basically the grandfather of all 18xx, very complex and interesting, amazing game. the 18xx games are like 3 different interlocking games of track development, share trading, and timing purchases of trains. the learning curve is enormous of course and the calculations are no doubt tedious so these games definitely aren't for everyone. the new Mayfair 1830 edition has some errors and is perhaps more nice to look at rather than purely functional but I appreciate that quality, and I was able to get corrected tiles easily.
This is one of my favorite 18xx, because it is elegant and not so bloated as many other titles. It has some interesting extra rules over 1830, especially with the Bank of England and loans. It is nicely balanced and not too crazy long of a game.
There's a lot to like about this 18xx, from the variable setup to the density of decisions in the game. Running 3 types of trains crisscrossing the tiny map, together with the difficulty of analyzing the optimal timing of mergers/acquisitions, makes this a very challenging game. It reminds me of 1846 because of the brevity, 1817 because of the many companies and share dilution with mergers, and 1860 because of the ability to own 100% or sell down to 0%, as well as the up to quad-jumps on the stock. Rather different from other 18xx but interesting in its own way
first impression, this is a very fun 18xx, but not without some downsides, mostly that the operations can take far too long to optimize, and that the tile draws can randomly hurt your position in such a long game
I played this first, and thought it was interesting. Now having finally played Brass, I can see why some people prefer the original. AoI is much more forgiving, you can basically do what you want, so there are a ton of options. Brass is more restricted, mostly because taking a loan requires an action, and everything is a bit tighter with a few more idiosyncrasies.
Deserves it's high rating, initially we played several times without the cards and the game was still very re-playable, maybe not much variety but less randomness. I feel some occupations especially are leagues better than others. Drafting the cards helps
love the deduction, not so sure there are really multiple viable strategies. kind of feel the game gets a little same-y after a while. every time ive played, all players seem to solve the puzzle on the penultimate round
I like the variability that results from having each company able to start where you choose, also there are a few more choices for actions. Otherwise it really feels exactly the same as CE except a wee bit longer.
first impression, base game: at its core a worker placement game with gradually revealed victory conditions, around 10 out of 20 possible. lots of spots to go to, lots of ways to mess up your opponents by moving their workers around, and looks like a lot of potential for replay with many variant board spaces, spells, different types of worker special abilities, etc etc, really kitchen sink approach to game design here. perhaps ultimately not very elegant but fun if you like this type of euro game
Moreso than any game I have ever played (including the 18xx) Arkwright really ought to be called Business Economics: The Game. As almost everything is perfect information and entirely calculable, mostly regardless of what the other players can do in reaction, to play the game well you simply need to be better at doing spreadsheet accounting quick enough so the other players don't get impatient. I usually love heavy games and brain drain, but this pure numbers crunching just wasn't any fun at all.
theres so much in the box that its definitely got a lot of bang for the buck, even with the hefty price tag. the game itself is basically a simultaneous action selection with a lot of possibilities and special powers for the many different characters. ultimately i feel it's a bit too complicated for what it is
Fun social game, I find playing with people who are new to it is way more interesting, in any case there's not much of a decision as to what to do on your turn usually. If you do anything other than what's clearly the best move, it's obvious you're a Cyclon. If they only tested and balanced out the game mechanics, it would've been great.
This one feels very random even for Feld. It's very difficult to get the right colors, let alone the right people, to do what you really want, so the whole game is basically about managing to do the best with the limited options that come your way every turn. Nonetheless it's pretty enjoyable for a quick game.
rulebook is a little hard to understand. make sure you read through carefully and the FAQ before first play. I imagine it could really drag with too many new players. the player interaction isn't very interesting but the spatial puzzle and balancing of activations and resources is pretty interesting.
if there were a rim around the board it would be so much better. or just a bit larger. as it is its not very fun to flick discs across a 2 foot board and have them fall of the edge basically every time
it's like agricola, but with many pros and cons +actions are more interesting +rushing for more workers is no longer the default strategy +availability of all bonus rooms for all players is more balanced than even a draft of occupations -replayability suffers a little for lack of cards -tension of needing food isnt as high, its more of a positive points grab
When the game clock runs out, whoever has the Ovoid wins. Fly around from planet to planet, collecting weapons and utilities and attacking each other. Gotta applaud the designers for a fresh new mechanic, I don't think I own any other game quite like it.
Copper country has an interesting, unique theme, and some pretty atypical mechanics. I'm not so thrilled with the gameplay unfortunately. The main mechanic is collecting symbols on capital cards to hopefully match with the random draws from the production deck. There are several sort of interesting ways to mitigate this randomness so it's not quite so bad but the mechanic isn't very interactive and seems to make the game into mostly a push-your-luck sort of affair. The map and the dumping of poor rock across the board is the interactive part of the game and is more interesting. Could rise or fall a point with repeat plays.
the mechanics flow together quite nicely- bid for turn order, place workers, buy cards and use them for effects. game isn't very exciting I thought because the only thing you are building is the deck. victory points are just victory points and nothing else, which seems a little boring.
most often with new players the game will end with a whimper because nobody realized one player could win that turn. if players are savvy though, the auction becomes this enormous money sink which hopefully equalizes player's positions
I kind of got burnt out on this one, only after purchasing the first 4 expansions and making it 1/2way through two differnt RtL campaigns of course. The tactics with guard orders, special abilities, fatigue mechanic, etc. , the interesting dice and overlord cards are all pretty neat, as are the miniatures, but there is definitely something lacking. The game feels pretty unbalanced most of the time, and in the RtL campaign player deaths don't even seem to matter. I often find myself wishing I could come up with a better set of rules to make this the ultimate adversarial dungeon crawler.
Still, Descent reminds me a lot of playing Heroquest as a kid, and definitely hits a lot of the right notes.
whoa, so many different actions. analysis paralysis big time. great area control mechanics. cards are way powerful and victory among reasonably competent players is decided by who gets attacked the most. not so different from other area control games featuring conflict.
kind of a typical auction game, I think Ra or Modern Art are both a little more interesting. this one is very gateway friendly though, and I like that the money just gets recirculated among the players.