpha Centauri.
I've always found this simple, elegant, fun. but a bit dry. Everyone's trying to complete their routes with maximum efficiency, so it basically comes down to playing well and hoping the card draw doesn't screw you. Not bad, but not at the top of my list.
Very much prefer the European version to the USA game. The division of long and short tickets make the draw less of a factor, and stations both make the game friendlier, and allow for clever completion of a wider range of tickets.
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
Challenging game with solid tactical and strategic options abound. Evokes the history and feel of the cold war with large amounts of game to game possibilities. Seems a tad long, but playing time will come down with experience.