nice and simple 18xx game. fun and quick. the simplified stock exchange was neat, and encouraging of buying and selling stocks. the board was small and tight, and there were good interaction and decisions.
a fairly interesting branch of the 18xx tree, in an unusual location. India is so mountainous, that it makes track laying very expensive. The introduction (start) of the game is unique (to me at least) in the way of "starter packages", but definitely not friendly to new players, as it is a secret bid and easy to mess up -- and the error can be not found for quite some time. the stock system is simple and fun, like 1825. In those two related games, i prefer the length of 1825 to this, which is more typical 18xx length of 4 to 5 hours. Good game.
a good card game, with lots of juicy theme, and good game play elements. it has the problem of too many icons, that are not so easy to differentiate, but with a good cheat sheet, it is not too much of one.
card drafting game with enough variety that it is decent. it plays quite a few people, so that is nice. the theme is good, and there's a certain amount of tactical variation. a good short card game. the art and feel of the cards and boards are wonderful, and the idea of battling your left and right neighbors is good. You really have to think some before passing that handful of great cards on.
frenetic, press your luck fun, with awesome thematic elements. will be a big hit in the right group. will not be a big hit with the heavy thinker eurosnobs. for god's sake, get the painted minis. they are awesome, and increase not only the fun of the game, but make it speedier. one small concern is over the replayability, due to the possible memorization of the trap tiles over a sequence of plays.
while this doesn't have much of the RTS feel of the AOE III video game, it does present an interesting and fun look at a Eurosnob/Ameritrash hybrid. i enjoyed the game play, and there was enough ways to stab your neighbors, though not always taken advantage of. runaway victories seem common, and this causes some concern. Nice pieces, everything looks good... though the board seems a little spare. The rules are awesomely complete and clear. Every time i thought i'd found a problem, i'd look down to the next paragraph and it would be outlined.
theoretically i like this game more than a 7, but i'm so bad at it, that it pisses me off, so i take off a point or so. i've done better in recent games, so i bumped this to an 8. the expansions seem like cool fun too. doesn't this game just grow on you, though? bump again. more maps == better. always willing to play. On third thought, after many years, this game is almost too harsh. Steam, the reimplementation, is much more fun, and softer.
played twice so far. i enjoyed the map. it present some interesting choices, and a very segregated beginning. the bonuses for delivering coast to coast are pretty cool. the west coast may be too expensive, because of the mtns. the german map is very different, and because of the rules against incomplete lines, and no four tile turns, very challenging.
(Trade Interest: low/medium) the Korea map is very interesting -- but pretty much give your first play of it a wash, since it's also very confusing. the first few times you screw up on deliveries can be counted as the learning period.
superb presentation, and really good game play. The theme is of course the main draw, and it was pretty good. However, my main complaint is that the game as a whole doesn't give quite as good a story telling experience as Tales of the Arabian Nights. You get done with that game, and you really feel like you've been through an adventure. SMERSH just feels like you've been through a game. It's still fun.
a golden moment in gaming. a perfect evolution of the action area placement game ... ala Caylus, Pillars and Stone Age. terrific game. now played several times. it is a lot to digest. there's so many things to do, and ways to win the game, that i think it'll take a few plays before "getting". i like the action system, and the theme is pretty good, although i kind of agree with one of my fellow players, that some of the victory point conditions, seem kind of "gamey" -- building fences to wall in unused plots for one example.
while the main game is my ideal game, and pretty perfect, this expansion does add some very good additions. it makes it overall an easier game, and scores are generally higher. i like the new free actions, and the moor tiles, and forest tiles. all very interesting. a+
an interesting "not my style" co-op boardgame. i kept feeling that i should like it as we were playing, but ended up fairly ambivalent. i'm pretty sure that the reason is that, although the game is technically cooperative, it doesn't really feel like it. it feels more like you have to remain constantly vigilant, aggressively attack other peoples position, while defending your own. in other words, it's a war game disguised as a co-op. no thanks.
okay tile set collection and placement game. it is entirely dependent on having the right money/tile available when you have the right tile/money. watching someone consistently get extra turns because they happen to have exact change is NO FUN. Saved by the box of expansions that came out years later. elevated.
takes an okay game, and makes it darn good. the sheer magnitude of the number of little expansions is impressive, and they all bring new life to this simple game. still too much luck involved, but makes a decent fun game for once in a while.
an actually fun version of Kingsburg. maybe it's the theme i like better. But the dice placement also seems to be more fun. one potential problem, though i'm sure some might not think of it as a problem, is that the game is so well balanced, that everyone's ending score is within one of everyone else -- or as a friend of mine might say... a statistical tie. i would prefer a little more gap. it's very cutthroat too.
after more plays, the closeness of the score seems just built into the game, and there's no workaround. it is actually fun though, and very strategic.
(Trade Interest: low) it's a pretty good game, with some annoying points that can be fixed with some house rules. pure random stack of cards to begin with is bunk. genes, and perhaps genotypes should be mixed in to the various piles. great theme and execution. playing with scoring before each catastrophe is a great way to make this fun and more balanced. it seems very harsh to lose your dna with the genetic drift... they come up very often, so it becomes mandatory never to bid on a dna if you can't immediately place it.
(TRADE Interest: low) this is a fun game. after one play, i know where i made my mistakes, and will do better next time... hopefully with more people. we had three, and there were some sports where it seems like more would be better.
played with five, and i think the game may be broken. i made one error on the first round, and was basically out of contention the whole game. yuck.
no surprise here, but it's not my type of game. however, it is pretty interesting in the way it handles asymmetric player choices. it's definitely not a game you want to go into cold. there may be some deep strategies to discover here.
(Trade Interest: medium) wow... there's a lot of flavor here. perhaps too much. It's more like a role-playing game, than a boardgame. i'm afraid i'm the only one of my group that fell for it. the setup is long and complicated. the rules are long and complicated. NOT for a casual gamer. But if you like your theme hot and heavy, with a storybook feel, then this may be a great game for you.
my, but this does give one the feeling of building up a city economy and expanding your influence over the countryside. i've played the basic game, without pollution and famine, and i did enjoy the process, but i'm leaving room in my score for more plays. whew, it becomes really hard to manage a fruitful city when played with pollution and famine.game works better if you build a cathedral relatively quickly, i've found out. now having played the game several more times, i can say that it is at as good as Roads and Boats, though i give the slight edge to R&B as far as sheer fun.
not too bad for a party game. i think it would work better for a crowd of people who know each other, rather than as a mixer type game. i suppose it is mildly interesting finding out what each person judges as the best item. but i also found them to be rather capricious choices most of the time.
Quite a lot of different mechanisms, all combined into a world exploration, resource gathering, worker placement mess, that is actually somewhat fun. It could easily lose the first player bid throwaway. Learning to play is a little daunting, but when finally playing, it's not that complicated. I look forward to playing it a couple more times.
excellent entry in the coop game genre -- much better if you enjoy the theme. we found it to be rather easy with five folks pitted against the poor major deity. The more you play the game, the more the theme, and all the intricacies come out. One or two plays really doesn't do it justice. There's so much variability, what with the different characters and elder gods, that i end up enjoying it more almost everytime i play. with the Dunwich Horror expansion coming out, i can see playing this a bunch more times, and liking it better each time. so, this is a great game.
a great expansion to a great game. i love the mental and physical traumas that you can acquire. i love the new town. i love the dunwich horror, although it didn't actually come out in the game we played. the new characters are good. everything!
it has a lot of the flavor of the fictional Innsmouth, but sadly lacks that flavor in one of the cooler new mechanics -- the pc quests. i wish the quests were more details, and more flavorful in their actions. the expansion makes the game much harder, and the one old one i've fought seems nearly impossible -- magically and physically immune, and his attack is to outright devour the first player. youch.
not too bad an expansion. we left several elements out due to only selecting the traveling play scenario. but it seems to make the game harder. we had a good complement of investigators, so we could keep the acts at bay. difficult, especially if played with Dunwich.
like it. interesting flick-style space empires game play. i feel that the small ships are overbalanced, and do not flick well. problems with the boards not matching, and being warped. otherwise, i like the tech trees, and play.
maybe there's a little "growing used to" room in the rating. but it really seems like just a very chaotic version of Dominion, but without the deep strategic game play. You can basically play any cards in your hand, and there are many attack cards that put cards in play back in your discard. The combos are very tactical due to the random nature of the availability.
like the mechanics and theme. it's reminiscent of agricola and antiquity, and that's a good thing. unfortunately, the combination of millions of small moves, with potential for interactive plays, means this takes WAY TOO LONG. at two hours, i could see playing this every once in a while. at six hours, i could never get this on the table. EDIT: must've done something horribly wrong, because I've now played a couple more times, with around 3 hour games. Much more reasonable.
i am bad at this game, and have never gone anything but first in four player games. i want to try going later, see if it makes a difference. (i have now tried it again, and went last. i won... small wonder. i think the game is flawed, but i would play it again)
falls flat for me. although there are plenty of systems going on, i didn't feel connected really with any of them, and it was all too mathematically opaque. it wasn't terrible, but i don't know if i want to play again.
(Trade Interest: low) fun for what it is. i like the idea of a simpler Robo Rally game, with enough strategic qualities to make it non-trivial. The planning of which rank numbers to use when is not as easy as it sounds. i'd like to play this with a whole crowd of people to see if it is as fun as i think it would be.
it's basically a stripped down, re-themed Dune, and it shows. it plays in a shorted time, but is far less interesting. it appears to have some deep balance problems with the various factions' victory conditions. it was "ok".
(Trade Interest: medium) haven't really reached a full conclusion on this one yet. it's kind of fun to be guessing who the cylon is. assusation fly, and the slightest hitch in play of cards can send you down the wrong path. it's pretty difficult to win, especially if you get a bad run of cards. Fuel seems to be one you NEVER want to waste, since it is required for almost every single jump card.
on further plays, i think the game lasts too long, and doesn't hold interest, and not sure if anyone would be devoted enough to get good enough to make the game shorter. too bad. i really like the theme.
(Trade Interest: low) excellent pseudo-rpg, action strategy, and tactical game i would like to play as a PC, rather than the GM, but it was a ton of run, and not too difficult to explain. people can apply the rpg elements as they want, without ruining the game. a solid effort, that i'm sure will get better with more plays.
yeah, it's a Knizia. yeah i was annoyed at all the risk-taking. i mean they were taking so many risks, and getting away with it. that doesn't seem right. but it was exciting. on a second play, it was me who was taking and making the risks, and i ended up winning. small surprise. we ended up having a debate afterward about the risk-taking, and whether the randomness makes or breaks the game. i don't think we came to a conclusion. i will give it one more shot at greatness, before trading.
pretty fun if you get into the theme. lots of scenarios make it different every time. plays quickly too. but lots of the scenarios are broken or unbalanced. with the rebalanced and edited scenarios, it is a much better game... but alas, now it is difficult to find
after one play, where i did not have any choices, did not have one animal live more than one turn, never was able to have more than two animals on the board EVER, until the final turn, and ended the game with three victory points to the leaders thirty something, i can truthfully say that this is a game that doesn't work. yuck. i really wanted to like it too.
note: after another play, i like it a lot more, and not just because i did better -- i didn't really. just going into the game with the expectation to die constantly, made me enjoy the process more. it's just that kind of game.
it's an alright stock manipulation game, with a lot of randomness. it does a fair job of showing the rise and inevitable fall of the stock prices, but is quite lacking in rich theme. it's essentially a simulation, and a little bland.
(Trade Interest: medium) not too bad! it has some nice mechanics, and was pretty fun with four people. you can really tell it's a Knizia game from the well-balanced crystal point system -- we kept thinking there was no way we wouldn't run out of crytals before someone had four obolisk parts. we'll see how it plays over time, but it was light and fun.
(Trade Interest: low) excellent simulation of car racing. played with the basic rules, it already gives much of the flavor, especially coming into those curves, and navigating through them. wow. i'm not so sure about the random charts, and there could have been a better way to do that.
decent remake of the classic game, and it really does cut down on the time to play. there are still balance issues between the civs which i don't think any of the variants or editions have fixed. the bonus victory points go a little way towards alleviating this, and the best civilizations in the final phase still seem to set the victors.
it(Trade Interest: medium) it's pretty chaotic, and is definitely better with more people. The whole things also depends on remembering which pirates are in which stack. fun, in a quick and lite sort of way. i don't feel much like a pirate when playing.
This is a tight and thematic co-op, with some inventive and fun mechanics. It is tough to beat, and gives the incredible feeling of breaking into a building and finding treasures and trouble inside. The rules are well put together and we hardly found anything uncovered. All the pieces fit into the pleasingly small box. It takes one game to get the idea, and then you'll do ok. Worth a few visits at least.
(Trade Interest: medium) hmm, interesting game. seems fairly hard to create a movie. we didn't create any movies until the game was almost over. the links are interesting, and balance of having only five of them is cool. not sure how much interest there will be in a replay, but some.
I have to say, I am impressed. This game is really fun, and tough. I bring out the best in cooperative environments, and truly represents its theme, as the various characters argue with one another on the best course of action, after their captain has died. The rules are simple, and not too problem-laden. The graphics are nice and crisp. The board could have been a bit bigger, so allow for space for those things now put outside the board. Fun game.
(TRADE Interest: low/medium) i tend to like tile laying games, and this is a good one. however, i do think it could use a little non-randomness to the tile drawing. if that were solved, this would be an 8.
(TRADE Interest: low) fun beginning and middle, too long to the end, and too much of a kingmaker complex. we did play one rule wrong (because the rules are wrong), and that is that you "may" join territories when you build two adjoining castles. you MUST join the territories. not sure if that would have changed an hour game into a three hour game, but just in case, i'll play again.
another type of dice play worker placement game. It has an interesting style, and is pretty fun. The whole dice pool mechanic removes some of the strategy I feel, since you don't get to keep "your" dice. Since the points are quite limited, it is important to keep even on all fronts, especially the market cards, where there are the Bards, and don't let anyone get both "animals" and "villagers" points.
this was better than expected, though a little too Euro for me at the moment, and far longer of a game than advertised. it simply has too many decisions that must be made during your turn, and that can't be very effectively planned in advance due to the interaction with other players. That said it was sort of fun, and "pleasant".
certainly a fun game, and an exciting combination of dungeon crawl and finger flicker. i wish i'd thought of it. in play, it matches its theme very well, as the hero players must strategize, using their character's abilities well in order to defeat the bad guy. it's plays in an hour or two, and is well worth the time.
first settlers style game i've enjoyed in years. it has a fresh feel, and the theme of expansion era USA is appropriate and developed well. the wagon train settlers make the "westward ho" expansion flow very quickly. the counter-intuitive railroad development is a little questionable -- in that the natural desire is to connect your settlements with your track, but this is totally wrong for the game. you can of course go dry on resources with lousy die rolls, but this is par for the course for settlers game. good game, if a little long.
first play of the new edition, tells me that this is a very complicated game that you could delve into and get really good at, but that would be the only game you played. there's a lot of depth, but it's like multi-player chess, if you could argue the other guy out of his move. not really my type of game. very good thematic content. too many errors and typos in the new edition.
A nice variation on Agricola. There are quite a few simplifications and improvements. I still like the minor improvements and occupations cards, but this will appeal to a slightly different audience. It still has quite a large front-loaded learning curve, since there are immediately 20 or so actions available, and 40 or so buildings -- each with a different power. The box and contents are truly a measure of excess, but ultimately success as well. I look forward to another play or three.
on the surface it seems like a game to delve into and enjoy, however this all ends up meaningless because when you delve into it you find a game that almost seems to encourage and enhance the AP properties of people. Every little detail lets someone hedge and haw, delay and defer, retract and retrace, until all the fun is driven out in the hour-long downtime between turns. i would only play against if there were houserules to prevent this delaying actions, for instance, if the players were required to perform 4 actions per turn, rather than 1-4... and also if an egg-timer was used to limit turns to a couple minutes. as it was, pretty terrible experience for a game i would generally like.
not too bad actually. i'm certain to like it more after i've played again. i tried a castle-building / vp only strategy, and succeeded fairly well until the end of the game. it's nice that there are seemingly many viable strategies to this game.
seems a little too weighted toward everyone becoming minions. maybe we were playing it wrong. i liked the movement system. but there are no many vague rules that it was a little annoying. maybe if this were given the "big box" treatment, and with some new rules or mechanics, it could be a good game.
(Trade Interest: medium) granted, from the name it's kind of obvious, but i think that an expansion of just identities is kind of stupid. i was expected at least a couple new time paradoxes, and a few actions or something. it is nice though to have some more variety in identities.
(Trade Interest: medium) not bad for an area control game. pretty good quality for a lower distribution game. mechanics of adjacency are good for the guilds. might be better with more people (tried with three).
cool story based game play. can end rather abruptly in single player mode. i.e. try getting hypnotized by a vampire because of the atmosphere alone, i give it a high score. the combat is rather confusing though.
decent civilization game with some very good design mechanics. The research board is a wonder of over-engineering. It plays reasonably fast for a civ game, and yet is full featured, complete with wonders, resource production, exploration and murder.
(Trade Interest: low) well, with a group of fun people, this is a fun game... not a gamer's game by any means, mind you. but lots of laughs to be had. lots of grumbles too if you stick to the rules about requiring exact matches.
it's so so Euro! This should be a theme song. The theme is pasted on, the cubes are plentiful. the role selection is present and acceptable. there is bidding, and victory points, and lots and lots of cubes. did i mention cubes? okay there's not that many of them, but they are the focus of the game. pickup and deliver. not much new here.
interesting economic engine. it's a little disorienting to grasp how to actually get the containers into your island area. you can't buy them, and containers you buy are good only for generating cash from other players getting containers into their area. strange, but pretty good. oh, and never ever bid all your money when you have two loans. very bad.
As far as the deck-building genre goes, this is pretty decent. It runs long, especially in our group, but has some good strategic, as well as tactical decision possibilities. there are some problems, especially with new people, since you have to read and understands 50 or more cards during the play -- as opposed to Dominion's reasonable 10 cards. some of the hero abilities seems a little underpowered. The theme is pretty good.
(Trade Interest: medium) seems a little trite, and there's not enough options to really do anything but move then shoot. i wish Gunslinger were easier to explain to people. Maybe adding a few rules, like rolling, or move and shoot, would help. There's also not enough scenarios for varying numbers of players.
in the realm of the "trivia" inspired genre games, i find this one the most fun... because it gives everyone a chance to shine. i for one am good at the puzzles and word games, while others in the group may be good at drawing or acting. nice. nothing something i'd want to play regularly, but not too bad.
(Trade Interest: medium, offervalue: 40) actually a pretty good entry in the role selection genre. lots of little systems going on, with some good interactions. difficult to understand on the first try. whether to build over your plots, or gather resources. seems tightly designed.
a decent expansion. it adds one-time per game use character abilities. not all of them are useful, but i got good use out of the archer's "take no damage during this encounter" ability. the extra beasts are cool too.
played with two and it was very chaotic. we spend about forty minutes trading curses back and forth, and the final ten minutes to have one of us kill the demon. i would like to try it with more people, maybe it would be more fun.
First play was a bit chaotic, and the darned text on the Crossroads cards is so small we needed magnifying glasses. If you only had to read them occasionally, it would be alright, but you have to read them constantly. Downgraded due to that. After a few more plays, we'll see if it is more acceptable. I do like some of the ideas in the game, and the special secret objectives is fun.
a lot of fun. the best dungeon crawl game i've played. it really seems streamlined, compared to Hero Quest, or even Runebound. the variety of scenarios is exceptional, and with the availability of multiple expansions, i find this game to be outstanding. overlord and player alike can have fun with this game.
very good expansion. neat how you can basically end any time you want, and pick up later, very easily. at first some thing seems unbalanced, and favor the overlord, and then other things seem to favor the players. miraculously it all seems to balance out in the end. p.s. i hate X's.
(Trade Interest: high) i don't know if i could be convinced to play it. probably not. my experience with it has been universally lousy. maybe it's because i don't like the pure negotiation aspect, and i'm not a politician.
(Trade Interest: medium) not sure what all the negative fuss is about. this is certainly an engaging race game, with a good theme, and interesting mechanics. once you get better able to judge the distances, it becomes fun. throw in the magic cards, and it becomes quite tactical. move out into first place, and all of a sudden you're dodge fireballs, and other mean-spirited spells. keep a close last place, and you'll be able to lasso yourself to first with a deft play.
nice two player game, though it involved a little too much deep thought for my girlfriend. it has room for growth in the rating, based on another couple plays. there is some strategy and planning, and nicely fit into the druid theme.
if only the quality were upped a little bit. this game could have really used some minis or something. it's really too hard to see your little chit guys, especially with so many of them. probably those used to old style war games will have no problem with this, but those raised on Descent, Doom and Arkham Horror will hate it. That is my game group. I liked that game, and would have liked it more if we'd have used more characters -- the more the merrier. The full set item stack is truly insane... they could've developed more adventures instead.
i'm surprised at the low rating. this is one of the more fun games we play. it can be devastatingly short though. which is another curious thing, since a lot of people complain that the game is too long. i've never found it so, especially if you make alliances.
as fun and confusing as i thought it would be. evokes dungeon keeper, while being also it's own game. also evokes several other modern euros... Agricola, i'm looking at you. has a high difficulty curve, due to the interaction between resource gathering and the battles. great graphics and tone, and bits. The most fun and challenging bit is the action selection mechanism. It is wonderful and complex, and thought-provoking. This is where the true miracle of the game happens. If you just plop down your three actions without deep thought about how you want them to play out, and how they will interact with the other player's choices, you will lose.
seems like the catacombs are quite random and almost useless. i tried using them to advance in a particular direction, but that doesn't work very well. although it fits the theme of dark and dank catacombs, i don't like not seeing where i am.
does a credible job of introducing 4th edition rules to a boardgamer audience. lacks a little in flavor, since the dungeon tiles are very "samey", and the monster card art is dull. the figures are nice, and the dracolich incredible. the actual crawl is bland, at least for the first couple adventures. it remains to be seen whether the later adventures are more fun.
(Trade Interest: medium) not too bad a game in the Risk-genre. i like the changes which fuse it with Euro-ness. maybe if it comes out on the table again, we'll get a better feel for the depth. still very possible to be dice screwed.
this is a game with nice mechanics and theme, and plays in a reasonable amount of time. the space conquest and exploration works well. the research works, and is interesting. the game nicely leads the players into conflict, although there are other ways to get victory points.
has several key mechanics that remind me of other games, Race for the Galaxy, Glory to Rome, Dominion. Overall, i think i like it, but would like to play it a few more times to see if there's some good strategies. all the players of the game went with different whole game strategies, and the scores ended up fairly close.
has some distasteful aspects that are similar to Puerto Rico, in that mixing experience players with inexperienced players, lessens the quality of the play to such a degree that it nearly ruins the game. it has some good qualities, in that there are moderately interesting decisions to be made, and it is mercifully short.
(Trade Interest: low) not a terrible game, and quick and easy to learn, but there's really not much there to grasp. the game is too easily thrown to the leaders if the all players don't participate in the "take that" style of game play required. maybe good for a few plays, but i'd much rather play Fearsome Floors, or Mississippi Queen.
too much luck driven. it's like monopoly, but just a little better. i admit, i probably opened the wrong company, but it was also way too late, and another player lucked out and got three markets open on the first turn.
confusing confusing confusing. english rules are terrible. we ran out of money in twenty minutes; only one player had a fetish. there's too much too sell for too much gain. maybe if they come out with an english version, and tweak the rules a bit, it might be worth another play.
what a great concept and implementation of a co-op board game. i love it. it feels very exciting when the fire starts to bust out, and you're rushing to discover where the people are. all the games we've played of it have been very close call situations. the bits are great too. the board is fantastic, and very glossy and good looking. i could go on, but just know it is a great game.
finally played this with seven people, and i had a blast. only the basic rules, but it was still fun. problem is, it just wouldn't be that much fun with fewer folks i think. that's why it's taken half a year to get this out on the table.
indiana jones! yes, this is a fun game that oozes theme, which is just what i like. the map is beautiful, and the cards are delicious and quite plentiful. competitive play works pretty well, and the bonus of having cooperative play is icing on the cake. good job.
well, breese is always hit or miss with me. i like the art, but the theme and execution leave something to be desired. maybe it's because it comes off as a breazey (pardon the pun), light themed fun game, but is actually needful of some hard thinking.
tile laying game -- must try! I got it from a trade, and have now played twice. it is definitely a brain burner, and also the instructions do a poor job of conveying the limitation on tile placement. but somewhat fun.
played with not much of an idea how to play. we probably had some of the rules wrong, but it was fun, and not too much of a blowout. way way too many things to do, but not enough action points. the little bits to signify control are too small.
(Trade Interest: medium) plays somewhat like the original, but i like the hidden path system a little better. one thing that's a little hard to keep track of is which cities are in the path. but i've found that you can solve that by just always looking through the location deck when a player enters a city. that way you won't give anything away.
it has some okay ideas, some poorly explained rules, and doesn't play in 90 minutes. i'd rather just play Puerto Rico, or Twilight Imperium. i find the Influence award to be too good, compared to the rest of the actions. i might be convinced to play again, but it is doubtful.
interesting and cool. i like the ship building aspect better than the running through space getting blown up, but this is one that will grow on me with time. definitely need a few plays to get the ship building down. if everyone who played it and rated it less than a 7 would play it a few more times, i bet their score would go up.
i think this is still my favorite of the old childhood games. there's just so much to do, and so many decisions to make, even if it is basically a roll and move game. that said, i probably would never play this again, except with very small children.
only played this game once, so there's room for improvement. have played twice now, and got creamed the second time. i was stuck in the tiny spot left and right of the island power. he kicked my ass, and it wasn't fun.
(Trade Interest: low) i like the theme, and the degree to which you have to cooperate with the other players. it has lots of interesting mechanics, and good graphics. i think it is WAY too difficult, and though you can get better at it, i would not want to play very often unless the difficulty were adjusted down. i mean, it's not fun to lose 90% of the time. further thoughts on the game come with more plays: the cooperation aspect is too much group-think for there to be much fun. Everyone has to agree and execute their moves perfectly, or it will result in a loss. there is no individuality, and that makes the game not much fun, except as an exercise in four people making an agreement. will never surpass Arkham Horror on the coop game front.
(Trade Interest: low/medium) not sure why we dont play this more. the few times i've played it, i enjoyed. one annoying thing is how the train costs so much to move forward in later positions, but can be moved backward at the cost of one pt. grr.
interesting variant tile laying game with tile selection reminiscent of Around the World, or Thebes. The manipulation of workers allows placement of tiles in various zones, and as a consequence allows actions of the tiles to activate. a cool system. the final scoring bit where you lose points for having more tiles is pure euro bullshit. i would never play the game again with that rule. why punish players for doing well at the game??
a cool card game in the vein of Race for the Galaxy level of complexity. There are tons of cards and interactions, and a basic system of actions that is neat and relatively unexplored. the vicissitudes are extreme, and that can easily turn off some who are used to the more Euro-steamlined scoring systems, where the range of points between first and last is very slight. This is a monster game where one person can completely tromp the table. But that's why it's a quick card game -- just play again!
whew... this company is really producing some of my favorite games. Now this one doesn't strike the same chords as Through the Ages, or Prophecy, but dang if it isn't a good ride. I'm not usually one to like negotiating games, but Graenaland keeps that in check with a few clever rules. It has good setting, and is not too long. The victory condition are variable, and in our 5 player game, everyone was "in it" until the final turn. nice. another note after a three player game. we ended up in the same situation as the first game... all the players ready to win at the same time. i'm not so sure that's a great thing. but the advanced rules sounds better.
okay game, but you've really really got to get out of the wall stalemates early, or you'll ruin both your game, and the person you're fighting with. not too bad, and fairly short, so it gets a thumbs up.
another pretty good splotter, that plays in a quite reasonable time. good mechanics, and theme. It bogs down somewhat when the second tier crafters come into play, since it becomes very difficult to figure out what you can or cannot use to pay for your totems. Dislike.
too much resolves around negotiation, so i'm not that interested in it. though, i will say that the pricing of victory points mechanism is brilliant, though also the chunking and limited availability of victory points is disappointing and perhaps game-breaking. very easy (like almost all splotter games) to get yourself into an early hole, and never recover. i'd probably play again, but do not want to own this anymore.
(Trade Interest: low) extremely fine detail in a western shootout game. it plays well with two, and i'd like to definitely try it with more. the scenario based system works well, and the card based movement and actions system is accurate. the random shot cards are sometimes frustrating, but then again, so is shooting at someone and having them shoot back.
it was difficult, and interesting to play... a little light on glitz and bits -- but not all games must be Descent. It's a pretty clever cooperative setup, that you can play yourself with a couple decks of cards. there are plenty of tight decisions to make. good filler.