wheeling and dealing is the heart of this game, and since every mechanic in this game pushes players into trading more, it is an excellent design for this purpose. not my fav from this designer, but i'm pretty much always willing to give it a go, as long as there are at least 4 players.
even though this game is straightforward, i'm still wrapping my head around the strategies (even though they're not all that deep, they do have some levels of exploration)- and of course it's a quintessential gateway game.
Very much like "Ra", but with 4 color-coded showcases and a 4 card hand rather than a random tile pull (though the color-coding tells you where you can play each card). Definitely acceptable, but in general I'd rather play Ra.
A very Agricola feel, but since the building board is shared, explanations are a little harder, and scoring is a bit muddier. But enjoyable, and i like worker placement, and would like to play this some more.
Very decent area majority game, with some individual player powers and leveling-up involved. I wish the artistic style was more cohesive throughout, the flavor could definitely have benefited from it, but the game itself is solid.
Seems like a solid expansion, after one play, I'd say it probably fits in easily as my 2nd favorite (after seaside). Games are a little longer (because the new tier of VP's means players aren't buying out the province stack as quickly).
One of very few games from this time period which neatly combines this level of complexity (with multiple solid mechanics, like diplomacy, area control, rock-paper-scissors with motivation, etc. etc.) and theme.
The worker placement and advancement mechanics are very cool, and I would definitely play this again. The Sphinx cards are probably the worst part about the game, but I would need a few more plays to determine if they were unbalancing enough to make the rest of it not worthwhile.
This is absolutely "Pandemic light" in mechanics and in the strategies you'll use (and easier to win, too- Fool's Landing sinking is definitely the most dangerous loss condition). I would say if you own one, you probably don't need the other. The production value is AMAZING for the price.
From the same designer as Conquest of the Fallen Lands, another area control game with some cool mechanics, I enjoy CotFL a teensy bit more, but I think most real gamers should enjoy Galaxy's Edge more.
a good game from a new designer, a "pick up and deliver" sort of design where other people get up in your business, and the bits are thematically well done. Strategy with tactical decisions to either exploit; disrupt; or work around the disruptions of; the other players.
Role selection game with the cards serving lots of different functions. Puerto Rico had lots of interaction. San Juan was a good card game translation but lost a lot of the interaction. RftG should have been the "fixed" one in the same concept space, but instead I think Glory to Rome is the one that fits the bill.
I read the rules and thought it was maybe going to be too light. and then i played the game, and it might actually be too heavy. lots of interesting decisions, but such a steep and long learning curve that unless you've got a group who you'll play this with regularly, it'll be hard to play a game with everyone on the same level. gameplay is also somewhat procedural, it doesn't flow as much as i'd like it to.
a very good design, with clearly written rules and excellent graphics with intuitive layouts.
Worker placement with a different emphasis in regards to blocking- generally there's enough spaces for almost everyone to do a reasonable amount of things, you're just trying to get as much free stuff as possible and then pick your battles well.
absolutely nothing special in terms of the mechanics, but it is surprisingly "adequate" as a generic euro considering the publisher- which is to say it is playable and appears decently balanced at first blush.
I would play it again, but doubt I'd be the one to suggest it, just because it's so plain.
The box and insert quality, however, are way, WAY above average.
2 games played, 2 games where the winner was the guy who got a quest first thing that gives more points for same color quests that matched their secret lord goal. This may be a problem. Also, just starting with 2 quests that match your lord is an 8 point swing (which is a very meaningful amount) for no reason.
The scientist discovery cards mar an otherwise good game. Their swinginess is WAY, WAY too high when compared to the rest of the point gains in the game.
My rating would be at least a point higher if their implementation was even remotely balanced. The 6.5 is for the game if you just don't play with the cards at all. If you chose to play with the cards, my rating drops a point and a half... maybe 2.
No idea who let them through playtesting, because I've played with NO group of players who did not unanimously agree that they were strongly flawed.
Primary skill is fast recognition- grabbing the best truck for your load. It is heavily random, which I normally strongly dislike, but the pseudo-Tetris aspect plus the fast grab somehow overrides this distaste.
If you want a more brain-based game, auctioning the trucks using points is an easy fix. I'd recommend blind bid to maintain game speed (whoever has the least points currently wins ties).
The board did not have a lot of visual appeal to me, but the game itself is interesting. A sort of territory reduction game - vaguely like "Hey That's My Fish" - but rather than having a numerical value each space has 4 different special abilities. When you land on the space, you choose one and black out that ability. When all the abilities on a tile are blacked out, that tile becomes impassable. Thus you're judging your movement based on your evaluation of the abilities (and your positioning relevancy to the other players), rather than just numbers. LOTS of different board tiles (you don't use them all each game), so there's solid replayability.
Aside from the nice box, coins, and custom wooden goods, this is what they should have done to PR years ago. (which is to say, all those things are awesome, but the basic art and cardboard upgrades should have happened LONG ago).
Surprisingly good for a licensed theme. This is what Thunderstone/Ascension WANTED to be. Certainly a Dominion clone like the rest, but better options for interactivity than the other clones out there... and WAY better balanced. The card layout leaves something to be desired, but that's a small gripe.
Dominion is still top of the heap, but this one certainly shoves all the other pretenders into a corner.
Better than I expected. Tight gameplay and interesting decisions, and the "instinct" mechanic helps break up alpha-player railroading a little. I anticipate it would only be good for 4 or 5 games before you reached repetitiveness, but this could be easily fixed with a very small expansion (a couple more space marine teams, and some more traveling cards)
Vaguely like a fantasy version of Space Hulk, but the "evil" side sets up the dungeon however they want, and the "good" side get to choose their team from several different characters, each with a set of ability cards you get to select three from. Excellent visual appeal, and surprising balance between the two asymmetrical sides. I would recommend it specifically at the 2 or 4 player marks. Playtime is much shorter than you'd expect for all the information and abilities you're managing.