Beautiful game I love the interconnecting puzzle board. Easy to learn, but the scoring is a bit complicated. Seems simple, but there's actually a lot of strategy going on underneath. Also a pretty quick game, really does play in 30 minutes or less.
Update: Admittedly it takes way too long to set up. (a half an hour or more, whereas Manoeuvre only take five minutes) The plastic pieces are nice, but a lot harder to store and sort than chits. I don't get to play this very often, and the hype has worn off, but it's still a pretty good two player game. In short Manoeuvre scratches a similar itch, is more portable, and is easier to get out regularly.
Good game, but a little of minor rules inconsistencies that can be frustrating new players. At 2.5 hours I feel like it runs a little too long. I appreciate the elegance of the design and love the mechanics of flipping tiles, but it isn't quite as fun as I'd hoped.
The original, and quite a good game, especially for new gamers. My favorite version of the game is with 2 players, where I don't have to worry about everyone ganging up on me. 3 players is still good, but 4-5 gets pretty chaotic.
A great expansion to Carcassonne, doesn't make it too complicated, but adds a little more meat to the strategy, Big Meeples can make it more cutthroat, and inns and cathedrals give you an added incentive to finish your roads and cities. I like how having a few extra tiles gives you more possibilities when building the map.
Best Carcassonne game I've played, I love how adding walls, tower and guards changes the strategy halfway through the game. It's fun to score another player just to speed up the wall building and get more points for yourself with guards.
Great train game. Beautiful components. Easy to learn, but very hard to master. packs a lot of strategy into about 60 minutes. It's all about changing alliances and maximizing the return on your investment.
Erie expansion: the Erie expansion provides an added twist to the game. 1 player controlling the Erie railroad makes the map even more crowded, and can easily block other railroads. Overall it adds some interesting new decisions to an already great game.
Fun card game, beautiful artwork, has a lot of rules and exceptions for such a short game, so it's a little hard to teach. New edition with small box is very nice. I like how having a different group of monsters each game adds some variation to the game.
A great theme, and a beautiful game. More complicated than Hammer of the Scots, with exceptions to most of the rules. But I like the more complex battles, with storming castles, and sallying forth with knights charges. (cause rolling tons of dice is just fun!) The map is a little crowded, but by rules version 1.4 the game seems to have good balance.
This game plays fast, is pretty easy to learn, has good artwork, has some interesting deck-building strategy, but most importantly, it has a ton of diversity. It's quick enough that it's easy to play a series of games, and they can play very differently. I played one game that was treasure poor, and one that was overflowing with treasure. You can have a lot of cut-throat interaction, or almost none at all. Overall it's a blast to play. The box is a bit big, but the insert does a good job of holding all the cards in seperate groups, which makes setting up a lot easier.
A mix of a Euro and wargame, this is one of the best balanced 3 player games I have seen. The strategy is complex, but the play time is actually pretty short. The multiple victory routes keep things interesting. I love the game mechanics, and how you get compensation if you lose a province.
Update: Having played this a few times I see that the 3 player balance means that players keep going around in circles, with 2 players constantly trying to "bash the leader", depending on who he is. Gameplay is a little repetitive, as you gain and lose the same provinces over and over. The main victory strategy I've seen is positioning yourself to win two elections, although canny players can win a military victory if they are sneaky enough.
A wonderful medium weight game. Great with 5, okay with 2 (using the variant). Beautiful components, really easy to teach, and plays pretty fast. It's a euro with all the problems of a pasted on theme, but it's very well designed.
Beautiful large cards (similar size as Lost Cities), plays a bit like For Sale, but all the exceptions make the rules a bit harder to learn. Take some learning to figure out when to play each of your cats, more bluffing is involved than other auction games. Still overall an entertaining game.
Update: Better with more people, an interesting mix of luck and strategy, as you don't know what is in the sack, and at the same time you try to match the cat you played against your bidding strategy. Too complicated to be the classic For Sale is, but still a fun auction game. Unlike For Sale, since winner takes all, for sacks of really good cats it's easy to be outbid by the player with more money than you, which makes bidding less interesting.
Simple game, but some nice strategy. Very easy to teach, quick to play, but a nice area-control game, with a developing world. Not that complicated, but overall a nice package. Update: there's actually some deeper strategy with the limitations on where you can place tiles, which allow you to influence how the map gets built. The game is requires more skill than I originally thought.
Rather chaotic game, and the strategy is a bit hard to grasp, but still a lot of fun. Takes a while to learn, but high on tactics and low on long-term strategy, which is why I like it. The high amount of randomness makes some games more satisfying than others. Can be a bit of a brain burner.
A fun game with a lot of things going on. More chaotic than Race for the Galaxy, but more player interaction. The building powers do shake up the game a lot, changing rules left and right. I like how the most expensive buildings are also some of the more useful actions. Using the merchant over and over seems to trump building powers, but I've only played two games. Sure the graphics take some getting used to, and it seems quite complicated at first, but if it's not as "elegant" as RftG, it's still a fun game.
Sort of a cross between Ra and Puerto Rico, this is a great mix of auctions and building an economic engine. Nice components, great with 2 players, this game stays tense until the end. Like most euros there are never enough turns to get everything done.
A neat climbing card game. Nice card artwork, and some very interesting tactical plays. I really liker how the J/Q/K cards are available immediately, both as bombs and as wilds they allow all kinds of interesting card plays. It's still just a card game, and doesn't have the longevity of more complicated games, but it's very well done for what it is.
A bit dry thematically, but a fun game, good for 2 or 3 players. I like the mild screwage, and the mechanic of trading and competing for markets while your movement is dependent on the boat's location.
Update: there's a lot more strategy to this game when you place the good tokens on the board face up instead of face down. It's a fun medium-weight game for 2 players, and the final scores are usually pretty close.
Economic games that seems similar to Magic with lots of special cards that do cool things. Still it suffers from being stuck with bad cards, and feeling like you only have a few options. Hard to formulate a long term strategy.
Beautiful cards, great component quality. The gameboard is superfluous, but really pretty and gives the game a nice feel. Overall easy to learn, can be casual or confrontational and underneath it all there is some nice strategy. Often you have to make hard decisions.
After a solo play it runs pretty smoothly, and is a lot of fun. Quick turns, nice appearance, I can't wait to play this with an actual opponent.
Update: Played twice. It has a very quick set-up time, the rules are pretty easy to learn. The components are good, but getting some plexiglas would improve the board greatly. I like the battlefield tactics, positioning of units becomes important. My first game was about an hour, but my second stretched to two hours, so it can run a bit long. Overall a good light wargame.
Intense 2 player game of maneuvering and deduction. Can get very tense, even with the same starting positions, there are lots of options. Yes, it's easier to play the inspector than Jack, but it's still lots of fun. Beautiful components. Great theme.
A good expansion for the base game. Choosing different suspects each time and placing them yourself makes things more complicated and less balanced. The game requires even more thought, some of the new abilities may seem overpowered until you get used to them. It's a bit expensive, but it injects new challenges into an already great game.
A classic cube farmer, Notre Dame's variety of possible strategies keep the game interesting. The components are good, especially the cards, and the cute wooden pieces. The theme is pasted on, but I don't care. The drafting card mechanic is probably the best part of the game, forcing you to change you strategy based on the available cards.
Update: A good bit of luck in the cards you draw each turn, and with larger numbers of players there isn't much you can do to hurt players across the table from you. But it's still a fun euro. Plays a bit mechanically, with the similar actions each game, kill rats, get points, buy workers. Downgrading from 8 -> 7.5.
Update: There's more strategy and less luck in the 2 player game. 7.5 -> 7.75
Update: I do like the variety of how many ways you can get points. Lots of different strategies. 7.75 -> 8
Pretty good 2-player game. Lots of options, a decent mix of tactics and luck. With multiple rounds you can recover from a bad hand, game went on a bit longer than I was expecting. Encourages you setting up moves in advance. Nice game design, but not very deep.
A good solitaire game, illustrating the difficulties of the Ottoman Empire and the Eastern battles in World War I. In terms of gameplay I really like how the game is about more than just pushing back various fronts, you have to keep your National Will up, and prevent the british from running the narrows. I like how different tracks will change strength, appear and disappear throughout the game. The chaos helps ensure that no two games are alike.
A great coop game, relatively short play time, great theme, beautiful components. The pieces are oversized, but I like the huge pawns. Some nice strategy required to win the game, I've found 4 players is definitely harder than 2. Gets a bit familiar over time, but it's a great game for sucking in new players.
Difficult to learn, but a myriad of cards and different strategies. I especially like the different economic and military tracks, and blind role selection.
Edit: even batter with 3 players, fun guessing each other's role selections. Variety of cards really allows a multitude of strategies and helps make each game different. Beautiful artwork and a neat theme.
The victory point goals add a lot of new strategy to the game. Winning 2-3 of them can allow you to win, even with a mediocre tableau. Improved Logistics really helps military players rush the endgame, but otherwise doesn't seem overpowered. The starting world are fun, but without any markets on them I found myself playing several games market poor. I start to understand how balanced and more accessible the normal starting worlds are. Overall a good expansion.
Wonderful social card game, especially for people who prefer lighter games. The cooperative play allows for easy decisions, except that not knowing who the saboteurs are makes people constantly second-guess their neighbor. Not much strategy. The gold scoring is a bit random (winning as the saboteur is probably too hard) but you should play this for the experience, and not worry about who wins or loses. Beautiful artwork on the cards. It's bets with lots of players, and great for non-gamers, because it's similar to Werewolf/Mafia.
Beautiful pieces, easy to learn, but it does values euro mechanics over theme. Rules restrictions may seem a bit arbitrary for some, but most love the beautiful pieces and simple gameplay. A great example of a game that is "easy to learn, but difficult to master".
Update: This is my most popular game among my non-gamer friends (except for For Sale) and it's certainly the prettiest. A great 3-4 player game, quick to play, with the chance to make some cool moves, and mess with your opponents. A nice break from my other low-interaction euros.
A light card game, by the designer of R-Eco. Nice small box, great graphic design, nice wooden ships and baord, although the cards are a bit thin. Neat game system, not much theme, but a lot of interesting decisions to make. Elegant, but perhaps a bit dry.
A big improvement to TransAmerica, it makes it less friendly, but it's neat to see the more convoluted development of the train network as various people try to cut off areas for themselves. A clever placement of colored track can make a big difference. When you've gotten tired of TransAmerica, try Vexation.
Beautiful game, lots of way to win, nice mix of luck and strategy. Rolling the dice each turn is fun. However there are a lot of rules and exceptions to the game, so explaining all the rules to new players can get a bit overwhelming.