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User: truekid: Board Game Collection
Download board games: (all | owned) |    | Current Filters: rating=6 [X]
1 to 70 of 70   Page 1. 1
Title Version User
Rating
Geek Rating Status User
Plays
Comment
5.5
Sep 2009*
6.274
Waro (wargame + euro) from the guy who does them best. unfortunately, it's only just acceptable but unenthralling.
2009-10-30
6
Sep 2009*
6.210
Owned
a little deeper than i gave it credit for, and if you play with revealed goal cards, it can be a real spatial awareness brain-burner.
2009-10-30
Arkadia (2006)
6
May 2009*
6.741
Plays: 1
much simpler than you'd think from looking at it. a little bit of spatial maximization driving a basic "stock market" sort of mechanic, both for controlling the market and for speculating on it. i'm not chomping at the bit for another game, but i would play anytime someone suggested it.
2009-10-30
5.5
May 2010
7.171
Prev. Owned
Plays: 2
It's not Agricola.

The draft mechanic is cool, the economic engine is intuitive, the bits and cards are cool... but there are some problems. the draft mechanic provides the major interaction and decisions in the game, but also injects an unfortunate luck-of-the-draw element. then, on top of that, the buy-a-2-pack cheapens the draft mechanic entirely, AND injects MORE luck-of-the-draw. The actual economic processing is much more deterministic than I'd like (once you've got a couple of plays under your belt, at least), and unfortunately takes up the majority of the playtime. I'd like to remove the buy-a-2-pack entirely, and create a central market for the purchasable/sellable veggies, rather than individual ones.
2010-05-11
Atlantis (2009)
6
Jul 2010
6.188
Owned
For Trade
Plays: 1
the effective board state changes drastically very quickly, meaning you can't really plan things out very well. this means each turn is some numbers crunching before your action, which adds small but unfortunate downtime to a high tactics/low strategy game.

it's ok, but nothing special.
2010-07-14
6
Dec 2009*
6.760
Owned
Plays: 6
a Werewolf mechanic with an acceptable card engine to drive it rather than a "heads down thumbs up", making it a bit more mob-mentality than politics, which is fine. and it works very well thematically. needs 5 players or more to start to shine.
2009-10-30
Basari (1998)
5.8
Sep 2009*
6.379
Plays: 1
When you do a rock-paper-scissors mechanic, you need to have various things which affect the players' potential motivation for choosing specific things. This game does, is one of the few that does, and thus works very acceptably at doing that.
2009-10-30
BattleLore (2006)
6
May 2009*
7.243
Owned
maneuvering value is high, which is what i like in a wargame, but it's still missing a little something to drive it home for me- probably because I wish the magic portion of the game worked as cleanly as the combat and movement.
2009-10-30
Big City (1999)
6
Sep 2009*
6.560
Plays: 1
sort of... area control, with a few other bits and bobs? I wasn't blown away and wasn't hugely dissatisfied, but I think I'd need another play or two to give better overview.
2009-10-30
Blokus 3D (2003)
6
Jan 2010*
6.615
Owned
Plays: 1
Tetris blocks are fun. Let's apply a scoring mechanic to placing them.
2009-11-23
Blokus Duo (2005)
5.9
Apr 2010
6.685
Owned
Plays: 3
2 player Blokus, which I'm led to believe is the superior way to play anyway.
2009-11-23
6
Sep 2009*
6.460
Owned
Plays: 5
Nice mechanical twist to a trick-taking game, though i'm not yet convinced that there's a justified design reason for the way the coin quantities are distributed, and the cards with text on them should have more pictures instead.
2009-10-30
Cabo (2010)
5.8
Aug 2010
5.779
Plays: 1
light and quick. your decisions aren't very hard, but that's ok for a quick filler.
2010-08-09
Catan (1995)
6
Jan 2010*
7.219
Owned
It's, y'know... ok. I guess something has to be the "mainstream" euro, I reckon this is as good as any to be that one.
2009-11-23
Chess (1475)
6
Sep 2009*
6.947
Owned
I founded my high school chess club- and i'm not very good at chess. There are now a lot of abstracts that I prefer, but design-wise chess has a lot of things going for it, and nostalgia-wise, it's got even more.
2009-10-30
China (2005)
6
Sep 2009*
6.826
Plays: 2
in my first game, I felt like I didn't know what I was doing, and I felt like I was losing the whole way... and then I won. I like this designer, I can see the cool stress points in this game and would play again, but whenever I have a first game like that, it doesn't sit well with me.
2009-10-30
Crokinole (1876)
6
May 2009*
7.594
dexterity flicking game, shuffleboard in the round. higher rated than it should be.
2009-10-30
5.5
Sep 2009*
6.304
I can see the appeal, but there are better dead CCG's out there- and they were around when this one was, making this guy a distant 5th or 6th at all times. The thematic poker element in the middle is good though.
2009-10-30
Diamant (2005)
6
Sep 2009*
6.534
somewhat one-dimensional, effectively a game of chicken. one of only a few games where i think some added complexity could make it stand out. But still fun, and I'd play again.
2009-10-30
Diplomacy (1959)
6
May 2009*
6.901
Intrigue scratches the same itch, but in a shorter timespan. This gets credit for doing it first though, and for being solidly designed for its function.
2009-10-30
6
Aug 2010
7.746
Owned
Plays: 4
most configurations, with or without the original, play distinctly slower than the original- and any configuration including the new victory point cards makes it much harder to track exactly what point value everyone's at.

neither of those are specifically criticisms, just observations.
2009-08-16
6
May 2009*
6.950
Plays: 1
fun and quick- not super serious, and could probably have been tweaked into something a bit stronger, but still good occasionally.
2009-10-30
Dracula (2003)
6
Oct 2009*
5.974
Plays: 1
I take issue with all the complaints regarding the memory element:

1- memory elements in games are not inherently flawed or something to be avoided. i could write an essay on why.

but more importantly:

2- this game isn't a memory game. you will, at ABSOLUTE MAXIMUM (and it's highly unlikely it will reach this point), be remembering the location of 12 cards. most of the time, you will only possibly have the ability or need to remember the location of between 5 and 8 cards. if that's a hard task for you, there are deeper issues with your perceptions than i can cover in this comment. and as the game goes on, the possible combinations of those cards shrink. if this is difficult for you, then:

A- we're approaching the difficulty level of remembering your left from right and
B- just leave revealed cards face up until someone performs a swap on them. gameplay will be virtually unchanged. try it, i'll wait. ta-daa, not a memory game.
2009-10-30
Elixir (1987)
6
Feb 2009*
5.554
Owned
a mild deduction element with with a transparent guess mechanism, and failing a guess to find one of the 3 game-winning bits will still yield a potion which will give you extra abilities. slight imbalance in the starting positions, but still well designed overall- good for family games, good for mixed groups, even good for gamers on occasion.
2009-10-30
Elk Fest (1999)
6
Sep 2009*
5.976
flicking game- the rules for moving the mooses and the physical design of the pieces could have made this much better, but it's still ok.
2009-10-30
Finca (2009)
6
Oct 2009*
6.843
Prev. Owned
Plays: 2
visually appealing, though the real "game" is the rondel mechanic. but light, easy to teach, and certainly good for a few plays.
2009-10-30
5.5
Sep 2009*
6.683
Plays: 1
You must attempt to acquire the saga cards. If you don't get majority in something, someone else will. That means you're only making a few interesting blocking decisions each game, everything else is "which saga card can i complete most efficiently". the other "strategy" bits, like getting the bloody axe bonus or having lots of settlements- are secondary considerations to this, things you just kind of do "along the way" while you're accomplishing sagas.
2009-10-30
FITS (2009)
5.9
Apr 2010
6.410
Owned
Plays: 7
Tetris shapes are cool, let's add a scoring mechanic to them!

Tetris crossed with bingo, and definitely multi-player solitaire, but still a fun game.
2009-11-28
Fjords (2005)
6
Sep 2009*
6.440
Owned
Plays: 2
carcassonne's cousin, if you like one you'll probably like the other. the tiles could have been better set up so the quirky rules restrictions didn't show up every second turn, and it seems like there should be twice the number of tiles that there are (which would offset what seems to be a distinct first-player advantage by making maneuvering more important), but still a fun 2-player game.
2009-10-30
Go (-2200)
6
Jan 2010
7.466
A good abstract with a LOT of memorization of patterns at the top end.

the simplicity of the rules is exaggerated (and in particular the claim of "only one/two/three" rules is wrong or fallacious). it is a simple rules set, but it's not as astoundingly simple as people make it out to be.
2010-01-23
Goa (2004)
6
Sep 2009*
7.541
Plays: 3
Auction game with an interesting mechanic to decide what you're getting, and a little bit of an economic building game, but not quite worth the rating it gets.

not bad, and at least has more interesting elements than power grid, but it didn't grab me (though i would play it again).
2009-10-30
5.5
Sep 2009*
6.374
Ladder game. doesn't seem like it really needs a special deck of cards, but does benefit greatly from thematic reinforcement (i suggest making the peons sit on the ground, and making the royalty chair a recliner).
2009-10-30
6
Sep 2009*
6.041
Trick taking, very similar to Chaos Marauders.
2009-11-23
HeroQuest (1989)
6
Sep 2009*
6.719
the obvious ancestor of the much better Warhammer Quest.
2009-11-23
6
May 2009*
6.751
A territory reduction game, like "Amazons" or "Zombiegeddon".
2009-05-10
Hive (2001)
6
May 2009*
7.259
Plays: 10
I'm pretty sure the good pieces are what makes this as popular as it is. It IS a good abstract, but so are lots of others with a similar feel.
2009-11-23
Iliad (2006)
6
Sep 2009*
6.254
Owned
Trick taking, where your cards can attack theirs before the trick resolves.
2009-11-23
Infiltration (2012)
6
Jun 2012
6.421
Plays: 1
Incan Gold, with many many more rules. Which is to say, it starts with a solid base, and does a good job adding theme and story arc. I don't think it really adds much in the way of interesting decisions, but it's still short enough to be fine for what it is.

I actually don't think I like the advanced rules for download/extract, as it gives even more power to the "unlock some more point tokens, then take them" item cards that are given out at random, and those are already extremely strong. Drafting the item cards also seems to be much better than getting them at random.
2012-06-07
Isla Dorada (2010)
6
Oct 2010
6.413
Plays: 1
interesting game, very visually appealing, though slightly long for the weight of the decisions made. definitely better for family gaming than gamer gaming.
2010-10-29
Kemet (2012)
5.5
Jun 2014
7.476
Plays: 1
I like the systems present, but didn't really enjoy playing. Very nice components, though the player boards could be a little more informative.
2014-06-07
Kunst Stücke (1995)
6
Nov 2009*
5.688
Plays: 1
Tetris shapes are fun, let's apply a scoring mechanic to them.
2009-11-23
Loopin' Louie (1992)
6
Sep 2009*
6.798
Fun dexterity filler that gets a little more "cool kids" buzz than it deserves.
2009-11-23
5.5
May 2011
6.924
Plays: 1
Strongly random, though you're still making interesting decisions. Better than I expected, definitely, but if the game was a touch shorter I might be more inclined to forgive the randomness a bit more. I would play it again though.

and they clearly dropped the ball in not having poker chips for money. even small plastic ones would have been ok.
2011-05-14
6
May 2009*
6.950
Plays: 1
Feels disturbingly like Taj Mahal, but with some optimization flaws that push players towards a similar score- resulting in an unfortunate kingmaking. (and I think the "kingmaker" phrase is grossly overused, so me using it for this is saying something).
2009-11-23
Netrunner (1996)
6
Sep 2009*
6.939
This gets more credit than it should, it's not "the best" dead CCG, but it is good.
2009-11-23
6
Jul 2010
5.610
Plays: 1
trick-taking game with a cool bidding mechanic.
2010-07-02
6
Apr 2008*
5.682
long, but well themed.
2008-04-26*
Patrician (2007)
5.5
Sep 2009*
6.193
Another dry area majority game. seems like there could be something more interesting done with the stacking pieces mechanics.
2009-11-23
Perikles (2006)
5.5
Sep 2009*
6.555
a waro from the guy who does waro's. I wish i could say i enjoyed it more, but I'll instead just admire the blend of mechanics from afar.
2009-11-23
Pirate's Cove (2002)
6
Apr 2009*
6.482
Plays: 1
Blind choices and (as always) a solid thematic implementation from DoW. Unfortunately, if you don't lose to the dice, you'll probably lose to the blind choices.
2009-11-23
Pit (1903)
5.5
Oct 2009*
6.293
Owned
Plays: 3
Entertaining party game for a couple of rounds.
2009-11-23
Poker (1810)
6
Sep 2009*
6.548
Plays: 2
If you think poker is about the luck of the cards, don't go in a Casino. or better yet, do go, but just while I'm there.
2009-11-23
Puerto Rico (2002)
6
Oct 2009*
8.050
Owned
Plays: 3
Hugely overrated. Awful graphic design, thin theme, but acceptable gameplay (it's not a bad game, but has enough quantitative flaws that it surprises me how highly people rank it)
2009-11-23
6
Sep 2009*
6.796
Plays: 1
I do not win at this game, which is a good thing. And the game length works out really well to prevent my head from exploding too much.
2009-11-23
San Juan (2004)
6
Sep 2009*
7.220
Plays: 2
Better than RFtG almost purely because of it's lack of crippling symbology. otherwise, very VERY similar (understandable because of their roots).
2009-11-23
SET (1988)
6
Sep 2009*
6.341
Good and simple, makes my brain hurt kinda in the same way as Ricochet Robots, meaning I'm bad at it.
2009-11-23
6
Sep 2009*
6.304
Owned
Plays: 1
Crokinole clone- which is good, because with this you're only paying $15
2009-11-23
6
Aug 2010
6.024
Plays: 1
This is the sort of game where every turn, people are quietly thinking for 30 to 60 seconds before making their moves. interesting pattern-matching gameplay, and I would play it again, it would just need to be with the right group.
2010-08-09
Stone Age (2008)
6
Oct 2009*
7.565
Plays: 3
Worker Placement, multiple paths to victory... but tends to push everyone towards a similar score, assuming you realize the value of the cards. Biggest oddity is that, mathematically speaking, everyone that grows their family at all should intentionally starve it (-10 points a turn) for the majority of the game, because the pip-cost of points retained by expending food exceeds the pip-cost of points that could be gained elsewhere. not a "flaw", but the game will be almost exclusively won by those who try to starve their families, and that's probably not the intent.
2011-02-03
Suburbia (2012)
5.5
Nov 2013
7.578
Plays: 4
After several more plays, my initial impressions are mostly still accurate.

A lot of very clean pieces fit together mechanically, and it's very easy to play through a game and make interesting decisions and have an enjoyable time. But it's also easy for people to be rewarded disproportionately due to tiles coming up when they're in position. If this was just a case of hitting what you're hoping to draw (and thus rewarding diversity of preparation), that would be fine.

Unfortunately, a couple of cards (most notably the Casino and PR Firm) unfairly reward ANYONE who happens to be in position to snag them if they come up early enough in their respective stacks. When either of these cards are grabbed early enough, they benefit ANY strategy, and provide WAY more money income/population income for the dollars spent than any other building, barring odd circumstances. They are worth buying even from the most expensive position if they come up at the right time, and take no preparation/strategy aside from "have money to buy stuff". They essentially unlock your scoring potential, which otherwise caps due to the red lines.

There may be other tiles that are also push the luck envelope a bit more than I care for, but those are definitely the egregious offenders, because they're no-brainer lucky.

I'm ok playing the game again, but not suggesting it myself. And I might go so far as to suggest playing with house-ruled nerfs to the clearly broken tiles.
2013-11-13
Timbuktu (1993)
6
Sep 2009*
6.342
Plays: 1
partial information, deduce more by paying attention to the other players. One of few deduction games that doesn't feel like a clue-clone.
2009-11-23
Torres (1999)
6
Sep 2009*
7.013
Plays: 2
One of few games that I think inspires AP in me. This makes it a good game, but not one I want to subject others to very often.
2009-11-23
5.5
Sep 2009*
6.392
Plays: 1
Dry area majority. Even if you fixed the most common complaints from other people, it would still be dry area majority.
2009-11-23
Triumvirate (2009)
6
Apr 2010
6.150
Owned
Plays: 2
Small trick taking game, I appreciate the amount of potential information you're provided in the game for eventual decisions.
2009-11-23
Tumblin-Dice (2004)
6
Sep 2009*
6.738
Plays: 1
Dexterity and dice, and SUPER-intuitive gameplay.
2009-11-23
6
Sep 2009*
6.542
Requires group games to be fun, and was just a little too complicated for its time and target audience.
2009-11-23
5.5
Sep 2009*
6.025
Nothing special in the world of miniatures wargaming.
2009-11-23
ZÈRTZ (1999)
6
Sep 2009*
6.967
Plays: 1
Another good abstract with an internal max-moves timer (that's the way i like 'em)
2009-11-23
5.5
Sep 2009*
5.993
The success story in the solitaire print-and-play land.
2009-11-23
Zooloretto (2007)
6
Apr 2010
6.793
Prev. Owned
Plays: 2
Interesting, feels sort of like Ra, but not quite as meaty as I would like. I recommend the alternate 2 player rules available at the designer's website.
2009-11-23
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