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My Favorite Games of 2005
Alan R. Moon
United States
Unspecified
New York
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Recommend
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Not all of these were new games released in 2005. Some of them were older games that I got to play for the first time in 2005. They are a real mixed bag, that’s for sure. But it was very good year as far as finding new games I like. I’ve included some variant suggestions for some of the games.

Warning to the Negative Crusaders. Constructive criticism is welcome and encouraged. But if all you have to say is, “This game stinks,” or “I hated this game,” or “I gave this game a 1,” go somewhere else. I will delete these comments. You can voice these opinions in your own Geeklist or a Forum entry. I will never understand why someone feels the need to embark on a crusade against a specific game. Wouldn’t it be a lot more fun to spend that time writing about something you enjoy instead?
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1. Board Game: Roma [Average Rating:6.96 Overall Rank:375]
Alan R. Moon
United States
Unspecified
New York
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MY GAME OF THE YEAR

This is like playing a CCG without any of the hassle of buying lots of cards or making decks. It’s the best example of a game that uses just dice and cards that I can think of. Each game is different and I have the good knot of tension in my stomach during every second of every game.

You need to use either the designer’s rule change or Mike Fitzgerald’s rule change to reduce the strength of the Mercator.

Variant – If you roll 7 or less, you get a Reroll Token. You can have any number of Reroll Tokens during the game. You can use a Reroll Token to reroll ALL of your dice or force your opponent to reroll ALL of his dice.
 
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[wailing winter winds]
United States
Hillsboro
Oregon
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Quote:
If you roll 7 or less, you get a Reroll Token.


That seems like an unnecessary variant. In my opinion, the game is usually dominated by a military strategy. In a military layout, the lower numbers could easily be padded with useful cards (Gladiator, Velites).

On the other hand, I am supportive of variants for the Mercator.
 
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  • Posted Tue Jan 17, 2006 5:39 am
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Mike Fitzgerald
United States
Neptune
New Jersey
designer
I forgot one other small rule change we made- we give the second player one more vp at the start of the game.

Mike Fitzgerald
 
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  • Posted Fri Jan 20, 2006 1:36 pm
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Alan R. Moon
United States
Unspecified
New York
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Here is the way we currently play Roma. I do not take credit for this variant- we call it the Delano rules for Mark Delano is the one who perfected it.
The most gold you can get on a turn is 6. You can use as many dice as you want on the gold but 6 is the limit you can get. You can only get one card a turn and the limit is 6 as to how many you look at. (You can use a 2- look at 2 then decide to use a 3 and look at 3 more - but still only take 1)

This variant weakens the Mercator and helps balance the Forum vs destruction strategy. The games may be shorter but hey, you just play again.

I don't claim this is the best way to play- it is our favorite way.

Mike Fitzgerald



Thanks Mike.
 
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  • Posted Fri Jan 20, 2006 3:34 pm
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Mark Haberman
United States
Painesville
Ohio
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Quote:
I forgot one other small rule change we made- we give the second player one more vp at the start of the game.

Mike Fitzgerald


You may also just want to say that the second player wins all ties.

Why there are an even number of VP chips, I don't know, but I would either remove one from the game, or have the second player win all ties.
 
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  • Posted Sun Mar 26, 2006 12:32 pm
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Runar
Norway
Oslo
Unspecified
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What are the designer rule changes that are mentioned?
Also, we can't get this game to be intense, one player is always in the lead and then wins...
 
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  • Posted Sat Aug 12, 2006 8:31 pm
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2. Board Game: The End of the Triumvirate [Average Rating:6.94 Overall Rank:499]
Alan R. Moon
United States
Unspecified
New York
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FIRST RUNNER UP

This is a very close runner-up too. One of the hardest things to do when designing is to create a balanced game in which players start with unequal forces. This game succeeds in that and much more. I have no idea why there are eight turns per year instead of 9, when 9 would seem to be fairer for all three players. But the game works anyway, and Cassius who always goes last does not seem to be at a disadvantage. It is the best pure three-player game I’ve played. The simple movement and combat system, the simple choices during the Action Phase, and the different paths to victory typify the elegance of simplicity.

It’s a shame the Character, Governor, and Legion pieces aren’t figures. It would really be great to have Caesar, Pompeii, and Crassus figures moving around the board. But the game is still rich in theme.

Variant – Each player gets a Spy Piece at the start, which is placed with their Character. Each turn, your Spy has a movement allowance of 2, and can be moved separately from your Character. The Governor of any province with an enemy Spy in it is always placed inside the city, unless the province also contains the player’s Character.
 
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Luca Iennaco
Italy

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I have no idea why there are eight turns per year instead of 9


To allow each player to play first (and second and third); with nine turns Caesar would always be the first one, etc.
It's releevant not only for the pure "initaitive" value, but for the "Election" tiebraker too.
 
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  • Posted Tue Jan 17, 2006 1:09 pm
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A Derk appears from the mists...
United States
Portland
Oregon
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Hrmm.... Prior to this last weekend, I might've agreed. First turn, the red player takes two legions as his supplies and kills the blue player, moving back to a 'military' space and dumps two more weapons into the bag. The blue player then crosses the Med to hammer me, the black player. Before my first turn, Red's got two governors and twice as many weapons as the rest of us, and I've got zero governors and my guy is on the run already... And looking back at it, I can't see how every single game in the future doesn't start out that way... It's silly to not kill blue if you're red (and a very low-risk option too, I might add).
 
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  • Posted Wed Jan 18, 2006 5:36 pm
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Alex Brown
United States
Greenbelt
Maryland
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Anyone agree/disagree with Derk?
I'd love to try it but if there's an obvious best play that debilitates one player...not so good.
 
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  • Posted Mon Jan 30, 2006 4:19 am
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Morgan Dontanville
United States
Brooklyn
New York
designer
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Plate of Shrimp.
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This and Caylus were my most played board games of last year. Amazing as both came out late and were competing with each other.

This was best described as "A knife fight in a telephone booth".

I'm not sure about the absolute certainty Derk's play. There are a number of key spots in the beginning. Black most definately has a disadvantage from being worked, but has the potential to make more money to break the ties in the senate. From my plays I feel that much of this comes out in the wash.

I could be wrong though. Certainly wouldn't be the first time that I've missed the elephant in the room.

Regardless, I've had a blast playing it.
 
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  • Posted Sun Feb 19, 2006 8:51 am
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Shawn Low
Australia
Footscray
Victoria
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I agree with Alan on the number of turns.

I took Caesar in the first game and we finished at the end of the 2nd Elegio (I won by being Consul twice). The 3rd player was shafted with one turn left (he might have won it).

But this forces players to work around this early Caesar 'advantage' ie: Bash Caesar!!
 
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  • Posted Wed Mar 1, 2006 5:26 am
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3. Board Game: Ca$h 'n Gun$ [Average Rating:6.75 Overall Rank:449]
Alan R. Moon
United States
Unspecified
New York
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SECOND RUNNER UP

Richard Garfield taught me a game called KILLER at dinner one night in Essen years ago. Someone counted to three and each player had to point his finger (which was his gun) at another player or point it up in the air. If you pointed at another player, that player was hit unless he had his finger in the air. It was very fun. I thought about this game on and off for years and tried to design a game based on it several times without success. CASH & GUNS is exactly what I was trying to achieve.

CASH & GUNS is sort of BANG light or BANG light and quick. The foam pistols (and shotgun) may be unnecessary but they add a lot to the theme, the feel, and the fun of the game. The Police rule is absolute genius; don’t play without it. It constantly made me think of the movie Reservoir Dogs. It’s currently the rule I’d most like to be able to use in one of my games in some form.

Variant – The game is all about shooting each other. So why not give everyone one more bullet and take out one Miss. You want people to die during the game. Also, give each player two Special Cards and let them choose which one to keep; they are too fun to waste.
 
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mrbass
United States
Las Vegas
Nevada
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I like this one quite a bit too. So much so I made a homemade version till I can get it (for a reasonable price) over here. I used bandaids with red nail polish for wound markers, poker chips for shame markers and old western bank thiefs for the character cards. Definitely will try the using the police. Definitely requires the right crowd. My mom absolutely thought this game is the worst ever. Remember that's a mom's point of view, definitely not mine. My two little kids love it though. Usually Daddy gets shot out of the game quickly even with 3 shame markers to boot.
 
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  • Posted Tue Jan 17, 2006 4:45 pm
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Steve M.
Canada
Calgary
Alberta
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How did I miss this one?! Damn, gems to be uncovered every day!!!
 
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  • Posted Sat Jan 21, 2006 1:22 am
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Kevin O'Brien
Australia
Fitzgibbon
QLD
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Alan, are you able to tell us the rest of the rules for KILLER? Is there a penalty for pointing at someone with his/her finger pointing up? Are you "dead" after a certain number of hits? I like having this type of game in my head for spontaneous gaming opportunities with "non-gamers"?

I will join the chorus singing the praises of this game! I've had a blast playing it with different groups. I bought some great-looking guns at the local dollar store, and that just added to the experience.
 
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  • Posted Mon Jan 23, 2006 9:12 am
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Alan R. Moon
United States
Unspecified
New York
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Quote:
Alan, are you able to tell us the rest of the rules for KILLER? Is there a penalty for pointing at someone with his/her finger pointing up? Are you "dead" after a certain number of hits? I like having this type of game in my head for spontaneous gaming opportunities with "non-gamers"?

I will join the chorus singing the praises of this game! I've had a blast playing it with different groups. I bought some great-looking guns at the local dollar store, and that just added to the experience.



Hey Kevin, how's life in Australia?

I don't remember all the rules. Sorry. It was a few years ago and I just carried the overall idea of the game around in my head rather than the specifics.

Alan
 
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  • Posted Mon Jan 23, 2006 2:48 pm
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Robert Osvalds
United States
Chicago
Illinois
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Never played it, but it sounds like my kind of game. (in a loopin' louie kind of way)
 
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  • Posted Mon Jun 5, 2006 10:59 pm
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4. Board Game: Lord of the Rings: The Duel [Average Rating:5.99 Overall Rank:2235]
Alan R. Moon
United States
Unspecified
New York
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THIRD RUNNER UP

My good buddy James Miller introduced this to me in March. Each time a player plays a card, the card is both his defense against the card played previously by his opponent and his attack against his opponent’s next card. The special cards, the way you must choose during the first three duels which cards to save for the final duel, and the way you are sometimes forced to play a card that means you take damage combines to create a wonderfully clever design. Again, elegant and simple and a mechanic I can’t stop thinking about.
 
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Mark Haberman
United States
Painesville
Ohio
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If you like this, you should give Shazamm a try. It has a higher learning curve, and requires that both players have about the same level of experience, but is one of the best 2-player games once you know the cards well.
 
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  • Posted Tue Jan 17, 2006 1:26 pm
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Alan R. Moon
United States
Unspecified
New York
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Quote:
If you like this, you should give Shazamm a try. It has a higher learning curve, and requires that both players have about the same level of experience, but is one of the best 2-player games once you know the cards well.


Thanks Mark. I'd never heard of SHAZAMM. It looks like almost the same game.
 
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  • Posted Tue Jan 17, 2006 2:48 pm
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Jason Little
United States
Eden Prairie
Minnesota
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I got this for my nephew as a birthday present when it first came out. He and his father really enjoy playing it -- yet surprisingly I've never had the chance to play it with him. It's on our "to do list" of games to play together. I can't speak to the decision making or strategy, but can say he's fond of the game.
 
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  • Posted Wed Jan 18, 2006 10:07 pm
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Mark Haberman
United States
Painesville
Ohio
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Quote:
Thanks Mark. I'd never heard of SHAZAMM. It looks like almost the same game.


Well, the dueling aspect is the same, but the way the duels are fought is different.

Players have a pool of 50 mana, and blind bid an amount. Whoever bids higher pushed the flame one space towards their opponent. If the flame hits the other player, the round is reset and both players get their 50 mana back.

The meat of the game is the card play. The cards are all useful in different situations, and learning when to play offensively, when to play defensively, and when to play certain cards takes a couple of games.

You can give it a try at the french site:

http://www.boiteajeux.net/

 
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  • Posted Fri Jan 20, 2006 4:12 pm
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5. Board Game: Control Nut! [Average Rating:6.36 Overall Rank:2399]
Alan R. Moon
United States
Unspecified
New York
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FOURTH RUNNER UP

This is the first design by that same James Miller I just mentioned. It’s a trick taking card game in the vein of games like SPADES but with its only special twist: the Control Cards. The bidding for the Control Cards is devilishly clever and in the games I played obviously beyond my mastering. The other thing I just couldn’t seem to get my head around was the scoring. A little reminiscent of MUE, it’s the stars that count as much or more than the tricks. The stars, the stars.

 
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Dave Wilson
United States
Pleasanton
California
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I need to make a little more effort to get this one to the table. I've played it all of once, and that's no where near enough times to truly understand the game.
 
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  • Posted Tue Jan 17, 2006 4:22 pm
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Ogdred Weary
United States
San Francisco
California
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I have owned this for a while now, and I have been eager to play it. Now I am more eager!

One trick-taking game I loved from 2005 would have to be "Trump, Tricks, Game!" Have you had a chance to try that one?

http://www.boardgamegeek.com/game/15261
 
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  • Posted Tue Jan 17, 2006 6:10 pm
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Alan R. Moon
United States
Unspecified
New York
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One trick-taking game I loved from 2005 would have to be "Trump, Tricks, Game!" Have you had a chance to try that one?

http://www.boardgamegeek.com/game/15261


Thanks Ogdred. I'd missed this one. Looks interesting.
 
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  • Posted Tue Jan 17, 2006 6:18 pm
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Robert Martin
United States
Atlanta
Georgia
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I found Mu to be way too complicated for my tastes. Is this game at that level, or somewhere between Mu and Spades?
 
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  • Posted Wed Jan 18, 2006 2:36 pm
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Alan R. Moon
United States
Unspecified
New York
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I found Mu to be way too complicated for my tastes. Is this game at that level, or somewhere between Mu and Spades?


Robert, I'd say CONTROL NUT falls between MUE and SPADES. But to play it well, you need to play a bunch of games and learn how to maximize your bids and use the Control Cards well.
 
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  • Posted Thu Jan 19, 2006 1:17 am
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Rick Vonderbrink
United States
Loveland
Ohio
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I had the pleasure of playing this with the designer. I'm not a huge trick-taking game fan (although I tend to win at them a lot, go figure) but this is an enjoyable one. It can be a little tough to wrap your head around the scoring, since as Alan mentioned, its the stars that matter. This along with the control cards can turn a modest number of tricks taken into a big score.
 
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  • Posted Fri Jan 20, 2006 4:52 pm
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6. Board Game: Dynasties [Average Rating:6.89 Overall Rank:929]
Alan R. Moon
United States
Unspecified
New York
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FIFTH RUNNER UP

This game by Al Newman seems to be flying under everyone’s radar. Along with ROMA and LOTR: THE DUEL, it’s the third game in my 2005 triumvirat of great two-player card games. Support Jim Dietz and Jolly Roger and give this game a look.
 
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Jeremy Carlson
United States
Wheaton
Illinois
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I'll state first that I am the web designer for Jolly Roger Games (along with artist Jacob Walker - who did the art for Dynasties). Does this make me biased? No. Why? Cause I don't like any of JRG's games. EXCEPT this one.

I freakin love this game. Al did a great job. It reminds me of a lite Wallenstein. I always search for GOOD 2 player games, and have only come up with a couple. Settlers Card game and the 2 player card/board game based on Star Farers of Catan. They are both good, but Dynasties is now my favorite. Alan is right about it flying under the radar.

Can't say enough about this game. One thing I have found that should be changed though, is how many control markers you start with. You should lower that number, other wise you never have to worry about running out.

The only 2 player game I like better right now is Navia Drapt.
 
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  • Posted Wed Jan 18, 2006 3:49 pm
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Mike Siggins
England
Cambridge
designer
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It came onto my radar, but at £16 ($28 or so?) it is too much for a speculative buy here in the UK. One for The Gathering.
 
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  • Posted Thu Jan 19, 2006 9:07 pm
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Got two game tables and a microphone
United States

New York
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Thanks for your glowing review of Al's game; you made his day yesterday. Mr. Newman finally read your post, and appreciated the plug
 
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  • Posted Sun Feb 19, 2006 6:51 am
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7. Board Game: Antike [Average Rating:7.21 Overall Rank:226]
Alan R. Moon
United States
Unspecified
New York
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HONORABLE MENTION

Scott Nicholson taught me this game and the first two times I played it with him, he ran away with the game. In the third game, I was ready for him as were some of the other players. That was good and bad. It was good because the game was close unlike the first two plays. It was bad because the game took at least twice as long. So while my Jury is still out pondering the exact sentence, I can still highly recommend this game.

The Rondele which dictates what a player can do on his turn is one of the most clever new game mechanics in years. It keeps the game moving and makes most turns very short. The Victory Cards are also interesting and force a player to keep his eye on the goal, as once you gain a Victory Card you can’t lose it. For example, you gain a Victory Card for each 5 cities you have. But even if you lose cities later, you keep the card.

Seems to be best with 4-6. With less, there may not be enough incentive for conflict. And conflict definitely makes the game more interesting and more fun.

Variant – Add Catapults. Catapults can be built when a player builds Armies and Fleets. A Catapult costs 3 Iron. A Catapult is equal to 3 Armies but can only be used by the attacker in a battle. A catapult can be captured if all friendly units in an area are destroyed.
 
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John Squires
United States
Brooklyn
New York
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I enjoyed this game quite a bit. The rondelle was the most impressive design aspect I saw last year (probably followed by Neuland's turn-order mechanism). My first game of Antike only had 2 or 3 skirmishes so it's not always necessarily going to be a "war" game. The fact that you keep the VP cards, as you mentioned, sort of makes it a civilization-race game.
 
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  • Posted Tue Jan 17, 2006 6:21 pm
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Huzonfirst
United States
Manassas
Virginia
designer
For the second time in five years, the G-Men are Super Bowl champs! Woo hoo!!!!!
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For some reason, the last couple of years have seen an explosion of games that have clever methods of limiting when or what type of turns you take. Jenseits von Theban has a "timer" that is almost identical to Neuland's (and the two games were released just about concurrently). And the rondele in Antike reminds me quite a bit of the increasing cost of actions in Kaivai.
 
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  • Posted Tue Jan 17, 2006 9:13 pm
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Morgan Dontanville
United States
Brooklyn
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I love the rondell!

Perhaps it is just the map, but to me this feels like a much cleaner Successors.
 
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  • Posted Sun Feb 19, 2006 8:54 am
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8. Board Game: Ahoy [Average Rating:6.05 Overall Rank:3918]
Alan R. Moon
United States
Unspecified
New York
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HONORABLE MENTION

Reminiscent of GULO GULO and another game that slips my mind at the moment (anyone?), this is a light memory race game. The art is wonderful too.

Variant – Each time the leader completes a lap, let the player in last place draw two cards of his choice into his hand. The player then replaces them on the board, either swapping their positions or placing them back in their original positions.
 
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Richard Lea
United Kingdom
Leeds
County: West Yorkshire
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another game that slips my mind at the moment (anyone?)

Vanished?

http://www.boardgamegeek.com/game/3182
 
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  • Edited Thu Jun 14, 2007 8:09 pm
  • Posted Wed Jun 6, 2007 11:31 pm
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9. Board Game: Blokus 3D [Average Rating:6.95 Overall Rank:372]
Alan R. Moon
United States
Unspecified
New York
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HONORABLE MENTION

I’m not a big fan of abstract games. I really liked BLOKUS last year though. RUMIS is the same type of game as BLOKUS, just a little better. I’ve only won once in the dozen or so games I’ve played. I always feel like I’m doing well and then bam, I’ve lost. Still, I’m eager to play again.

Variant – Create your own board, or maybe the designer will put some new ones up on the Geek.
 
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  • 10 comments [Hide]
Sue Hemberger

Washington
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Have you tried Gemblo? It's like Blokus, but the spatial sensibility (both in terms of placement and the shape of pieces) is really different and challenging. And it has the virtue of playing well with 3.
 
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  • Posted Tue Jan 17, 2006 10:36 am
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ralf gutzeit
Canada
toronto
ontario
Is this game better than Ingenuis(Kosmos/Fantasy Flight)?
Curious.
 
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  • Posted Wed Jan 18, 2006 1:23 pm
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Wilson Tan
Singapore
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a thumbs up for Rumis. Was a hit, together with Blokus, with teens and young adults at a camp last year. plays much, much faster than ingenious. both are good, but rumis gives you a slight sharper edge over ingenious. in the sense that Rumis allows you to have a tighter control of where your pieces should be placed, although sometimes, an evil move from your opponent can totally block you out of play. ingenious is slow death. rumis is gullotine! laugh
 
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  • Posted Wed Jan 18, 2006 3:12 pm
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Paul Mirati
United States
Portland
Oregon
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I only own a few games, and while my more complicated strategy games tend to collect dust, I can easily get people to at least try this game. It's fun, even when you are getting beat. I always laugh when I remember beating my friend in one move on the "stairs" level
 
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  • Posted Thu Jan 19, 2006 2:16 am
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Warlord Zen
United States
Ithaca
New York
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A friend and I just posted 12 new Rumis maps under the Rumis page. Feel free to let us know what you think.
 
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  • Posted Thu Jan 19, 2006 12:46 pm
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10. Board Game: Memoir '44: Eastern Front [Average Rating:7.95 Unranked] [Average Rating:7.95 Unranked]
Alan R. Moon
United States
Unspecified
New York
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HONORABLE MENTION

My good friend Richard Borg spends an incredible amount of time working on his COMMANDS & COLORS Series of games. One night a week, every week, a bunch of guys go over to Rich’s house and that’s all they play, and that’s been going on for years. In addition, Rich usually goes to a local game store each Saturday and plays. The result is a fully-tested system that continues to evolve. The expansions to MEMOIR ’44 are a perfect example. Combine that with the Days Of Wonder excellent production qualities and you have a total winner.
 
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It was a train game, and I doubt he's into those.
 
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  • Posted Tue Jan 17, 2006 5:22 am
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Preston Fuller
United States
Ashland
New Hampshire
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A very enjoyable expansion and even more so, since a friend of mine acquired the expansions for Christmas. It seems a little tough on the bank account that you don't get the "snow" board with the Eastern Front expansion and it adds up in $$$ to make everything come together.

Though, I am sure you have heard this before in the many ways people think future games about trains should be released.

However, DoW makes wonderful products and there is nothing wrong with sharing. Not everyone needs private ownership of every game and subsequent expansions. After all, the idea of gaming is to bring people together, form community and share resources. And yes, it is cheaper then CCGs and Minatures.

I am not trying to starve you Alan or make DoW go bust but my calling/career in life is to help people come together, learn from each other and share resources.

All that said, M44 and this expansion is wonderful. I like how the game(s) lend themselves to creating your own battles and situations, reading up on the history, looking at maps and then attempting to make a balanced but realistic conflict come to life on a board. You might say that it allows us non-designers to be a designer for just a moment.
 
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  • Posted Tue Jan 17, 2006 4:39 pm
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David Seddon
United Kingdom
Congleton
Cheshire
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Yeah, Memoir, an interesting case indeed.

Whilst it's way off of being my favourite wargame, I think it's a good game on its terms and has lots to offer - esp to the beginner wargamer. I enjoy it once in a while but prefer something deeper on the whole.

It has to be said though, that the Eastern front edition is more interesting than the original. There's more going on and the scens I've played have been better.

Another thing about the rules is that if you've ever played micro tanks (which I have lot sof times) you can easily throw in a variant or two to make the game a bit deeper. Warning! If you do that, don't do too much tinkering, just a little. Too much would ruin the thing the game does well, which is simplicity and quickness. I've added rules for a few tanks (Tigers and Fireflies etc). The written rules don't really show the majesty of such vehicles. Also, it's cool to throw in a few SP Anti-tank guns. A couple of Jagdtigers hanging around in a wood can really make things interesting.

For me, Memoir has it's very useful place in the wargaming pantheon. And it's certainly a good springboard. The designer set out to hit a specific target and scored a bullseye. To me that's a great and trumpetable thing. I hate it when folks say things that equate to something like "this is a great game of it's type, but I hate that type so it's rubbish. I rate it 1/10." Stuff and nonsense. I think games should be considered and rated, at least partly, on their intended audience.
 
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  • Posted Tue Jan 17, 2006 5:14 pm
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11. Board Game: Somethin' Fishy [Average Rating:5.70 Overall Rank:5098]
Alan R. Moon
United States
Unspecified
New York
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Yes, SOMETHING FISHY is another CAN’T STOP variant and yes it’s very light, but it’s simply fun. One of those games I can’t help thinking I wish I’d designed every time I play it.
 
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Randy Cox
United States
Clemson
South Carolina
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Quote:
Yes, SOMETHING FISHY is another CAN’T STOP variant and yes it’s very light, but it’s simply fun.

Clever how you slipped that in, Alan.

This is the one game on your list that I've played. And, though I expected to dislike it, it was fun. Our guests even requested that we play it again (and we did). A person can get hosed through no fault of their own, but that's OK for this sort of game.
 
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  • Posted Tue Jan 17, 2006 2:08 pm
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Sue Hemberger

Washington
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Anybody played both this and Kleine Fische? I'm looking for a comparison. We've got (and had great success with) Kleine Fische. Can tell by the description that Something Fishy is similar but definitely not the same game as KF. Can't tell if it's better or worse than KF or sufficiently different that it's worth having both.
 
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  • Posted Tue Jan 17, 2006 2:32 pm
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12. Board Game: Skyline of the World [Average Rating:6.59 Overall Rank:2603]
Alan R. Moon
United States
Unspecified
New York
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HONORABLE MENTION

Here is an example of the minimalist school of game design at its best. A small, basic board, some plastic pieces, some cards, and voila a good game.

Variant – Give each player 2 Double Score Markers (pieces from Manhattan might work). During your turn, you can place a Double Score Marker on any vacant space on the board. The player who scores for this space gets 2 Points instead of 1.
 
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13. Board Game: Carcassonne: The Discovery [Average Rating:6.59 Overall Rank:882]
Alan R. Moon
United States
Unspecified
New York
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HONORABLE MENTION

I imagine that many designers have spent at least some time over the last five years trying to come up with their own CARCASSONNE game. I know have. If you’d asked me if I thought anyone could take CARCASSONNE and make it simpler, I’d have said I doubt it. Wrong again Moon. Leo Colovini has done it. The complete vs. incomplete scoring takes a little getting used to, but once you get it you’ll appreciate the brilliance of this game.

Variant – Combine two sets of the tiles to make the game longer. This will make the decisions about whether to remove a Meeple on the board or leave it on longer much more significant.
 
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Jason Birzer
United States
Burke
Virginia
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I've played it once so far, and I really like the part about having to take a turn to remove a meeple to score it. It makes one much more careful where you place your meeples in the first place.

Interesting suggestion about two sets. I'm wondering if that is more nessicary with larger groups playing. The current set seems to work fine for three players.
 
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  • Posted Fri Jan 20, 2006 6:04 pm
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14. Board Game: Techno Witches [Average Rating:6.28 Overall Rank:1753]
Alan R. Moon
United States
Unspecified
New York
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HONORABLE MENTION

Scott Nicholson introduced me to this one too. Just when I think I’ve seen every possible race game or every possible game using a clever movement system (like WINGS OF WAR or WURMELN), another one comes along. It very light but great fun.

Variant – At the start of the game, give each player 6 Spell Counters valued 1-6. If you run into another Witch during your turn (your witch overlaps another Witch), you and your opponent both must play a Spell Counter. Players select their Spell secretly. If there is a tie or if the defending Witch plays a higher Spell, follow the normal rules. If the attacking player plays a higher Spell, he wins and can take another turn again, starting from where he is, using all the movement pieces he used to get to the where he was. When the first Witch finishes, he scores a number of points equal to all his remaining Spells. The game continues however. Each time each other player takes his turn and doesn’t finish, he must discard one of his remaining Spells. Each players who finishes also scores all of his remaining Spells, so the first player to finish may not win the game anymore. If a player must play a Spell and can’t, he automatically loses the fight. If a player must discard a Spell and can’t, he loses the game.
 
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Andrea Angiolino
Italy
Rome
European Union
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>Just when I think I’ve seen every possible race game or every possible game using a clever movement system (like WINGS OF WAR or WURMELN)

Thanks so much for this quotation. It's a honor, no jokes.

Actually, when I met Heinrich Glumpler at the last Essen show he told me he quoted WoW in the letter he sent to the publishers with the prototype of Techno Witches. He wanted to make clear that my little card game was a direct source of inspiration.

Thanks to both, then. Nice to see you appreciated my little work!
 
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  • Posted Thu Jan 19, 2006 4:50 pm
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15. Board Game: Fettnapf [Average Rating:5.99 Overall Rank:2848]
Alan R. Moon
United States
Unspecified
New York
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HONORABLE MENTION

The latest wonderful card game from Reinhard Staupe.

 
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Mikko Saari
Finland

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Oo, good choice. I like Fettnapf. Simple, yet fun. You just can't remember numbers when you're constantly reading out numbers...
 
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  • Posted Tue Jan 17, 2006 8:35 am
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Sue Hemberger

Washington
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This has been a big hit with my 8 year old. Great addition/subtraction practice and the memory component gives kids an edge.
 
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  • Posted Tue Jan 17, 2006 10:34 am
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16. Board Game: Snorta! [Average Rating:6.23 Overall Rank:1642]
Alan R. Moon
United States
Unspecified
New York
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HONORABLE MENTION

My most vivid memory of this game is a bunch of us playing it on a Casino Cruise after the POKER tables were closed and the boat was heading back to shore. People passing by us must have thought we were drunk.
 
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Tom Vasel
United States
Homestead
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Snorta certainly has the ability to make the players look like idiots to outsiders. It's also a lot more fun than you initially might think. Oink!
 
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  • Posted Tue Jan 17, 2006 10:26 pm
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17. Board Game: Race Day [Average Rating:6.15 Overall Rank:3253]
Alan R. Moon
United States
Unspecified
New York
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HONORABLE MENTION

This is the latest customizable game from WizKids. I’m a big NASCAR fan so I’m not exactly objective on this one. But the one game I’ve played was fun despite playing with some of the wrong rules.

If you’re collecting the cars, I still need Matt Kenseth and the rare Greg Biffle. Have almost all the other cars to trade.

 
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Todd
United States
Phoenix
Arizona
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I hate CCGs, but I really enjoyed this game. Very fun. With the small track you can easily plan solitaire. I need only cards #17, 22, and 27. Alan, I'll check to see if I have extras of either of the car cards you need.
 
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  • Posted Wed Jan 18, 2006 8:28 pm
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18. Board Game: Caylus [Average Rating:7.97 Overall Rank:11]
Alan R. Moon
United States
Unspecified
New York
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THE JURY IS STILL OUT ON THESE

I need to play these games again before I decide whether they are in or out: CAYLUS, IL PRINCIPE, KINGS PROGRESS, BEOWULF, MAKA BANA, SKAAL, RAILROAD TYCOON.
 
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James & Sharon Derbyshire
United Kingdom
South Ockendon
Essex
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I played Caylus for the first time this weekend. After struggling through the rules, we started to get into it. I mean really get into it.

The sheer number of decisions easily puts it up there with Puerto Rico and Goa.

I've only played it the once, but I've already rated it a 9. Brilliant.

I've read the rules for Il Principe, but an yet to play it through. Too many games, not enough time.

I really find that work get's in the way of my personal life
 
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  • Posted Tue Jan 17, 2006 7:54 am
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Alan R. Moon
United States
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I've read the rules for Il Principe, but an yet to play it through. Too many games, not enough time.


The first time I played IL PRINCIPE, I thought it might be my #1 for the year. The second game was completely different and less satisfying though. Everyone had decided the best powers were Green and Blue, so no blue cards and only one green card were put up for auction the whole game. I don't know if this will continue to be the way my friends and I play, but if it is, I'd like to try changing the White, Red, and Yellow powers in an attempt to even out all five powers as follows:

White Major Power - Gain 2 Victory Points
White Minor Power - Gain 1 Victory Point
Red Major Power - Draw 2 Cards
Red Minor Power - Draw 2 Cards
Yellow Major Power - Gain 4 Gold
Yellow Minor Power - Gain 3 Gold
 
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  • Posted Tue Jan 17, 2006 9:51 am
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Arne Thomi
Germany
Hamburg
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Concerning Il principe
Quote:
Everyone had decided the best powers were Green and Blue

Strange thing, in our rounds of this game, everyone decided that, since you are always very short on money, yellow is the best power. Followed by blue. By raising the amount you get for leading in yellow, I think this game would get more uneven. What needs boosting are the advantages of the white power. Wasn't it 2 victory points for the major power and one point for the minor power already in the original rules?
 
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  • Posted Wed Jan 18, 2006 11:39 am
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John Mitchell
United Kingdom
Enfield
Middlesex
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Again concerning Il Principe

Quote:
yellow is the best power. Followed by blue

In my recent game, I went for yellow. In the game before, I went for blue. I came last both times laugh

I clearly don't appreciate how the game system works. But my belief is that winning a greater number of roles is more important than winning a particular role more of the time.

 
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  • Posted Wed Jan 18, 2006 3:40 pm
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Dan Rosewater
Switzerland
Zürich
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Quote:
THE JURY IS STILL OUT ON THESE

I need to play these games again before I decide whether they are in or out: CAYLUS


This one is spooky. Most people are already sure after one play that Caylus is great. Maybe not their favourite game but still very good.
So I wonder what makes Alan R. Moon hesitate to rate Caylus good or bad?
 
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  • Posted Thu Jan 19, 2006 11:31 am
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Arne Thomi
Germany
Hamburg
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Il principe again - last time

Quote:
In my recent game, I went for yellow. In the game before, I went for blue. I came last both times

With everyone having a different point of view on what the superior strategy is, maybe, this game is better balanced than we thoght. It won't hurt of course filling out several roles though.
 
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  • Posted Fri Jan 20, 2006 10:54 am
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19. Board Game: Lightning: War on Terror [Average Rating:4.78 Overall Rank:7111]
Alan R. Moon
United States
Unspecified
New York
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MY BIGGEST DISAPPOINTMENT OF 2005

Last year, two of my favorite games were LIGHTNING D-DAY and LIGHTNING MIDWAY. Both games had incredibly clever game systems that fit the themes perfectly. So I was really excited when I saw LIGHTNING WAR ON TERROR at WBC. I couldn’t wait to read the rules. It’s not a bad at all, reminiscent of ATTACKE and other games of this genre. But I was hugely disappointed because it just isn’t up to the level of the first two games in the series.

Of course, since playing the first two games, I’ve been trying to come up with my own LIGHTNING game. Up until the last few weeks, I’d struck out completely. But now I’m working on a game that I’m feeling really good about. But I won’t mind if Dan Verssen or someone else beats me out with the next great game in the series either.
 
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Steven Johnson
United States
Marion
Texas
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My seven year old enjoyed this game, along with Candyland.yuk
He's moved on to Memoir'44 now.
This game could have been played with apples and carrots instead of F-117's. Totally abstract and very, very disappointing.
 
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  • Posted Sun Nov 5, 2006 2:07 am
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20. Board Game: 1829 Mainline [Average Rating:6.69 Overall Rank:3033]
Alan R. Moon
United States
Unspecified
New York
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GAMES I CAN’T WAIT TO TRY THIS YEAR

I was hoping to try all of these last year but didn’t get to them: WARCRAFT, DESCENT, DOOM, 1829 MAINLINE, and 1825 STANDARD. I’ve had a resurgence of interest in the 18XX system lately, after not playing them for over 20 years, and I’m curious to see if they live up to my memories of all those 1829 NORTHERN BOARD games.
 
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simon craddock
England
widnes
cheshire
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I also was looking forward to playing mainline,but having played it the luck element from the share cards is too great for many 18xx enthusiasts.
Some nice ideas on track laying and train development and as a fun game it is OK but not one that i would play with a hard core 18xx crowd.
 
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  • Posted Tue Jan 17, 2006 11:18 pm
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Bill Romaniecki
United States
Attleboro
Massachusetts
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Unfortunately, with 1825 standard you can't go home again. Having played only a few games of 1829 decades ago, I cannot compare 1825 to it.

I did play a three player game of 1825 with another fan of 1830 and a player new to 18XX games. There was nothing wrong with the game mechanics but we called the game after two hours when we all agreed that the game play was tedious and repetitious. This is a subjective judgement and very much a matter of personal taste.

Numerous 18XX games have been published some of which must offer a more dynamic gaming experience.

 
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  • Posted Wed Jan 18, 2006 2:03 pm
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Alan R. Moon
United States
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Quote:
Unfortunately, with 1825 standard you can't go home again. Having played only a few games of 1829 decades ago, I cannot compare 1825 to it.

I did play a three player game of 1825 with another fan of 1830 and a player new to 18XX games. There was nothing wrong with the game mechanics but we called the game after two hours when we all agreed that the game play was tedious and repetitious. This is a subjective judgement and very much a matter of personal taste.

Numerous 18XX games have been published some of which must offer a more dynamic gaming experience.



I've always preferred the 1829 system over the 1830 system. The big drawback of the 1829 system was always the game length. I recently played 18AL (which is an 1830 system game) and it was enjoyable, but I'm betting when I get to try 1825 STANDARD and 1829 MAINLINE, I'll still prefer the 1829 system, especially if they clock in under 6 hours.
 
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  • Posted Thu Jan 19, 2006 1:21 am
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Mike Hutton
United Kingdom
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1825, despite its critics, is a cracking game. It is such an improvement on 1829 - quicker and slicker - and so much more approachable than 1830 and its spinoffs.

Unfortunately 18xx officianados like Bill don't "get" 1825. It doesn't push the buttons they think it will. It's much more subtle. It's also a far cleaner design, which can be seen from just how effective all the many expansions are. Even doing something simple like adding £2000 to the bank changes the strategies needed to win without wrecking the game itself.

Mainline is a major simplification of 18xx, but it suffers when people fail to realise that the reduced level of control available should translate into simpler game analysis and thereby faster play. It's good fun though - something I don't find in many 18xx games (and I play a fair number of them). But you need to tweak the start a little if playing with 4+ players. I have a variant which helps stop players getting hosed at the start. Ping me if you'd like it posted.

Mike.
 
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  • Posted Sun Jul 2, 2006 2:38 pm
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21. Board Game: Happy Dog [Average Rating:5.50 Unranked]
Alan R. Moon
United States
Unspecified
New York
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THE PLUG

Three of my own games were released late in 2005. The first was HAPPY DOG which is currently only available in Japanese and in Japan as far as I know. The second was 10 DAYS IN EUROPE, the third game in the 10 DAYS Series from Out Of The Box. It’s basically a revised version of EUROPA TOUR (from Schmidt), but the new ship movement is a significant improvement. The third game was the TICKET TO RIDE CD Game with the new Switzerland map. People have been asking me if I’m getting tired of designing new TICKET TO RIDE games. No way! For the first time in my life I’m actually working on something I know will make money.

1 
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David Pugh
Japan
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Tochigi Prefecture
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How did you like my translation of the rules fom the Japanese? Any glaring mistakes?
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  • Posted Tue Jan 17, 2006 8:10 am
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Alan R. Moon
United States
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New York
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Quote:
How did you like my translation of the rules fom the Japanese? Any glaring mistakes?


I was surprised and delighted when it appeared. I didn't post my rules because I knew that Chronos had made some changes to the game. It's bad enough that my German is poor. My Japanese is non-existent. Luckily, my friend Ken Rice helped with the communications with Chronos and now you have posted a translation of the rules. Thanks David.

Your translation seems to be a literal translation of the Chronos rules. The presentation in English seems a little awkward, but I often feel the same way when someone translates my rules from English into their own language. I assume the presentation in Japanese is totally appropriate. I know Chronus did quite a bit of market research before publishing the game.
 
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  • Posted Tue Jan 17, 2006 10:04 am
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United States
Tacoma
Washington
Odd that your comment on Ticket to Ride is in a Japanese only game, since the variant I'd most like to see is a J-rail version.

Actually, if you wanted to guarantee sales you'd do versions for France, Germany, Mexico, and Japan. Those are the primary foreign languages taught in high school and middle school, so you'd get buys from teachers wanting ways to get students to memorize placenames.
 
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  • Posted Wed Jan 18, 2006 11:34 am
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Alan R. Moon
United States
Unspecified
New York
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Quote:
Actually, if you wanted to guarantee sales you'd do versions for France, Germany, Mexico, and Japan. Those are the primary foreign languages taught in high school and middle school, so you'd get buys from teachers wanting ways to get students to memorize placenames.



In my experience, this isn't true. The educational market is a tough nut to crack for game companies. These days I guess it makes sense, as many schools and teachers barely have enough money for paper, pencils, and books. Of course, my confidence in Days Of Wonder is so high, if there is an opportunity in this market, they'll be there.
 
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  • Posted Thu Jan 19, 2006 1:25 am
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Have faith
United States

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Some new ones here I haven't heard about yet - I'll have to check them out.
 
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  • Posted Tue Jan 17, 2006 4:34 am
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Tom "Snicker Daddy" Pancoast
United States
Richmond
Virginia
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Thanks for putting this together. It's always fun to see some games that are a bit off the beaten path and you piqued my interest in a couple of them.
 
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  • Posted Wed Jan 18, 2006 10:33 pm
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Alan R. Moon
United States
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New York
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Quote:
Alan I also enjoyed the list!

Do you like to make your own variants for games?

DT



I often think about variants for my games while I'm developing them. After they are published, I usually don't. Too busy working on the next prototypes or playing all the new games the companies keep releasing.
 
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  • Posted Thu Jan 19, 2006 1:23 am
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Damon Asher
United States
Jefferson
MA
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This is a very interesting list full of some dark horse games. I'm going to have to check some of these out!
 
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  • Posted Sat Jan 21, 2006 4:39 am
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Douglas S
United States
Torrance
California
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Going to buy Roman due to your recommendation plus because I love that era of history.

-Doug
 
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  • Posted Mon Apr 24, 2006 8:15 am
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