This version of the game took a step in the right direction by introducing some new concepts which eventually made it into the core games. Excellent take on the traditional game, but the odds of Japan actually winning are low.
I've yet to see a game turn friends against each other faster than this one. Great game as long as the players don't take things personally. I'd recommend this to anyone. The fact that knowledge of the tv series isn't necessary to enjoy this game is a testament to its playability.
The Trade Goods are interesting, but the Builder meeple (which allows you to play two tiles in a row) is the star of this expansion. Once you play a few games with it, you'll never want to not use them. This, along with Inns & Cathedrals, round out the base game nicely.
This game is so very wrong... and that's what makes it so right. This is the version of Apples to Apples everyone wanted to play in the first place. You'll definitely find out which of your friends has the sickest sense of humor.
CAH is a wonderful game for the first few plays, but it can very, very quickly wear out its welcome, especially if players find specific cards to always be winners. It's worth playing a couple of times, but I can't recommend buying it unless it's the perfect type of game for you and your group.
I've played this a few times and while I understand it, deck-building/card-drafting games simply don't grab me. They seem to end just as things are getting interesting.
I know that other people love these games; it wouldn't be ranked so highly if they didn't enjoy it. Having said that, I'll pass if offered a game so that someone else (who does enjoy it) can take my place. I don't hate this game, I'd just prefer not to play it.
There's an incredible amount of depth and replayability in this game. The learning curve is steep, and it takes a bit of dedication to work through all the learning scenarios. I'd recommend this to someone looking for a good tactical squad combat game but doesn't want to invest in a true miniatures game like Warmachine.
This game was described to me as "Ameritrash for Eurogamers." That's a good description, but a better one would be that it's a Euro that slowly adds in Ameritrash elements. It's easy to see why this game is so popular: it's a game of economic management that's hiding behind a space 4x theme, which is perfect for people that don't want to invest the time in a true 4x game. I just wonder if something else might be better for my collection.
A light game that gets it right. Not too deep, but not totally random, either. There's a bit of strategy to be found in choosing the right spell. This is what Munchkin wants to be: a fun, silly filler game that's over quick enough to enjoy without dragging on forever.
A quick little 4x space game, there's enough to keep you interested and allows for some good back-and-forth between players. It really does feel like some of the heavier 4x games with all the fluff pulled out. Lacks the depth that I'm really looking for in a sci-fi game.
This game filled the need for a full D&D game, but always left me feeling like there should be just a bit more. Could be that I never really got around to building my own dungeons for it. I'd probably give it another look.
The addition of animals and fields is interesting, but with low player counts it dilutes the standard tiles so greatly that it's hard to develop a solid strategy that is not based on the expansion tiles.
It may be great for higher player counts, but as our group tends to prefer 3-4 player games of Keyflower, this was a poor fit for our group.
One of the few games that really incorporates time travel and its consequences. It plays a little slow, but there are some interesting concepts here. One of those games I wish would hit the table more often.
An interesting take on the computer classic, this game draws a lot from the later Civ games. The flow of the game is easy enough to learn, but there's a good deal of strategy here. Enough variety to keep your interest through multiple plays.
Adds a lot to the base game without bogging things down. If anything, it gives the game more depth and variety. Not at all necessary to enjoy the original, but if you're a fan of the core game this should get some serious consideration. It's that good.
This game is a monster. From the massive board to the incredible number of units (for each Age!), this is definitely an epic game. This is something for a dedicated weekend. Closer to the earlier Civ games (II & III), there's a lot of depth & strategy here. Surprisingly easy to learn, even with the advanced rule set. A solid, if large, game.
I had left this one on the shelf for a while, but after playing the excellent app again, it's come back with a vengeance. Suburbia is one of those rare games that manages to satisfy me after each play but want to come right back for more. Building a city is fun, and attempting to balance your needs while attempting to edge other players out of the goals is both challenging and engaging.
It's funny how the digital app solidified the physical game's place in my collection. Suburbia is a wonderful game, and I'd recommend it to anyone.
This is interesting, but it seems heavily skewed in favor of the Consul/overlord. It's not a bad game by any means, but it's very easy to swing one way or the other very early. The rules aren't as clear as they should be, and I'm not entirely sure that we ever played this correctly.
I really wanted to like this game, and while there is a good game in there, it wasn't quite right for our group. Off it goes in trade. I still would like to try this with a group that feels that the Heroes are overpowered, just to see how things play out.
Someone described this as "the worker placement game that gets everything just about right," and I find that to be true. It's easy to pick up, but there's enough variety here to allow for some great plays. I'd recommend this to anyone that enjoys worker placement games.
Tuscany is a rare must-have expansion, not because it fixes the basic game of Viticulture, but due to the way that nearly every aspect of the game is enhanced without detracting from the fundamental aspects of the game.
Each part of the expansion is modular, allowing you to customize the game to suit your tastes. However, some of the modules of are not terribly interesting or add some unintuitive mechanics. Even so, these can easily be removed due to the modular nature of the expansion.
This is not essential, but is an excellent addition to the game of Viticulture if you enjoy the basic game.
This is the ultimate game for me. There's an incredible amount of depth, strategy, and options here. Variable player powers, variable phase order, political posturing, and a remarkably rich theme all in one box. The biggest drawback is the playtime, but no other game feels quite as epic as Twilight Imperium.
Unlike many others, I feel that the core game works just fine and actually makes for a shorter game when played by the basic rules, but there is a certain cycle that players follow.
While not necessary, the Shards of the Throne expansion adds a lot to the game: three new races, flagships, mechanized units, and more options for nearly every aspect of the game. Also includes the Fall of the Empire scenario, which is a shorter game with vastly different objectives. A great addition for groups that want more options.
Of the two expansions, Shattered Empire is the one to have. With extra pieces for two more players, four new races, and a multitude of new options this complements the base game perfectly. Includes the alternate set of Strategy Cards that many feel "fix" the game. This expansion is essential for serious groups.
An excellent game that is well-balanced and enjoyable at all player counts. This game has become my go-to medium weight game, and I am always happy to play it. The Tuscany expansion is not necessary, but is one of those rare expansions that enhances the base game so well that adding it to the base game creates an amazing experience.