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User: drasher25: Board Game Collection
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Title Version User
Rating
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Plays
Comment
German first edition
Year: 2010
6
Oct 2012
5.957
Prev. Owned
Plays: 4
There might be a bit more strategy here than in 6 nimmt!, but I don't enjoy it as much,
2011-09-08
Parker Brothers edition 2002
Year: 2002
3
Feb 2014
5.565
Prev. Owned
Plays: 1
Games like this are why people grow up thinking boardgames are stupid.
2014-02-23
Alderac Entertainment English Version
Year: 2008
7
Apr 2013
5.941
Prev. Owned
Plays: 3
English first edition
Year: 2009
7
Sep 2014
6.440
Owned
Prev. Owned
Plays: 3
This feels like a more polished version of a game I would have designed in 7th grade. Theme is great, components are great, and the general theme of risk/reward and push your luck is well implemented. However, the game also feels disjointed because every section has its own rules. While there are decision points along the way, which way you go has more to do with what you feel like exploring rather than any strategic imperative.

I get what this game is trying to accomplish by providing a theme-rich sense of adventure. However, in the push-you-luck genre, I derive more excitement and sense of agency from less theme-intense but more mechanically focused games, such as Diamant, Exscape, or Can't Stop.
2014-09-23
6
Jan 2012
6.355
Prev. Owned
Plays: 1
To be fair, I only played this through once. With that caveat, I found this game just had too many things going on. I felt much the same way about Marvel Heroes, another game by the same group. There's depth, and then there's just complexity, and this had much of the latter without necessarily bringing the former, For example, there are at least 5 different kinds of combat, each with their own subrules.

I bought Conan because War of the Ring (also by this group) is one of my favorite games. WotR also has a lot of little rules, but it manages to hang together. Conan just doesn't get there, and I'm not willing to play it enough to internalize the rules so that the strategy can come through.
2012-10-04
N/A
5.699
Prev. Owned
I acquired a copy of this and pushed the bits around for a while until I was overwhelmed with the feeling that the game was underdeveloped. Lanius seems to regularly take some else's elegant mechanism and then complicate it to the point I no longer find it enjoyable. (Pandemic->Defenders of the Realm, Risk Express->Elder Sign, Castle Panic->Alien Uprising). However, others obviously appreciate the addition of thematic elements, but for me, this disrupts what I originally enjoyed about the underlying mechanism.
2014-10-24
N/A
N/A
Prev. Owned
English first edition
Year: 2012
6
Mar 2013
7.019
Prev. Owned
The card art fills me with joy, but the game play is pretty lame.
2014-04-10
N/A
5.722
Prev. Owned
Rio Grande English edition
Year: 2007
7
Aug 2013
6.682
Prev. Owned
Plays: 3
This is a really nice design. I especially like how there are truly varied paths to victory. You can win without getting a single "Court" card. Such upgrades are essential for victory in most other games of this type, but here they are just tools, and that is very interesting.

Maybe slightly redundant to other games in my collection though?
2013-08-17
6
May 2012
6.549
Prev. Owned
Plays: 1
I was hoping that I would find this to be an improvement of the original. The central dice/card mechanism has a lot of promise. Arena does seem to be an improvement, somewhat tempering the tendency of the game to snowball in favor of one player. However, it still seems difficult for a player who starts to slip behind to recover, which makes you wonder why then it still takes another 10-20 minutes to end the game. Overall not a bad game, but not good enough that I don't have a dozen other 2 player 30 minutes games I find more interesting.
2012-05-29
Ravensburger multilingual edition
Year: 2007
6
Nov 2014
6.741
Prev. Owned
Plays: 4
My brain hasn't tingled like this since the first time I played Tigris & Euphrates. It's not quite T&E, but still very very good so far.

UPDATE Nov 2014: My tastes in games must really be changing. I thought I loved this game, but I recently revisited it after not playing it for a few years, and did not dig it much at all. The gameplay seems to be an exercise in NOT setting up your opponent, which is not a style of play I typically enjoy, although I do still really like Samurai which has a similar vibe. With two players Arkadia is quite deterministic, and with more it's entirely tactical. Not for me anymore.
2014-11-17
First Edition
Year: 2010
8
Apr 2013
5.856
Prev. Owned
Want In Trade
Want To Buy
Wishlist(1)
 (Must have)
Plays: 5
Very very fun solo game. I traded this in anticipation of the Gold Banner edition, but am now regretting it, because the GB ed maybe a ways off.
2014-10-09
Asmodee English Edition
Year: 2006
7
Apr 2015
6.442
Prev. Owned
Plays: 5
New Asmodee edition. The track spaces are incredibly irregular, with some being too small to hold the chariots! The board looks great through, so we found this to be more funny than annoying.
The game is very simple, but we were surprised how much fun it was. Bring on the track expansions, Asmodee!
2007-01-11*
Milton Bradley Third Edition
Year: 1987
7
Mar 2009*
6.341
Prev. Owned
English first edition
Year: 2000
7
Apr 2015
6.474
Prev. Owned
Plays: 4
This is a neat game with some clever mechanics. Despite the game's destructive nature, someone gets to victory before the game gets drawn out for too long.

However, I think this games gets Jones Ruled out by Omen.
2015-04-23
Mayfair Games Edition
Year: 2008
7
Jul 2009*
5.719
Prev. Owned
Plays: 1
I don't think this is really all that much like Bang. The core mechanism here is that you take 3 cards, keep 1, discard 1, and gift 1, and a solid little game was built around it. Players need to be very aware of the cards they pick and pass out, as victory depends on not handing someone else the win as much as getting yourself to your goals. I need to play this one some more to see how much better it can get with familiarity. it is a solid design, and I suspect one of those games that is best when you play a few times in a row - the game length (20 min) supports that nicely. There is some fiddliness in the rules about when and how you can play privilege cards that I think should have been streamlined somehow.
2009-07-30
English edition
N/A
5.444
Prev. Owned
English first edition
Year: 2014
6
Jul 2015
6.844
Prev. Owned
Plays: 9
This game has some nice systems, but I'm not yet convinced of its long term replayability. It's not exactly scripted, but it seems that the mechanisms are definitely trying to enforce a certain narrative arc. The shadow player washes over the land like a red tide, but as the game progresses the free peoples acquire superpowers that allow them to push back. I do have concerns that either you play out the intended narrative and end up with a close-fought finish, or one side has some lopsided luck and short-circuits the story. I have been enjoying exploring the game though. It will take some more plays before I can decide if the game has legs.

Update Jan 2015 (after 5 plays)
At first, this game felt very lucky and swingy, exspecially around the Fate track. However, with more plays, I am realizing that the fate track is actually more balanced than it appears (much like the movement of the Fellowship in War of the Ring). The FP player can sacrifice activations for the CHANCE to accelerate the fate track, much like he can push the fellowship for the CHANCE of moving them faster without damage. And the Fate card mechanism somewhat balances out slow movement of the fate marker - when your characters do eventually come out, they will be stronger if more fate cards have been drawn.

I think the game feels a lot like when the FP go for a military victory in War of the Ring. There's a lot of reliance on tricky movement across the map and attacking the enemy's weak spots. The game has clearly undergone extensive development and offers many finely tuned options to the players. As I adjust my expectations and accept the game for what it is rather than my preconceptions, I am enjoying it more and more.

The cards are a big improvement over the tokens used for orders in Battles of the Third Age. There are a few component issues however. The combat dice are pretty chintzy (I've replaced them), then damage tokens are very unfortunate (I've sub'ed in wooden cubes), and how successful is this line of games going to be need be before they can make armies in more than just two colors (I may need to paint some bases at least)?

UPDATE June 2015 (after 8 plays)
OK, I am back to feeling that while the game does offer a lot of choices, the impact of those choices is too dominated by luck. Now that I've finally seen a game or two that saw Beorn come out and fight for a while, I think I've seen most of the game's tricks and am ready to move on.

I contrast this to War of the Ring, where I've got over 50 plays in, and the game still manages to surprise me. WotR has luck, but I rarely feel like luck is the dominating factor in the outcome.

So where I think I am ending up on B5A is that it has some nice ideas and is fun to explore, but ultimately has too much luck to be deeply satisfying and is too beholden to its narrative to have long-term replayability.

Final update July 2015
I decided to give the game one more try with fresh eyes, and I am definitely done. There really aren't all that many strategies to try, and whether or not you succeed depends upon luck upon luck upon luck. The game does a great job of telling a narrative, but it's more a narrative you watch to see how it turns out than one you actively control. That's not what I am looking for in a game of this depth and length. I won this game, and I still feel this way! It pains me, but I think I need to drop my rating a point (to a 6) on the way out.
2015-07-19
First Edition
Year: 2006
7
Dec 2013
7.243
Prev. Owned
Plays: 5
So far, it's pretty good. One thing I'm not crazy about is the victory condition. I tend to try to set up my lines for the long haul or as a force that can break through the enemy lines. That has led to many a defeat as my opponent plays the correct strategy of isolating weakened units so she can finish them off!

UPDATE Dec 2013:
I think I overexpanded this game. Dealing with the new units is really clunky, and the color based system is so bastardized that it became more of a hindrance than a hep in figuring out what the units do. I went as far as helping Universal Head bring his BL player aid up to date just so I had a chance at keeping the units straight, but it was still a hassle. When BL 2nd Edition came out, I realized that was closer to what i wanted to get out of this game, so BL1 was sold.
2013-12-03
English first edition
Year: 2010
N/A
5.865
Prev. Owned
First Edition
Year: 2007
N/A
6.631
Prev. Owned
First edition
N/A
5.808
Prev. Owned
English First Edition
Year: 2010
N/A
5.871
Prev. Owned
English first edition
Year: 2010
N/A
5.950
Prev. Owned
Repurposed French edition with English components
Year: 2011
N/A
6.324
Prev. Owned
English first edition
Year: 2006
N/A
6.153
Prev. Owned
First Edition
Year: 2007
N/A
6.584
Prev. Owned
First Edition
Year: 2008
N/A
5.899
Prev. Owned
Repurposed French edition with English components
Year: 2011
N/A
6.309
Prev. Owned
Repurposed French edition with English components
Year: 2011
N/A
6.324
Prev. Owned
First Edition
Year: 2010
N/A
5.916
Prev. Owned
Repurposed French edition with English components
Year: 2011
N/A
6.302
Prev. Owned
6
Dec 2013
6.938
Prev. Owned
Plays: 3
First impression: This game improves a lot of my least favorite things about Battlelore. I especially like that scenarios are now more objective oriented. It always bugged my in Battlelore that the goal is just to "eliminate X units".

I also really like the use of the 8 sided dice. This system does a good job of representing the differences between the different ranked units. Green units are much easier to hit, but also significantly more mobile thanks to the fact that you roll these same dice to generate order tokens.

The major change is that units are now ordered on the basis of their proximity to commanders rather than left/center/right board position. This is maybe more different than strictly better than the Battlelore system, but it definitely gives the game its own flavor.

My concern is that BoW is somewhat drier than BL. I think that BoW will be more tactically interesting, but also lacks the fun elements of lore, command councils, and rampaging monsters!

I am curious to see if one of these games eventually replaces the other for me, but my impression now is that there is room for both of these on my shelf. BoW certainly feels more like a complement to BL than a clone, much more so than Memoir '44.

UPDATE Aug 2012
After a few plays and some retrospection, I have decided that BoW is an overwrought version of the C&C system. The FAQ is ridiculous! Quite to my surprise, I found that the ZOC system is actually more constraining than the usual C&C L-C-R system. I also find keeping track of all the commander's special abilities a hassle. I do miss the pizazz of Battlelore's command council and lore cards.
I appreciate that BoW is a fine game, but BL is more my speed in this genre.

2012-08-17
N/A
5.952
Prev. Owned
N/A
5.999
Prev. Owned
7
Apr 2011
7.705
Prev. Owned
Want To Play
Plays: 4
DEAL-BREAKER: Gameplay seems too plodding. A bit too many mechanisms, each of them rather uninteresting on their own.

I like my for my co-op games to not exceed a certain rules complexity. This is so that the game can thrive on the player "social" interaction rather than worrying about parsing the rules. I think that Lord of the Rings and Pandemic both get the rules depth about right. I think that both Shadows Over Camelot, and to a greater extent, BSG, start to really push up against the rules complexity that I'm comfortable with for this type of game. However, that being said, I think that BSG is still on the proper side of the line, and all the game's systems serve the goal of giving the players some interesting things to base their actions around.

So far, I've played twice, both times with the same 4 players, and both times the Cylon gave herself away very early, which I think severely hampered the game. Also, I'm not a fan on the Sympathizer rules, which are both too fiddly and not much fun for the person who draws that card. I think next time I'll try to find more players or try the "no sympathizer" variant.

I am eager to try this again, and I want to be a Cylon!

UPDATE:
Okay,I got my wish and got to be a Cylon. This happened a little past the halfway point when the revealed Cylon pushed his other card to me. Despite that, I was able to avoid being pegged as toaster until the turn I revealed during the run to the last jump.

I think the game does a great job of setting the atmosphere and creating tension, but I find the gameplay to be too ponderous. I think I'm changing my opinion that this game was on the good side of the complexity line. It's actually not so much the complexity as the plodding pace it had for us as we went though every step, shuffle, and math at each turn. I had assumed that the game would smooth out a bit with more play, but it hasn't. After tonight's game, I don't know that I would choose to play this again over something else. Just too long.

I also am terrible at remembering to use the characters' negative abilities.

I think maybe Shadows Over Camelot has the better approach. Overall, Shadows is certainly less thematic, but it still gives a good measure of the hidden traitor vibe, and more importantly the mechanisms are simple enough that they get out of the way of enjoyment of that aspect.

I can see why some people love this game, but for the life of me I can't imagine wanting to add more baggage to it with the expansions.

Overall, I would be very happy to play someone else's copy of this, but I don't see myself teaching and leading a group through it again.
2011-04-04
Parker Brothers Edition
Year: 1978
N/A
5.217
Prev. Owned
Discovery Toys Special Edition
Year: 1994
8
Apr 2013
6.156
Prev. Owned
Plays: 4
English first edition
Year: 2005
7
Jan 2015
6.192
Prev. Owned
Plays: 3
I think the people who have described this game as a combination of Taj Mahal and Lord of the Rings are dead on. The game shares the brinksmanship bidding of Taj Mahal and the set storyline and events of Lord of the Rings. The game feels lighter than either of its parents, and it is a good game in its own right. My primary criticism of the game is the tiny board spaces. The pieces don't even fit in them, and they are very hard to read from across the board. The spaces should have been twice as big, and there is plenty of empty space on the board for them to have done so. Yes, the background art is nice, but I'd much rather have had bigger spaces.
2015-01-05
English first edition
Year: 2007
N/A
6.085
Prev. Owned
I can't imagine why I'd play this when I could play Samurai instead.
2012-11-27
N/A
5.655
Prev. Owned
APE First edition
Year: 2003
N/A
5.527
Prev. Owned
Blueprints (2013)
5
Jul 2015
6.644
Prev. Owned
Plays: 2
Not as fun or as interesting as I hoped. Lots of better dice games out there
2015-07-19
English first edition
Year: 2013
7
Mar 2014
7.277
Prev. Owned
Plays: 2
BSG Express (2011)
Print-and-play edition
Year: 2011
7
Dec 2012
6.013
Prev. Owned
Plays: 1
English edition
Year: 1999
7
Aug 2004*
6.289
Prev. Owned
Plays: 1
This is kind of an odd one, but I do enjoy it. I like the choice to either play two cards openly or one hidden.
2004-08-30*
N/A
5.527
Prev. Owned
English first edition
Year: 2013
7
Feb 2014
6.565
Prev. Owned
Plays: 2
This is decent alternate Carcassonne. I do like that it includes a Cloister type tile, which is somthing my current Carc faves (Hunters & Gatherers and Castle) do not.
The tiles look great, and collection of the resources as wooden bits is a nice change. I especially like the fishing mechanism where the seas become depleted.

However, overall, I don't enjoy it quite as much as H&G. The filling of ship orders was not an interesting as I had hoped, and more or less just felt like an extra step to get your score.
2014-03-13
English first edition
Year: 2004
7
Oct 2013
6.921
Prev. Owned
Plays: 1
The wall building adds a lot to the game. I just wish they had used a Hunters & Gatherers or The Castle-like mechanism for scoring the fields!
2013-08-18
Card Cubes (1970)
N/A
N/A
Prev. Owned
English second edition
Year: 2010
9
Nov 2012
7.092
Prev. Owned
Plays: 1
Multilingual first edition
Year: 2012
N/A
6.023
Prev. Owned
Z-Man English/Dutch/French Edition
Year: 2005
N/A
5.598
Prev. Owned
External shrinkwrap removed, otherwise like new.
2013-02-22
First Edition
Year: 2009
6
Sep 2014
6.595
Prev. Owned
Plays: 2
A great game to play with kids. I don't think I'd play it much besides that, however. There's not a lot of strategy here. Either you get lucky or you don't.
2009-12-14
English first edition
Year: 2011
6.5
Sep 2014
6.971
Prev. Owned
Plays: 3
English revised edition 2005
Year: 2005
7
Jul 2009*
6.683
Prev. Owned
Plays: 7
This is a very good game that I enjoy even more that the Settlers board game. It's great when you're looking for a two-player contest that's somewhat deeper and longer than the typical Kosmos game. The drawback is that I don't find this to be the most exciting game and it tends to feel just a little long.
2009-09-17
N/A
5.952
Prev. Owned
Revised edition
Year: 2006
7
Mar 2013
6.656
Prev. Owned
Makes a good game a bit better. Adding a new focus with each small expansion is a great way to add some interest.
2009-09-18
English edition 2007
Year: 2007
6
Nov 2013
5.645
Prev. Owned
Plays: 9
7
Nov 2013
5.597
Prev. Owned
Plays: 3
More exciting and interactive than the regular rules.
2009-08-21
Rio Grande English/French Fifth Edition
Year: 2006
6
Feb 2015
7.784
Prev. Owned
Plays: 7
August 2014. I recently revisited Caylus after not playing it for many years. I was very curious how it would stand up after living through the evolution of worker placement games in the interim.

My conclusion: Man alive, this game is BRUTALITY in a box in a way best appreciated in retrospect. With clever play, you can totally hose over your opponents, and with the slightest mistake totally hose over yourself. This game reminds me there was a time when you weren't handed out some ration of VPs every turn just for showing up and Eurogames would let you fail. I'm talking about the before times when new Knizia games were awesome and points weren't served up at a salad bar. If you suck up a turn in Caylus, you get nothing, you lose, GOOD DAY SIR! That's jarring in the present day. However, it is magnificent gaming, and I'm so glad that we can enjoy the current style of games without losing the old.

UPDATE Aug 2014: All that being said, I think maybe I don't actually so much enjoy this game, because against a good opponent, it is HARD. I am not sure how fun I ultimately find this game. I'd like to say it's because the game is rather dry, but I'm afraid it is because I don't want to work this hard. Maybe if my wife didn't destroy me every time...but she does that at Agricola too and I still enjoy that. I also tend to prefer games with more of a dynamic setup. I think I am going to try Tzolk'in, as I think it might scratch the same itch without drawing blood.

UPDATE Sep 2014: Curse you Caylus! I am now thinking that what I need to do is not to trade away Caylus, but to get better at playing Caylus. I call this "Agricola syndrome". I have realized that one thing that throws me about this game is that you don't really build up your own personal infrastructure. Anyone can use the buildings you construct for a relatively minor payment. This makes it difficult to build things that benefit you without helping your opponents. Maybe that payment isn't so minor in the long haul, and your personal infrastructure comes from those baby payments. There are definitely still some things to explore here.

Last game my wife and I tried to starve each other out by not building and passing early. We only had a few buildings the whole game. It was a very different experience and I was impressed that the game still worked in this extreme mode (although it wasn't the most fun way to play). Once she caught on to what I was doing, she out-stingied me anyway.

Update Sept 2014: I finally played a game reasonably well. However, I think Tzolkin may have further spoiled Caylus for me. I love the variable setup that Tzolkin offers. Caylus si the same every time, and I'm not sure what there is to stop me from trying to pursue the same strategy every time. I prefer it when the game itself forces you to change up your approach. I also in generally don't like it when controlling the timing of the end of the game or needing to dominate the last turn is a big issue, and it surely is here.

Final update? Sept 2014: I think is the end. The more I play this, the more joyless I find it. We had our ups and downs Caylus, but it is time for us to part. I revisited you to see how you fared in the modern day, and while I admire you for being a pioneer, your descendants have surpassed you in Fun. Farewell, and I wish you well.


2014-09-18
Central Bank (1974)
N/A
N/A
Prev. Owned
Great condition, looks like it has never been played.
2013-04-07
Chapters (1998)
N/A
N/A
Prev. Owned
Steve Jackson Games First English Edition
Year: 2006
N/A
5.549
Prev. Owned
Chinatown (1999)
N/A
6.973
Prev. Owned
Plays: 1
English second edition
Year: 2008
7
Dec 2014
6.973
Prev. Owned
Plays: 1
This is a very fun negotiation game. The only reason I don't own it is another game called Lords of Vegas. The games have a very similar feel to me, but LoV replaces the calculations of Chinatown with the evaluation of probabilities, and I enjoy the latter more.
2014-12-17
Rio Grande edition
Year: 2002
8
Feb 2014
5.706
Prev. Owned
Plays: 1
N/A
6.655
Prev. Owned
Eurogames / Descartes multilingual edition
5
Aug 2014
6.552
Prev. Owned
Plays: 1
I did not find this as enjoyable as some other "brinkmanship" bidding games I've played. Taj Mahal has a similar feel, but is a much better game, as is Great Wall of China for that matter.
2014-08-20
English first edition
Year: 2012
N/A
6.468
Prev. Owned
Plays: 2
This is a nice design that does justice to its BGG top 10 mashup premise. Would I like to play it again? Sure! Would I like to play it ten more times? Ehhhhh.....

I think my difficulty with this game is that the design is workmanlike rather than truly inspired. I think for me it falls into that category of Euros where I'd be very glad to play it, but I don't see it having a enough replayability to earn a spot on my shelves.
2014-08-24
N/A
6.454
Prev. Owned
First Edition
Year: 2007
N/A
5.759
Prev. Owned
Cube Farm (2002)
N/A
5.565
Prev. Owned
Dancing Dice (2004)
7
Apr 2008*
5.572
Prev. Owned
Plays: 3
Painless dice-rolling fun
2008-04-20*
Playroom Edition
Year: 2004
7
Sep 2013
6.133
Prev. Owned
Plays: 10
D&G is a trick taking game that has 2 features I really like. One, there's no trump. I like that because I always mess up trump. Two, high cards, low cards, and middle cards are all useful due to the very clever scoring system. Very fun, although a full game (one round for each player) would be too long. Fortunately, you can just play a round or two.
2007-01-24*
N/A
N/A
Prev. Owned
Dawn of the Zeds (Second edition)
Year: 2013
9
Sep 2014
6.534
Prev. Owned
Plays: 3
This is a great solo game. It is cinematic, your decisions matter but crazy stuff can happen, and it is capital F Fun. The heroes feel like distinct individuals and add so much wonderful flavor to every game. I take DotZ on every business trip that I can fit it (and I will neither confirm or deny that I've ever skipped part of a conference to play it).

I do have a couple minor complaints that have started to wear on me as I play more:

1) I'm not crazy about the foraging mechanism. Parking a guy on a resource cache and using an action every turn to roll a die in the hopes of maybe getting one supply or ammo is not terribly interesting. I much prefer the mission-based methods of getting supplies, and wish there were more of them, enough so that foraging would need be only a last resort.

2)I wish there were fewer special rules for the superzombies. Some of them, like the ones that get stronger when you flip them, or the just plain super strong ones, are no problem because everything you need is on the chit. Others, like the leapers, are a headache to deal with (especially because the name "leapers" doesn't really help you - why can they "leap" over catacombs in underground caves?). True, I can always just play without these guys, but I like the concept of superzombies pouring out of the catacombs. I just wish their implementation was more streamlined.

The rulebook is a challenge to get through the first time, but it is wonderful as a reference. I plowed through it, but if I had followed the recommended tutorial procedure I likely would have had an easier time. Once you get going, the rulebook is *great* because fiddly little rules are repeated in many places, so you are likely to find them no matter where you look. I can't overstate how much I appreciate this type of rulebook design. Give me a separate quick start book, but make the main rules good for in-play referencing! That being said, the game could really use a master cheat-sheet like the one promised for the Director's Cut expansion.
2014-10-24
First edition
Year: 2012
N/A
5.390
Prev. Owned
English edition
Year: 2000
6
Sep 2010
5.487
Prev. Owned
Plays: 1
Random but fun. Holding your wildcard vote to the last possible moment seems to be key.
2007-01-20*
7
Jul 2013
7.625
Prev. Owned
Plays: 1
I believe that DOOM is the best iteration of this system. DOOM gets you to the good stuff (tactical combat, special abilities, fun dice resolution system) with the least amount of hassle. The hook of Descent 2 for me is the campaign system. In concept, it is cool that the heroes and the overlord can level up. However, the two sides are leveling up more or less equally, so the "leveling up" really just means that everyone rolls more dice and can take more damage. It is not like the leveling up in say, Runebound, where you have to judge when you are powerful enough to take on greater challenges. In D2, you do a series of missions at level 1, then a series at level 2, which is similar except everyone rolls twice as many dice. This is underwhelming to me. However, I do like how the outcome of each encounter affects how following ones unfold. The campaign is suitably epic, but it is a commitment of quite a few game nights.

Personally, I'd prefer to just get in and out with DOOM for the combat, play Mansions of Madness for the narrative, or Earth Reborn for a more intricate tactical experience. D2 falls through these cracks for me, and is therefore getting Jones ruled off my shelves. I would still very happily play D2 anytime, though.

2013-07-07
6
Jul 2013
6.835
Prev. Owned
I thought this did not add a whole lot to the game, and the additional missions are rather clumsily shoehorned into the base campaign. The Secret Rooms also don't seem to be worth the trouble.
2013-07-07
Cheapass Edition
Year: 2005
N/A
5.561
Prev. Owned
N/A
N/A
Prev. Owned
English first edition
Year: 2004
N/A
6.114
Prev. Owned
Blue Orange Games edition 2006
Year: 2006
5
Nov 2013
5.529
Prev. Owned
Doubletrack (1981)
N/A
5.474
Prev. Owned
Dracula (2003)
6
Sep 2010
5.974
Prev. Owned
Plays: 2
Not a bad little bluffing/memory game. I don't like memory games in general, but this games lets you check cards frequently. It feels a little like Hera & Zeus to me, in that you are trying to hide certain cards either in your hand or on the board.
2009-12-03
Dragon Delta (2000)
English first edition
Year: 2000
7
Oct 2010
6.208
Prev. Owned
Plays: 3
Excellent condition.
2010-11-16
Z-Man edition
Year: 2007
6
Aug 2013
5.626
Prev. Owned
Plays: 3
A quick and harmless betting game. Probably best with 3? You have minimal control over where the dragon ends up. Paying attention to where the other players place their pawns is more critical than the cards in your hands. There may be an interesting psychological element to this game, but it is overall too light for that to be exploited very far.
2013-08-30
English first edition
Year: 2014
5
Sep 2014
5.645
Prev. Owned
Meh. I don't like the pace of the game. I don't see much call for this is a world that already has Martian Dice and Dungeon Roll.
2014-09-06
Dragonlance (1988)
N/A
5.431
Prev. Owned
N/A
6.319
Prev. Owned
Plays: 2
10
Aug 2012
6.253
Prev. Owned
Plays: 10
SPARKS:
* This game generates exciting narrative like to other. The characters' abilities and stats are remarkably well-tuned to the archetypes they represent and enforce the storytelling aspect of the game. You can't help but picture each of these individuals and their actions in your head as the game plays. This is much different from many similar games where the characters come off mainly as a collection of stats.
* Every set of characters is a puzzle to figure out. The key to the game is figuring out how to best use your team against the opponent's team. It is a race to match your strengths vs. their weaknesses. Characters are just durable enough - they are hard to kill, but not too hard.
* Despite the many things that are going on and the high level of flavor that is maintained, the rules are quite streamlined.
* I love the challenge roll resolution table with color vs. color and the varying degrees of success and failure.
* Combat is just a means to an end. Yes, you need to fight, but mainly you do so to further your ability to efficiently challenge the labyrinths. There is a greater purpose to your combat tactics.


I dig this game. The biggest problem is that there is a LOT going on. This is definitely a game that gets much better with familiarity, but you'll need to be a true gamegeek to break through. This is the game that pushed my wife a little too far.
UPDATE: My wife tried it again, this time with 3 platters and 6 characters each, and she liked it (and, not coincidentally, she creamed me)!
UPDATE UPDATE: The game offers so much tactical depth and variety that it has become a favorite. Best setup: 3 platters, 8 characters, 2.5 hours.

Update July 2012: After a few nights of 3 platter games, we finally tried a four platter, 10 character game. I thought that it would be cool to get in some more of the extra adventure keys. The game went OK, but I think we really prefer the tighter experience of the 3 platter, 8 character setup. Having more keys available didn't really add that much. I think in the future we'll just use 3 platters and draw one of the extra adventure keys at random.
2013-06-30
N/A
6.284
Prev. Owned
THE expansion to get. The others are only needed if you love the game and want more cards.
2006-10-04*
N/A
6.066
Prev. Owned
N/A
5.942
Prev. Owned
N/A
5.926
Prev. Owned
gotta catch 'em all!
2006-02-24*
N/A
5.884
Prev. Owned
Probably the fiddliest adventure key.
2007-01-15*
N/A
5.895
Prev. Owned
N/A
6.046
Prev. Owned
N/A
5.736
Prev. Owned
Dungeon Lords (2009)
8
Oct 2014
7.335
Prev. Owned
Plays: 2
This is a great game, and the only reason I sold my copy is that I think Dungeon Petz accomplishes much of the same feel in a more streamlined way. Also, I enjoy the puzzle of taking care of the Petz more so than the puzzle of thumping the adventurers. I will still happily play it any time, though. I actually like the dummy player you get to control when you play with 2, and missed it a bit when we played with 4!

UPDATE Oct2014: I sold this, but I find myself missing the game. I've been on a worker placement binge lately, and so many games have not made the cut that I have renewed my appreciation for DL. I intend to pick up a copy of the Happy Anniversary edition.

2014-10-27
English first edition
Year: 2014
N/A
5.629
Prev. Owned
English third edition
Year: 1981
6
May 2013
5.782
Prev. Owned
Plays: 1
This was a lot of fun when I was a kid. These days I usually prefer DungeonQuest or Dungeoneer when I get the 'crawl itch.
2006-02-06*
DungeonQuest (1985)
7
Oct 2011
6.378
Prev. Owned
Plays: 2
A good game, but man, the cards are unhelpful at telling you how to resolve them. A lot of referring to the rules is required at first. However, the fear this game creates is awesome. It's one of the few games where you're relieved rather than bored when a room is empty. I find the combat mechanism tedious, however. If it's going to be nearly totally random, just roll a die and be done with it.
2011-02-18
First Edition
Year: 2003
7
Nov 2012
5.501
Prev. Owned
Pretty good dungeon crawl. The twist here is that you're up against your fellow players more than the dungeon itself. The grit and saving throw systems are clever ways to balance out bad luck.
2004-08-05*
Elder Sign (2011)
5
Aug 2012
6.881
Prev. Owned
Plays: 4
I wanted to love this, but despite all the enormous effort around giving this game "theme", it just felt like rolling dice to me. The dice rolling mechanisms just aren't that exciting, and the card effects are meh.

D-Day Dice, on the other hand, has a much more interesting dice rolling system, co-op interactions, and card play. D-Day Dice does this type of game right, and it killed ES for me.

I love Arkham Horror by the way.
2012-08-23
7
Jan 2014
6.114
Prev. Owned
Plays: 1
N/A
N/A
Prev. Owned
Kickstarter Deluxe Edition
Year: 2013
7
Oct 2014
7.089
Prev. Owned
Plays: 4
This game definitely brings some novel ideas into the worker placement genre, with its unique use of dice and interesting game flow. I very much respect it for its beautiful artwork, absolutely stunning production, original theme, and novel mechanisms. However, after a few games it started to feel a bit samey, despite all the stuff going on. Also, this game is all about tempo, not blocking, which is odd for a worker placement and something that I don't find as satisfying.

I am hopeful the the expansion revitalizes this game as much as Tuscany did for Kickstarter. That may get me to take another look at it.
2015-06-07
Gamewright edition 2002
Year: 2002
4
Jun 2012
5.490
Prev. Owned
Plays: 2
Z-Man Games edition
Year: 2004
7
Apr 2014
6.688
Prev. Owned
Plays: 3
Very good condition.
2014-04-27
7
Dec 2009*
6.529
Prev. Owned
Plays: 5
Fun little puzzle game. The problem is, the more you think about your moves, the better you'll do, but the less fun you'll have. Implement a (short) turn timer!

I've ended up playing this a couple times around Halloween for the last couple years, and it's always been with 5+ players. Each time I am left with the impression that the game would be better with fewer, but have yet to try it that way.

2009-11-04
Amarillo Design Bureau Rules Revision 4 edition
Year: 2006
N/A
6.256
Prev. Owned
Fightball (2002)
N/A
5.583
Prev. Owned
Unplayed!
2010-11-22
Fightball (2002)
N/A
5.583
Prev. Owned
English first edition (Texas Wildcats vs. The Cruisers)
Year: 2002
N/A
5.583
Owned
Prev. Owned
English first edition (U.S.)
Year: 2013
6
Oct 2014
7.082
Prev. Owned
Plays: 1
I suppose the least kind review I could give of this game is that it is pickup and deliver with a bunch of random crap in between. Because I tend to feel the mechanisms of a game more than the theme, I am left wanting...wanting to go play Merchants Of Venus.

However, as a fan of the show, I can say this is a nice implementation of the Firefly license. The components are great, and the game design is passable. The biggest draw to this game is that it lets you revel in the 'Verse.

That being said, even if you can swallow the mechanistic underpinnings of the game, there's an awful lot of luck here for such a long game. I think they key point of tension is trying to take the minimal amount of crew and equipment along on your missions to maximize profits, but if you slice that too thin you will be frustrated by the die rolling. On the other hand, if everyone just gears up all the way, the encounters rapidly get too easy.

On the whole, I don't think many would have given this game a second look if it weren't for the Firefly name on the box!
2014-10-24
7
Mar 2009*
5.980
Prev. Owned
Plays: 5
Great bluffing game with a fair amount of strategy. This is one of the more giggly and cursifying games I own. The cards need sleeves though because their quality is not great, which is surprising from Days of Wonder.
2008-05-03*
7
Sep 2010
6.060
Prev. Owned
I eventually realized that this is not a racing game - it's really a gambling "press your luck" game. The rules variations suggested to add "realism" are laudable, but really subtract from the essence of the game. Even the strange pit stop rules make sense when viewed in the context of a gambling game. The game is good even with just 2 people, but I'd recommend each driver play 2 cars. I haven't played the full Formula De, but I really don't think I'd like it as much. Adding any more complexity or length would probably make the game too tedious for me, but I really enjoy the "mini" version.
2010-12-16
Francis Drake (2013)
7
Dec 2014
7.034
Prev. Owned
Plays: 1
Wow, amazing production quality on this game. However, I am still waiting for a great game that uses the excellent "one way worker placement road" mechanism. To be sure, Francis Drake does a much better job with it than Egezia (which I give credit for inventing this mechanism), but still doesn't fully do it justice.

I don't think the second half of the game scales well to fewer players. Even with a full boat, I'm not sure about the programmed order mechanism used for scoring in a game of this weight. I think that can work very well in a lighter game (e.g. Caribbean), but I'm not sure it is aligned with the tensely tactical worker-placement phase of the game.
2014-12-03
Free Parking (1988)
N/A
5.403
Prev. Owned
Frog Juice (1995)
6
Jun 2012
5.522
Prev. Owned
Plays: 1
Fantasy Flight Edition
Year: 2005
8
Sep 2010
7.058
Prev. Owned
Wishlist(1)
 (Must have)
Plays: 1
rating will likely improve with more play
2006-09-22*
N/A
N/A
Prev. Owned
Plays: 1
English Second Edition with Spiele Hit Mark
Year: 2008
9
Jul 2013
7.415
Prev. Owned
Plays: 2
Rio Grande English edition
Year: 2008
N/A
7.402
Prev. Owned
TSR First Edition
Year: 1987
N/A
5.560
Prev. Owned
Very good condition other than some shelfwear on box. Complete!

2013-01-03
Days of Wonder English first edition
Year: 2002
N/A
6.273
Prev. Owned
Z-Man Games edition
Year: 2008
7
Jun 2012
5.627
Prev. Owned
Plays: 1
This is a good area-control game. It could have easily been presented with common military or trading theme. They did a really good job with the theme, and it fits well. The main drawback for me is that it in my collection it competes with games like Carolus Magnus, Dynasties, and Great Wall of China, and I don't like it as well as those.
2012-06-24
Get the Goods (1997)
U. S. Games Systems edition
Year: 1997
N/A
6.045
Prev. Owned
6
Aug 2014
6.274
Prev. Owned
Plays: 1
DEAL BREAKER: I'd rather just play China.

I bought this because I was so surprised by my love of China. This seemed similar, but with some more stuff. However, I'm not sure that the addition of so many more ways to score really helps the game. This is a fine game, but I'm not sure that I would be likely to pick it over China when in the mood for this type of game. I do need to give it a few more plays, though, and the two-player variant looks pretty interesting. I might even like it better that way.

Some really neat things about this game: The card auction is well done. I also like the way the game board is literally a map of the game mechanisms and balance. For example, you need to move away from the city to grab a key To grab a goal, you need to take a space that leads to nowhere.
2011-04-10
Front9 travel edition 2004
Year: 2006
N/A
5.526
Prev. Owned
First edition
Year: 2006
7
Sep 2014
6.460
Prev. Owned
Small Box Edition
Year: 2006
7
Aug 2014
6.041
Prev. Owned
Plays: 5
Excellent packaging was used for the FFG Silver Line edition. This could have easily been marketed as Samurai: The Card game. It's become a lunchtime favorite. It's a bit of a shame that the FFG version didn't keep the iconography of the German edition.
2007-03-17*
Rio Grande edition
Year: 2003
6
Feb 2014
6.585
Prev. Owned
Plays: 7
Second Edition
Year: 2005
N/A
7.202
Prev. Owned
KOSMOS German edition
Year: 2006
N/A
6.022
Prev. Owned
First edition
Year: 2005
7
Oct 2014
6.137
Prev. Owned
Plays: 4
Excellent poker style game. This is great with a group of 3-6, but I'm not too impressed with 2 player play. Make sure to carefully explain the somewhat fiddly Dog rules - the Dog cheat sheet on the publisher's web site is helpful in this regard.

I wish I hadn't had to pay so much for this game, but if the Funagain exclusive deal was necessary to get the game published then I guess it was worth it.
2007-01-20*
English edition
6
Nov 2013
5.534
Prev. Owned
This game is an interesting cross between Battle Line, Havoc, and stud poker. I like the betting element. Could easily be played with a standard deck of cards and some chips if you have the table space, but for $5 the game is a good value. I give it an 7 using the betting variant I posted in the "Variants" section. The betting rules supplied with the game are lackluster at best.
2007-03-17*
German / English edition
Year: 2005
7
Apr 2013
6.380
Prev. Owned
Plays: 3
Rio Grande Games Edition
Year: 2002
6
Dec 2013
6.031
Prev. Owned
Plays: 3
English first edition
Year: 2013
N/A
N/A
Prev. Owned
Owned but never played, mainly because it seemed like a clunkier version of Hemloch.
2015-02-03
7
Apr 2005*
6.040
Prev. Owned
First edition
Year: 2006
N/A
6.384
Prev. Owned
May need to get this one for Jotun and Major Q9.
2008-04-11*
5
Apr 2012
6.275
Prev. Owned
Looks cool, but the lava is basically just impassible terrain that doesn't add much to gameplay.
2012-04-29
N/A
5.502
Prev. Owned
Uberplay edition
Year: 2004
7
Feb 2011
6.393
Prev. Owned
Plays: 1
Very good condition.
2011-10-03
Hoo-Dee-Nee (1983)
N/A
N/A
Prev. Owned
Hop to It! (2007)
N/A
5.519
Prev. Owned
Plays: 1
Z-Man games edition
Year: 2010
N/A
5.975
Prev. Owned
First edition
Year: 2003
5
Dec 2014
5.519
Prev. Owned
Plays: 7
A fun little game. Remembering what each side of the Igor die means is a bit of a chore at first. Considering the size of the box, I would have thought to be a "bring your own bits" game, but all the pieces you need are in there!
2005-05-25*
Multilingual first edition
Year: 2012
7
Nov 2014
6.371
Prev. Owned
Plays: 3
I think this is the best game of its ilk (vs. Metro & Tsuro). The game is absolutely gorgeous and is a good one to play with kids.
2014-11-17
First Boxed Edition
Year: 2013
6
Jan 2014
6.065
Prev. Owned
Plays: 2
I looked over the entire VPG catalog to order something new so that I could get the new Dawn of the Zeds map. This game looked the most appealing of games I do not own (or am awaiting Gold Banner editions), and I am looking forward to trying it. I like the theme and the spacial elements of the puzzle. I am also impressed by how responsive the designer is here on BGG.

UPDATE: I have a few plays over a few days under my belt. This game is really nicely produced, and has a lot of very nice elements. I like trying to figure out how to maximize the return for completing antibodies by setting things up so that you can clear several molecules at once. There is a very nice risk/reward calculation that you have to make on whether you should complete an antibody now or risk waiting for a big score. The equipment and personnel have thematic and useful functions. The events throw a nice dose of thematic chaos into the mix.

All the above is so well done that it pains me a bit that ultimately I don't think I'll be keeping the game. My issue is with the central driver for the game's tension: the death toll clock. When that advances 10 steps, you are done, and each advancement is based on a die roll. If you don't get some fortunate rolls and stop that clock from advancing, there's just no way you can win. The luck/skill balance is just thrown all out of whack for me, and I think it's due to this single central mechanism. What I would like to see is the advancement of this game clock more directly tied to how I am doing clearing molecules. If there were some dynamic that would let me choose to let the game clock run to take the chance of making some big progress later, I would find that more compelling. As it is, I kinda wish the game would just tell me up front how many turns I was going to have, rather than play for a half hour and realize I never had a prayer.

For me, there is fun luck and bad luck. I don't mind the luck involved with whether or not I draw the proteins I need. The game tells me right on the chits how many of each of them there are (a very nice design choice), and I can judge how likely I am to draw what I need. I also don't mind the events throwing in a monkey wrench then and again. I really like the virus mutations that can mess you up, because that gives a nice feeling of battling against a continually evolving threat. I am an immunologist and virologist, and the game gives a nice sense in a very compact time of how this type of research feels over periods of months.

However, I think just way too much hinges on that death toll clock. I have no risk/reward choice I can make there, and the result isn't fun for me. I either roll 6s a few times and can win, or I don't and I have no chance. I would love to revisit this game if a v2.0 ever comes out that redoes this mechanism. Like maybe the mutation phase could be redone so that if you pull a molecule and it can't be placed because there is already a molecule there, that would advance the clock or make you roll to advance the clock. I am thinking something similar to the "Monster surge" mechanism of Arkham Horror. You would need a much shorter Death Toll Track in this case, but at least the progress of that track would be linked to how well you are controlling the virus. If you are going to sandbag to try to set up a big removal for maximum funding, possible advancement of the death toll would be a valid consequence. Decisions to take near term losses for greater long term gains are a realistic element of medical research.

Or maybe that wouldn't work at all, I'm just spitballin' here.
2014-01-23
Inner Circle (1981)
6
Apr 2013
5.461
Prev. Owned
Plays: 1
English first edition (second printing)
Year: 2010
7
Feb 2015
7.137
Prev. Owned
Plays: 2
This game has a unique feel and a very unusual rhythm. It also has so many cards that seem overpowered that on balance none of them are. In this it reminds me a lot of Glory to Rome. However, Innovation is much more chaotic than GtR, and as such I think that all the interesting twists it presents would eventually begin to wear on me.
2015-02-16
English first edition
Year: 2011
N/A
6.841
Prev. Owned
Inside Moves (1985)
Parker Brothers fifth edition
Year: 1985
N/A
5.773
Prev. Owned
5
Nov 2009*
5.389
Prev. Owned
Plays: 4
Quick, random, fun card game. It's actually a better than I thought it would be, but don't go in caring too much if you win or not, because it's largely out of your hands. This game has less strategy than "Falling" if you can believe that. However, it's fast and amusing so my lunch group enjoys it.
2006-09-22*
Jungle Smart (2004)
English third edition
Year: 2004
N/A
5.822
Prev. Owned
Plays: 2
7
Dec 2011
5.566
Prev. Owned
Plays: 4
Rio Grande Games English first edition
Year: 1998
N/A
6.504
Prev. Owned
Titanic Games Edition
Year: 2007
N/A
6.041
Prev. Owned
English second edition
Year: 2012
8
Dec 2014
7.330
Prev. Owned
Plays: 7
N/A
6.638
Prev. Owned
8
Dec 2014
7.450
Prev. Owned
Plays: 4
Fantasy Flight English Edition
Year: 2008
6
Nov 2013
7.146
Prev. Owned
Plays: 3
7
Nov 2013
7.454
Prev. Owned
Plays: 2
6
Jan 2011
6.561
Prev. Owned
Plays: 1
This is undoubtedly a very clever game. It seems to me to be a mashup between Carolus Magnus, Maharaja, and China. The problem for me that I think I would rather play any of those other games over this one. The only 8-actions bit makes the game very tight, and maybe too puzzle-y for my tastes. The best part of this game is that it makes for an intense competition, but that is a fairly common trait of area majority games. For 2, I would rather play Dynasties.

2010-12-25
Print & Play Productions Second Edition
Year: 2012
5
Aug 2014
5.781
Prev. Owned
Amazing potential to generate narrative even with the random nature of the game. It's got depth to spare, but I am afraid it overwhelms my ability to keep track of the game state. Dawn of the Zeds and Astra Titanica are more my speed.
2014-05-30
English first edition
Year: 2011
7.5
Sep 2014
7.089
Owned
Prev. Owned
Plays: 7
I'm having a harder time that usual making up my mind about LAST WILL after 2 plays. I do really like the theme, and I applaud the myriad of different paths available to lose money, such as buying, depreciating, and selling properties; keeping up with a bevy of expensive companions and clubs; running your farms; blowing large sums on one-shot events.

To make these paths work optimally, you need to get the right helper cards. Because the game is so tight, it can be very painful if you are unable to nab the cards you need, and maybe that's where my frustration comes with this game.

It is par for the course in worker placement games that someone else grabs the spot you need; that's the whole tension of the game. However, when your spot is taken, there needs to be something else you can do instead. While Last Will offers you other options, they likely will not be nearly as good. The 2-card limit at the end of each turn exacerbates this quite a bit as you can't really make up for a missed beat this turn on the next turn.

Overall, this is a nicely designed, easy to play Euro. Usually, when I find myself ambivalent about a game, I'm thinking "I would rather be playing X". But with Last Will, an X doesn't come to mind. That's commendable, because I don't play a whole lot of new games anymore that don't feel like something I have already played. But I don't love it. More plays will help me make up my mind one way or the other. I think the game will either open up for me as I gain a greater appreciation for its depths, or I'll become more convinced of its lack of replayability.

Sept 2012:
Played again, this time starting with $120. I now understand that you need to adjust your strategy to the amount of money in the game. This adds some interesting game-to-game variation. I would play this anytime, but I am still not convinced of its long term replayability. And yet I keep wanting to play it....

December 2012
My tumultuous relationship with this game continues. I really want to like this game, and I am playing it quite a bit, and yet I still find it vaguely unsatisfying. I think I may just like my worker placement/engine games either heavier or lighter than this. Regardless, I have ordered the expansion in the hope it will add that missing something. I realize that this is akin to having a child to try to save your marriage, but I am going to give it a shot.

November 2014
The expansion adds some nice variety, options, and decisions, but does not fundamentally change the game. I do like playing this, but my vague dissatisfaction at game end persists. I think that I'm craving a little more depth and strategic variance than this game was designed to offer. This game perfectly meets my personal definition of a "7": very good game, happy to play it, but don't need to own. I will even break my "no fractions" policy and give this one a 7.5
2014-09-03
7.5
Sep 2014
6.272
Owned
Prev. Owned
Plays: 1
N/A
5.812
Owned
Prev. Owned
For Trade
N/A
5.742
Owned
Prev. Owned
LEGO Champion (2011)
N/A
5.524
Prev. Owned
Hip Pocket edition
Year: 2003
3
Apr 2011
6.029
Prev. Owned
Plays: 1
errrrrrrrr.....
2011-04-16
Schmidt green multilingual edition 2002
Year: 2002
N/A
6.005
Prev. Owned
English fifth edition (w/ Dr Toy / Mensa Select sticker)
Year: 2005
6
Mar 2009*
6.185
Prev. Owned
Plays: 3
Fun game. Feels like it has some strategy to it despite an awful lot of luck. It's very much about timing.

I'm OK with the art in the Gamewright production, but they did make some unfortunate design decisions. I'll echo what others have said about the pirate ship colors being too indistinguishable. This is annoying as it could have been so easily avoided with more distinguishable colors. Or, every ship color could have had a different graphic.

The other issue is that the merchant ship values are represented by tiny stacks of coins in the corners of the card that are hard to read across a table. A big printed number would have been far preferable.
2008-11-03*
English first edition
Year: 2011
N/A
7.453
Prev. Owned
N/A
6.742
Prev. Owned
N/A
6.341
Prev. Owned
N/A
6.829
Prev. Owned
N/A
6.205
Prev. Owned
English edition
Year: 2002
8
Aug 2013
7.027
Prev. Owned
Plays: 7
Surprisingly deep for how quick it is. Lots of bluffing and possible strategies in this one.
2008-01-16*
English first edition
Year: 2005
8
Sep 2014
7.218
Prev. Owned
Plays: 2
On the plus side, everything is bigger. One the downside, everything is bigger. I do enjoy the new bits, and the variant game is an excellent new twist that requires new strategies. The art is fantastic. However, I miss the portability of the original. The box is too big - it could have been about a third smaller and still held the board and peices. I think on the whole, I would have liked for the Deluxe Edition to be released in the same form factor as the original. I must admit that Dungeon Twister has somewhat tempered my enthusiasm for Confrontation, as I find that DT has a similar feel and is overall more satisfying. However, Confrontation has the advantage of being the quickest high strategy game that I own.
2014-09-22
Rio Grande English edition
Year: 2002
7
Dec 2014
5.743
Prev. Owned
Plays: 1
6
Sep 2014
6.406
Prev. Owned
Plays: 1
Not as fun as Love Letter. I don't think it is a good idea to take a game where you can get knocked out before your first turn and make it more intricate.
2014-09-17
Louis XIV (2005)
6
Feb 2013
6.936
Prev. Owned
Plays: 1
I find this game to be simple and complicated at the same time. I probably would have been crazy about this game 5 years ago, but Euros really have to do something special these days to grab me. There's just too many other games I would rather play. (Don't worry Rudiger, I still love Goa and Arkadia!)
2013-02-21
Mayfair English edition
Year: 2005
N/A
5.696
Prev. Owned
Multilingual edition 2004
Year: 2004
N/A
5.911
Prev. Owned
Playroom English Edition
Year: 2007
N/A
5.504
Prev. Owned
English first edition
Year: 2010
7
Jul 2012
7.227
Prev. Owned
Plays: 5
THE DEALBREAKERS: The pacing is off; the most interesting part of the game ends before the game does. By the time you finally get your engine together, it is just not that satisfying to turn the crank on it. Too much dependency on what dice rolls and cards come up for a calculating cube-pusher.

I generally appreciate this game and the way all the parts fit together. At first, I liked the challenge of trying to put together the right engine to allow the purchase of PP each turn. If you can but PP on just one turn when your opponents can't, you'll have a big advantage. I also like the trade-off between a couple cubes now or a bunch of cubes later.

However, I'm finding this less interesting with repeated plays. You need to deal with multiple levels of randomness, so you can't count on either the dice or the cards you'd like to see come up.

I think my biggest issue with the game is with its pacing. You can't do a whole lot at the beginning. Then, you do a bunch of stuff towards the middle and finally get your engine in play, but then in the last third of the game you are awash in cubes and pretty much just mopping up. That last third takes the longest to play out because you need to dink all your cards and deal with all your cubes. Consequently, the game loses some momentum at the endgame.

What is up with the thin cardboard? The tokens in this game and Notre Dame are barely acceptable. Come on guys, this is the Alea Big Box series! Step it up!

So to sum up: I found the game quite interesting at first, mainly due to the dice mechanism, but the game lost its luster for me with more plays.
2012-07-24
Magic Realm (1979)
N/A
6.576
Prev. Owned
7
Sep 2006*
5.910
Prev. Owned
Plays: 4
A pretty good, tense game. It might have been better done with a castle and walls theme, but spaceships work as well. The one problem I can see is that there's potential for a game to drag on for a very long time, but this may be a misfounded fear, as it hasn't happened to me yet. I think the luck factor some people seem to worry about is mitigated by the fact that you can discard your whole hand for a new one every turn.
2006-09-20*
5
Jun 2009*
6.443
Prev. Owned
Plays: 2
I really wanted to like this one, but I think on the whole I find it too fiddly, random, and constrained for a negotiation game!

2009-04-16
English edition
Year: 2010
N/A
5.952
Prev. Owned
Queen multilingual edition 2000
Year: 2000
6
Jul 2012
6.237
Prev. Owned
Plays: 2
Metropolys (2008)
7
Dec 2014
6.777
Prev. Owned
This is a nice design, and is very clever. I don't find it quite as fun as it is clever, but I'd still happily play it. I think the new goals from the Extension cards are an improvement to the point where I'd almost consider them a needed "patch" for the base game.
2014-12-14
7
Dec 2014
N/A
Prev. Owned
Just four cards, but they really improve the game. No longer can you easily guess which colors your opponents need. It almost seems like the designer had a better idea for scoring that he was able to add with these cards.
2014-09-17
First edition
Year: 2007
N/A
6.161
Prev. Owned
8
Feb 2011
6.696
Prev. Owned
Plays: 1
Modern Art (1992)
7
Nov 2009*
7.186
Prev. Owned
Plays: 3
Very good auction game - I love all the varied types of auctions as well as the valuation system. However, I find the bidding process difficult - it's very mathy to come up with just the right value, and one person who miscalculates badly can throw the game off. The card game edition does most of the good stuff while eliminating the tricky money component!
2014-10-09
Hasbro Long Box Edition
Year: 2001
6
Dec 2012
5.348
Prev. Owned
Plays: 2
Uberplay Motley Fool version
Year: 2005
7
Mar 2007*
5.863
Prev. Owned
Plays: 1
I like the way the market works, but dry dry dry.
2013-08-14
N/A
5.872
Prev. Owned
English second edition
Year: 2003
N/A
6.192
Prev. Owned
Simmons edition
Year: 2007
N/A
7.163
Prev. Owned
TSR large box 1989
Year: 1989
N/A
5.668
Prev. Owned
Plays: 1
I was surprised to find that I initially did not enjoy this one as much as the original Dungeon. I think the simpler, original game has more charm to it.

However, I later revised this view after replaying the original Dungeon and ended up getting the Classic Dungeon edition (which has better art) for play with my kids.

2014-10-09
English/Polish first edition
Year: 2011
N/A
6.799
Prev. Owned
Plays: 1
N/A
N/A
Prev. Owned
Black Box edition
Year: 2003
5
Sep 2014
5.580
Prev. Owned
This can be fun, but only with the right group. There's not a whole lot of actual GAME here. This would be the test - imagine that the box contained only a slip of paper that said "You're a ninja, and you deliver hamburgers. Discuss." If your group could have fun with only that, then you'll enjoy the game. Storytelling during deliveries is a must. The 3 x d6 die rolls make for quite the steep bell curve (nearly 50% of rolls total in the 9-12 range) that makes skill checks a bit different than in other games, an aspect I think I like, because you have a good idea beforehand of whether you will make the roll. Some of my new-gamer friends request this a lot.

PLUSES: Great theme. 3 x d6 resolution system makes for a tight bell curve, allowing you to have a good idea of chances of success before rolling, and also the value of upgrades.

MINUSES: Gaming elements are very thin - only the theme keeps this from being a pure exercise in "Roll higher that 12! Now roll higer than 14!" Necessary money and honor tokens are not included (in a SJ game? Say it isn't so!).
2014-04-10
Nottingham (2006)
N/A
6.002
Prev. Owned
English edition
Year: 2006
N/A
5.650
Prev. Owned
Plays: 2
Nice math game, but the mechanisms are a little klunky.
2015-02-16
English first edition
Year: 2010
7
Nov 2012
6.395
Prev. Owned
Plays: 3
Better theme suggestion: Castle Wolfenstein!

The genius of this game is that it is more fun to be the one sneaking around, and in this game everyone but one player gets to sneak. The drawback is that the line-of-sight is unnecessarily fiddly due to the design of the board, and the game can easily be ruined by players misjudging line of sight. It's not like a player can ask for clarification without giving their position away, either.

This game should have used something like the Tannhauser system for clarifying line of sight (hmm, maybe I could mod the board? Feels like too much work), or just settled for a simpler map.

UPDATE: I'm afraid this game is falling between the cracks for me in the "Hide and Seek" genre. With gamers, I'd rather play Letters from Whitechapel or Fury of Dracula. With my kids, I'd rather play Ghost Chase or Flurch Der Mummie. Nuns on the Run was supposed to be my casual gamer game of this type. The problem is, it is just too fiddly and too easy for Nun players to make a mistake. They can't ask questions during the game without spoiling things (giving away their position), and that is the kiss of death for "gateway games." I realized this when I had the perfect group of 6 casual gamers, and passed NotR on by because I didn't want to try to teach and referee it. How are you ever supposed to use the line of sight ruler that comes with the game without giving away your position, anyway? Consequently, this game is neither well suited for competitive nor casual play.

I stand by my "Tannhauser" comment above!
2013-05-25
Oasis (2004)
N/A
6.432
Prev. Owned
Steve Jackson Games edition
Year: 2013
N/A
6.553
Prev. Owned
Onirim (2010)
8
Apr 2013
6.508
Prev. Owned
Plays: 6
English first edition
Year: 2009
N/A
5.564
Prev. Owned
English first edition
Year: 2014
7
Feb 2015
7.068
Prev. Owned
Plays: 5
This dice game has some nice features. I like how the character's powers are largely implemented by giving them different dice. The game also presents some interesting choices. Ultimately, however, I think that whether you win or not or predominantly a function of how well you roll, and that calls into question whether the choices you make are really all that meaningful.
2015-02-16
English second edition
Year: 2012
6
Jun 2015
6.301
Prev. Owned
I played this game as a team building activity with my group at wok, and it was great in that context. The game revealed a number of realistic market dynamics and participant tendencies. However, I feel the game is a bit dry for a party game, and the action is unfortunately punctuated by long periods of payouts and an auction that only engages half the players. The large player count that can be smoothly accommodated is a great asset though, and the production on the Panic on Wall Street edition is very good.
2015-06-11
English first edition
Year: 2011
N/A
5.975
Prev. Owned
N/A
5.686
Prev. Owned
First Edition
Year: 2005
N/A
5.642
Prev. Owned
I'm rather interested, being a fan of the RPG.
2006-11-27*
N/A
5.691
Prev. Owned
N/A
5.617
Prev. Owned
N/A
5.671
Prev. Owned
N/A
5.660
Prev. Owned
N/A
5.830
Prev. Owned
English first edition
Year: 2013
7
Oct 2014
7.335
Prev. Owned
Plays: 10
On its surface, it is mainly just flip a card, roll some dice. However, there are some interesting decisions to be made, and teamwork between characters is key. I find it strangely compelling in a way that Descent 2 was not for me. Perhaps there is some merit in stripping the idea down to its essence. I think the idea of slowing developing my character is the hook for me. Whether that is enough to keep me interested through 6 adventure decks remains to be seen.

UPDATE Oct 2014:
We're about halfway through adventure 1, and the shine is starting to come off this a bit. We'll see how far we get. I think that the most interesting thing about this game is the way you build your character, and while that is fairly novel for this type of game, I am not sure I ultimately find that compelling enough to sustain my enthusiasm.

UPDATE Nov 2014:
Well, my son (age 7) gave me a very well reasoned agruement as to why Pathfinder was not his favorite game. "I have to wait 10 minutes between my turns, and when it is my turn I barely know what I'm doing." Fair enough. As for me, I am finding the game repetitive, and gaining a +1 here and there is no longer thrilling me. I am also perplexed as to how I continue to find this game so finicky to deal with rules-wise.
I think I'll be turning to Lord of the Rings Card Game for a similar questing card game, but with more interesting mechanisms. I'm also looking forward to Assault on Doomrock, which I hope will be more of what I hoped to get out of Pathfinder. I just don't think the long campaign thing is for me with this particular game. I think this game may be too reliant on the appeal of slowly leveling up, and the game guts underneath aren't really interesting and varied enough to sustain the game long-term.



2014-11-17
N/A
6.958
Prev. Owned
N/A
6.419
Prev. Owned
N/A
6.280
Prev. Owned
N/A
6.233
Prev. Owned
N/A
6.623
Prev. Owned
N/A
6.757
Prev. Owned
Warfrog First Edition
Year: 2006
N/A
6.555
Prev. Owned
English first edition
Year: 2009
5
Mar 2013
6.149
Prev. Owned
Plays: 2
I like a few things about this game. The tic-tac-toe card selection forces some tough decisions, and I really like that. I also like the seal mechanism. However, the whole ends up being somewhat less than the sum of the parts here for me. It doesn´t feel like the game really goes anywhere. All the rules ambiguities (STILL not clarified by Mayfair, as far as I can tell) push me over the edge on this one - this game is not worth agonizing over what the cards really mean. I think I would always go for Jambo over this one when in the mood for this flavor of game.
2012-02-19
Second Edition
Year: 2006
N/A
5.546
Prev. Owned
Funforge Edition
Year: 2009
7
Apr 2013
5.977
Prev. Owned
Plays: 6
Sounds outstanding. I'm imagining something with the same general feel as Jamaica, with the added element of bluffing! Dice + push-your-luck + bluffing + flicking + cowboys = home run for my lunch group. #1 on my wish list right now.

UPDATE: Bought it, played it, and it's just as fun as I hoped.
2010-02-18
Power Grid (2004)
7
Dec 2009*
7.923
Prev. Owned
Plays: 1
This is definitely a very finely balanced game. I don't even try to do all the math that's probably required to play optimally. I like it, but wish it was a little more intuitive and less calculative.

I also don't in general like it when gaming turn order is a critical part of the game.
2014-11-04
Rio Grande Games Edition
Year: 2000
7
Oct 2014
7.506
Prev. Owned
Plays: 1
In general structure, this feels a lot like Goa, and I think I like Goa a bit more. Nevertheless, PoF is one of those wonderful games where there are so many strategic options and so few turns to accomplish them in. This is a great game to play with people who want deep strategy but not direct confrontation.
2007-01-17*
N/A
N/A
Prev. Owned
First Edition
Year: 1981
5
Feb 2013
N/A
Prev. Owned
Plays: 4
Nice bits, and slightly more interesting than I expected. However, this game isn't fit to clean Can't Stop or Xcape's bathroom.
2013-02-09
English Second Edition
Year: 2011
N/A
6.405
Prev. Owned
Plays: 1
English first edition 2011
Year: 2011
7
May 2015
6.776
Prev. Owned
Plays: 6
It's just fun, and becomes just strategic enough with the Expert Culling Variant (with the house rules that triggering all "Scoring" abilities whether or not you cull for points if the creature survives, and allowing the culling of a different used die if you chose not the cull the creature).

UPDATE May 2015: After getting the iPad app, I've recently played this a lot more than I ever did with the physical game, and I'm starting to wonder how much of my affection for the game is based on physically handling those dice. The game design itself is maybe not so interesting to me, and I find it troublesome to have to continually reference the cards to know what each die does. I do love. The bag full of dice idea in theory, but I don't so much enjoy the flow of the game.

I think that Puzzle Strike is a more strategic and less fiddly version of this deck building battle concept.
2015-05-12
N/A
6.921
Prev. Owned
N/A
6.476
Prev. Owned
N/A
5.987
Prev. Owned
N/A
6.443
Prev. Owned
Not sure this will work well with the Expert culling variant I prefer. Also, I'm not crazy about the Locking mechanism or effects. I could be done expanding this game, unless the next expansion works well with Expert culling (and adds some more corrupted Quiddity!)
2013-08-28
N/A
6.406
Prev. Owned
Gamewright 10th Anniversary Edition
Year: 2006
N/A
5.969
Prev. Owned
Plays: 36
Good for a 5 year old?
2007-11-07*
N/A
5.735
Prev. Owned
Multilingual first edition
Year: 2011
N/A
5.975
Prev. Owned
I like Rattus, but I think in this case it is best to leave the African continent unexplored.
2014-09-17
English first edition
Year: 2008
7
Feb 2015
6.272
Prev. Owned
Plays: 2
This game is lighter and smoother playing than I had anticipated, and the latter reason is why I think I like it. With the recent trends toward brutally complex co-ops (which I do love also, don't get me wrong), I can also appreciate one that is just wacky and easy to play.

I favor the first edition of this with the smaller box for its item tiles rather than cards and the improved portability.

2015-01-22
English first edition
Year: 2004
7
Sep 2010
5.907
Prev. Owned
Plays: 2
This is a good bidding game that is similar to, but not quite as good as, Turn the Tide. I don't know why there's so much complaining about the "Relationship" theme. Would we really prefer another game about impressing renaissance ponces?
2010-03-23
Relic (2013)
N/A
6.461
Prev. Owned
First Edition
Year: 1987
N/A
5.699
Prev. Owned
English first edition
Year: 2012
9
Jan 2013
7.677
Prev. Owned
N/A
5.969
Prev. Owned
English second edition
Year: 2009
7
Mar 2013
6.499
Prev. Owned
Plays: 1
This is a decent game that combines an interesting blind bidding mechanism with area majority. But all-in-all, I'd rather play Mission Red Planet when I'm in the mood for this type of game.
2013-03-05
N/A
6.183
Prev. Owned
English first edition
Year: 2013
5
Aug 2014
6.691
Prev. Owned
Plays: 1
I was very surprised how much I didn't like this game. I though the central "choose an action lot" mechanism looked very interesting, but I just found the gameplay too constraining to be enjoyable.

This game is Rialto's much less talented little brother.
2014-07-04
Parker Brothers Edition 1965
Year: 1965
4
Apr 2013
5.494
Prev. Owned
Plays: 2
Playroom Entertainment Multilingual first edition
Year: 2004
N/A
5.493
Prev. Owned
Big box edition
Year: 2001
6
Oct 2013
6.496
Prev. Owned
Plays: 2
7
Sep 2010
6.161
Prev. Owned
Lots better than regular risk. This is the game that got my wife back into boardgaming in the early 2000's. A few of the cards add to the luck, but also to the excitement. The time limit built into the game is much appreciated. More like regular Risk than is Risk 2210AD.
2012-02-11
3
Mar 2011
5.286
Prev. Owned
Only an okay game, but it makes an awesome decoration.

The newer editions are VASTLY inferior to the beefy sets they had in the 70's.
2013-08-09
Rumis (2004)
Educational Insights Mensa Select edition
Year: 2004
6
Oct 2013
6.615
Prev. Owned
Plays: 5
Not bad, very nice pieces. Personally, though, if I am in the mood for fitting shapes I would rather play FITS, Ubongo, or Blokus.
2013-10-16
N/A
5.709
Prev. Owned
These Class Decks are cool, but if I want this style of play I think I'd rather play Dungeoneer rather than combine it with an already long game.
2010-11-14
N/A
5.698
Prev. Owned
These Class Decks are cool, but if I want this style of play I think I'd rather play Dungeoneer rather than combine it with an already long game.
2010-11-14
N/A
5.685
Prev. Owned
These Class Decks are cool, but if I want this style of play I think I'd rather play Dungeoneer rather than combine it with an already long game.
2010-11-14
N/A
5.683
Prev. Owned
These Class Decks are cool, but if I want this style of play I think I'd rather play Dungeoneer rather than combine it with an already long game.
2010-11-14
N/A
5.695
Prev. Owned
These Class Decks are cool, but if I want this style of play I think I'd rather play Dungeoneer rather than combine it with an already long game.
2010-11-14
N/A
5.680
Prev. Owned
These Class Decks are cool, but if I want this style of play I think I'd rather play Dungeoneer rather than combine it with an already long game.
2010-11-14
Say Anything (2008)
7
Mar 2011
6.675
Prev. Owned
Plays: 3
English first edition 2012-1
Year: 2012
6
Aug 2013
7.336
Prev. Owned
Plays: 5
THE DEAL BREAKER:
* Not as much variety as you would think given the big stack of cards
* I'd rather play Roll Through The Ages

This is a gorgeously produced title with solid, fun gameplay. The giant dice are especially nice.

However, despite all the chrome and cards, the game isn't as exciting as I'd expected. You can often play all your cards, then sit around with not much to do until the next year begins. In the end, it is not quite good enough to earn a permanent place on the shelf.

2012-11-28
8
Sep 2010
6.034
Prev. Owned
Plays: 3
Somewhat better than the original Settlers if you don't care to expand the game. Not very good 2-player though - the game becomes all about grabbing the 2:1 ports!
2007-09-30*
English edition
Year: 2007
N/A
5.830
Prev. Owned
Queen Games Second Edition
Year: 2006
8
Mar 2007*
7.442
Prev. Owned
Plays: 2
Queen First edition
Year: 2011
N/A
5.844
Prev. Owned
AMIGO small box edition
Year: 2008
N/A
6.520
Prev. Owned
English first edition
Year: 2006
8
Sep 2010
5.816
Prev. Owned
Plays: 5
Catan is great, and this is my preferred edition of it, but I'm at the point now where I don't enjoy it so much if it's not played at a brisk pace. I have been occasionally tempted by Seafarers, but I think this may actually be all the Catan I need.
2015-06-13
N/A
5.494
Prev. Owned
Multilingual second edition
Year: 2009
7
Jan 2015
6.767
Prev. Owned
Plays: 1
N/A
5.964
Prev. Owned
English edition
Year: 2009
7
Mar 2015
7.313
Prev. Owned
Plays: 6
Don't get me wrong, this is a very good game with a wonderful production. However, I think the general opinion on Space Hulk may be somewhat inflated by nostalgia and awesome paint jobs. This is probably sacrilege, but I'd probably have preferred less over-the-top minis. Personally, I don't find it to be the masterpiece it seems to be revered as and think DOOM the Boardgame is overall a more interesting sci-fi pew pew fix.
2015-03-26
6
Oct 2012
5.885
Prev. Owned
Plays: 6
I really wanted to like this game. The theme and concept are cool and the production is very nice. I gave the game a good chance, playing multiple times in campaign mode and investing a lot of time in making a cheat sheet and FAQ. Ultimately though, I came to feel that the whole thing was too luck-based. I think the issue is that combat is very deadly. One round of bad chit pulls can destroy your entire squad. You can work your way methodically through most of the mission unscathed, and them BAM you're dead.

There is a lot of nice detail and flavor, but I'm afraid I find the central combat mechanism to be too frivolous to support all that. This game really makes me want to cheat, or go play a video game instead.

Two solo games that I do still enjoy are Space Hulk Death Angel and D-Day Dice. I think the difference there is that you're not going to get wiped out in a single turn. You can see trouble coming and have ways to respond, and thus the game has a more satisfactory arc, win or lose.

We will have to see how I feel about my Kickstarted copy of Last Frontier when it arrives - is it more Death Angel or Space Infantry?

I think this game is a nice effort and well done in many ways. I can see how people of other proclivities than myself might enjoy it very much.
2012-10-19
First Edition
Year: 2004
N/A
5.527
Prev. Owned
Milton Bradley English First Edition
Year: 1979
4
Jun 2014
5.540
Prev. Owned
Plays: 1
This game is surprisingly similar to Star Trek: Fleet Captains!
2012-12-16
First edition
Year: 2002
7
Apr 2009*
6.591
Prev. Owned
Plays: 7
Simple, fast, and fun. The wide range of available characters and their disparate abilities keep this one interesting.
2007-03-17*
N/A
5.389
Prev. Owned
N/A
7.087
Prev. Owned
N/A
7.158
Prev. Owned
Sumo Arena (2001)
6
Mar 2009*
N/A
Prev. Owned
Plays: 1
Fun, but can drag on for a while as you wait for just the right cards and make the right guess.
2007-01-20*
English first edition
Year: 2011
6
Aug 2013
6.138
Prev. Owned
Plays: 2
Beautiful production, but it doesn't quite gel for me. I don't feel that the different phases flow well together or that I can have much control. The role cards feel especially pasted on. My wife likes it better than I do, though.
2013-07-19
Survive! (1982)
Parker English First Edition
Year: 1982
N/A
7.202
Prev. Owned
Plays: 3
Gryphon Games 6-player edition
Year: 2009
N/A
6.300
Prev. Owned
Z-Man First Edition
Year: 2006
7
Nov 2012
5.670
Prev. Owned
Plays: 1
Very good condition. No box insert, components bagged.
2013-01-25
N/A
5.457
Prev. Owned
1 to 300 of 348   Page 1. » 2
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