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User: drasher25: Board Game Collection
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Title Version User
Rating
Geek Rating Status User
Plays
Comment
8
Sep 2014
7.624
Owned
Plays: 3
Great expansion, bumps the game up a point for me.
2012-08-25
Multilingual first edition
Year: 2010
8
Apr 2014
5.902
Owned
Plays: 3
8
May 2012
6.684
Owned
8
Feb 2014
6.380
Owned
8
Feb 2014
6.157
Owned
8
Feb 2014
6.173
Owned
Queen English, German, Spanish & French edition
Year: 2004
6
Feb 2014
6.386
Owned
8
Oct 2014
6.248
Owned
8
Oct 2014
6.867
Owned
Plays: 3
9
Dec 2013
7.541
Owned
9
Dec 2013
7.392
Owned
9
Dec 2013
6.662
Owned
9
Mar 2009*
6.635
Owned
Plays: 10
A fantastic expansion once you get all your players up to speed. I like the game better with these cards, but it might be best to leave them out for the first game with a new group.
2011-10-13
8
Mar 2009*
6.410
Owned
8
Mar 2009*
6.392
Owned
English first edition
Year: 2011
6.5
Sep 2014
6.971
Prev. Owned
Plays: 3
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
7
Nov 2013
5.597
Prev. Owned
Plays: 3
More exciting and interactive than the regular rules.
2009-08-21
10
Oct 2011
7.162
Owned
Plays: 3
Takes CitOW to a 10! I find the new cards to be better balanced and more fun to play with. The Chaos cards are more subtle, but still as thematic for each character. Conversely, the upgrades are now somewhat more powerful and all are useful now. Basically the more powerful effects have been shifted from the Chaos cards to the upgrades, which I think works better from fairness and game pacing standpoints.
2011-10-13
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
9
Sep 2011
6.362
Owned
Plays: 2
If you have played Dice Town and enjoy it, you really should get this expansion. It makes a very good game great.

The secondary prizes are nice all around, both because they give you a choice of actions and they minimize the times you get frozen out entirely.

On the other hand, the secondary rewards make it very hard to get to Dr. Badluck when you want him, so fortunately that is now an action you may chose at the general store. Even with just the base game it is hard to get to Badluck with lower numbers of players, so I think this was a needed fix.

The outlaws let you preset some of your roll, and add some nice strategy, and trying to capture them for rewards is just fun. I like the way they are all worth an odd amount of $ - this makes that odd dollar in your hand worth something in VP!

The gold cards give you a nice option when you limp into the gold mine with a single 9, and the alternate bank action helps keep a player from getting stuck with no money.

Overall, the expansion adds a lot of options and strategy and fits very nicely into the existing framework of the game. It is nice that these options where kept as a separate expansion, as I think the whole package would overwhelm many casual gamers.

2011-09-21
8
Apr 2013
5.643
8
Nov 2013
6.799
Owned
9
Feb 2013
7.451
Owned
9
Feb 2013
7.636
Owned
9
Nov 2013
7.221
Owned
9
Nov 2013
7.639
Owned
9
Feb 2013
8.122
Owned
9
Feb 2013
7.915
Owned
10
Jan 2015
6.113
Owned
9
Oct 2014
6.250
Owned
Adds some nice additional options, but also more complexity. It's good, but not essential.
2014-10-17
7
Apr 2005*
6.040
Prev. Owned
8
Mar 2009*
6.534
Owned
The new unit interactions make the drafting phase more interesting, although it seems like another wave of boosters will be needed to fully untilize the possible synergies.
2007-03-17*
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
8
Sep 2014
6.765
Owned
8
Sep 2014
6.914
Owned
English Standard & Pocket edition
Year: 2013
8
Sep 2014
6.362
Owned
All the Hive expansion pieces are good, but I think the Pillbug is the most essential. It opens up some very nice tactics.
2014-09-09
Rio Grande edition
Year: 2007
6
Mar 2013
6.420
Owned
Huts: The shop hut seems very interesting. Not too sure about the other 2 yet. The trade 2 wares for 1 hut seems like it would make getting your ware collection together too easy.

Relics: Meh.

Not too crazy about the new game deck cards, especially considering you need to swap some out of the base deck to use them.

2009-09-04
Rio Grande Games Edition
Year: 2009
9
Oct 2010
6.317
Owned
Kaispeicher (2012)
9
Apr 2012
6.352
Owned
Plays: 4
Die Spiecherstadt is already a really good game. It's just crazy how much Kaispeicher improves it.

There are now more paths to victory and much greater game-to-game variability. The new reserve mechanism blends beautifully with the original bidding.

This game had solid bones to begin with, and now it has some nice fleshy curves as well!

RA is my favorite auction game, and Kaispeicher won't usurp that, but the fact that I am even thinking about where it is in relation to RA means it is very high indeed.
2012-04-30
8
Dec 2014
7.451
Prev. Owned
Plays: 4
English first edition
Year: 2014
8
Aug 2014
5.642
Owned
This is a nice little expansion that gives you some nice new Gather cards you can use in any game, and also an alternate set of Craft cards for a faster game. The new Craft deck is easier to build, so you'll need to invest less time and thought into building your dice pool, but you'll be crafting items faster (and more often more than one per turn).

This is a really rare type of expansion - one that speeds up and simplifies the game. However, I think it is a good idea, because as much as I love KF, it can take a while with 4 players. With this new deck, you can reign the game down into the superfiller category and perhaps play with more casual gamers who want more dice rollin', less Gather Phase strategizin'.
2014-08-18
7
Nov 2013
7.454
Prev. Owned
Plays: 2
Multilingual first edition
Year: 2014
9
Jul 2014
6.068
Owned
Plays: 6
7.5
Sep 2014
6.272
Owned
Prev. Owned
Plays: 1
8
Aug 2013
6.136
Owned
Plays: 1
At first I was afraid this would complicate things too much, but it actually integrates very well and adds a nice additional layer of choices. It will prolong the game a bit, but the game is one I love, so that's fine with me.
2013-05-22
8
Aug 2013
6.872
Owned
Plays: 1
Seamlessly integrates with the original, excellent game to create new challenges.
2005-02-11*
8
Aug 2013
6.445
Owned
Plays: 1
Takes the game to a whole new level. This is definitely worth getting even if you don't play head to head, as the dark tiles add another interesting element to the game.
2005-02-11*
7
Jan 2015
N/A
Owned
8
Jan 2015
5.871
Owned
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
English first edition
Year: 2013
9
Sep 2014
7.191
Owned
Plays: 2
I never really lost enthusiasm for Pandemic, but after an initial resistance, this expansion got me excited about playing again.
2014-08-27
English second edition
Year: 2013
9
Sep 2014
7.914
Owned
First edition
Year: 2013
9
Aug 2014
5.684
Owned
This is a very nice addition to the game. That neglected Research die will get some more action. I like the new maps suggestions as well. Grab it if you enjoy Quantum!
2014-08-11
8
May 2015
7.642
Owned
Plays: 25
I was very surprised how much more interesting the game becomes with the addition of these new cards. The expansion definitely creates a host of new potential strategies, and makes me wonder how I ever felt the game was complete before. this expansion has definitely slowed things down for me, and I find myself changing strategies more mid-stream. However, I do enjoy the added depth and options.

I am not a fan of the takeover mechanisms, however. Too much bookkeeping for too little gain! From an interaction standpoint, I'd rather see ways to stop your opponents from taking particular phases.
2009-12-04
8
May 2015
7.333
Owned
Plays: 12
I was skeptical about this expansion for quite a while, but after 50+ plays with my wife I finally decided to bite it off. Adding to RftG is not a no-brainer for me, despite how much we play the game. We don't play with takeovers. That whole thing seems like a mess to me - way too much bookkeeping for too little effect.

I was worried that prestige might also be a bridge too far, but after playing with BoW I do not find that to be the case. BoW is very much meant for experienced players, but the added rules burden is not too bad. I mainly like 3 things about the expansion:

1) The prestige mechanism gives you another interesting victory strategy to peruse. I don't find it overpowering as some have commented here; there are many other strategies that can also yield at least a point and a card every round!

2) I like the prestige super-ability one-shot. It is frustrating to get stuck at the midgame or even early on, and this feature gets you around that at a cost.

3) Green strategy gets some help. I felt that the green engine was relatively under-resourced before.

I could have lived without this expansion. I need to remind myself how prestige works when I pick up the game after a while, and I still need to look up some of the trickier BoW cards. Search also slows down the game quite a bit. However, it is hard for me to go back now, because BoW does introduce some interesting strategic options.

UPDATE Sep2012: Alright, dangnabit, I need to admit that this expansion completes the game. It definitely slows things down, but it also easily doubles the number of strategies possible. It's really well positioned at the end of the RftG line. When you're ready, get it, and you will come to appreciate it greatly. I take back what I said about being happy to live without this expansion - there's no going back for me now.

Takeovers still = The Suck, though.

2014-08-10
9
Aug 2014
7.863
Owned
Plays: 27
An essential expansion I think for the new cards. The solo play has been largely superseded by the excellent AI version available for me though.
2010-09-22
8
Jun 2013
6.408
Owned
Plays: 3
8.5
Nov 2013
6.603
Owned
Plays: 4
Much better - extends the game enough so that you can actually develop some strategies.
2010-09-26
8
Nov 2010
6.002
Owned
Solid adventure card expansion. Challenges are a bit harder than average, with some interesting effects. Adds some new Events that could be potential huge pains in the butt, but that makes them meaningful. I like the encounter that allows you to attempt to loot a dragonlord.
2010-11-15
8
Nov 2010
6.078
Owned
The best part for me are the new Blue challenges that can only be damaged in a single combat phase. I like when you occasionally get something like this, and realize you need to run away for now! Also includes some Encounters that basically give you an extra hero to use just for stalking your opponents. I don't think PvP is a strong suit of Runebound (we usually avoid it), so these didn't do much for me. The other monsters are decent.
2010-11-12
8
Jul 2015
6.905
Owned
8
Aug 2014
6.156
Owned
8
Aug 2014
6.430
Owned
8
Aug 2014
6.458
Owned
Talisman City (1989)
6
Jul 2014
5.948
Owned
Definitely my least favorite 2nd edition expansion. It does provide some nice additonal options, however, so we'll usually set it up in case anyone is so inclined to make a go of it in the big city.
2004-07-26*
7
Jul 2014
5.793
Owned
I love 2nd edition Talisman and this just adds to the fun with some high powered monsters and new dragon-slayer characters.
2006-10-04*
8
Sep 2014
6.066
Owned
This is a very simple expansion, but probably my favorite extra board. It gets you off the main track for a while while you bash on a new set of baddies.
2006-10-04*
7
Jul 2014
6.262
Owned
Gotta have it. More cards.
2006-10-04*
7
Jul 2014
5.644
Owned
I like the Timescape. Dangerous, but potentially very profitable.
2005-05-12*
7
Jul 2014
6.227
Owned
I dig the alternate endings.
2006-10-04*
9
Jun 2015
6.862
9
Sep 2014
6.148
Owned
9
Sep 2014
6.024
Owned
9
Nov 2014
7.114
Owned
Plays: 6
This expansion does just what a good expansion should do: adds more variety and choices. I am especially impressed with the prophecies. They make it harder to do a certain action, and then reward (or punish) you based on how well you manage to do that action anyway.

The Quick Action tiles variant for two players tightens up the game nicely by putting more dummy workers on the board. Now blocking becomes more possible, and Start Player all the more valuable.
2014-09-21
9
Sep 2014
5.914
Owned
This Tribe can be really strong with the right combo of Prophecies, but it can also get you into trouble. Use credit wisely!
2014-09-21
9
Mar 2012
7.160
Prev. Owned
Plays: 2
Some of the base game expansion elements are great, while one or two are just OK. Overall, they make the game much less scripted and I will always use the expansion unless teaching someone new!


The great ones:
Gladriel: In the base game, killing off Gandalf at the first opportunity is practically a non-choice. With Gladriel, you have some more options.

New Witch King: I like having this alternate Witch King that you can bring into play to harass the Fellowship without activating everybody, I do wish there was some way to switch him over to the fighty Witch King later in the game, though. This would also follow the books' narrative nicely.

Ents: It is nice to have these as figures on the board, as it adds a lot of interest to the action around the Fangorn/Orthanic region.

Dunlendings: These give Sauron something to do rather than just bang on Rohan for a while then get creamed by the Ents.

The good ones:
Siege Towers: Give a little more options around siege combat, and a place to spend musters that might otherwise be wasted.

OK:
Smeagol: Not really sure what he adds to gameplay. It is nice for the fellowship to have that extra harmless tile in the bag (kinda balanced by the new Witch King). I think his main purpose is to mix up the Fellowship and prevent the FP player from following the same companion strategy every time. His guide ability is strong, and if the SP can't kill him, will likely save the FP a turn on their trek to Mt. Doom (but if the SP does kill him, get a nice reward - the card that lets them redo a tile draw).

Corsairs: Move too slowly to be of much use. I wish there was a card or two that would shoot them up the coast so that you could use them to dump a bunch of Southrons in the Shire. UPDATE: I have to upgrade my opinion of the Corsairs after my last game. I planted one in Umbar and one in Dol Amoroth, and they were very helpful in helping me quickly shuttle Southron reinforcements into Gondor. They are a bit of an investment to get into place, but once established they are nice to have. Still wish they moved faster or there was a card like Ciridain's ships that would teleport them along the coast.


The stand-alone battle games are decent. They are a nice, more tactical version of the WotR combat system. However, for that type of tactical game there are others I prefer. I would rate the battle games a 7 (could possibly go to 8 with more plays).
2012-04-18
English second limited edition
Year: 2013
10
Feb 2014
6.671
Owned
Plays: 15
7
Jan 2015
6.013
Owned
6
Aug 2014
5.443
Prev. Owned
Plays: 2
Adds quite a bit to the base game.
2007-01-13*
English First Edition
Year: 2002
6
Mar 2009*
5.845
Prev. Owned
More Zombies. Gives you somewhere new to go, and the super zombies add a new twist.
2008-01-19*
Twilight Creations English edition 2003
Year: 2003
7
Jan 2011
5.946
Prev. Owned
Probably the best expansion. I like Zombies!!!, but after purchasing 1-3.5, I think I'm done adding to it!
2011-01-14
6
Mar 2009*
5.887
Prev. Owned
I'm not sure yet if this one works better as an addition to the main game or as a stand-alone.
2008-03-08*
7
Apr 2013
6.058
Owned
1 to 84 of 84   Page 1. 1
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