One of those games for which my first experience was bad enough that I'll never have a second. Not quite as lame and boring as Jacob Hollow, but very nearly so. I believe this game got its good rep prior to the release of better hidden faction games, like The Resistance. The Resistance does similar things, but is superior in every way.
Picked up the essential bits of this system based on Tom Vasel's enthusiasm for it; the jury's still out. Certainly offers plenty of variety in every way. Most reviewers agree that a full complement of characters per side is necessary to really appreciate it, but I haven't had time to play a big game yet. Playing with three on a side wasn't awful, but it didn't make me very excited to try it again, either.
For adolescent boys, easily a 9+. It's quick and easy, and looks nice. The modular board and flexible system encourage experimentation and creativity. I would have loved this when I was 12.
For games between adults, though, Memoir is mediocre at best. It's too simple to be a good simulation and too random to be a good strategy game. The pieces are cool, but a pain to setup, move around, and keep track of. Get something from the Conflict of Heroes line if you want a fun, reasonably light tactical wargame.
Just what you'd expect from a card game about poop-tossing monkeys. The theme is funny for the first fifteen minutes, but you'll only be halfway through your first play by then. Worth buying if you need another lengthy, chaotic card-flipper.
The jury is still out on this one. It might be a great game, but it seems to have two lousy games included in the box. If everyone plays too peacefully, the game devolves into a rather mundane rummy variant. If everyone plays too aggressively, it turns into a lame Risk derivative, where everyone is limited to twelve armies. The diplomacy mechanic is very interesting, though, and it might be enough to keep the game balanced between its bad extremes, at least among experienced players.
Start with the mediocre game "Witch's Brew". Remove the only interesting part of that game -- the role draft -- and voila! A perfectly chaotic game, utterly devoid of strategy. Chvatil must've spent about ten minutes designing this on a bar napkin.
Abysmal. This game looked like it had a lot of promise, but the rules are just too loose to make a workable game out of the (surprisingly nice) materials. The designers seem to be unwilling to address the game's many gaping holes, so I can only recommend that this one be avoided, period.