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User: zefquaavius: Board Game Collection
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Title Version User
Rating
Geek Rating Status User
Plays
Comment
Orda edition
Year: 1970
6
Nov 2008*
N/A
Owned
Plays: 3
As you level up through the play options, this gets to be more engaging. Still, its goal is familiarizing kids with basic numbers and math.
2008-10-15*
Hexagames German Edition
Year: 1987
6.4
Dec 2005*
5.781
Owned
Plays: 6
A very interesting game, entirely composed of making strange trades with the board to try to reach a goal "worth". There are just a few differences between this, and its earlier incarnation, Monad:

The First Million claims to be for 2-4, rather than 3-4. It is significantly less interesting with 2 players, and has no rules to make it more interesting for 2.

Monad's circular symbols provide more of a visual distinction between the commons (10k) and the higher-value things, which I think is helpful.

Monad's goals are the 80's, while The First Million's are 1 MIO (1M) money bags. The 80 makes sense, where the million does not, because in both cases, you can "buy" the 80 for a total of 80 in smaller cards, and the "million" for a total of 800,000 in smaller stocks.

The First Million's colors are matched complementarily and intuitively (though the print run could have better distinguished them), which is an improvement over Monad's weird pairings of colors.

In both, however, the goal items are quite different from the cards used to play the game.

There is just something kind of fascinatingly mechanical, yet opportunistic about this game.
2010-03-25
7
Apr 2007*
6.233
Plays: 20
I can just see Moon and Weissblum getting up from a pleasant game of Rack-O, saying, "That's such a nice core mechanism for a game. How can we make it more interesting?"
2010-05-26
ImageID 275838
6
Nov 2009*
6.166
Prev. Owned
Plays: 5
This is a bit rougher than 10 Days in Africa, since there is only one card for each state, but Alaska and Hawaii are quite peculiar, reachable only by plane, but by any plane. Interesting!
2010-05-26
NESTORGAMES first edition
Year: 2010
7
May 2010
N/A
Owned
Plays: 7
2010-05-16: An amazing portion of the strategy is in the setup, and in setting yourself up to bring ghosts back into play in the most constraining ways possible, since your opponent places your returning ghost, but must place it on its color carpet....

2012-01-12: One of the things I dig about this game is how counter-intuitively you can progress. For this reason, you must watch your opponent and the total situation carefully.
2012-01-12
Rio Grande Games English Edition
Year: 2010
7
Apr 2011
6.468
Owned
Want To Play
Plays: 3
All the decisions, in and of themselves, are pretty much tradeoffs. Your challenge is to make synergistic choices toward a greater strategy. As such, this game provides pretty singular gameplay experience. The downtime caused by the Vegas Showdown-style auctions to dodge negative effects, and even by the more traditional round-robin auctions for the land tiles can be excessive, which detracts from the game some.
2011-09-15
English first edition
Year: 2015
8
Aug 2012
5.605
Owned
Want To Play
Plays: 1
Very cool, fast-paced amalgam of TransAmerica: Vexation, the goals from Ticket to Ride, and some ingenious innovations. Very accessible, but plenty of tough choices [that can be made quickly]
2012-08-11
Hansen Yellow Box Edition
Year: 1977
6.7
Sep 2005*
5.714
Owned
For Trade
Though this game uses die-rolling to determine movement, seemingly more out of it being traditional than because it makes sense for the game, 221B Baker Street is a pleasant game. Players use clues - some delightly vague and realistic; others specific, like in the cheaty sort of charades (e.g. "the third letter of the killer's name is G") - to figure out the different aspects of the crime themselves. Some cases may only require few aspects to be figured out; others, many. Each case is presented as a narrative, which ends in a specification of what the players need to discover, as well as a declaration that "the game is afoot," of course.

One really nice element of this game is that you can have Scotland Yard mark a location, which you're leaving, off-limits to the other players unless they utilize a key to unlock it. This is a great way to protect key evidence. It's an even greater way to waste people's time in a bluff, by protecting a location with no evidence. Especially using the inexpensive expansions with more cases, this game has pretty decent replay value. The game itself will feel about the same, but snooping around for clues will take you to different places, and always have you sussing out the solution to the mystery!
2005-09-21*
23 (2011)
5.5
Jan 2012
5.851
Plays: 2
A suspenseful, risky game in the same general feel as No Thanks!. It's very fast, but it also sort of boils down to a guessing game. :shrug:
2012-01-28
Ravensburger International edition
Year: 2002
6
Jan 2009*
5.440
Owned
Plays: 5
As one would expect, a very simplistic take on the Labyrinth series, but nice!
2007-06-30*
nestorgames edition
Year: 2013
6
May 2013
N/A
Owned
Want To Play
Plays: 1
You can only take this so seriously, but the planet-connecting is fun.
2013-05-26
6 Nimmt! (aka 6 nimmt!) (1994)
7.2
Sep 2005*
6.761
Plays: 9
The difficulty in guessing the time, when playing the next sequential ["safe"] card will not be so safe, due to someone taking a row, and refilling with horrible hoards of heads, makes this game rather fascinating.
2005-09-21*
Repos English second edition
Year: 2011
7
Feb 2011
7.795
Owned
Plays: 12
Nice drafting game with next-door-neighbor interaction to make it quite playable with 7 players. Impressively, the 2-player drafting works really well, too, due to the clever mechanisms provided to create a schizophrenic third player (played alternately by each player... from the real player's slightly-enhanced hand!).

As I play this more, I think my rating my be at risk of rising from  7  to  8 ....
2011-07-17
English first edition
Year: 2012
7
May 2013
7.577
Owned
Want To Play
Plays: 1
More variety for 7 Wonders. The black cards add a little complexity to the rules, but it's still negligible compared to the iconography complexity, decent though it be….
2013-05-11
Repos multilingual EN/FR/DE/NE edition 2011
Year: 2011
7
Jul 2011
7.627
Owned
Plays: 5
These slipstream beautifully into the base game. I'm a little bit surprised that the free city doesn't get leaders in the 2p game, but that's fine.
2011-07-17
Spielbox edition
Year: 2011
7
May 2011
6.356
Owned
For Trade
Plays: 3
The two sides are rather different, but the strategic choices for the wonder-copy side can be pretty interesting.
2011-05-23
English first edition
Year: 2011
8
Jun 2012
N/A
Owned
Want To Play
Plays: 4
This game is a cascade of conditionals and tradeoffs. It's so fun to orchestrate getting control of regions by making the right sacrifices. Just brilliant!
2012-06-19
À la carte (2010)
Multilingual edition 2010 without SdJ
Year: 2010
7.5
Nov 2009*
6.279
Owned
Plays: 6
This game is zany and fun — definitely a singular gaming experience!
2011-07-17
Multilingual first edition
Year: 2010
7.5
Jul 2011
5.900
Owned
Plays: 5
5th player: good
mixed ingredient bottle: good
salty recipes: good
extra coffees: good
2011-07-17
German Edition
Year: 2010
6
Jul 2011
5.586
Owned
Plays: 5
The dish is silly and fun. The coffee lottery is just kind of weird, because you're already trying to complete recipes as quickly as possible. Adding something that rewards you for completing a recipe seems sort of redundant. It just raises the stakes (steaks? ), but not in a way that affects people's decisions much. If a few cups get queued up, then you will choose easy recipes as you complete the first, but it's thoroughly possible never to see even one in a game. :shrug:
2011-07-17
Galoob English edition 1990
Year: 1990
7.6
Sep 2005*
6.259
Owned
Plays: 3
An incredibly fun and fast-paced abstract tactical game. The fact that it can be played by up to six people ­ which, incidentally, provides a fresh excitement if one is accustomed to two-player games of Abalone ­ makes it even an option for parties; though the best way to entice party-goers is to get one other person to play it with you, so the spectators may be mesmerized by the organic movement of the opposing sides. Then, when you say that up to six can play, the barb is lodged squarely in some cheeks.
2005-09-21*
English first edition
Year: 2013
8
Oct 2013
N/A
Owned
Want To Play
Plays: 3
This chess-family abstract strategy game gives the players a couple of weak spots that can make games end quickly and viciously if left untended, yet it feels interesting and challenging to play.
2013-10-28
Ablaze! (2010)
8
Feb 2009*
5.662
Plays: 3
Wild Fire! 7  (See my rating comment for Feurio!)

Volcano! 7.5  (See my rating comment for Vulkan!)

On the Run! 8  Oh, the strategy is elusive in this one. It keeps me coming back!
2010-09-02
Abs-Trac-Toe (2000)
ImageID 351586
6
Oct 2008*
N/A
Plays: 2
Much prettier and more interesting to play than tic-tac-toe; however, despite the wiggly lines, optimal plays seem quite calculable. That said, the choice whether to benefit yourself or thwart your opponent spices things back up (e.g. Do I set myself up for 1 sure and 3 other potential points, or prevent my opponent from getting 2 now?). The person who draws the bendy line must be very careful not to provide one space that is far superior to the others, but that is the goodness of the rules: You're always giving the best slice to your opponent, which is incentive to cut the cake fairly.
2010-05-26
First edition
Year: 2005
8
Jan 2007*
N/A
Owned
Want To Play
Plays: 3
Very interesting game! While physical skill is a significant part of the game, it does not dominate the game; however, certain options just won't make sense if your opponents' sledges are positioned this way or that, or are laden with more cubes of stones than yours, et cetera. I'm itching to play this some more!
2007-01-14*
Abyss (2014)
7
Aug 2014
6.938
Wishlist(4)
 (Thinking about it)
Want To Play
Plays: 1
Of course, this is a painfully beautiful game, and the pearls look great… so I had reservations from what I'd overheard of explanations. Playing it, though, I got really engaged in the competition of it. Nice!
2014-08-23
Hoyle Products First Edition
Year: 1984
5.1
Dec 2008*
N/A
Prev. Owned
By 2005, these questions are horrifically dated, but at a level of trivia that was challenging even 21 years ago when this game was released. Therefore, using these questions today is just torture. Every once in a while, you will hit something you know.
2005-12-22*
Ace Trump (2008)
ImageID 350846
8
Oct 2008*
N/A
Plays: 2
This is a great trick-taking game. The double-suited card make it hard to clear your hand of suits so you can start trumping; however, leading with aces and crowns helps to purge other people's hands of those specific suits. If you can't follow suit, you can create/change the trump suit by playing an ace; on the other hand, if someone else is also out of the led suit(s), any card in your trump ace's suit beats your ace. ...and of course, any other ace beats your ace, by changing the trump suit on you. Ace Trump is a very worthy member of the trick-taking family!
2008-07-08*
Avalon Hill (Hasbro) English large box edition 1999
Year: 1999
7
Jun 2007*
7.255
Owned
Plays: 2
Financial simulations shouldn't be this fun and enthralling, should they? Nearly everyone who has had enough volition to get over its uninspiring concept (unless you're a broker at heart) has discovered the thrill of this superb game. Though I have seen a player downtrodden from the start, I have only seen such misfortune once. Play this game. The biggest downside of it is that you can run yourself out of cash, and have no way to trigger income, but that's mostly in how much risk you choose to toy with in playing the game.
2007-06-16*
First edition
Year: 1991
7.5
Sep 2008*
N/A
Owned
For Trade
Want To Play
Plays: 1
This one is definitely dependent upon the group, but it is much to my tastes, and my family are a good group for it. It is the old internet game Acrophobia with some restrictions thrown in, and a Candyland-style track to race along. The entertainment is obviously not in the movement mechanisms, but rather in formulating fabulous fabrications for fun — er, and to comply with the rules of the moment.
2010-05-26
7
Oct 2010
N/A
Plays: 1
Tentative rating after one, quick play: This is a nice game with good tension and fast play.
2010-10-11
First edition
Year: 2002
7
Jul 2009*
5.668
Owned
For Trade
Plays: 2
This unusually-themed game provides interesting risk-management and competitive choices for the players. With 28 folders in the game, a maximum of 20 of them will score, meaning a single player could be completely shut out if she's not careful. Manipulating the order of things to get your folder in the optimal cabinet could be an exercise in analysis paralysis, but action cards and banked extra actions reduce the efficacy of long-term plotting. On the other hand, on a first go, players might feel like they don't have as much control as they like; however, more experienced players should find it fun to anticipate their opponents' plays, and willingly surprise their opponents with an unexpected play.

Andrea Meyer's designs continue to please me, in offering something fresh mechanically. Now if only she didn't write her instructions in such a charming, thematic way, so her interesting games would be easier for the teacher to learn....
2010-05-26
English first edition (format 1)
Year: 2013
7
Nov 2014
N/A
Owned
Want To Play
Plays: 2
It's a very suspenseful way to play, and there's a lot going on in the same amount of space; however, even a brand new player was unpromptedly commenting that she thought the game would be much better with just two players.

That said, it's still a brilliant core game, and Adapt3 grants the satisfying ability to eliminate three adaptoids (total) belonging to two different players in a single move. ninja
2014-11-01
First edition canvas bag
Year: 2009
9
Jan 2010*
5.702
Owned
Plays: 20
Brilliant!! Balance, agony, tradeoffs at every turn! To quote Daniel Wilcox, "Your strongest pieces are your weakest!"
2010-05-26
English First Edition
Year: 2001
8
Sep 2005*
5.807
Owned
Want To Play
Plays: 2
Though the rules seem a little complex to explain, the game always feels very natural. Due to the exploratory nature of the game, it is even quite enjoyable with only two players! This game is good entertainment for the entirety of its claimed range of number of players.
2005-09-21*
Warfrog Games Treefrog Line edition
Year: 2008
8
Dec 2008*
6.270
Owned
Want To Play
Plays: 3
OK, we screwed up a lot in the first part of our first play, but we all dug it by the end, and looked forward to trying it again, with comprehension and inklings of strategy. Subsequent plays have proven interesting.
2009-03-05
7.5
Aug 2007*
5.994
Plays: 3
An interesting game! Scrap for money to get ships to send trading to make more money to get more ships - oh wait, that sort of ship is sort of worthless now, so why don't we send it out for glory on a nice expedition? Quite good!
2007-08-21*
Tropical First English Edition
Year: 2007
8.3
Jul 2007*
7.439
Owned
Plays: 5
Rock solid game, here. Glenn has come a long way since Age of Mythology. This game is laden with tough decisions and gambles. While comparisons could be drawn to several respected games, AoE3 gels into its own unique experience. The miniatures are, of course, excess, but they're fun, and unlike AoM, you needn't refer to cards for them the whole time. This is a really good game, and it not only feels good, it also evokes the them quite nicely. Minimizing your expeditions without risking failure... Choosing which crucial action you need to nail first, so no one beats you to the punch, only to find that the other critical one is what people wanted... Many ways to approach the game successfully. This is a joy to play. From 2 to 6 players, this game is fraught with tough decisions and delicate competition for resources.

Incidentally, using cubes on the score track works way better than using colonists!
2010-05-26
English first edition
Year: 2004
6
Mar 2008*
5.880
Prev. Owned
Plays: 2
Feinting and bluffing can be helpful, as keeping your "chosen" peoples a secret may help shield them from attack. On the other hand, empowering them and upgrading their technology gives them a better chance of earning you those precious victory points. The ability to cash in on others' success by "betting" a people will reach their maximum size helps level the playing field if your peoples have gotten pounded. Since you are dealt nearly your entire hand of actions right at the start of the game, you can strategize to a moderate degree. (Nearly everything is resolved by die rolls, and the chaotic influence of other players' actions and combat tend to require a lot of reaction and adaptation of your plans.)

Due to the structure of the game, more players directly means more time. This is a game that takes X minutes per player to play, so when you play with six, it's several hours long. I'd like to try it with two next, which should be suspenseful!
2008-03-30*
Treefrog limited wooden edition
Year: 2010
8
Jun 2010
7.061
Owned
Plays: 12
This is a very solid game. Finances can be very tricky and tight, and one must remain attentive to the evolving environment of the game; however, it is quite fun, and grants players several mix-and-match methods to pursue victory.

Wow, this is so different from Brass! / Hey, this seems to be like that Brass game.

Both the Germany and New England maps provide their own unique feel, and pose different strategic challenges. I can't wait to try Japan and Minnesota....
2011-06-11
English first edition
Year: 2011
8
Oct 2011
6.170
Owned
Want To Play
Plays: 2
Japan — The shipping lanes can be a little confusing, due to the double-"hop", but this is such a strikingly different approach to AoI!

Minnesota — The iron provides much more alteration to the feel of the game than the metropolitan Chicago does, but both are interesting factors!
2012-01-13
Print & Play edition
Year: 2012
7
Nov 2012
5.860
Owned
Plays: 1
Nice 2p map that gives plenty of opportunity for scheming.
2012-11-13
4
Apr 2004*
5.994
Anybody imaginative could have fun with this game's units, despite the game's rules. This game offers a lot, but plays very slowly, due to players' decisions having to be made on the fly. Unfortunately, it is extremely unforgiving of mistakes, which can send your potential for victory plummeting. Though my distaste for dice-throwing battle resolution biases me, I have attempted to filter that bias from my scoring of the game. The game duration, however, really sucks a lot of joy out of the game. Though the game has a clever victory point bank which serves to limit the number of turns in the game, the turns take an eternity or two. Lucky draws of Gather All cards for the same player means another player can go without resources for several turns consecutively. Although the units are beautiful, they really serve no purpose other than to look cool, and pull you into the theme: For battle, you have to refer to their cards anyway in order to determine their traits, so like Gargon, I would have no problem just using the cards. I adore, however, bumping the kitty on the different victory point prizes.
2010-05-26
Eagle Games Third English Edition
Year: 2008
7.5
May 2015
7.508
Owned
Want To Play
Plays: 15
2008-11  7  In my first play, like my first play of Maharaja, there were several rules I'd misunderstood, and it took the first couple of rounds (a significant percentage) to unravel those misconceptions. Unlike Maharaja, Age of Steam will kill a man for mistakes like those. I stayed in the game, financially, but was not competitive for first place.

I think there's an excellent game in there, but one that requires seasoned players to cleanly and quickly bring newbies up to speed if they are to be competitive - although it's more forgiving in this regard than Diplomacy, no question!

2015-05-05  7.5  I relearned the game with Barbados, and am into it again. Getting to learn it from the rules, instead of a meh teacher, has allowed me to enjoy it without brutality through misunderstanding.
2015-05-05
7
Nov 2008*
5.857
Plays: 1
My first play of Age of Steam was on the America map, and it seemed fine. Actually, I suspect that it was slightly helpful that I had one or two things fewer to think about in learning the game, thanks to America's rules.
2010-05-26
English first edition
Year: 2014
8
Jun 2015
N/A
Owned
Want To Play
Plays: 2

Argentina  8  The "fire" cubes are very cool. I like how this map feels. Delivering fire, and scooping up fire for delivery add some really interesting speculation and urgency to the game, and the Andes and Malvinas are nothing to sneeze at, either.

French Riviera  7  I found the layout interesting and challenging, but my opponents were not fans, and do not want to play it again. One, right out of the gate, was suggesting changing the rules and/or map, and two wanted more pre-printed cities on the map. They were first and second place, so they clearly rose to the challenge, but they still weren't into it. :shrug: As for me, I thought the clustering of city colors was interesting, and the requirement of Engineer to build on the cost made that role, and therefore the turn order, hotly contested, which was nice. Er, not to be confused with Nice….
2015-06-23
Bezier Games edition 2007
Year: 2007
8
May 2015
6.035
Owned
Want To Play
Plays: 10
When my Eagle Games 3rd edition copy arrived. I was very pleasantly quite surprised to find this inside it!

Barbados  8  Since it had been 6½ years since my first and only play of Age of Steam, I was delighted to use Barbados to "refresh my memory". I flunked out, forgetting the fatal brutality of the early-game AoS economy. The next day, I played the "baby" version with twice as many cubes starting in the cities, figuring I needed to get back up to speed with the game. No problem, I won. So I played again, but switched back to the normal game. 49! Now I was starting to get addicted. …and that's the point: This is an addictive solitaire map that you can play in 20 minutes once you know what you are doing. Great stuff.

St. Lucia  8  Instead of goods production, you just scarf up stuff that's on the board; however, with the bonus income boost for the owner of the track from which the cube is moved, it's more about head-to-head strategic planning, with some opportunity for turn order pseudo-bidding to be worthwhile.
2015-06-24
First edition
Year: 2005
7
Jan 2007*
N/A
Owned
Want To Play
Plays: 2
Interesting strategic and (mostly) tactical game. I suspect the play dynamics are quite different depending on the number of players, providing a different type of experience with 2 than with 3 than with 4.

As a bonus, though I'd seen no mention of it anywhere, my copy came with a mini-expansion, Blauhzan's Favor, which adds a 0 card for each player. The 0 card, which you can see in this image...
...depicts the runestone, and activates like the 1 (fire) and 2 (revolt) cards do. Its function, however, is take ownership of the rune stone. We'll have to try it this way next time!
2010-05-26
Z-Man Games first edition 2008
Year: 2008
10
Aug 2008*
8.041
Owned
Plays: 48
Oh, yeah. This is the good stuff. The "family game" feels elegant, but the competition for same resources is rough. In the more advanced games, the cards you get not only help each player specialize in something slightly different, they also serve as a marvelous distraction if you poorly judge their value for your particular situation. They provide CCG-style boosting and combos, so it can be [too] exciting to try them out. Marvelous game!
2008-01-14*
ImageID 388637
Language: English
4
Oct 2010
5.497
Owned
These are just silly, for fun, not really intended to be played, and it shows if you try to use them in a normal game. Perhaps with the X-Deck or The Legen*dary Forest Deck, if you go for a sillier, more chaotic game of Agricola....
2010-10-22
German Edition
Year: 2008
4
Oct 2010
5.497
Owned
These are just silly, for fun, not really intended to be played, and it shows if you try to use them in a normal game. Perhaps with the X-Deck or The Legen*dary Forest Deck, if you go for a sillier, more chaotic game of Agricola....
2010-10-22
English Edition
Year: 2008
4
Oct 2010
5.497
Owned
These are just silly, for fun, not really intended to be played, and it shows if you try to use them in a normal game. Perhaps with the X-Deck or The Legen*dary Forest Deck, if you go for a sillier, more chaotic game of Agricola....
2010-10-22
Lookout English edition
Year: 2008
6
Nov 2011
5.758
Owned
Plays: 7
2008-10-27:  8  Funny, spicy, thematic, harsh, cruel, surprising (at least if you don't peek ahead, which thematically seems like the right way to play). I'm sure that after you play through them all, it becomes a novelty that you'd only bring out if you want a crazy game, but it's nice!

2011-11-17:  6  I'm no longer addicted to finding out what's in the deck and how it will play, but it's still quite fun to bring out on occasion.
2011-11-17
English first edition
Year: 2008
7
Aug 2008*
6.183
Owned
Plays: 7
24 cards. Immediate need for rules interpretation. The cards are cute, amusing, and sometimes powerful; however, they are instant damage to the game due to the lack of clarification for several of them. For instance, the Dance Instructor's behavior is nothing but exception, and there's no explanation whatsoever for how it's supposed to fit into the game:
Take food before you play it.
Immediately put it back into your hand.
Sounds easy enough, but now you go to play it or another Occupation. Does the missing Dance Instructor count as your first? How about for meeting prerequisites of cards that require some number of occupations? Cute, wacky idea that brings the game to an absolute halt as the players try to come to a ruling on it.
That said, there are more good cards than troublesome ones, and this is otherwise a fun injection into the game. With clarifications for those exceptional cards, I think this would be nothing but goodness.
2008-08-13*
English first edition
Year: 2012
8
Aug 2012
7.356
Owned
For Trade
Want To Play
Plays: 1
Yep. Focus Agricola on the animals, make it for two players only, and you can compress it to 30 minutes of tough decisions and worker blocking. The rules have been tweaked a little, but if you know Agricola like the back of your hand, you can learn this game in 60 seconds.
2012-08-12
German first edition
Year: 2010
9
Nov 2011
6.675
Owned
Plays: 1
14 cards into each deck (1 2p game), this seems like an excellent deck.
2011-11-16
English first edition
Year: 2012
8
Mar 2013
5.716
Owned
Plays: 1
Excellent cards.
2013-03-19
English first edition
Year: 2010
8
Nov 2011
5.823
Owned
Plays: 1
What we saw of these cards in a 2p game make it look like an very good, fun twist, but much less devastating than the X-Deck.
2011-11-16
English first edition
Year: 2008
10
Feb 2009*
6.381
Owned
Plays: 8
Fits marvelously, and takes very little time to adapt to it. It adds a tide, a cadence to the game - a tide you can ride, or you can go against it in order to capitalize on things people were hoping to snatch up when they were more tempting (i.e. snatch them when the competition is low). It fits perfectly.
2008-09-27*
English first edition
Year: 2011
8
Mar 2013
6.267
Owned
Plays: 1
Very fun and interesting new options in these five new mini-decks.
2013-03-19
7.5
Jun 2011
7.130
Owned
Want To Play
Plays: 3
I didn't really know what to expect, given this game's pedigree, but what we get is a fairly fast-paced share jockeying game, with a dash of route maneuvering, just to optimize your costs and opportunities. It makes use of some its dad's notions, like the Union Pacific / Air Abacus shares that seem inconvenient and undesirable, but provide heavy payouts by game end. ...and the mysterious end of the game. I'm unfamiliar with its mom, but what's ultimately important is how the offspring stands on its own: It does just fine! A nice, solid share game, with the expected cautious boosting of the market values for companies in which you may lose the advantage. There is the additional surprising factor that folks may choose to dispose of shares in order to buy into Air Abacus — but while the drop in shares can be sudden, it serves as a warning shot that an increase in the other cometh.

There are plenty of in-jokes / tips of the hat on the cards, which is a nice touch. It can feel a little frustrating if you are trying to get particular shares, so you can get them into play, but if you roll (or should I say fly?) with what you get, you should do fine. Remember that your opponents face some of the same frustration. The lower-cost hops available earlier in the game, as well as the tight money situation (and of course the interim scorings) help devalue hoarding for a late-game KA-POW, but it is still possible, and perhaps viable; however, I feel this is much better mitigated than in Ticket to Ride, in which the connection opportunities can be insufficient incentive to play early and often, rather than hoard and then strafe the board.
2011-06-27
Airships (2007)
7
May 2009*
6.226
Plays: 3
Nice progressive dice game. Turns go fairly fast, because there's no lock-n-roll mechanism. Sufficiently distinctive game of this sort to merit play. Although it has that unpleasant notion that rolling higher is always better, due to the implementation that complaint doesn't feel fully relevant somehow. Quite the interesting dice game!
2009-06-06
German first edition
Year: 2000
7
Nov 2006*
5.770
Owned
Plays: 1
The challenge of beating the Beanmafia in the solo game can be difficult, and the mechanisms of the two-player game are fascinatingly functional. Though it slows the game a bit, the Prohibohn expansion really enriches the experience, and provides incentives (kickbacks, you might say) to give beans to the mafia, despite your competition with them.
2010-05-26
Alchemist (2007)
7.5
Apr 2007*
5.987
Plays: 3
It's rather interesting how your choices affect you indirectly. This game keeps me itching to play it again, so I can see exactly how its bizarre, slippery mechanisms will work when I twist it this way and that.
2007-04-07*
English first edition
Year: 2009
7
Jul 2010
6.403
Owned
For Trade
Want To Play
Plays: 1
Tentative rating playing with a five-year-old.
2010-07-14
Spielbox First Edition
Year: 2007
7.5
Mar 2008*
N/A
Owned
Want To Play
Plays: 2
Quick, intense game of second-guessing your opponent, so you can get the cards you want, and avoid those you don't. The catch is that you must carefully select where you dump each card you win, in order to maximize your score. The scores can swing as wildly as in Lost Cities:
Our first game, the scores were 37 to 34 - 34 was the player who took most of the cards, and had a heavy pile in the -1× stack. Our second game, the scores were 113 to 10, and the 113 player had all but four of the cards - which of course meant a huge pile in the -1× stack; however both black tens were in the 2× stack with two kings and a queen, and the 1× stack had both red tens with all face cards. Thus, 2× produced 88 points, 1× produced 48, and -1× produced -23 points.
2010-05-26
Alhambra (2003)
6.8
Dec 2005*
6.970
Plays: 10
A pleasant little game. By the end, the players' decisions get a little tougher. You can pretty much play this game in absolute silence, but the game offers some fun anyway. With six players, you pretty much have to scrabble for every tile or bit of currency you want; with two, the game automatically becomes a little more strategic, especially with "Matt", the fake third player, who reminded me vaguely of the Bohnenmafia in Al Cabohne, right down to players being able to feed him, in order to frustrate their human opponent.
2005-12-02*
5.3
Jun 2007*
5.859
Plays: 1
There are some tactical choices, but To Court the King has sort of spoiled us all by making us think laterally to reach our goals. The choices in this game are pretty obvious, other than the usual gambling choices of how many dice to re-roll. There are some interesting mechanisms here, but their significance is too small to make them worth enumerating.
2010-05-26
7
Mar 2011
7.376
Plays: 1
I rather like the various applications for the dice. There are good mechanisms that interact well; however, there's more tearing down of opponents than I tend to prefer in my games.
2011-03-11
All In (2009)
6
Jun 2011
N/A
Owned
Want To Play
Plays: 2
Fun little betting and bluffing game. With the box being the dice tower, and snapping tightly shut, this makes it a great option for numerous random locations.
2011-06-09
Amazons (1992)
6
Feb 2009*
5.838
Plays: 1
Nerve-wracking, very strategic game. You know, the kind I feel like I'm losing the whole time! laugh
2009-02-17*
Multilingual first edition
Year: 2013
5
Dec 2013
7.085
Prev. Owned
Plays: 5
2013-11-11:  7  Good replay value, and the fickle nature of the tower can give you some interesting challenges; unfortunately, it also can give everyone cruddy options, which speeds the game along, but in an unthrilling way. Still, on the whole, I like the way this mechanism works for the game.

2013-11-30:  6  There's plenty of replayability in this, but the game is anticlimactic. The excitement builds for the first few rounds, but by the end, you're just gliding as far as you can on mostly obvious choices. A bigger map could mitigate this somewhat, but I think it would still peter out at the end, perhaps later, perhaps less, but still anticlimactic.

2013-12-04:  5  Although the varying islands and pleasantly obnoxious action cubes provide plenty of replay value, I sadly find that I enjoy this game less every play. It pretty much boils down to this procedure over the course of the game: Race to place as many outposts as possible, because if you have significantly fewer placement opportunities than your mates later in the game, you've already lost. Then (possibly overlapping with the race for outposts), scarf up as many matching goods and production tiles as you can. All the while, do a little of this and that to give yourself an edge via progress tiles. Race anyone else on "your" islands to place the tiles you planned. As the space to build dwindles, and the tiles available to you run out, the excitement shrinks and shrinks. So, there are things I like about the game, but I don't think I like the game.
2013-12-04
Multilingual first edition
Year: 2013
6
Nov 2013
5.750
Prev. Owned
Plays: 5
Sure, it's fine. More map tiles = more variety, which is good.
2013-11-11
Multilingual first edition
Year: 2013
8
Nov 2013
5.778
Prev. Owned
Plays: 5
More map tiles = more variety, which is good. The new progress tokens have some nice powers.
2013-11-11
Multilingual first edition
Year: 2013
8
Nov 2013
5.749
Prev. Owned
Plays: 5
These are expensive and risky, but have a nice payoff for playing them.
2013-11-11
Nestorgames edition
Year: 2014
10
Nov 2014
N/A
Owned
Want To Play
Plays: 4
First impression: I love the lateral thinking of this game.
2014-04-11
English/Spanish first edition
Year: 2013
8
Jul 2015
N/A
Owned
Want To Play
Plays: 3
Incredibly challenging to play, because a good move for me very likely is a good move for you, too. But it's very rewarding! The only real detraction is that the emergent nature of the movement can make downtime significant, but it's brilliant enough to be worth it.
2015-07-11
English first edition
Year: 2003
9
Jul 2004*
7.203
Owned
Want To Play
Plays: 2
This is a very interesting, quasi-blind competition. Since scoring only happens twice, players must try their hardest without exhausting their resources. I've enjoyed many close finishes.
2004-07-08*
Rio Grande English edition
Year: 2007
7.5
Dec 2009*
6.683
Owned
Want To Play
Plays: 4
This is a cleverly counterweighted game, providing players plenty of choices to vie for prestige. One four-player game may end with a winning score over 100, and another with a winning score under 50, which illustrates how dynamic this game can be. Plus, you get a little "Rochester" card drafting, which is generally a good thing.
2008-03-29*
8
Sep 2014
5.580
The palace track gives players yet another front on which to compete, but provides some very interesting new decisions to the game. I rather like it!
2014-09-18
Anachronism (2005)
4.4
Oct 2008*
5.648
Owned
For Trade
Plays: 1
Anachronism does what it sets out to do, and provides you with very nice cards with which to do it. The game simulates combat between a pair of [in]famous individuals from different eras. Each character even has some equipment to utilize, which affects his combat strengths. Unfortunately, while the game mechanisms function well enough to simulate the quasi-gladiator melee, those mechanisms do not sufficiently hold my attention, even to get me to play a second game right after a first. For instance, rolling dice to determine the successes... of your... [yawn] attacks.... [snore]

"Wouldn't it be cool if, like, Sun Tzu and Alexander the Great had a cage match to the death?"

Er, no, not really.
2007-03-09*
Anasazi (2006)
4.5
Jul 2007*
5.317
Plays: 1
It seems intriguing until you start to play it. It's pleasantly unusual, at least!
2007-07-08*
5
May 2013
7.988
Want To Play
Plays: 1
First impression, taught by someone very capable:  5  There is a lot of complexity between a new player and enjoyment; however, the game provides fairly strong theme, and a good level of suspense. I'll have to try it again, before I can enjoy it — if I am to enjoy it. I definitely think the potential is there.
2013-05-27
First Edition
Year: 2011
6
Jul 2012
5.225
Owned
Want To Play
Plays: 1
Not bad: Give each player some time to practice with the catapult, shooting at the wall, then remember to set it up so the level is perpendicular to the firing arc, unlike the video game. The point system is well implemented, and as long as you play the variant that the level stays set up, and players take turns at it until it gets hit, the action is pretty good.
2012-07-08
7
Jan 2009*
6.638
Plays: 1
Nice dexterity game with some little twists to make it unique.
2009-01-02*
Anti-Monopoly (aka Anti-Monopoly II) (1995)
Talicor 1995 edition
Year: 1995
3.5
Mar 2007*
5.225
Prev. Owned
This game presents some interesting counter-concepts, but is so carefully balanced to allow fair competition between the two philosophies, that it feels too balanced and pointless. Imagine a tug-of-war that is only allowed to go for 10 seconds. Yeah, it's kind of like that. The game is played for a fixed period, rather than to oblivion, but it just doesn't feel like you can really take advantage of the game length. My thoughts on this game are muddled because I'm a bit befuddled as to how this keeps getting republished, when there are plenty of decent, good, excellent, and superb games out there, unpublished.
2007-03-21*
Fragor English/German Edition
Year: 2010
7
Oct 2011
6.125
Owned
Want To Play
Plays: 5
The anthill stacking itself is not new, but as your action selection and power, it is brilliant. The game is brutally swift, but it leaves me itching for more.
2011-10-07
Second Edition
Year: 2006
10
Dec 2009*
7.256
Owned
Plays: 6
Excellent! Simply excellent! Surprisingly intuitive, with a nice dose of disaster management as famine, pollution, and deforestation work against you. All of these complex decisions are elevated to shining brilliance through simultaneous play, which virtually eliminates downtime from the game — downtime that would be agonizing in a game of this complexity. In addition, the players choose their own goals, on the fly, as they play. Incredible!
2011-11-22
2.1
May 2005*
5.989
Plays: 2
This game clearly feels like it's intended to be a party game (which is perfectly fine). Despite this, the player interaction is nearly nonexistent. The game doesn't really require people to converse, argue or interact at all. A judge plays a descriptor, and each other player plays some type of noun (many are people or events) which they think will appeal to the judge in the context of the descriptor. The judge then chooses the favored card, by whatever strikes her/his fancy. Some of the potential card combinations provide some chuckles, but nothing really struck me as hilarious. As the supposedly 30-minute game drags out to two hours, it loses people's attention to the point that referees don't even read the cards aloud; the game just becomes something for your hands and eyes to do while you gab. Even played with the zaniest, most fun people, the game runs way too long to be fun the whole way through. (A six-player game could last 51 rounds.)
2005-05-10*
2
Aug 2008*
5.756
Plays: 1
Wow, after a lively, fun bunch of people convinced me to play this recently, I was sure my rating was going down. I'd forgotten that I'd already appropriately rated it a  2 . Mistake #1: Apples to Apples should be played at most to 5 cards, not 10. Since the nature of the "game" doesn't evolve as you play it (just do the same thing every single turn), there's no reason to make it long. Make it short, and let people have fun for the whole 10 minutes. If they're still hungry for more, they will play again. If they're ready to move on, they can, guilt free. 30 minutes indeed! Two hours, minimum. See my comments on the parent game for more proper complaints.
2010-05-26
Aqua Romana (2005)
5.8
Jul 2006*
6.066
Plays: 2
Very nice production quality from Queen, as is usually the case. There is some interesting stuff going on here, but it doesn't excite me very much. The merciless scoring can provide some interesting choices, but often, you have few or no choices, and just get screwed out of points if you happen to run out of options at the wrong point level.
2006-07-23*
Aquadukt (aka Aquädukt) (2005)
7
Dec 2009*
6.158
Prev. Owned
Plays: 3
Although it looks like Santiago, the two games are fascinatingly different. Good stuff!
2010-05-26
Looney Labs First Edition
Year: 1998
5.5
May 2010
5.771
Owned
Plays: 3
A fast, simple game, that provides nice suspense as you try to maneuver toward a goal that good be pulled out from under your feet like so many unwelcome mats. The bonus of having this game (especially two copies of it) is that its cards are very useful for landscape in certain games using Looney Labs' Icehouse set. Very family-friendly game.
2010-05-31
English/German first edition
Year: 2014
7.5
Mar 2015
7.032
Owned
Want To Play
Plays: 2
Solid, pointedly convoluted game. The convolution can be a little much if you're not in the right mindframe for it, but I like it!
2015-03-10
First edition, including card expansion
Year: 2000
6.8
Nov 2006*
5.759
Owned
Plays: 1
Very entertaining dexterity game. Using the cards makes things both a bit unfair, and rather amusing as people try to deal with sudden, bizarre circumstances.
2006-11-24*
First edition VHS case
Year: 2015
8
Jun 2015
N/A
Owned
Want To Play
Plays: 3
Fast and furious fighting!
2015-06-09
First edition
Year: 2015
7
Jun 2015
N/A
Owned
Want To Play
Plays: 1
More "terrain" stuff is certainly welcome, and allows for much more interesting arenas.
2015-06-10
First VHS case edition
Year: 2015
8
Jun 2015
N/A
Owned
Want To Play
Plays: 1
I really like what the interceptors add, and having more "board" pieces allows for much larger scenarios.
2015-06-10
Multilingual first edition (DE/EN/ES/FR)
Year: 2005
6.5
Jul 2009*
5.546
Prev. Owned
Plays: 2
Much better than I was expecting. A little opportunistic, but a lot of thinking can be packed into a few minutes with this.
2008-07-01*
7
Jun 2009*
6.530
Plays: 1
Thematically rich for a card game, players attempt to build and escalate their decks' abilities as the game progresses. Although this follows in the footsteps of the archetypal Dominion, Arctic Scavengers is without doubt its own game.
2009-06-24
4
Jun 2009*
5.349
Plays: 2
Not my sort of game at all. Others seemed to like it, though! It definitely benefits from more players, and those players being lively and fun - gregariousness helping a lot.

I guess I just don't dig sitting around prodding to see which apple is bad - who's telling the truth and who's not - especially in order for nearly any one player to say, "STOP," and make an accusation. Right or wrong, that player determines which whole team gets prizes, then an individual player wins - often with just three cards, when most of the other players have a maximum of 30% of the victory condition.

I'm glad that other people dig it so much, and due to the brevity of the plays, if fun people desperately want me to play, and there's nothing I'd rather do, I can be convinced.
2009-08-08
6
Jul 2011
6.144
Want To Play
Plays: 1
This didn't really strike me as something that would be my sort of game, and it really isn't, but it is much more fun than I would have guessed, given that. Secret accumulation of resources to build your forces... until an attack occurs, at which point units forces face off like a football line of scrimmage. Combat is resolved through horrific die rolls, but the variety in the unit types and abilities makes it much more interesting than it could be.

The rulebook should raise the bar for all multipage rulebooks: There is a fusion of glossary, index, and rules-distilled-into-mini-encyclopedia near the back. How the heck does a Raid ATTACK card work? Look in the index for Raid. Read the beautifully succinct explanation there. Still unsure? No problem: The page number where you can find the answer is listed to the right, index-style. Your first couple of plays, you will need to use the rulebook as a reference material, and once I noticed the index, every subsequent question that arose was answered in mere seconds. That said, the rules aren't so cumbersome that you will stand, ankle-deep in the rulebook each time you play. Most of it makes good sense, or at least is reasonable, and you will be able to recall easily enough if you play it with any frequency.

Finally, the variety of "factions" at your disposal is very nice. It's not just "My Heavy Tank attacks your Heavy Tank." Nope, it's more like "My Artillery attack the Boulders you are telekinetically flinging at my forces." ...and one of the factions has no base to defend — well, sort of — because it is a gigantic mech, that pretty much acts as a mobile base.
2011-07-30
Z-Man edition
Year: 2009
7.5
Jul 2009*
6.164
Owned
Want To Play
Plays: 3
Interesting and solid game. I like that pieces can only push and pull each other around, rather than killing one another. Of course, you can push or pull them into traps to eliminate them. There's nothing quite as dramatic as the move in which your elephant helps a rabbit across a trap, but the rabbit freezes in terror on the other side, standing face-to-face with your opponent's own elephant. Not to fear, the rabbit's own elephant steps onto the trap behind him to hold his paw and lend him confidence. At the elephant's insistence, the rabbit hops forward to victory, but in so doing, has released the elephant, who plummets to his doom.
Er, yes, well, good game, basically is what I'm trying to say. ...and I guess your imagination can go a little wild.
2007-08-23*
Ravensburger multilingual edition
Year: 2007
9
Oct 2007*
6.739
Owned
Plays: 7
Pure Dorn genius. Every decision is quite difficult, and every choice affects nearly everything thereafter. Wow.
2010-05-26
Arkham Horror (2005)
4
Apr 2010
7.268
Plays: 3
The amount of work, and good editing that went into this game is amazing. Its fabric is densely woven with theme; however, for my tastes, there is way more mucking around with rules, phases, steps, cards, and tokens than there should be for the really small number of interesting decisions to make. Like Betrayal at House on the Hill, there's just too little interesting going on, and negligible strategy to be had. Unlike Betrayal at House on the Hill, Arkham Horror is specifically designed to last at least X long, where X is way, way too long for my tastes: After four hours, I would prefer to be more than merely halfway toward just one of the victory conditions - in fact, I'd prefer to have played several exhilarating games laden with agonizing decisions!

However, as with all "experience" games, playing with the right people - especially if the time was pre-ordained for this game - can make for a fun time.
2010-05-26
Army of Frogs (2007)
7
Dec 2008*
5.766
Plays: 1
I enjoyed this more than I expected to. The mandatory hopping about grants opportunity for some simple lateral thinking. On the other hand, this is definitely a kingmaker abstract, in which an oversight by the person to your right gives you the game if the other people left it to him to stop you.
2007-08-22*
6.5
Dec 2005*
6.340
Plays: 5
Pleasant game of gambling on whether you can get better cards, and trying to poise yourself advantageously, relative to your opponents. A nice diversion.
2005-12-20*
Multilingual edition
Year: 2010
7
Dec 2010
6.653
Owned
For Trade
Want To Play
Plays: 2
As long as you accept that these parenthetical towers are being constructed most magically, this is a relatively simple, quite suspenseful, fun game.
2010-12-04
English first edition
Year: 2010
7
Oct 2010
6.900
Owned
For Trade
Plays: 11
Aha! Finally! A Dominion descendant that can maintain the pace of Dominion. The central, revolving meat market prevents you from much planning before your turn, even though you can see your hand the whole round, but since there are only the six cards to inspect, it doesn't create too much downtime at the starts of players' turns. The designers' Magic: The Gathering experience shows in some of the card designs, providing some nice synergy, and it gets the players' gears turning. Finally, the iconography and formatting of the cards is solid and consistent, facilitating fast play.
2010-10-15
English first edition
Year: 2010
8
Jul 2011
6.103
Owned
For Trade
Plays: 5
This is a fun disruption to the center row, but it really shines when you play the solitaire game.
2011-07-08
First edition
Year: 2010
8
Jul 2011
5.810
Owned
For Trade
Plays: 5
Expensive, but so worthwhile. Too powerful? At times, I'm sure.
2011-07-08
English first edition
Year: 2011
7.5
Jul 2011
6.935
Owned
For Trade
Want To Play
Plays: 4
This gives more ways for you to edit your deck, as well as some nice variation thrown into the mix.
2011-07-08
Assembly Line (2003)
ImageID 276952
3
Dec 2007*
N/A
Plays: 1
This just is not for me. There is always a 33% chance of "scoring" (a term which I feel should be used pretty loosely), unless it just happened, in which case there is a 0% chance of it. Each turn, you have three options: Move the goods 3 or 4 down spaces down the line, move them 4 or 5, or move them 3 or 5. That is the game. You increment the score by doing a little multiplication and addition based on where the goods happen to be. A typical game lasts about 13 turns, with about 4 of those being scorings (plus a final scoring). Of course, it's theoretically possible to have as many 24 turns, half of them being scorings (or as few as 7 turns with only the final scoring). I don't find the decisions sufficiently interesting for the amount of work you have to put into moving bits about and performing basic arithmetic. Too bad, because its concept sounded interesting at first.

The good news is that you can play solitaire, using d6 (divide the roll by 2, rounding up) as an opponent, and that you probably have suitable components to play (for instance, 9 pennies and 9 dimes, and 6 red, 6 blue, 6 green cubes). So if you crave this game, you can play all by yourself.
2007-12-09*
English first edition
Year: 2009
8
Aug 2009*
6.435
Owned
Plays: 5
This is a rock-solid title, with tricky choices, as well as those flood-economy gambles that feel so thematically rich. Very few choices fall short of agony, which helps provide a very satisfying gaming experience.
2009-08-31
Rio Grande Games English edition
Year: 2010
7
Oct 2010
6.059
Owned
Want To Play
Plays: 4
This is the programming fun of RoboRally, made more challenging. Not only are you on a short timer to program your turn, you don't have the luxury of holding only 5 pieces of information (with embellishments) in your mind while you program. No, you have to program fully 7 steps, while keeping in mind three stages of asteroid movement, based on the values of three different dice... and the directions are different for each asteroid. This is pretty harsh, but I like it. Unfortunately, the cool style of ship design results in bleah ship pawns that indicate their orientation poorly. I look forward to taking the Asteroyds challenge again!
2010-10-03
Hall Games English First edition
Year: 2009
10
Nov 2009*
7.170
Owned
Plays: 18
Trifecta!! Wow, this is brilliant and agonizing. I love it!!

4p:  10  The four-player simul-play is a brilliant way to cut the downtime to ⅓ what it would have been with purely sequential play.

3p:  9  The downtime is doubled, but not quite excruciating; however, it does more than double the length of the 2p/4p game.

2p:  10  Simply excellent.

1p:  10  I love it. It's a meaty, logistical solitaire game that you can play in under an hour. The action card grid is delightfully torturous, yet permits for some clever strategic play and combo setup - something you typically don't have in any solitaire game! (Exception: Matrix) It's wonderful that Uwe's given us a sufficiently different solitaire experience that I actually specifically want to play this solitaire in addition to multiplayer. That there is a hook of a mechanism that is unique to the solo game is quite cool!
2014-09-10
Queen EN/IT/ES/FR/NL/DE edition
Year: 2006
8
Jan 2010*
6.659
Owned
Want To Play
Plays: 4
Four ways to win, every choice is torment. This game may not draw you to it, but once you try it, you'll realize it's brilliant.
2010-01-02
English first edition
Year: 2003
7
Jun 2007*
6.854
Prev. Owned
Plays: 4
Something fascinates me about this game. Perhaps it's just the board of building precedence. On the other hand, gambling on exactly when you should try to build which sequence of buildings to maximize your benefit is a delight of its own.
2007-06-30*
German first edition
Year: 2008
6
Nov 2008*
N/A
Owned
Want To Play
Plays: 1
I need to clarify a couple of the rules, but it feels like a nice twist. The biggest problem is that peering at the tiny cards slows the game greatly. It would be much more fun with five large, easy-to-read boards for the stations. I am confident that with a more legible display of the modified beanometers, and correct rules, that this will be a 7 or better.
2008-10-27*
Rio Grande/Alea English Edition
Year: 2006
8
Dec 2006*
6.118
Owned
Plays: 7
I rather enjoy this game. It's possible to walk away from it with a bad first impression if its odd mechanisms strike you wrong; however, I like them - they really lend an unusual feel to the game.
2006-12-25*
Rio Grande/Alea English Edition
Year: 2006
8
Jun 2009*
6.118
Prev. Owned
Plays: 7
I rather enjoy this game. It's possible to walk away from it with a bad first impression if its odd mechanisms strike you wrong; however, I like them - they really lend an unusual feel to the game.
2009-06-24
Augustus (2013)
5.5
Jun 2013
6.684
Want To Play
Plays: 1
It can't be helped calling this "Bingo for gamers". This turns the Bingo concept into something that I can call a game. You still face the cruel possibility of things being called that you simply don't have… and it happening for a long time; however, you also get to make choices, and decide how to play the odds. You also get to make strategic statistical choices, and strive for synergy between your cards; however, not only are you at the mercy of the items being called, you are also at the mercy of what comes available on the deck. The art is quite nice, and it beats some of the truly mainstream games in the US, so I'd rather play this than certain other things, but I also am not likely to request it.
2013-06-01
Australia (2005)
5
Dec 2014
6.161
Want To Play
Plays: 1
This is so, so very opportunistic, tactical, and reactive that I couldn't really get into it. Perhaps the standard offering of Kramer variants would liven it up for me; however, his variants typically don't change the core of the game, so I'm not holding my breath.
2014-12-14
Parker Brothers Swinging Gate Game
Year: 1966
8
May 2007*
5.557
Owned
Plays: 7
I have an odd fascination with this game. I blame Puzzle Pirates.
2007-05-05*
Abstract Planet edition 2008
Year: 2008
8
Jan 2009*
5.799
Owned
Plays: 16
A mind-bending strategy game!
2008-03-04*
Avalon Hill (Hasbro) 1939-1945 Two-Player Starter Set
Year: 2007
3
Nov 2010
6.026
Owned
Plays: 2
The miniatures are very detailed and nice; however, this is exactly the sort of wargame mechanisms I despise: Get in range, then roll a million dice to see if anything hits. ...or not. Apply and consider a ton of exceptions, all of which may be utterly irrelevant as you roll and roll and roll.
2010-11-28
German first edition
Year: 2000
6
Aug 2008*
5.499
Owned
Plays: 14
Certain aspects of its mental challenge are rather pleasant, but the lack of control you might have in certain situations can be quite annoying.
2009-12-03
Aztlán (2012)
6
Nov 2012
5.729
Plays: 1
The mechanisms in this game have elegant and/or calculated balances to them, which are a pleasure to watch work. One "imbalance" of it, however, is that it depends a bit on the players beating each other up similarly over the course of the game. That isn't much to my tastes, but there is plenty of good in the game. If that wouldn't bother you, this game is surely a win for you!
2012-11-23
English first edition
Year: 2000
7.3
Jul 2008*
6.475
Owned
Want To Play
Plays: 2
A vicious little two-player game. It often goes quickly and brutally, depending on lucky draws, wise play (settlement) patterns, and observant lateral thinking.
2008-07-01*
4
May 2005*
5.859
Owned
When I rated this a  9 , I said: Excellent game, but set aside a chunk of time for a good game of it. :^)

Now I say: This game does a splendid job of mimicking the intricacies of the show, and can be fascinating to play. It is very difficult to make effective decks, however, since you can be pulled every which way during the game, and people are rarely willing to risk conflicts they don't expect to win. While giving an accurate sense of the environment, it can make the game drag on for ages. There are so many things I like about this game, but I've lost the will to play it, unless heavily coerced.
2009-12-03
5
Oct 2010
5.404
Want To Play
Plays: 1
The eponymous battle balls are great, nearly-automatically transforming toys. The game that employs them is passable. I enjoy rolling marbles; however, many of these are designed with bumps and ridges that can steer them awry, which can be problematic, since you need to get the magnetic portion of the bakugan onto a [metal] gate card in order to attempt to claim the gate card. The real problem is that to enhance this simplistic play, there are effects on ability, gate, and battle gear cards that affect the strength of the respective battle balls. That can lead to a lot of adding in your head (or on paper, if you get desperate, I suppose). In theory, it makes the battle more interesting. In reality, if I pick stronger bakugan than you, you have to have amazing cards (or much, much better rolling skill) than I in order to beat me.

It is a better game than one would expect, having transforming toys as the "pawns", but I think I would have steered this collectible dexterity game in a different direction.
2010-10-06
Selecta first edition
Year: 2004
7
Jan 2009*
5.474
Owned
Plays: 3
Surprisingly fun little dexterity game: Fun, because it takes about 7 minutes to play if anyone has any skill.
2006-11-19*
Balderdash (1984)
7
Jan 2002*
6.175
Very good game, but it makes little sense that the "reader" gets points for nobody being able to guess the definition for a word the reader didn't even choose. We played a freeform version of this using a dictionary, and had loads of fun ­ the only real problem with the dictionary version being the wait while people find a good word. No doubt that could be fixed by using an egg timer to limit the search.
2002-01-01*
Balloon Cup (2003)
4
Oct 2008*
6.562
Want To Play
Plays: 1
We broke the game on our first play! There are only seven blue cards. Our hops had two blue, two blue, one blue, and one blue, respectively. All seven blues were on the table, and the only five valid plays were blue. The rules do not address this. On the other hand, some seasoned players boggled as they came to realize it was possible, so we must have just beaten the odds. Still, it was a game-abortion.

Now, to see what the ruling is on that apparently unusual situation that can actually be created several ways.... Found it: How to avoid getting stuck
2010-05-26
English Second Edition
Year: 2010
8
Nov 2011
6.243
Owned
Want To Play
Plays: 3
First impression from a partial play: Absolutely don't start a company with too little of an investment for the company to buy capital equipment. A couple of our players learned that one the hard way. I dig the way this plays, and look forward to playing it more!
2011-11-19
Zoch Sistine Chapel Edition
Year: 2004
7.4
Aug 2007*
6.040
Owned
Plays: 2
This is a very good game of strategy and physics, with just a little dexterity thrown in. Even though it looks like a dexterity game, most of the success in the game is identifying blocks that are safe to remove, and bailing or passing when it just can't be done. Solid rules, and nothing but choices make this a much more satisfying teetering tower game than most.
2007-08-27*
Bananagrams (2006)
7
Oct 2011
6.215
Plays: 10
This is a fun speed puzzle word game. Fast, and a hoot!
2011-10-09
Banqi (1970)
4
Nov 2011
N/A
Plays: 1
It's a mix of Tally Ho! (perhaps inspired by this) and Dou Shou Qi. Both of those are better games than this.
2011-11-29
Barbarossa (1988)
6
Jun 2007*
6.086
Plays: 1
The roll-and-move aspect is weak, but since you can mitigate that by spending crystals to move where you want to go, it's not so bad. Deducing people's sculptures is fun, however. This feels mostly like a sculpting board game of the parlor game Botticelli. I like the scoring setup, as well. ...and who doesn't enjoy sticking arrows into clay sculptures?
2007-06-21*
Basari (1998)
5
Apr 2006*
6.375
Plays: 1
Some interesting concepts in here, but I just felt no motivation to try to win. ...and not because it was so fun that winning didn't matter.
2006-04-22*
Z-Man edition
Year: 2009
7
Sep 2010
5.909
Owned
Want To Play
Plays: 1
Huh! If someone had tried to entice me to play Batt'l Kha'os by telling me it was a more confrontational Carcassonne, I'd have been leery; however, I enjoy this, and that's the first description that comes to mind. If this were for more than two players, I doubt I'd like it nearly as much.
2010-09-25
Battle Cry (2000)
5
Jun 2005*
6.842
Plays: 1
Light, quick, random wargame, with plenty of configurability of the board, allowing for various scenarios.
2005-06-17*
First edition
Year: 2009
7
Sep 2014
5.512
Owned
Want To Play
Plays: 5
2009-09-24:  6 

2013-03-06:  6  This is such a fascinating game. I definitely prefer to play with the abilities, although they slow and complicate the game. It gives the game spice and greater suspense.

2014-09-24:
Basic Game:  6 
Advanced Game:  7  If the players' skill is balanced, the advanced game is so satisfying, with lots of back-and-forth, and careful pinning of each other's pieces.
2014-09-24
Battle Line (2000)
7.2
May 2005*
7.288
Plays: 2
The Tactics cards add some serious swing to the game, compared to Schotten-Totten, but I'm not sure that swing is a good thing. It makes Battle Line feel more exciting, but the elegance of the "tactics"-free "battles" in Schotten-Totten is also overshadowed. On the other hand, rather than just numbly drawing at the end of your turn, you must make a tough decision about which deck you will trust to give you something useful; made more interesting by the spiteful uses for most of the tactics cards. All in all, fun, with a short time requirement.
2010-05-26
Nestorgames edition
Year: 2013
8
Feb 2013
N/A
Owned
Want To Play
Plays: 2
This is a delightfully challenging game. It requires spatial, strategic thinking, but your opponent is the biggest challenge. The fact that you get four gameboards in one is grand! Still, I'd happily pay more for heavy tetrominoes: These foam ones blow all over the place, with every contemplative sigh — forget about coughs or sneezes!
2013-02-19
9
Apr 2009*
N/A
Plays: 1
This is what a solitaire is supposed to be: A feeling of controlled risk that still has room for misfortunes and surprise. Brilliant!
2009-04-09
English-only edition
Year: 2007
6
Mar 2014
5.607
Owned
Plays: 3
This gives each player an extra catapult, additional wall blocks, pucks, soldiers, and a new tower with a cool cage to hold a captive. So, the only "exciting" part is the tower… which releases the prisoner if a sign above it is hit. The incentive for and odds of hitting this are so low that it's not worth the bother. You really should house-rule it so that there's something crucial about this, or just get rid of them. All the rest of the components are additional tried-and-true items. Do you need more discs? No (unless you lost them). Do you need more soldiers? No, it just makes the game longer. The additional catapult is very welcome, though.
2014-03-24
English-only edition
Year: 2007
6
Mar 2014
5.607
Owned
Plays: 3
This gives each player an extra catapult, additional wall blocks, pucks, soldiers, and a new tower with a cool cage to hold a captive. So, the only "exciting" part is the tower… which releases the prisoner if a sign above it is hit. The incentive for and odds of hitting this are so low that it's not worth the bother. You really should house-rule it so that there's something crucial about this, or just get rid of them. All the rest of the components are additional tried-and-true items. Do you need more discs? No (unless you lost them). Do you need more soldiers? No, it just makes the game longer. The additional catapult is very welcome, though.
2014-03-24
English Edition
Year: 2007
6
Oct 2010
5.890
Owned
Plays: 7
The components look way better than the first edition, but the transparent elastic bands are not as robust as rubber bands, and seem to blow out their elasticity pretty quickly. Of course, you also get pretty disappointing results from certain weapons: The cannons bite big wind. The ballistas can work pretty well on a sufficiently smooth surface, if you load them well. The new, wheeled catapults need to be held in place, but do pretty well. I adore the goofy fire that pops up from the castle when you hit the front gate.
Update: I've gotten some good performance out of the cannons, now.
2010-11-22
English Edition
Year: 2007
6
Oct 2010
5.890
Owned
Plays: 7
The components look way better than the first edition, but the transparent elastic bands are not as robust as rubber bands, and seem to blow out their elasticity pretty quickly. Of course, you also get pretty disappointing results from certain weapons: The cannons bite big wind. The ballistas can work pretty well on a sufficiently smooth surface, if you load them well. The new, wheeled catapults need to be held in place, but do pretty well. I adore the goofy fire that pops up from the castle when you hit the front gate.
Update: I've gotten some good performance out of the cannons, now.
2010-11-22
English-only edition
Year: 2007
3
Mar 2014
5.608
Owned
Plays: 8
Knight Battering Ram  2  It can't get enough speed to trigger its ramming effect, and can't even run down footsoldiers; however, running it into a castle door should at least still trigger that.

Orc Triple Catapult  4  Probably due to swinging triple the mass, it doesn't toss 'em very far, so as long as you're aware of that, it can be a good crowdmower. Terrible for traditional catapult use, though.
2014-03-24
English-only edition
Year: 2007
5
Mar 2014
5.608
Owned
Plays: 8
Knight Gatling Gun vs. Orc Twin Crossbow  6 

2010-12-16: The Gatling Gun ( 5 ) is only allowed to fire two discs per action, but the hopper holds several more than that, for those who are just having fun cracking off shots. Unfortunately, it works about like a Roman Candle: Some shots kind of flop flaccidly right in front of it; others get some fair distance. I've never seen it be useful from any range. It's fun to operate, but not particularly useful.
2014-03-24:  3  It's pretty darn useless, except against very nearby grunts.

2010-12-16: The Twin Crossbow ( 7 ) has two surprising and nice features: It can pivot to adjust trajectory, and it can rotate to adjust aim, right where it sits. This weapon is actually useful. Bonus: It has a seat on it that perfectly "seats" a soldier. Although I didn't see anything in the rules about that, I would argue that you may have a guy on there to operate the weapon.
2014-03-24
English-only edition
Year: 2007
3.5
Mar 2014
5.608
Owned
Plays: 8
Knight Trebuchet  2  Let me count the reasons this fails. Firstly, its range is pitiful; it isn't set up to stretch the rubber band as hard as a standard catapult. Secondly, traditionally, a trebuchet has incredible range, precisely because of the technology used to create it, most crucial of which are the wheels that allow it not to topple while wielding so much force; this has no wheels, although many weapons do. Thirdly, although they've mimicked the look of a trebuchet, for some reason, the ammunition-holding portion is on a separate joint from the rest, which in this case, acts to reduce the torque. Fourthly, same as the Triple Catapult, when you're throwing more mass, you great reduce the range.

Orc Mortar  5  This has bad range, but it uses these awesome, misshapen rubber balls that look like boulders, and actually roll and knock soldiers over. Were it chucking pucks (which it can throw farther, since they're lighter), it actually wouldn't be as good, because the rolling boulder can be devastating to ground troops.
2014-03-24
English-only edition
Year: 2007
3.5
Mar 2014
5.608
Owned
Plays: 8
Knight Trebuchet  2  Let me count the reasons this fails. Firstly, its range is pitiful; it isn't set up to stretch the rubber band as hard as a standard catapult. Secondly, traditionally, a trebuchet has incredible range, precisely because of the technology used to create it, most crucial of which are the wheels that allow it not to topple while wielding so much force; this has no wheels, although many weapons do. Thirdly, although they've mimicked the look of a trebuchet, for some reason, the ammunition-holding portion is on a separate joint from the rest, which in this case, acts to reduce the torque. Fourthly, same as the Triple Catapult, when you're throwing more mass, you great reduce the range.

Orc Mortar  5  This has bad range, but it uses these awesome, misshapen rubber balls that look like boulders, and actually roll and knock soldiers over. Were it chucking pucks (which it can throw farther, since they're lighter), it actually wouldn't be as good, because the rolling boulder can be devastating to ground troops.
2014-03-24
BattleLore (2006)
5.5
Nov 2007*
7.241
Plays: 1
We'll see if the more advanced layers of stuff help raise this rating. So far, however, it's ye old C&C engine, with its card screw and nothing-but-die-rolls combat resolution that can provide anything from perfect progress to perfect failure. Both ends of that spectrum are pretty darn un-fun.
2010-05-26
English first edition
Year: 2007
6
Apr 2011
5.479
Owned
Want To Play
Plays: 3
The Captain's Game 5  There are strategic choices that don't amount to much. It basically comes down to what you can roll in the two rolls of your turn.

The Admiral's Game 6  Significantly better than The Captain's Game: Each ship is unique, so although it's still a good, old-fashioned dicefest, at least you are making choices.
2011-04-24
English first edition
Year: 2008
5
Jan 2011
7.704
Plays: 3
2009-05-11:  4.5  It think the game implements the show really well, but the downtime is a killer. That, and even when we had three basestars and wads of raiders threatening a throng of civilians, I didn't really feel any tension: The FTL was pretty much ready to go, and we popped out from under them. It emulated the show beautifully, except I was not nervous whatsoever. I blame this on myself, though: I think I've lost the emotional investment in collaborative games. Fortunately, excellent company makes up for my lack of engagement by the game, so I can be talked into it by sufficiently charming people....

I really appreciated the card mechanism to allow subversive play. It was reminiscent of Terra (another mostly-collaborative game) combined with the undercover cop variant for Ca$h 'n Gun$, in that the group contributes cards to overcome a crisis (Terra), with the temptation to hold on to cards for personal gain (Terra again), but the subversion happens in a probably secretive way, such that the moles can keep tunneling.... (Ca$h 'n Gun$) The excellent thing that Battlestar Galactica adds is a pair of fate cards, allowing cylons to gamble and undermine the effort with a chance of not even letting anyone know there is any subversion whatsoever. Countering that is the ability to force card play to be face-up for a crisis.

Again, as I said about Pandemic, I think anybody with any affinity for collaborative games, but (in this case) who can slot up to four hours of playtime will love this game. If you enjoyed the show, you will probably enjoy the game that much more.

2010-12-29:  5  As you slog through this, it gets a bit more tolerable, and can get a little engrossing. Still not my cup of tea, but I can be convinced, when I have nothing better to do for four hours. Yes, sure, once everyone's played it many times, you can squirt it out in two hours. While that's a much more acceptable timeframe, I hope I never get enough experience for that.
2011-01-17
6.5
Dec 2007*
N/A
Plays: 1
Some good, light-hearted fun / cruelty. I'm sure, since I was playing a prototype, that the game has been refined and improved since I played it, but it was still a pretty good time even then.
2007-12-05*
English edition
Year: 2002
6.7
Jul 2006*
5.631
Owned
For Trade
Plays: 1
I enjoy this somewhat when I actually play it.
2006-07-31*
Pearl
Year: 2009
5
Mar 2010
N/A
Owned
Plays: 1
By far the best of the OctoPi games, this one actually has decisions to be made. The pearls look nice.
2010-05-26
ImageID 263622
7
Nov 2009*
6.288
Prev. Owned
Plays: 3
Very cool game. Through feints and strange drafting, you overtly or stealthily work toward the required victory point total.
2007-09-29*
English first edition
Year: 2011
7
May 2012
7.111
Owned
Want To Play
Plays: 4
Big score for having wooden bits and a board that are regular pentagons. Seriously, this is a pretty fun game!
2012-05-14
English first edition
Year: 2012
7
Mar 2014
5.947
Owned
Want To Play
Plays: 1
Rules Lawyers' Guild — So very evil: Allow players to buy points, utterly stripping their finances, yet gaining VP edge. A nice trap/tool.
2014-03-19
English first edition
Year: 2013
7
Mar 2014
6.038
Owned
Want To Play
Plays: 1
Expansions — These are interesting. There are only two of each, so you may fight for them. I think they can provide interesting strategic focus, but also give you enough rope to hang yourself.

Assistants — This pool of assistants that can differ each game, but be drafted freshly each round, add some interesting variability. Each breaks the rules in fascinating ways, and I think they are a suitable thing to include in the game.
2014-03-19
6.5
Dec 2007*
5.633
Plays: 1
This game adds categories (accessed by a die roll) and luck-pushing to the original Chronology engine. Unfortunately, these add three of the worse elements of Trivial Pursuit to an otherwise quick and fun game. Fortunately, they don't completely wreck it. It also adds rebound guessing from the other players, which Chronology doesn't need (but Trivial Pursuit does).

Although the luck-pushing works like it does in Can't Stop or Techno Witches, the game doesn't need this either, and it just adds the downtime so familiar from Trivial Pursuit.
2007-12-04*
4
Mar 2007*
6.939
Plays: 1
The rules-to-gameplay and bits-to-gameplay ratios are way too high in this game. That being said, however, played with a nutty bunch of people, you can have a lot of laughs playing it. The theme seems rather well sewn into the fabric of the game. Unfortunately, most of the decisions one has to make are either arbitrary (should I explore leftward or rightward?) or self-evident (should I go to the pentagram with the symbol in hand so I can work on winning?). ...and, again, good luck finding the wall switch token, or the cloud token, or any other specific token in the sea of identical-looking tokens....
2007-03-03*
Beyblade (1999)
4
May 2011
5.499
Plays: 54
It's fun to spin the things — they can really rip! — but it's pretty inane.
2011-05-17
English first edition
Year: 2008
4
Nov 2009*
6.067
Prev. Owned
Plays: 1
It has some cool mechanisms, and the tiles are excellent; however, overall, it didn't do much for me. Some wild categories and questions, though.
2009-11-27
Bharg (2008)
6
Oct 2008*
5.555
Plays: 2
Bharg is kind of a twisted member of the Mahjong family of games. You create sets in your hand to "bind" cards, but can also bind them by having the correct suit on top of the ace discard pile. Analyzing the sets and plays can be a little tricky if your wits aren't about you.
2008-07-09*
English 2014 edition
Year: 2014
7
Sep 2014
7.049
Owned
Want To Play
Plays: 1
Quite suspenseful! Quick, but agonizing speculation, especially with the random cards removed from play.….
2014-09-22
Big City (1999)
7.5
Sep 2008*
6.558
Plays: 1
Interesting game of jockeying for position for maximal scoring, without helping your opponents too much. It was sort of like a negotiation-free Chinatown crossed with Medina and Sim City.
2008-09-02*
Playme.de First Edition
Year: 2005
8
Sep 2007*
5.752
Owned
Want To Play
Plays: 4
A very nice game with simple rules, but constantly agonizing decisions. Quality!
2007-09-01*
Playme.de First Edition
Year: 2005
7
Sep 2007*
5.581
Owned
Want To Play
Plays: 2
The cards throw quite a wrench into the works, mostly in a good way. The unfortunate part is that they add a step after every action declaration, which gets skipped in general, since it feels unnatural to wait then.
2007-09-27*
Bingo (1530)
1
Aug 2009*
3.564
Plays: 4
Pay attention, and record the things that come up randomly. If the random sequence happens to generate a winning combination on your card, you "win". Your only choices are not to declare a win, not to record a mark, and not to play.
2009-08-11
BiovivA (1998)
Canadian edition
Year: 1998
8
Aug 2002*
5.474
Owned
Want To Play
Very cool questions that will rather surprise you. For instance, did you know that there is a fish that climbs trees?!? The game even has a mild strategic element, as you actually have to visit the parts of the world with the climates whose eco points you need. Very cool.
2002-08-02*
Biscuit (2008)
6
Oct 2008*
N/A
Plays: 2
Biscuit is essentially a dominoes game played with the Decktet. Of course, the double-suited cards and some clever scoring and neighbor abuse options make it a bit more interesting to play.
2008-07-09*
English first edition
Year: 2006
8
Jan 2010*
6.049
Owned
Want To Play
Plays: 2
This is a small game that is simply packed with implementations of one of my favorite masochism enablers in games: Tradeoffs. Every, every, everything in this game is a tradeoff. Excellent, agonizing.
2010-01-05
Multlingual second edition
Year: 2012
7
Jun 2013
5.825
Owned
Want To Play
Plays: 2
As the name and logo suggest, playing this feels almost exactly like playing FITS. It's a fun, agonizing family game.
2013-06-02
Parker American Edition
Year: 1978
8.5
Jul 2009*
5.923
Owned
For Trade
Plays: 4
I just love this game. Simple deduction - most of the time. There aren't too many games that deliver this much deduction pleasure in so short a time.
2008-05-10*
Multilingual first edition
Year: 2007
8.5
Dec 2009*
5.762
Owned
Plays: 8
Black Box:  8.5  I just love this game. Simple deduction - most of the time. There aren't too many games that deliver this much deduction pleasure in so short a time.
Black Box+ solitaire:  8.5  The solitaire puzzles are quite pleasant.
2010-03-19
English first edition
Year: 2011
7
Jul 2011
6.157
Owned
For Trade
Want To Play
Plays: 3
You must play this exactly by the rules (if you can make heads or tails of them), with zero mistakes or "clerical errors", or the game fails. As a computer game, it wouldn't have that danger; however, the fun of the game comes from the intensity and watching how the shares move between players and the market.
2011-07-24
9
Mar 2009*
N/A
Plays: 1
This is a very good solitaire logistics game. The appearance of the goods on the board is reminiscent of Age of Steam. Efficiency and economy are left to the player to calculate, but since the dice determine where goods appear, calculation sometimes only gets you as far as speculation. Like Container and other games with proportional loans and interest, loans are a vicious cycle in Black Pawn Trucking. Great solitaire!

One clarification: Though the rules don't seem to specify it, I assumed that a good cannot be delivered right where you picked it up. That would be silly; however, if you scarf up several goods at once, it can be tricky to remember. I will probably modify the Goods in Transit box to have the 24 source tiles on them, so you can always tell whence a delivery came.
2009-03-29
Black Spy (1981)
5
May 2013
5.801
Plays: 1
I guess trumpless trick taking just isn't my thing.
2013-05-03
English/German first edition
Year: 2014
8
Apr 2014
5.682
Owned
Plays: 12
Excellent, suspenseful, risk-taking dexterity game. It looks so easy… until you try it. This game is so fun! Even the Level 1 cards start to get challenging. Level 1A routes are pretty much training levels, but even 1B get tricky. Some of 1C require a steady hand — or two independent steady hands!
2014-04-09
English/German first edition
Year: 2014
5
Jan 2015
N/A
Owned
Want To Play
Plays: 1
The courses themselves are nice and challenging, thanks to The Rock Slide block; however, their proposed use at only spaces 4 and 9 is quite weird to me.
2015-01-13
First PDF Edition
Year: 2014
5
Jan 2015
N/A
Owned
Plays: 1
It looks so innocent….

The course is pleasantly difficult, and really does a great job of identifying your skill level; however, to determine start player, it's a waste of time. If you want to pick a start player, just do so randomly and move on. The only reason to use this card for that purpose is to have one more blocky challenge, and it certainly delivers that!
2015-01-13
English/German first edition
Year: 2014
7
Jan 2015
N/A
Owned
Want To Play
Plays: 1
Wow, that new block is way more insidious than it looks: The bear just slides down it like an inexperienced fool at the top of a ski jump. I think once my dexterity improves (and I play with my equilibrium in a good state!), I will find these routes more feasible, but in the meantime, most of them just serve as an exercise, rather than something we can accomplish in the context of the game.
2015-01-13
Educational Insights StrataGems edition 2005
Year: 2005
6
Mar 2011
6.899
Owned
For Trade
Plays: 11
Reminds me of one of the games in Quintillions, but for four players, each with her own color, which allows them to play into each other's gaps. Certainly way more enjoyable than I expected, but the player interaction is nearly nil. This is a game that I quite enjoy while I play it, but I don't want to play it again that day, for whatever reason.
2011-03-27
Educational Insights StrataGems edition
Year: 2006
7
Apr 2010
6.615
Owned
For Trade
Want To Play
Plays: 1
I enjoy this a smidgen more than Blokus. I'm a little mystified and disappointed that they didn't include orange and purple to make this 6-playable and more smoothly 3-playable, but it works.
2010-04-24
Blox (2008)
7
Sep 2014
5.934
Want To Play
Plays: 1
A cool abstract game with very unusual mechanisms, but luck of the draw, and situational fortune weigh pretty heavily in it. The blocks themselves are awesome, solid resin, with ridges and grooves so they stack nicely.
2014-09-15
First edition
Year: 2014
7
Dec 2014
N/A
Owned
Want To Play
Plays: 1
This definitely shines as a 3-player game, as each tries to keep the other two in check. There are only three types of piece, which means that there are interesting ways to try to fetter the opponent who is in the lead.
2014-12-29
English edition
Year: 2004
7.5
Jul 2006*
6.601
Owned
Plays: 52
Very easy for a new player to pick up. It's like a strange hybrid of a CCG and Lost Cities. I like it. Each turn provides tough decisions, unless you're getting shown up, in which case the decision to retreat is easy. Many of the times that you retreat, you gain card advantage on your opponent, helping to stage your comeback.
2010-05-26
Fantasy Flight English Edition
Year: 2006
9
Aug 2007*
6.901
Owned
Plays: 19
Fascinating mix of Blue Moon's combo card interaction (stepped up a few levels) with bizarre area control and resource management. This game is quite the uneven playing field with experienced players versus newbies, but still quite fascinating. I keep yearning to play this more.
2010-05-26
Spielbox edition
Year: 2006
9
Feb 2007*
6.181
Owned
Plays: 17
These fit marvelously! I don't play without them!
2007-02-11*
English first edition
Year: 2006
7
Feb 2007*
6.053
Owned
Plays: 2
Once you understand how to flex this deck, including the bluffing and the ships, the Buka can deliver some seriously quick victory, if the cards come in a decent order. Unfortunately, due to the significant extra mechanisms, it is a poor deck to play with a new player.
2007-02-21*
English first edition
Year: 2005
6
Feb 2007*
6.012
Owned
Plays: 1
Sadly, the instructions are a bit lacking for this and its twin expansion. Example: The instructions utterly fail to state what the Hyla cards with values do. (In searching a FAQ, I was able to infer that they do, indeed, seem to work like permanent Support cards, but the instructions don't say so.) Additionally, we quickly ran into several issues that didn't seem to be addressed anywhere, including the flat text file of a FAQ. Hopefully, with rules clarifications, more than a small portion of these cards will be useful. The Inquisitor, Hyla, and normal people cards certainly have their place.
2007-02-11*
English first edition
Year: 2005
6
Feb 2007*
6.002
Owned
Plays: 1
Sadly, the instructions are a bit lacking for this and its twin expansion. Example: The instructions utterly fail to state what the Hyla cards with values do. (In searching a FAQ, I was able to infer that they do, indeed, seem to work like permanent Support cards, but the instructions don't say so.) Additionally, we quickly ran into several issues that didn't seem to be addressed anywhere, including the flat text file of a FAQ. Hopefully, with rules clarifications, more than a small portion of these cards will be useful. The Inquisitor, Crystal, Hyla, and normal people cards certainly have their place.
2007-02-11*
English first edition
Year: 2005
7.5
Jul 2006*
6.371
Owned
Plays: 8
The Aqua provide a strong deck, whose small amount of powerful deck management can sway the game, if timed right. The other really killer ability can be found with the "protected" cards, which keep your opponent's filthy abilities off them. Potentially brutal stuff!
2006-07-20*
English edition
Year: 2004
7
Dec 2006*
6.374
Owned
Plays: 4
Most of the Flit characters are retreivable, to illutrate their wingedness, and it really works. The trouble is that they're a little weak on their own, so you need to apply their big "secret" weapons well: paired booster cards, a leadership card that lets you play any number of boosters on one turn, and a leadership card that lets you discard three characters to attract a dragon. Otherwise, you mostly remain as aloof as you can, trying to bleed off their strong cards with a retrieve-and-retreat strategy, while still cycling your deck enough to get the goods where you need them.
2006-12-06*
English first edition
Year: 2004
8
Apr 2008*
6.406
Owned
Plays: 5
Very tricky challenge, playing this deck. Do you tread water, and play the gang gradually to bleed off your opponent's cards, or do you hit them hard and fast? Depends on which deck you're facing!
2008-04-29*
English first edition
Year: 2004
8
Feb 2008*
6.389
Owned
Plays: 12
The pairing ability, coupled with card retrieval, provide some interesting choices, as well as strong plays. Very nice art from Todd Lockwood, some of my favorites of which depict very potent pregnant Mimix.
2008-02-06*
English first edition
Year: 2005
7
Dec 2006*
6.352
Owned
Plays: 3
The Pillar is a solid deck with a couple of nasty combos - especially with the hand disclosers (including the Khind one in there) coupled with the Caterpillar discard filth. Pillar versus Terrah has been a balanced struggle. We ended a game with the last dragon going back into the middle as one player ran out of cards, and the other had only three left. The names are amusing, and I adore the butterfly art.
2006-12-22*
English first edition
Year: 2004
7
Jan 2007*
6.340
Owned
Plays: 2
OK, I'd never won in merely two skirmishes before playing The Terrah, but I'm confident that was the luck of getting their big heavies early, before The Flit could fling everything at me. I've played against The Terrah, and I know they're strong, but quite beatable.
2007-01-04*
First edition
Year: 1998
8
Jun 2007*
N/A
Prev. Owned
Plays: 17
OK, the not-quite-1½-year-olds ADORE this game. This is a great example of a game for children: They have a blast feeding the snake by putting the shapes into its mouth - especially if the snake enthusiastically declares what it wants to eat. Of course, a little ophidian bulemia also delights them, as well. There are two shapes in each color, so the snake can as for, say, something green to eat. As their dexterity increases, they can feed the snake by putting the beads on the cord. Then it progresses to a game of identifying the shapes by feel.

Will this ever go back into its box?

Nearly 2: They are starting to be able to thread the shapes onto Bella's tongue, and they can find the right shape and/or color that "she" requests. They exuberantly ask for the game, and politely tell Bella, "Bye, game," when it's time to put it away. Seriously, this game is jest superb for kids this age.

3½: Can identify the shapes by feel, and even name the color of the piece without saying the shape name.
2007-06-10*
R&D Games First Edition
Year: 2009
7
Jan 2010*
5.783
Owned
For Trade
Want To Play
Plays: 1
With 6 players, the game can run a little long, but it's hard to "count cards", and interesting to play game roulette, gambling on getting what you need where it looks like it might be.
2010-01-06
English first edition
Year: 2013
8
Sep 2014
6.449
Owned
Want To Play
Plays: 1
This is exactly what I expected: The spatial relations gameshow! In this game for 3–6 players, pair off with your opponents to collaborate in building a structure from your different perspectives, as fast as you can. The simple, but clever scoring mechanism rewards the fastest player who can also communicate well.
2014-09-18
Boggle (1972)
7
Feb 2009*
6.047
Prev. Owned
Plays: 18
For some reason, I had this rated at a  5.6 , but when I more recently played 8 times in a row, it was a good time. Since that time, I continue to enjoy it.
2010-03-28
German Second edition with SdJ mark (3-5p)
Year: 1997
8
Jul 2008*
7.013
Owned
Plays: 42
Gobs of player interaction, simple to play, such entertaining exchanges that I don't even pay attention to whether I'm winning. Of course I try to win anyway.
2010-05-26
German edition
Year: 2001
8
Jul 2006*
6.372
Owned
Plays: 7
The Order cards add a delicious temptation to the game, which can significantly alter your normal bean-trading techniques, if you so choose....
2006-07-28*
German First edition
Year: 2010
8
Feb 2011
5.549
Owned
Want To Play
Plays: 2
It's amazing how such small rule changes can streamline the play so much.
colonist New bean illustrations for all the beans.
colonist Stink beans (4) have been added.
colonist You always have three bean fields.
colonist The turn is simplified to three phases: plant, trade, draw
colonist The trading no longer requires players to set aside the beans until the end of the phase. Plant 'em as you get 'em.
colonist The face-up beans for trading are there the whole game, as the bean market, with three beans.
colonist You needn't plant beans from the middle of the table (now the bean market): Just leave them there.
colonist There is no longer a restriction on harvesting single-bean fields when there are other more mature fields (the single most confusing Bohnanza rule for new players).
colonist The game ends immediately after two times through the deck.
It enabled me to teach this to five-year-olds, and they got it.
2011-02-05
Amigo German Edition
Year: 1998
6.9
May 2005*
5.626
Owned
This radically alters the flow of Bohnanza, even though La Isla Bohnitâ's ship activities just slip in between the normal phases. It's rather interesting and fun trying to coordinate your harvests with what's sitting on the docks on La Isla Bohnitâ in order to maximize the worth of your harvests. Additionally, you must race your opponents to the beans you all want - or steal them right off their ships with your pirate ship.... This is one of the expansions that doesn't combine well with other game-altering expansions, such as High Bohn, Mutabohn, Telebohn, Bohnaparte, and Dschingis Bohn. Well, none of those go very well with each other. (^:
2010-05-26
German First edition (3-5p)
Year: 2003
7
Jun 2007*
5.662
Owned
Harvest your fields to fuel a war on a gameboard (made of cards, of course!). A surprisingly good mutation of Bohnanza!
2010-05-26
Amigo German First Edition
Year: 2006
7
Feb 2007*
5.477
Owned
Want To Play
Plays: 2
Playing with four players is easier with a decent memory of what beans your partner lacked the last time you tried to pass her, but it's a light, suspenseful, fun time.

For the record, as amusing as the illustrations are, the fact that it's our favorite Bohnen is totally irrelevant. This is a light soccer card game by Uwe Rosenberg, with beans - as far as I can tell - for the heck of it. Way cuter than if it were humans, and this way, upon seeing the art, you're already not expecting a deep, mind-bending game.
2010-05-26
German first edition
Year: 2007
8
Nov 2007*
5.644
Owned
Want To Play
Plays: 4
Take the pleasant tricky torment of the Auftrag cards from the second edition of Erweiterungs-Set, and amplify and vary it.

The 1-player game is a proper solitaire: You can have serious windfalls and breeze through it, but the filthy opponent beans move very aggressively, setting a breakneck pace. I find 1p Bohnröschen to be more challenging with Ladybohn: Manche mögen's heiss! than with Bohnanza, because the meddlesome babies can really muck up the works. Solitaire Bohnröschen requires you to keep up a strong pace, and having to trash an occasional harvest because of a baby bean being on top can leave you stuck in prickly brambles.
2010-10-29
Ystari English / German edition
Year: 2009
8
Jul 2009*
6.115
Owned
Plays: 5
Quick, quick game of agonizing decisions. Like Yspahan, you have far fewer actions than you want, and the game is over so fast that you're ready for more!
2009-07-15
Le Boomb! (2009)
3
Nov 2010
5.193
Owned
Plays: 16
This pastime involves no decisions or skills (unless you are someone who can roll a die skillfully), but it's pretty entertaining for what it is. My five-year-olds eat it up. Top entertainment for them.
2010-11-27
Multilingual first edition
Year: 2013
8
May 2013
7.381
Owned
Want To Play
Plays: 5
Interesting, intricate game, with plenty to plot and consider.
2013-05-03
First edition
Year: 2013
9
May 2014
5.831
Owned
Want To Play
Plays: 4
These excellently mitigate the hosing you get by rolling duplicate dice. Perfectly? No, but such a simple thing does so much to fix that little problem.
2014-05-20
7
Oct 2008*
5.614
This is a good solitaire game!
2007-04-15*
English first edition
Year: 2005
6
Aug 2007*
N/A
Owned
For Trade
Plays: 20
This box contains mostly - if not entirely - traditional games, collected on handy, colorful cards for easy reference. Some of the games are great for car trips, others require writing utensils. With 25 games in the box, odds are decent that you can find something to suit your hue of word-game-mood. Of course, several are completely poor, as well.
2007-08-05*
Brain Burn (2004)
5
Mar 2009*
N/A
Plays: 1
Brain Burn is a simplified 5×5 sliding puzzle. Simplified, because the tedium of getting the last row in order is eliminated. Atop each tile is a number coin that probably doesn't match the tile. Each time you move a tile, you may swap its coin with an orthogonally adjacent coin. Due to the frequency with which tiles are moved in a sliding puzzle, and the simple fact that eventually, pretty much every tile slides by every other tile, getting the right number coin atop each tile is actually quite trivial, although it did make the puzzle slightly more interesting to solve at first. Whatever you would rate a sliding puzzle will be extremely close to what you would rate this solitaire Piecepack puzzle. Still, it is an interesting idea, oh-so-vaguely reminiscent of Mall World's two layers of tile placement.
2009-03-29
Second Edition Second Printing
Year: 2009
8
Mar 2010
7.859
Owned
Want To Play
Plays: 11
Ooh, Martin Wallace, you clever fellow, you! I love the mind-bending plotting and scheming in this game. The exceptions can be frustrating to explain effectively, but are the loopholes-by-design that enhance the aforementioned scheming.
2010-05-26
First edition
Year: 2006
6
May 2008*
N/A
Owned
Plays: 4
The most basic mode of play provides only the choice of which column will receive your spent tile. This is the choice of which column will receive possible magnetic boosts. The more advanced game gives you more choices, but the game is well set up to allow for even more strategic play than that, should you choose to do so. Very cleverly designed!
2008-05-04*
English first edition
Year: 2015
8
Jul 2015
6.590
Owned
Want To Play
Plays: 3
There is much going on here, and it certainly is a descendant of Agricola. What it does thematically better than Agricola is non-exclusivity of action spaces that shouldn't be exclusive. (Agricola example: Only one player can bake bread per round? Huh? We both have ovens. What's the problem?) In Brew Crafters, everyone can brew, but snarfing raw materials is exclusive, of course. I can't wait to play this again, and may quickly find it to be a  9 .
2015-07-27
Kickstarter first edition
Year: 2014
7
Jul 2015
N/A
Owned
Want To Play
Plays: 1
Variety is good, and the Marketing Specialist is an interesting hire, because she is endgame-only benefit, but waiting so you don't have to pay her so much may let your opponents hire her first.
2015-07-27
7
Dec 2014
N/A
Want To Play
Plays: 3
Extremely tentative rating: I was not in a good frame of mind to be learning a new game when I learned and played this; however, despite this, I enjoyed the game, and [perhaps because of this] I find myself dwelling on strategies for the next time I play…. That's a very good sign!
2014-12-14
English first edition
Year: 2013
8
Sep 2013
7.279
Owned
Want To Play
Plays: 8
Now this is some good Feld: Disaster management, very simple rules, and so, so many ways to approach your turn. Awesome.
2013-09-16
English first edition
Year: 2014
8
Jun 2015
6.345
Owned
Want To Play
Plays: 1
It's all perfectly welcome stuff!
2015-06-01
Brumm-Brumm (2001)
7.5
Jul 2007*
N/A
Prev. Owned
Plays: 3
Age 1½: My 1½-year-old twins love this. They are especially delighted to put the fuel nozzle into the cars and pump. They also enjoy spinning the traffic signal and the spinner. Moving the cars is OK, but far less enthralling.

Age 2: They're getting good at taking turns and doing the right things with the spinner and cars, but they're toys between turns, so they go everywhere the board allows!
2007-07-18*
English first edition
Year: 2013
8
Dec 2013
7.141
Owned
Want To Play
Plays: 5
This has a lot of little [metaphorical] cogs that work together and independently — and I like it. Your first play will likely serve merely as education of what you want to differently next game — and I like that, as well. In fact, I suspect that this is a game with enough depth that I will keep diving into it in different fashions in order to try to do better.

…and of course, it has helped me to become obsessed with Art Nouveau!
2013-12-23
6
Jun 2014
5.668
Plays: 1
I had forgotten Kris Gould introducing me to this back in prototype form. Although this would make a great core for a more intricate game, I love that he kept it to just its core. I would also love to see it be the core for a more intricate game.
2014-06-16
TSR First Edition
Year: 1988
7.7
May 2005*
5.891
Owned
2005-05-10: The revolution of the planets provides a very good feel for timing your attacks for when the planets align. This is a favorite game of most who've played it. Its big drawback is simply that it can take hours to play, but it is still greatly beloved!

[edited to fix typo]
2011-10-03
First edition
Year: 2010
6
Dec 2012
N/A
Owned
Plays: 8
The buffalo are a nice shape to have to fit into the mix. I was a little surprised by the fact that the oversized, 3p lake pretty easily allows every animal to fit in it: You must aggressively waste space!
2012-12-18
Playroom Entertainment edition
Year: 2007
7
Nov 2008*
5.887
Owned
For Trade
Want To Play
Plays: 2
Clever game of timing your actions just right for what's available when. Like Was Sticht? (at least after you've drafted your goals in Was Sticht?) and Too Many Cooks, your success is heavily dependent upon the order in which you attempt to tackle your goals, and the order in which your opponents choose to do theirs. Good, fast game.
2010-05-26
Bumparena (2005)
ImageID 427004
6
Jun 2009*
5.539
Owned
Plays: 5
The low-density board doesn't do much for the super high-bounce balls they use for the game; however, the clever construction allows you to disassemble and store the game when you're done. It's a decent little descendant of pachinko, and the rules as written actually give the players choices much of the time.
2009-06-07
Spielbox edition
Year: 2007
8
Mar 2011
5.641
Owned
Want To Play
Plays: 1
The four effects on two tiles are interesting and sometimes surprising in the game. My favorite has to be the trapdoor to the pantry....
2011-03-23
German third edition
Year: 2001
8
Oct 2013
6.109
Owned
Want To Play
Plays: 2
This is kind of a cutthroat game, but it is rather fascinating, especially with the finite number of actions, and how very differently the game can play each time, depending on players' choices.
2013-10-14
Button Men (1999)
7
Mar 2008*
5.880
Owned
Plays: 574
The extremely quick nature of this game, and its fascinating tactics and mechanisms make it an oft-replayed game. Most real-life games of this end with, "Let's play that again." I used to play this constantly on www.buttonmen.com.
2009-03-17
English first edition
Year: 2004
8.5
Jul 2005*
5.922
Owned
Plays: 25
Gorgeous. I adore this game. It's a financial word game. Buy raw materials (letters) on the cheap, and sell finished products (words) for top dollar! Since every batch of letters - whether words or not - is worth the square of its total pips, this gets interesting and tricky quickly.
2010-05-26
Byzanz (2008)
7
Dec 2008*
6.034
Owned
Plays: 5
The mechanisms of this game provide a nice cycle of cards and pleasant trade-off decisions. Very nice, quick game.
2008-10-01*
Ca$h 'n Gun$ (2005)
6.5
Jun 2006*
6.596
Plays: 8
Quick game that feels like it should be the official game for Quentin Tarantino's films.
2006-06-17*
First Edition
Year: 1999
8
Mar 2009*
5.626
Owned
For Trade
Want To Play
Plays: 1
First impression. I was right to be intrigued all these years!
2009-03-20
English first edition
Year: 2010
7
Jun 2010
5.776
Owned
Plays: 10
The premise of the game is simple enough, but the suspense while you play chicken/limbo with the other players is incredible. Nice illustrations, including a rainbow-barfing Cabocorn enhance the experience. What you end up with is a very fun family memory/gambling game.
2010-06-30
First Edition
Year: 2002
7
Apr 2010
5.598
Prev. Owned
Plays: 2
This is a fairly silly, fun game. It's actually pretty darn amusing shooting (with the designated finger) for the tiny construction sites. I think it could actually be somewhat competitive with a larger board, but all the other components the same size.
2010-04-03
First edition
Year: 2013
8
May 2013
N/A
Owned
Want To Play
Plays: 5
I love the paradigm shift that happens in my mind as the corridor I was perceiving in the whitespace is suddenly rerouted by a placement. This is a really cool game.
2013-05-23
Second Edition
Year: 2009
7
Aug 2009*
5.527
Owned
Want To Play
Plays: 2
It's odd: I don't generally have much patience for dice-driven combat resolution, yet I found myself thinking about Caledea a lot while I was trying to fall asleep. They've done a number of clever things with this that makes it a good game. First off, the total troop supply in the game is finite. You can only acquire troops by establishing outposts, or by eliminating an enemy in a multi-player game. Therefore, even if the game doesn't end due to outright conquest, attrition will bring it to a halt. Brilliant.
Also, the map portrays a world that wraps in both directions, meaning that there is no such thing as a safe corner. Also good.
Each nation has abilities which can be activated with funding provided by your outposts. Lose control of an outpost, you lose the funding until you can recapture it. Ah, but money doesn't accumulate. Another great note.
You can only establish outposts on the two terrain elements that match your nation, which means that you never take control of someone else's territories. You can merely shut down their operations there until they come back to reclaim it. Nice.
The map is painstakingly designed (and illustrated in an eye-catching style) such that you must travel a minimum of three spaces to reach the next territory with your two terrain types - in other words, where you can build an outpost.
Finally, the dice-driven combat resolution is simple, painless, and makes a lot of sense: The defender chooses the pair of units to fight. You get one die per rank of your unit, plus one die per terrain feature present that pertains to your nation. The same rules apply for the attacker and defender. You both roll. Highest single die wins, with a run-off for tie resolution. Loser's unit leaves the game. Thus, combat is costly (because units are finite) and quick, and you have a sense of the odds. Attacking someone in transit is going to work a lot better than attacking them in their comfort zone.
There's a lot to appreciate here. It is a really good amalgam of abstract strategy, Risk, and a touch of Euro (You can also win by building four castles around your capital.).
2010-05-26
Uberplay Edition
Year: 2006
7
Apr 2009*
6.005
Owned
For Trade
Want To Play
Plays: 2
Simple to comprehend, and a bit opportunistic, but still plenty of gambling decisions to make.
2008-03-25*
English first edition
Year: 2014
9
Nov 2014
N/A
Owned
Want To Play
Plays: 2
The maneuvering and pinning in this game make it completely enthralling and suspenseful. Brilliant.
2014-11-05
Camelot (1930)
6
Oct 2010
5.771
Plays: 1
Tentative rating after a quick play (Cam) against an AI. It is a house-of-cards sort of strategy game, in which you deliver (or receive) devastating blows in a single turn. Interesting and suspenseful.
2010-10-19
Murmel edition
Year: 2010
6
Nov 2011
5.600
Prev. Owned
Plays: 6
At first, I feared this was trivial, but it's actually just challenging. The fact that it comes with four playfields helps make it worth owning.
2011-11-13
Campos (2010)
5.5
Oct 2010
5.524
Plays: 1
Interesting concept, and [company=3490][/thing] has provided some very nice bakelite components. The trouble is that a player can sit there with a mitt full of cards they literally can never use, because they never have enough control to make Color A's largest area greater than Color B's. I liked the difficulties of the decisions (for those who have plays they could make), though.
2010-10-31
Parker Brothers First Edition
Year: 1980
7
Jan 2010*
6.732
Owned
Plays: 26
Incredibly fun, push-your-luck game. Really light, but surprisingly satisfying!
2005-05-10*
Adlung-Spiele edition
Year: 2002
7
Nov 2008*
5.894
Owned
Want To Play
Plays: 1
It's San Marco for two, sans board, playable in just a few minutes. Design goal accomplished.
2010-05-26
Second Edition
Year: 2006
9
Jul 2009*
6.402
Owned
Want To Play
Plays: 4
Rock-solid, excellent game. It is definitely in the greater "rail game" family, but exhibits some unusual traits that make it a singular experience.
2008-11-23*
First Edition
Year: 2002
7.5
Nov 2008*
5.709
Owned
Want To Play
Plays: 2
From my initial partial play, this seems like a good game with tough decisions. I really look forward to a full game!
2008-10-21*
Cannon (2003)
7
Aug 2010
5.700
Want To Play
Plays: 2
Tricky, very unforgiving game. What's great about that is that it pushes the game to a quick end.
2010-08-19
Canoe (2003)
7
Apr 2009*
N/A
Plays: 1
Insidious jockeying for positions!
2009-04-14
English first edition
Year: 2007
8
Oct 2008*
6.423
Owned
Want To Play
Plays: 2
Lush, gorgeous art from Mike Doyle on this one. I love that it includes some expansion and variant equipment. The "base game" plays nearly identically to Tycoon, challenging players with subtle choices and strategic options. There are new constraints, but seemingly as many new liberties, as well. Another good, solid game from Kramer and Rösner.
2010-05-26
German edition Kritikerpreis SDJ
Year: 2001
5
Dec 2011
6.399
Prev. Owned
Although there are some interesting mechanisms here, I feel this game must be played at top speed, in about half an hour, for it to be a  6  for me.

The differences between this and its remake, Skyline 3000 are mostly cosmetic and ergonomic, for those who are choosing between them:
colonist Skyline 3000 adds one-use billboards that cost a point, reserve a spot for you, but then earn the winners in that chunk of the board an extra point.
colonist Skyline 3000 adds a score track around the outside to replace the innovative, fascinating, but horrible score columns in this. It's far too easy to botch everyone's score in one bump or swipe — one stray sleeve, and the game is over.
colonist Skyline 3000's wooden components are bigger, and thus less likely to topple in play. Oh, and the building layers are gray, instead of tannish.
colonist Skyline 3000's other components are bold, and brightly illustrated. The board is very high-contrast.

I'd take Skyline 3000, were I to have one of them at all. If you don't like the billboards that were added, you can play without them — treat them like a variant.
2011-12-17
First Edition
Year: 1999
7
Jan 2008*
5.548
Owned
For Trade
Plays: 2
Very interesting mind game - with two players at least. With three, it has felt lopsided so far.
2008-01-27*
First Edition
Year: 1992
7.5
May 2005*
N/A
Owned
For Trade
Very good tactical word game. The ability to steal rather than earn can make this pretty exciting to play. The game concept is solid enough that I've watched kids merrily play it without using the question cards, and still have a good time wandering, collecting, and stealing.
2005-05-10*
English First Edition
Year: 2009
6
Aug 2010
5.949
Prev. Owned
Plays: 1
Tentative rating. It feels like a simple, suspenseful little hoarding game. It has nothing mechanically in common with Carcassonne, just to be clear about that.
2010-08-08
English edition 2001 with River
Year: 2001
7
Nov 2008*
7.346
Owned
Plays: 35
Brilliantly accessible game, which provides good fun for the tactically minded, as well as for people new to the game. Delightful! Plus, as a bonus, you have silly wooden followers who practice acrobatics when it's not your turn to play - er, yes, well.
2006-07-28*
Rio Grande English first edition
Year: 2007
8
Jan 2010*
6.780
Owned
Plays: 1
I rather like this expansion. The wagon is the best addition, although the mayor, abbey, and barn have their merits.
2008-07-30*
English first edition
Year: 2011
7
Jan 2011
6.460
Owned
Plays: 1
At first, the Bridges sound exciting, the Bazaars sound cumbersome, and the Castles sound iffy. In practice, the Castles are great, the Bridges provide some very interesting strategic outs, once you adapt to the mindset of using them, and the Bazaars inject some interesting point swings when that "perfect" tile comes up for auction. Nice!
2011-01-18
English edition
Year: 2008
7
Jan 2010*
5.142
Owned
Plays: 1
Zany and fun. Choosing which projectile to launch is a very interesting decision, dependent upon your situation at that point in the game.
2008-11-29*
German first edition
Year: 2009
7
Jan 2010*
5.689
Owned
Plays: 1
It adds variety to Carcassonne in a fairly unobtrusive way. Now, tunnels are open-ended entities that can only be continued by connecting matching tunnel chips that will cause the road to continue (and allow it to complete!).
2010-01-02
German first edition
Year: 2004
7
Nov 2007*
6.080
Owned
Plays: 5
Though the whopping four tiles don't add much to the game statistically, they are more muckery to inflict upon your opponents, and a welcome addition.
2007-11-20*
Rio Grande English Edition
Year: 2002
7
Jan 2010*
7.008
Owned
For Trade
Want To Play
Plays: 3
Yes, it's the Carcassonne engine under the hood, but the differences are simultaneously evident as well. This is a good, fun game, with some rather different takes on some of the Carcassonne concepts.
2010-05-26
English edition
Year: 2003
7
Jan 2010*
6.365
Owned
Plays: 3
This expansion is so tiny and cute! The box is precisely the size to hold 12 tiles, stacked.
King:  7  The King and Robber Baron provide some more agendas to motivate the players again toward making large cities and long roads and completing others' cities and roads. This partially bridges the already small rules gap between Carcassonne et al and Carcassonne: The Castle. The extra tiles are very welcome additions, as well.
Scout: [I'll get to it, OK?!? ;^]
2010-05-26
English First edition
Year: 2003
7.5
Jul 2006*
6.884
Owned
Plays: 8
It's Carcassonne with added restrictions, liberties, and incentives. You may opt to score a little less so your scoring watchman (hey, he walks on the castle wall, OK?) lands on a corner, nabbing a wall tile. This could be a point bonus, or a rule-bending scoring of an incomplete building at the end of the game, or a number of other things. Finally, somewhat like in Mexica, open, unestablished space at game end still gets awarded, so it should not be ignored.
2010-05-26
English first edition
Year: 2004
8
Jul 2006*
6.918
Owned
Plays: 6
The scoring of the walls and towers inspire some interesting posturing, as well as conservation of followers to put on the wall. Additionally, the scaled road scoring veritably mandates action as your opponent nears the double-point length.
2006-07-28*
English first edition
Year: 2005
7.5
Aug 2009*
6.234
Owned
For Trade
Plays: 5
Colovini has significantly altered the mentality required for playing this member of the Carcassonne family. Additionally, the greater diversity of tile combinations provides fewer valid plays for each tile drawn. The result is a very enjoyable, though quite different Carcassonne game, with wonderfully tough choices at nearly every turn.
2010-05-26
English first edition
Year: 2012
9
Mar 2013
6.010
Owned
Want To Play
Plays: 1
This adds an excellent, usurping bit of gambling to the game. So fun! So exciting!
2013-03-20
First edition
Year: 2006
8
Jan 2010*
6.519
Owned
Plays: 7
The non-starting pieces in this are extremely welcome additions to the game. The new river source is better (in my opinion) than The River's: The source in The River provides a 4-side farm; this source provides two 3-side farms; Carcassonne's source provides one 3-side and one 2-side farm. So, this source is much closer to the spirit of the base game.
2010-01-02
Spielbox English edition
Year: 2010
7
Mar 2011
5.759
Owned
Plays: 1
It adds more spite than I'd prefer, but I also like how much more dynamic it makes the game...
2011-03-09
English edition 2005
Year: 2005
7.8
Jan 2010*
6.505
Owned
Plays: 1
At least played as the only expansion mixed with the original Carcassonne, this is a nice variation. I really enjoyed the way it played.
2010-05-26
English first edition
Year: 2001
8
Jul 2006*
6.776
Owned
Plays: 8
Surprisingly, this really does put a spin on gameplay! Of course, for anyone buying a current edition of Carcassonne, this is included in the box anyway. ...or at least that was true for a while. I'm not keeping track, because I have mine already.
2010-05-26
English edition
Year: 2005
8
Jan 2010*
6.852
Owned
Plays: 1
While it's basically The River all over again, the potentially lopsided nature of its branches, and the fact that it can be combined with The River make it a simple and worthwhile addition. And besides, the pig herd is a nice boon if you can keep control of it....
2010-05-26
Rio Grande English edition 2006
Year: 2006
7.5
Jan 2010*
6.370
Owned
Plays: 1
The vicious, point-abolishing tower pieces certainly give you something useful to do with your turn when you would garner no benifit from placing a follower!
2006-07-28*
Rio Grande English edition 2003
Year: 2003
8.2
Jan 2010*
7.423
Owned
Plays: 3
This is a brilliant example of an expansion. More tiles have been added, some of which include goods on them. Opponents are given incentives to complete your cities, since the person laying the tile which completes a city gets its goods, even though that person may not be the one to get the points for the city. Since having the most of a good type at game end provides a nice point bonus, it's often worthwhile for a Trader-minded individual to complete her opponent's city. Furthermore, the Builders accelerate the tile consumption and grant incentives for different plays than one might normally make in Carcassonne.
2010-05-26
Cargo Noir (2011)
6
Feb 2011
6.260
Plays: 2
Interesting game, with some nice, torturous, but simple mechanisms. The downtime can be an absolute killer, but if people are not allowed to take more than, say, 60 seconds per turn, it should be a really fun game.
2011-02-19
Caribé (2007)
ImageID 228207
8
Jul 2007*
N/A
Plays: 2
Very interesting - nay, fascinating - game of occupying isles. The mechanisms and turn planning provide a cleverly interleaved clockwork of movement and conquest, requiring some interesting planning.
2007-07-08*
6
Jun 2009*
6.423
Plays: 1
Challenging, but like billiards, it can drag on theoretically forever. Unlike billiards, you don't have a cue stick to aim accurately, so you need to have serious flick-fu. Fun, but you definitely benefit from practice (as with Elk Fest).
2009-06-26
Carson City (2009)
8
Nov 2009*
7.092
Want To Play
Plays: 1
(3p, low-conflict rating)
With two or three players, this is a very fun, very good game; however, I suspect with all the direct conflict and action screwage, I would not enjoy it much at all.
2010-05-26
6
Jul 2014
5.546
Plays: 3
A very vindictive game for 2, but due to the quick playtime, the attacks and required voluntary turn skips don't really bother me. It's actually kind of fun.
2014-07-11
English edition
Year: 2008
8
Dec 2009*
6.499
Owned
Plays: 6
The rounds zip by, giving a good, ache-for-more-actions game in just an hour.
2009-05-30
English edition
Year: 2007
7
Jan 2012
5.746
Owned
Want To Play
Plays: 3
This is a fun collaborative game, which truly requires cooperation at high-speed. Sloppy drops can make even experienced teams fail, and of course, an untrained, unskilled player can wreck it for everyone.
2012-01-31
Ravensburger English/French Edition
Year: 2011
8
Feb 2012
7.944
Owned
Plays: 9
Oh, this is another brilliant, brain-burning dice game, with plenty of choices to make, and a feel not quite like any other.
2012-02-18
SpielBox First Edition
Year: 2011
8
Feb 2012
6.538
Owned
Plays: 6
These add two extra challenges, but one thing to ease the pressure; however, in order to use that pressure release, you must fight more fiercely for the castles as they come out….

I like the new rules for these boards, but it is problematic to play a mix of these and the normal boards with new players: Consistency is a good thing. So, we tend to find ourselves all playing these or all playing the others.
2012-03-10
German / English edition
Year: 2012
7
Dec 2012
6.214
Owned
Plays: 2
My favorite is the goats, but each is an interesting offering.
2012-12-12
Castro (2013)
4
Mar 2014
5.599
Plays: 1
This is not for me. It's an interesting marriage of 4-in-a-row on a 6×6 grid, with classic Yahtzee-style die rolling. The trouble is that you are competing for positions, so those crappy rolls that are disappointing enough in Yahtzee are debilitating and depressing in Cuatro. The bits are fantastic, but I don't understand why they didn't put an alternate board configuration on the backside of the gameboard.
2014-03-22
English Third Edition
Year: 2015
7
Apr 2010
6.781
Preordered
Want To Play
Plays: 2
Very nice. It can be a little tough to identify which targets are struck by the attacking disc, but all in all a very fun time!
2010-04-17
7
Apr 2006*
6.791
Plays: 4
What is there to say? It's a very pretty, but slightly less functional version of Settlers of Catan, with Cities & Knights thrown in, for good measure. Having now played this with Cities & Knights, I found the game quite a bit more fun, with what seemed like slightly better balance to the game. Unfortunately, the brief instruction manual leaves a lot of questions unanswered for people new to the game.

The least functional bit are the docks: The boats do not all perspicuously indicate which vertices have access to them, which is completely ridiculous when all they had to do was depict a wee dock coming off each corner. This, to me, seems like a major flaw in an otherwise gorgeous re-production.
2010-05-26
6
Jan 2009*
5.643
Plays: 5
Fairly addictive as a solitaire game. The divergent paths of progress provide some obnoxious choices, which is a good thing.
2007-04-13*
English first edition (paper map)
Year: 2009
8
Jun 2011
5.606
Owned
Plays: 1
Very nice scenario! There are torturous areas on the map, which you must traverse only with a perspicacious plan (or really good luck). Thematically, I really like that the Ohio River and Great Lakes are waterways that everyone connected to it can use.
2011-06-08
6
Jan 2008*
6.109
Plays: 1
tentative rating
2008-01-04*
English first edition
Year: 2012
6
Sep 2013
5.678
Owned
Want To Play
Plays: 1
It's a fun variation on the usual Settlers; however, it mainly just gives me something less spiteful to do with 7s when I roll them. It also makes things just a smidgen more tedious, because of needing to know everyone's relative scores as they change. Still, an interesting tweak to the game.
2013-09-01
ImageID 171997
7.5
May 2006*
7.302
Plays: 44
This adds some complexity to the game, but seems to balance it a bit better. I enjoyed it much more than basic Settlers of Catan.
2010-05-26
ImageID 172305
7
May 2006*
7.036
Plays: 48
I like what this adds to Settlers. The gold is a very interesting terrain to fight over.
2010-05-26
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