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User: drasher25: Board Game Collection
Download board games: (all | owned) |    | Current Filters: rating=9 [X]
1 to 26 of 26   Page 1. 1
Title Version User
Rating
Geek Rating Status User
Plays
Comment
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
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
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
9
Oct 2014
6.250
Owned
Adds some nice additional options, but also more complexity. It's good, but not essential.
2014-10-17
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
Multilingual first edition
Year: 2014
9
Jul 2014
6.068
Owned
Plays: 6
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
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
8.5
Nov 2013
6.603
Owned
Plays: 4
Much better - extends the game enough so that you can actually develop some strategies.
2010-09-26
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
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