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.
(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.
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.
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.
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)
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".
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.
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.
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.
(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.
(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.
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.
(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).
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.
(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.
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.
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.
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.
(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.
(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.
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.
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.
(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.
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??
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.
standard euro with development tracks and action points. it has the flavor of Endeavor, with a different theme. it was decent, and there are various routes to victory, but in the end, Euro-designers are running out of ways to make this style of gameplay very interesting.
so far only played solo, but it definitely shows some sparks, in that the theme aspect is high. the actual game can be tough or easy, depending on the order in which the cards come up. it is a real thrill determining your own fate -- i.e. how speedy you go through the island. interested to see how it plays multi-player.
pretty fun chaotic race game, in a junk yard. the movement is very simplified... just roll all the dice you have, and that's your movement speed. it is adjusted for the surface you're starting on, and complicated by all the traps that the other racers put out. it runs a little long.
interesting game, and very thought-provoking. i like the theme but wish it were better implemented. the instructions are fairly clear, though i do recommended the interactive tutorial on the publisher's web site.
Not much here really. It's a decent sort of simple game. There's some variability based on the random nature of the lift off points. There's not "take that" game play with the several attack cards. It's pretty quick, and pretty harmless.
sigh. another bland worker placement game, using the pleasant but stale Fantasy theme. It tries to spice it up a bit with the intrigue cards, and to some extent succeeds. Not enough to maintain my interest for more than a game or two.
(Trade Interest: low) i read the rules and didn't think i'd like it. but i've played it, and it was actually fun. total pasted on theme that we didn't pay attention to past the first few minutes, but definitely fun. ... fun that is until you are completely screwed by the draw of the cards at every turn. wow, is this very much luck dependent. i'm revising my score downward.
(Trade Interest: medium) a little too much luck in the draw of cards, plus if you get three out of four players all deciding to attack your buildings it can be a little too devestating. not too bad i guess, and the rating may go up with subsequent plays.
pretty good game. played thrice now, and had a much better idea on how to play the game the second time. i did pretty well with secluding myself in Mexico for most of the game. in the latest game it was a much closer call, but i think going for maximum breakthroughs really helped me pull off the win. but there do seem to be some major rule problems which are causing me to lower my rating until they're resolved. the "Wireless" progress is completely broken.
a fairly aggressive deck building game, with a lesser emphasis on building the perfect deck, but rather tactically taking the best card for the moment, whether it be an attack card for your neighbor, or a class student card to improve your deck. Plays pretty quickly, and is a good changeup for the genre. The theme is also fun.
it's so... euro. so so euro. nice art though. it has a Race for the Galaxy style action selection (sort of), and it almost works. the text on the cards is way too small, showing off the art, but is not very functional.
decent action placement game with pretty good theme. there are some touch choices, and plenty of good strategies. still, it is a fairly dry and normal Euro, with nothing really fancy or innovative to recommend it over the horde.
(Trade Interest: low) components are sub-par and easily ruined by the tracking mechanism. the adventure system seems like a good way to have specific and finite goals for a multi-player competitive RPG boardgame. i liked that part. the combat is easy, and the encounter system is pretty good. with only four adventures though... the replayability aspect seems a bit light.
not too bad, not too good. of the three games (Outpost, Zeptor, and this), i like Outpost, then Phoenicia, then Zeptor in that order. It's a little simpler than Zeptor. But i thought i didn't have many ways to improve my situation after the first few turns... unless someone made a mistake.
(Trade Interest: medium) interesting concept, but the rules lack direction and clarity. i found myself confused at almost every turn. there are some illustrations on another sheet that help. i guess it could be more fun with some practice. but i could find no way to turn things around, once the discs were mostly flipped. might as well stop playing.
a little silly area control type game, but it plays quickly. the role selection is a little wonky, and it seems that you are encouraged to pick the worser roles, so that you can keep more of them. once you end up with two or three roles, you have an immediate and viable advantage. ending up with no roles, really hurts, especially in the en game. it's short though, so maybe that doesn't matter much.
(Desire: low) frustrating if you're not all in sync, because you can easily lose the whole game if there's no cooperation. perhaps playing a few games of Lord of the Rings before this would help. maybe the score will go up with a few more plays.
an interesting attempt at deck building, although it seems the characters may not be too balanced. also, the end game is of quite variable length, as you have to end up with the right weapon combination at the right time to kill the bad guy -- he is also worth the most points by far. a meh.
good rails game. the shift in play when the communist empire fails is pretty good. other than that and a few other events, it is a typical crayon rails game, which is to say, if you like those, then you'll like this.
(Trade Interest: high) it plays A LOT like Outpost, and maybe it was all the German text and names that threw me off, but i like the theme of Outpost better, though i usually like fantasy themes a lot.
(Trade Interest: low/medium, offervalue: 40) originally i liked this game even better than the LOTR coop game... but after times and a few plays, i find it a little boring. the traitor aspect was a good idea, but seems poorly executed, and mostly just annoying.
a decent enough euro game, with a terrible endgame mechanic. you spend 99% of the game building ships and sending them on trials, and then in the final 1% of the game, the contracts that you have determine the final score... by a lot. i could handle it, if they were moderately less likely to completely change the final ranking. anyways, probably not worth the three hours it takes to play.
a lot of potential things to do, and only two actions per turn. how Knizia is this game. i found it fun. need to play a few more times though, to see if the fun dies down. i'm not sure i like how the shares and goods are identical when scoring. seems like it could've been made more interesting by changing up the scoring of those two items, and maybe made different rules for grabbing goods to even it out.
definitely a Wallace game. Lots of different paths to victory. We had one person focus entirely on breeding and city building for the entire game, and she came in second by one point. Everyone was fairly close in the running to the end, and we finished in a decent three hours -- which includes learning the game. i'd like to play a time or two more. It's not, and doesn't look like it will become, one of my favorite Wallace games, but it's okay to good.
on the one hand i was pretty impressed upon reading the rules, and looked forward very much to playing. seemed like it had a good assortment of mechanics, and interesting game play options. i have a particular fondness for action point / time based games and this implements that pretty well. however, the resources in the game are entirely random, and this can be very disappointing. you could tell that Wallace knew it too, since he has fiddely bonuses to the resource die rolls at the beginning and certain other points. they aren't enough. in our game, the copper resource never went above the second lowest value, and the tin stayed between medium value, and semi-high. this had a curious and stilted effect of bringing the game to a near standstill. good thing it's only four turns. also, the victory points are almost meaningless and very gamey. there's no difference between buying the very expensive VPs, and buying a couple less expensive. maybe with some tweaks this could be a very good game. but it ain't there.
rating is for the coop game, which i feel is underdeveloped, and lacking in comprehension. there is a kernel of a good game there, but there are too many questions to be answered. it needs to play quicker. as it stands, we may as well play Arkham Horror.
(Trade Interest: medium) hmm, i guess i don't get it. i'm bad at it, and it isn't that much fun. double bad -- lost again by far, and just don't see how to score points. i always seem to pick the wrong way to go.
(Trade Interest: high) not too bad for a set collection game. needs more plays to discover whether it is good for a Knizia. there is some strategy in whether to complete an artifact set, or wait for someone else to do it.
(Trade Interest: low, offervalue: 60) not quite sure what to think of this one yet. it seemed like it could be fun, given a few plays. after a few more plays, i am worried that the sheer randomness of the share cards plays too big a part. many times a game, the share card i've been looking for, shows up just after my turn. not sure where i can improve my game, so something must be wrong with it.
some nice ideas, and very easy to explain. plays comfortably in a couple hours, with about a half hour of explanation and reading rules. i still prefer the more full bodied attempts at civilization games, but none of those will fit in a game night.
(Trade Interest: high) pretty fun game, with some cool end-game bidding. placing the votes in a hidden-style is pretty unique. good theme too. however after repeated plays, there just isn't enough there to warrant many more.
hmm, i really wanted to like this. it has the flavor of WoW, which is commendible. it is fairly easy to explain. but, it is very long. we played for three hours, and only one of us had a victory point. it would probably speed up toward the later part of the game though. i'd play game, but i don't have high hopes that it gets much better.
took a long time to go through the rules, but they seem pretty clear, and we didn't really have any major questions. there is a LOT of cards and stuff. there was not enough interaction between the two side -- which i suppose duplicates the PC gameplay, but is maybe not so good in a face-to-face boardgame. after a couple sessions i would say that this is a decent game, and that you could get to know the characters and abilities, and be pretty good at it. there is still very little interaction between the sides, and that makes the wait before your faction turn seeem long.
fun like tiddley winks with lots of twists and special actions. a good sense of humor too, with funny illustrations. team play is strong. however, the limited appeal of a "tiddley winks" game lowers the rating.
there is quite a bit to like here, from the rampaging zombies, to the interesting development of technologies to fight them. there are strategies to lead zombies out of your states, or trap them between vacated states. but something also seems off about the game -- maybe it's a little too gleeful at producing more zombies. it didn't go over well, and seemed too difficult for our group.