Tentative rating based on first impressions. Exceptional, tight Euro goodness, plays tricks on the mind used to ever-increasing share prices in games. It will take a few plays to get a feel for all of the tactical considerations and tempo issues, but this game obviously has a lot going for it. I may introduce a 60-second timer once everyone has it down, as AP can be a big problem, leading to lots of boring downtime in a 4-player game.
Lowered rating to six after a miserable second game. With three players it's very easy to get out of tempo, so that every move just sets up the guy to your left.
My first true Eurogame. There is a lot of luck involved, and yet almost no randomness, like rock-paper-scissors. The best strategy, in the end, is virtually no strategy at all--otherwise, people will be able to guess what you're going to do, which means they will do you wrong. Easy to teach and understand, and generally a lot of fun if you don't take it too seriously.
I just don't get this one. There must be something more to it that I missed. Everyone seems to agree that this is one of the greatest games ever, and yet no one can make me see why. Maybe another play or two--hopefully with someone who really loves it--will clear it up, but I'm not very hopeful. Is it possible that this has been surpassed by the many games that borrowed from it, and that people are just too nostalgic to admit it? That's my working theory.
Updated 5->7 after a few more plays. Essentially a negotiation game, in which players try to position themselves to lunge ahead to their fifth point with no help. Improves as people figure it out.
One of my few non-gamer games, Whoonu is a surprisingly fun activity, especially for groups of people trying to get to know each other. You can bring it along and play at a restaurant while waiting for dinner, and it will bring out lots of interesting stories and odd facts about people that you never would have guessed. Game-wise it doesn't compare to most of the competitive titles on BGG, but it is worth getting and playing as a purely social activity.
Solid Euro game, with tricky timing elements and decisions whose effects ripple forward into later turns.Very little luck involved, although you could get screwed if you needed a particular combination of pigments that just weren't available in a certain turn. The order of bids for turn order is determined by point order, which should usually hurt the leader, but doesn't actually seem to matter a whole lot. A good strategy seems to be to capitalize on opportunities to get cheap pigments of any color, stockpiling them until you can mix them into secondary colors that work for you.
A decent game with some nice thematic touches. Unfortunately, it suffers from a lot of the problems common to games like this -- kingmaking, randomness that makes for bad experiences (we played a game in which ALL musters came out before ANY supplies, and ALL Game of Thrones came out before ANY Clash of Kings -- it was awful), and a general overstaying of its welcome. Either someone blunders, or the game bogs down to a repetitive back-and forth after a certain number of turns. A player whose neighbors play poorly has a strong advantage. I would not turn down an offer to play, but I probably would not suggest it, either.
After two plays, I think I have it figured out. The distribution of market information is very interesting: I only know a piece of what will happen. Half my knowledge is shared with the person before me in the play order, the other half is shared with the person after me.
A light worker-placement game that five can finish in just over an hour. There are plenty of ways to score points, and many nasty things one can do to the other players. It's not as meaty and brain-burny as Caylus, but I like it better than Glen More (which is also pretty good).
Amusing, and not entirely random. Typical Ameritrash in that most of the fun is in finding out what's on all the cards and so forth; actual play can be frustrating. I doubt replayability will be extremely high for this one, but it will be good for a while.
A great game with the right crowd, similar in many ways to Mall of Horror. There isn't much strategy, and the game seems driven more by vendetta than by well-executed planning. If you're into nasty games, this one is tough to beat.
Definitely needs house-ruling to make it work with six. A fun, evil game where the rancor is mitigated to some degree by the fact that you simply can't win without throwing the other players to the zombies. Note to self: if you aren't in the security office, be sure to kill whoever is in the parking lot early on.
Basically a competitive logic puzzle. The rules are a bit opaque in places, so a read through the BGG forums is a virtual necessity. It's very difficult to win as Jack if the other player is playing attention. Some characters are much easier to win with than others.
With the right crowd, this can be a very fun game. There seems to be a lot of variance in the results--sometimes the guards win early and easily, while other times they barely see anyone at all. For that reason, I'd consider this a light game, but still very fun.
I've enjoyed this game, but I feel like I must have missed something crucial--it just isn't all THAT great. The best feature is probably the great resource pricing model, but the actual play just doesn't strike me as all that much fun.
I can't decide whether I love this game or hate it. Typical for Knizia in that it is elegant and simple, but also typical in that a risky strategy is usually the only way to win. Often the player in first place and the player in last played similar games, but the tiles fell out to the favor of one over the other.
The peak of this game's excellence. The addition of goals was an excellent idea, lending some focus to an otherwise fairly chaotic game. Later additions bring the worthless takeover mechanic, as well as the ridiculously bad prestige mechanic, in addition to a lot of extra deck fluff.
This is effectively a lighter, luckier re-theme of Chicago Express. Extra points for the fact that my wife seems to like it, but probably not deep enough to see much action in groups of dedicated boardgamers.
All of this series are fun, but this is probably the best map. There are long, point-rick routes in the east, but many more routes in the crowded west. Letting players draw one long and two short routes at setup helps a lot to balance things out.
The passenger mechanic adds a great new twist to the game--it's possible to rack up a huge score with some carefully-timed passenger moves. Do you run early, or wait until your routes are perfect for the big points? It's a hard choice. The little cardboard discs suck to set up; I've been trying to come up with a better way to track this.
After one game, it's clear that this CAN degenerate into Tolkien-Risk, which is boring and not worth the set-up time. I'll need another play or two before I can be sure about it, but it's so long to play that this might take a while.