Showing posts with label catan. Show all posts
Showing posts with label catan. Show all posts

Wednesday, January 29, 2014

Starfarers of Catan Review

Starfarers of Catan
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I have loved Settlers of Catan since I first played it. I was thrilled when I first saw Starfarers (I loved the retro Flash Gordon look).
Unlike the other Settler games, this one actually uses plastic and not wood for many of the pieces/parts. My friends can be quite rowdy late at night but in the years I have had the game, no piece has ever broken.
Play is a little different than in other sets. Its sort of like Seafarers with lots of little islands. Development cards are there (although there are some new resources) and they have been joined by encounter cards where you deal with alien races, traders and pirates. Play lasts a little longer than the original but is comparable to Cities & Knights.
The board is beautiful and rather large (no small contained hex this time). Players ability to move and fight are modified by upgrades to their central ship/die roller/neat thing. There is currently an expansion set for adding up to two more players which I just picked up (so I don't know how it affects play yet).
All in all, this is a really fun addition to the Settlers world of games (I have eight of them so far). If you liked the original and wanted a bit more of a challenge, this is a great addition to your game closet.

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The foray into space, sometime near the year 2700 A.D. Compete for the prestigious post of Ambassador to the Galactic Council. To attain this lofty position, players must leave Terra and the known planets to explore and colonize the galaxy, while working to establish trade with alien cultures, encounter aliens and defeat pirates. Glory and victory go to the brave and astute explorer who luck smiles upon.

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Tuesday, January 28, 2014

Starship Catan Review

Starship Catan
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My son and I really enjoyed playing Starfarers of Catan and were excited to find this 2-player version of the game. The game itself is similar to Starfarers and is not too long to play (around an hour). The rules are fairly easy to pick up, although we were glad to have the sample game to play through the first time. We were at a bit of a loss as to what to do with the Trade Goods, since we always seemed to have too many of them and decided to resurrect a rule from the original Starfarers game that allows players to trade in 2 Trade Goods for 1 of any other resource. Starfarers is still the better game but if you only have 2 players, Starship is a good substitute.

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"In a flash, two Starfarers from the Catan space fleet have been thrown through a mysterious wormhole into an unknown galaxy. Lost, dazed and unable to find their way home, and with limited resources, the brave explorers face a seemingly hopeless situation, until they meet four peaceful alien races. These friendly aliens offer them limited aid and will guide them home if they can meet the high standards required for entrance into the Galactic Advisory Council.Now you can take the role of a Starfarer and daringly brave the unknown reaches of space! Battle dastardly pirates, explore&colonize new worlds, strike vital trade agreements, performing missions of mercy, rescues, and interventions, all while improving and preparing your Starship for the journey home. If you work hard, choose your course carefully and with vigor, you will attain membership in the Council and learn the way home. FUN"

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Cities & Knights of Catan: 5-6 Player Expansion Review

Cities and Knights of Catan: 5-6 Player Expansion
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We bought this thinking that it would extend the game the same as Seafarers but it changed the game play so much that it was not enjoyable to play.
The added elements are knights to guard your cities which take resources to keep active. A new kind of barbarian is present which knocks out your defense based on what somebody else did with there defenses. yes, you are punished for someone else's lack of defenses.
There is also added refined resources like cloth which are spent on improvements to your cities, knight upgrades or on a new kind of action cards. These action cards are similar to development cards but they go beyond. They include things like spies, trade agreements, embassies.
You spend time working on so many different these things that game play is slower and easily more frustrating.

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Requires ownership of Settlers of Catan to play. Dark clouds are gathering over the peaceful island of Catan. Wild barbarians, attracted by the wealth of Catan, sailed to attack the country. Fortunately, warning has given Catan time to meet the danger. The size of the barbarian army corresponds to the number of cities in Catan. Thus, for Catan to fend off the barbarian attack, the players must form a knight force as strong as the barbarian force. In addition to the barbarians, players compete to build the three great metropolises of Catan. Each of these magnificent centers are worth two additional victory points. To build a metropolis, players must invest in city improvements. To acquire these improvements, players must acquire the three new types of Trade Cards: Coinage, Paper, and Cloth. These cards can only be gained by building a city next to mountain, forest, or pasture hexes. For 2 to 4 players.

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Thursday, January 23, 2014

Catan Card Game Review

Catan Card Game
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This is a wonderfully balanced card game. Too often games these days seem to encourage finding that one strategy or that one "card" or "position" that wins every time; this seems to be particularly true of video games. The Settlers of Catan card game seems to be relatively free of this. It is true that if you can "memorize" what cards are in what piles you can gain a kind of advantage. But there isn't a single card, or even set of cards, that gaurantee victory each and every time.
My friends and I played the Settlers of Catan and the Starfarers board games, and the associated expansions, for a couple of years before I decided to try the card game. I'm a gamer and I could never get my wife to play video games. But she took to this game immediately and we've expanded our collection to include the expansion and several other similar card games.
There are similarities to the Settlers of Catan board game, but there are alot of differences as well. The rules are relatively simple and easy to learn. If you've played any Mayfair game chances are you'll understand the rules pretty well after one game. If you are new to this type of game it might take a couple of trys to learn the rules.
The basic premise of the game is to build a principality and in the process be the first to reach 12 victory points. You can either chose to expand your principality by building more villages or by improving it with cities and associated buildings. Buildings and improvements are built by gathering the necessary resources of brick, wood, wool, and grain; gold serves a kind of commodity that you can trade for other resources. Various improvements e.g. fleets make trading for other resources more efficient or can even double your land production. Each games takes an hour or two to complete and *alot* of table space.

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In the Catan Card Game, you control a group of settlers taming the lands of medieval Catan. Use the unique card mix to create a map of your own principality, then explore and settle new lands, acquiring resources through card play and the luck of the dice. Make use of gold and resource combinations to develop your domain. Expand your settlements and cities, recruit knights, and defend your territory through politics, tournaments and intrigue. Cunning and a dash of luck decides who will be the undisputed master of Catan!

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Settlers of Catan: 5-6 Player Expansion Review

Settlers of Catan: 5-6 Player Expansion
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Expect the game to last a bit longer, obviously, and also a couple of rule changes. Because players collect resources at a greater rate between turns, the expansion pack rules allow a player to buy betweens turns, instead of just during a turn.
This makes things a bit more confusing, but once the adjustment is made, the game runs fine.
If you like the game, and want to add a person or two, the expansion is a must.

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Expansion Set for the Settlers of Catan

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Saturday, January 18, 2014

Seafarers of Catan Review

Seafarers of Catan
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If you're reading this, you no doubt are already a fan of Settlers of Catan. You're deliberating, trying to decide if you want to shell out more $ for this expansion. "Is it worth it?", you ask.
As one Settlers fan to another, allow me to encourage you. Yes, it is definitely worth it!
Seafarers adds additional water and land tiles, as well as an additional land type: Gold Field. Gold field works like every other resource, except that when the number comes up you get to pick *any* resource card.
The game also includes little ships, of four colors. These ships function just like roads, and can be joined to roads through a settlement. You use them to explore from the mainland of Catan in search of additional lands (and additional resources).
The rulebook contains several scenarios, accomadating 3 or 4 players. Some scenarios start with all lands revealed, other scenarios include an exploration element. In these scenarios, only the mainland is revealed: the surrounding seas and the other land tiles are placed face down. These are turned over when a ship reaches them, revealing either a sea, in which case exploration must continue, or a land, in which case the discovering player gets one card of that land's resource.
You can see that one of the best things about Settlers, the random board setup, is made even better by hiding the concealing the nature of the unexplored tiles.
My only complaint is that the rulebook, which contains diagrams of specific tile layouts for each scenario, is printed in such a way that it is hard to read. The text is understood easilly enough, but the board layouts are dark and indistinct.
But this complaint is minor, and with practice is easilly remedied. Seafarers is a terrific expansion that makes the already great game of Settlers even better.

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Publisher: Mayfair GamesNumber of Players: 2-4 (up to 6 with expansions)Designer: Klaus TeuberPlaying time: 90 to 120 minutesAges: 10 & upOverview: Players are recent immigrants to the newly populated island of Catan. Expand your colony through the building of settlements, roads, and villages by harvesting commodities from the land around you. Trade sheep, lumber, bricks and some grain for a settlement, bricks and wood for a road, or try to complete other combinations for more advanced buildings, services and specials. Trade with other players, or at local seaports to get resources you might lack. The first player to achieve 10 points from a combination of roads, settlements, and special cards wins.With the Seafarers of Catan expansion, you can expand your Settlers of Catan game in new directions, add Islands, Pirates, Gold, Ships, and Trade. Explore and colonize the newly populated Archipelago of Catan. Building settlements, roads, and villages by trading commodities from the land and islands around you. Trade sheep and wood for a ship, bricks and wood for a road, build new settlements and improve settlements into cities.In the Cities and Knights of Catan expansion, dark clouds are gathering over the peaceful island of Catan. Wild barbarians, attracted by the wealth of Catan, sailed to attack the country. Fortunately, warning has given Catan time to meet the danger. The size of the barbarian army corresponds to the number of cities in Catan. Thus, for Catan to fend off the barbarian attack, the players must form a knight force as strong as the barbarian force.In addition to the barbarians, players compete to build the three great metropolises of Catan. Each of these magnificent centers is worth two additional victory points. To build a metropolis, players must invest in city improvements. To acquire these improvements, players must acquire the three new types of Trade Cards: Coinage, Paper, and Cloth. These cards can only be gained

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Friday, January 17, 2014

Cities and Knights of Catan Review

Cities and Knights of Catan
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After falling in love with the original game, I decided to get an expansion pack and this is the first one I got. Great decision.
A little note if you are considering this expansion: be prepared to spend more time learning the game. It takes a lot of looking back at the manual to get the hang of it.
Once you get going, you will become even more hopelessly addicted to the game. You get to build giant cathedrals which are twice the value of cities. You also get to fight the barbarian with your knights - which brings all the people playing the game to side WITH each other instead of AGAINST each other.
But I think the ultimate feature in this expansion are the new cards involved. When you draw a development card, you get the coolest options such as viewing everyone's cards and basically taking what you want... as well as other things... such as being able to hold up to 13 cards in your hands if you have the right amount of cities, etc.
Also new in this game is the merchant which allows you a 2 for 1 trade which can be moved around just like the robber.
Get this expansion!!! You will love it!

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Expand the Fun and Strategy! Building on the original game, Cities and Knights adds many new, exciting elements to the Settlers of Catan. Dark clouds are gathering over the peaceful island of Catan. Wild barbarians, attracted by the wealth of Catan, sailed to attack the country. Fortunately, warning has given Catan time to meet the danger. The size of the barbarian army corresponds to the number of cities in Catan. Thus, for Catan to fend off the barbarian attack, the players must form a knight force as strong as the barbarian force. In addition to the barbarians, players compete to build the three great metropolises of Catan. Each of these magnificent centers are worth two additional victory points. To build a metropolis, players must invest in city improvements. To acquire these improvements, players must acquire the three new types of Trade Cards- Coinage, Paper, and Cloth. These cards can only be gained by building a city next to mountain, forest, or pasture hexes. Prepare for new challenges and a longer game! The Original Settlers of Catan is required to play Cities and Knights. Includes 5-6 Player Expansion for Cities and Knights. (ages 10+)

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Friday, January 10, 2014

Seafarers of Catan: 5-6 Player Expansion Review

Seafarers of Catan: 5-6 Player Expansion
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This 5-6 player expansion allows you to play a 5 or 6 player game for Seafarers Of Catan. However, it's not a standalone product by a long shot as you'll also need Settlers Of Catan (for the majority of its pieces and components), Seafarers Of Catan (for its red, white, blue, and orange ship pieces as well as other Seafarers components like extra/special tiles, harbor tokens, and frame pieces), and Settlers Of Catan 5-6 player expansion (for its green and brown pieces, extra development cards, extra resource cards, and tiles/tokens) in order to use this game + player expansion. By comparison, the Seafarers player expansion provides relatively little compared to the rest just mentioned. You get 15 brown and green ship pieces, 10 more victory token markers (despite the 6 that the box says, I guess it was a typo as the Catan series has never been known to provide extra or spare pieces, but between the 2 boxes, this does give each of the 6 players 3 Victory Point markers), 8 extra sea tiles, and 1 gold field tile. The manual is smaller since the expansion box is smaller than the 3/4 player packaging of Seafarers, but thankfully, this is also a recent, full color edition, so setting up the scenarios aren't as difficult and time consuming as they could've been. It should be noted that some of the components that would only be used in this player expansion, like the 5-tile `X' frame extensions (2 `XX' and 1 `X' frame piece for each side) and 2 of the 3:1 harbor tokens (up to 10 of the 12 harbors are used in the game expansion) came with the 3/4 player version of Seafarers. I'm guessing it was just cheaper and easier to manufacture it like that, even though the smaller, player expansion box could've fit all of those extras. If you were able to find the player expansion rulebook online somewhere or still retained the physical copy, you could easily get away with combining 2 (3/4 player) Seafarer game expansion boxes to play the 5-6 player scenarios.
Scenarios remain mostly the same as many of them that had separate 3 and 4 player versions, namely The Four Islands, Oceans, Into The Desert, and A New World have now been updated for separate 5 and 6 player variations. The names of the 5 and 6 player versions of The Four Islands have been changed to The Five Islands and The Six Islands respectively (and yes those boards do contain 5 and 6 islands). The 4 player versions of The Great Crossing and Greater Catan have been updated to their respective 6 player versions in the player expansion. Oddly enough, there's no 5-6 player version of New Shores. It would've been possible to fit the larger, oblong shaped island from Settlers Of Catan 5-6 player expansion into the largest frame Seafarers 5-6 player expansion offers, but I suppose they had their reasons against that, possibly because it would skew gameplay or that Greater Catan VI is already somewhat similar to that. So you now have 10, not 11 scenarios to work with in this expansion, but like with Seafarers, the new scenarios that remain will keep the game interesting and players coming back for more. For more insight on Seafarers Of Catan, be sure to check out my Seafarers Of Catan review here on Amazon as well.
Otherwise, the game plays similar to Seafarers Of Catan + Settlers Of Catan player expansion fused together. You have the special build phase where there's no player trading, bank/port exchange, and use of development cards, or one could elect some unofficial variants like discarding half your cards if you have more than 9 cards when a 7 is rolled. Either way, it's now with a delightful Seafarers twist. With overall even larger maps taking even more time to set up, more players to distribute resources to after each roll, and more turns for each round of turns, games definitely take longer than before. Having more players to trade with in theory speeds things up, but in practice, all the different things that add to gameplay length still outweigh having more potential trading opportunities. In fact, many of the scenarios are listed as taking about 1 to 2 hours to complete, with Into The Desert VI taking about 100 minutes and the monstrous, 18 pt Greater Catan VI taking about 3 hours to complete. However, with most games, more players means longer games, and as far as long games go, this one is a blast. Yeah, compared to typical, "mainstream" board games, this is expensive since you need 3 others of them in the series as prerequisites to play, and this expansion is the most expensive given the item to price ratio, but if you enjoy such a unique game as Seafarers with a crowd of 5 or 6 players, then it really is worth it.


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Note that you will need the basic Settlers of Catan game to enjoy any of the expansion packs. In addition, with all Settlers of Catan expansions, make sure you're picking upthe right ones. Each of the three Catan products (Settlers, Seafarers and Cities & Knights)have their own unique 5-6 player boosters.

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Sunday, January 5, 2014

Tigris & Euphrates Review

Tigris and Euphrates
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I won't hesitate to give Tigris and Euphrates five stars. Another reviewer mentioned the german versions, yes it is the same game. The thing that makes T&E such a great game is how balanced it is. Part of that balance comes from the unique scoring system. Points are scored in four different areas, and represented with colored cubes, which are concealed from the other players until the game is complete. A players final score is equal to the number of points he has, in the color in which his score is lowest. If you play to emphasize strength in any one aspect of the game, you will lose. If you dominate the game in temples (red), you may pile up a huge score in red cubes, fifteen or more, but if you only have two points in trade (green), your final score will be two. You have to develop every facet of your strategy equally, as the player who scored three in every color will beat your two green, and those 15 red just don't matter. If you can keep track of your opponents score, you know who to take down, and who to ally with. That is, of course, if you can keep track of three opponents scores in three different colors, in your head.
In order to gain an understanding of the game, you have to play it two or three times to get the hang of the different types of conflict that your forces engage in. Your leaders may be challeneged from within their kingdoms(internal conflict), or when two kingdoms are joined(external conflict). The strategies for handling each of these types of conflict is different, and you have to balance strength in both tactics.
Also important are monuments. The construction of monuments is important in that they provide a steady stream of points. The downside of that is that their construction robs you of the support you need to defend them. Building one is a red flag for your opponents to attack you, and take it away.
The first game or two are learning experiences, and you will make mistakes simply from not understanding the implications of your moves. This is not a simple game, that you can have the rules explained in two minutes and understand the whole thing. It is a complex strategy game. Out of all the games on my shelf, I rate it as the best pure strategy game, outside of go and chess. It never gets old.

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Step back to the dawn of recorded time. Take command of a young dynasty in fertile Mesopotamia. Here, between the Tigris and Euphrates rivers, lies the cradle of civilization, where the early cities of Ur, Nineveh, and Babylon rose. The game of Tigris and Euphrates lets you play a part in the epic saga of the rise of these great urban centers. Your dynasty struggles to develop and control the most vibrant culture in the rich land between the two rivers. Create the best balance between markets, temples, settlements, and farms, as you and your people try to forge your own new civilization and dominate the storied valleys of the Tigris and Euphrates. Includes game board, player screens, civilization tiles, catastrophe tiles, unification tile, wood monuments, leader markers, victory point cubes, wood treasure markers, storage bag, and rules. For 3 or 4 players ages 12 and up.

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Starfarers of Catan: 5-6 Player Expansion Review

Starfarers of Catan: 5-6 Player Expansion
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Is quite disappointing on how the expansion planets maps turn out to be. It is actually stickers that you have to stick onto the map. If you want to stick it permanently, you have to slice the sticker into two so that you can fold the board back to keep. Maybe they should have design the the expansion maps in a card board form so that we can just place it on top of the map and remove once we are done playing. Now I have to decide whether to stick it permanently or to make my own card board planets for the game.

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Starfarers 5-6 Player Expansion - Add two more players, new solar systems, and a new alien race- The Wanderers, to your Starfarers of Catan Game. Adds parts for 1-2 players, Ages 12+, 2 hour playing time. This expansion contains everything you need to include two additional players in the Starfarers of Catan. the exciting, fast moving, science fiction game. Here you'll find 2 mother ships, 2 sets of playing pieces, additional cards, 2 reusable game board overlays, and a new alien race ripe for encounter. Now you can play any one of the five or six Starfarers commissioned to explore the galaxy, build new colonies, and expand commercial ties with various races of the Galactic Council. Accept the challenge! Careful diplomacy, clever trade, a firm stance against pirates, and the bold colonization of distant planetary systems will win you the support of humanity, and the other races of the galaxy and make you humanities' ambassador to the Galactic Council.

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Thursday, January 2, 2014

Candamir: The First Settlers Review

Candamir: The First Settlers
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I am a big fan of all Settlers and the expansion, Cities and Knights, so I was very excited to play this game. But just as a warning it is very difficult to learn at first. They have a website, however, that will teach you how to play the game step-by-step. It is a great twist on the Settlers games (for those of you who play often - like us). You gain resources and ingredients by moving toward a "goal" spot you have chosen or by acheiving adventures. Your player has specific abilities such as charisma and agility giving you the ability to fight off bears or save fellow knights. Another big bonus is that, unlike the other Settlers games, you can play this one with just two players. It really is a fantastic game.

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You begin with nothing more than your own two hands, and each day will bring you a host of new experiences and adventures. But soon you grow tired with simply roaming the island. Your goal is to settle down with a roof over your head, sheep to breed, and a field to sow your grain. To do this, you will need the help of the other settlers in the village. Easily done! If you supply a sword to Jared, he will give you a bag of seeds in return. Osmund needs a new chest, and offers you some sheep. Candamir would like new windows and can help you build your new house. Again and again you head out for the wilderness, hunting bears and wolves, collecting honey and rare herbs. But you must be cautious!

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Thursday, December 26, 2013

Catan Adventures: Elasund - The First City Review

Catan Adventures: Elasund - The First City
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This game has just the right mix of strategy, randomness, and backstabbing to make it fun. You have to be careful, though. too much backstabbing and your wife will never play it with you again! There are multiple strategies you can use to try and win, such as being the first to start the building of the church which will inevitably destroy your opponents' (or your) buildings if they lie in it's path. Or you can concentrate on the city walls which will net you extra cards when pirates attack. or maybe you can just go for the straightforward approach and just start trying to build as much as possible and hope your opponents don't steal your building permits. The randomness is just a roll of the dice but you can manipulate the outcome of that depending on how much influence you have. I mentioned backstabbing earlier; you can use your opponent's building permits against them. This is a game where come-from-behind victories can be common if people take advantage of influence and let other players unwittingly help them build.

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Elasund is growing rapidly and Catanians are streaming into the city, eager to make a fortune! You are appointed to help the city develop. You heed the call to drive the city's growth and prosperity. Hire workers, acquire building materials. The competition is eager to excel and claim all of the credit! Limited resources early on will limit players to a few small buildings. Your influential connections will provide you with all the necessary building permits. In Elasund, nothing works without building permits! Beware of your competitors! They may try to leverage their way into your neighborhood with their own permits! If you don't watch them closely enough, they might attempt a hostile takeover of your buildings!

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Friday, December 13, 2013

Catan Histories Struggle for Rome Review

Catan Histories Struggle for Rome
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When I went to the gaming shop I selected this game over a great number of others because I enjoy the original Settlers of Catan and am a big fan of Roman history. The board is a nice rendering of Southwestern Europe, with attention paid to actual geographic features in the various mountain, plain, forest and pasture hexes. The pieces are composed of light plastic in the shape of warriors, horseman and wagons; this I like in war games, I want my warriors to look like little warriors, not abstract shapes! The "gold" coins are replicas of two varieties of actual Roman coins which I also thought was a nice touch.
In gameplay you and your barbarian hordes plunder cities until you are ready to set up your own kingdom, at which point you settle down and start conquering nearby cities. I felt like some opportunity was missed by the fact that the warrior and horseman tribes act in exactly the same manner. The crux of the gameplay is based on calculating your tribes movements in order to accomplish your goals in the most efficient manner while leaving yourself in the best position to harvest resources. The plundering or conquering of a town is a little simple for my taste: each town has a number of towers, the invading army must be equal to or greater than this number. For me this is the greatest drawback, as I feel a game of conquest should put more focus on the combat rather than just the movement, although any military historian will tell you, amateurs study tactics, professionals study logistics. The designer did make one great improvement over the original Catan by rolling for resources in bursts in a way that does not allow players to roll the same number more than once thus making it less streak prone.
Overall a mildly enjoyable game for me which is more calculation heavy than the original Catan with some nice historical content.

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The Romans rule over an enormous empire. But now, Rome holds its imperial breath. The empire is weak. Wild barbarian hordes surge across the frontier. You rule one of those Barbarian hordes. Your noble tribe is strong, but rival princes stand in your way. Are you wily enough to outmaneuver them? Will you have enough wealth from plundering to found your own kingdom? Your fate is in your hands: civilization is ripe for conquest. Will you forge a mighty new kingdom? Will you be the one to inherit the storied glory of Rome? For 3 to 4 players.

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Thursday, December 12, 2013

Im The Boss Review

Im The Boss
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While I'm familiar with the pedigree of this game - a re-release of an German award-winning Sid Sackson game with new artwork - I can't say that really meant a lot to me. Even the fact that it won the award for Games Magazine 2004 Best Family Game didn't sell me completely. I'd read reviews about how this game played, and it certainly piqued my interest, though both `Power Grid' and `Settlers of Catan' remained higher on my want list. Alas, I found it deeply discounted at a bookstore, and the $17.50 price tag was just too hard to resist.
Hence, "I'm the Boss" from Face 2 Face games made an earlier-than expected arrival at our home. And even though the game was quite high on our list, on the way home I wondered whether the low price baited me into buying a game that would not even be worth the discounted price - a fear that was fueled further upon reading through the simple rules of the game. The first night of play, however, proved my fears to be unwarranted, and can only be described by one word - FUN.
The game is built for three to six players, although the manual contains rule modifications for a two-player game. Though we had only three players the first night (and had a blast), it was evident that the fun would multiply with each additional player. This proved to be the case as we've grown to 4- and 5- player games.
The first time someone plays, the game seems to start out a bit tepid, but once a couple of deals are made and people are more comfortable with the dealing process, the action can really heat up. What tends to throw some people off at first is the fact that once a deal begins, the game switches from being to turn-based to being opportunity-based, where the negotiations can be chaotic and don't follow a specific pattern. This makes for a lively and sometime hilarious game.
The game is nicely put together. The board is simply wonderful to look at, featuring great artwork and large movement spaces, although some of the print on it is a bit small to read from across the table. The investors are drawn beautifully and humorously, and are less caricature-like than in the original German game. The influence cards are also well done, as is the dollar sign "board marker" (which really should be green instead of blue). The Deal cards are of a very thick cardboard stock and should stand up well over time. Instead of paper money, there is a separate card deck with denominations of one-, two-, five-, and ten-million dollars. They are much sturdier than paper money, and can be stacked without giving your opponents any idea how much money you have.
The game mechanics are very simple. It actually plays more like a card game than a board game. There are six investors (divvied up among the players) that must try to complete ten to fifteen deals and split the profits of those deals in a manner agreeable to all parties. Each deal lists how many investors are required, and which investors MUST be a part of the deal. Each deal is worth somewhere between $6 million and $30 million. The person with the most money at the end (a undetermined point between the 10th and 15th deal) wins the game.
Ah, but there is a catch. Each player has a hand of "influence cards" which can be played. You start out with five, but can pick up three cards on any turn where you choose not to attempt to make a deal. The rule book gives sound advice to try to build up your hand a bit toward the beginning of the game before trying to make a deal. Once a deal has been proposed, any player (in any order) can interrupt the negotiations by playing (an) influence card(s). These cards fall into one of the following categories:
-Clan cards: These are relatives of the investors who can be used in place of one of the main investors to make a deal. Unlike the investors, though, each clan member can be used to finalize only one deal and is then discarded. A travel card can take them right out of the game.
-Travel cards: Allow you to break up a deal by sending an investor or clan member on vacation.
-I'm the Boss cards: These cards allow you to take over the negotiations that are in progress. You can use your power to re-negotiate the deal to benefit yourself or just flush the whole deal right down the toilet.
-Recruitment cards: Must be played in groups of three, and allow you to steal (er, I mean `recruit') an investor from another player. (Other clan members cannot be recruited).
-Stop card: Can be played directly after a travel card, Boss Card, or Recruitment cards to negate the effects of that card.
Once the negotiations have opened, since any player may lay down a card at any point, you must decide when you feel it's the right time to jump in. Jump in too early and your best influence cards can be wasted. Jump in too late and the deal will close before you know what hit you.
Despite having a single die to roll, the biggest luck element in the game is the luck of the draw for the influence cards. While everyone would love to stock up on recruitment and Boss cards, you never know what you'll draw. The strategy comes in how you play the hand you're dealt. If you hastily react to every deal that happens, you may find yourself ill-prepared to negotiate when the bigger deals start to come along. Likewise, you may pass up a pretty good payday if you're too timid to get into a deal that you could win with little effort. Timing is everything!
But the dominant element of this game is player interaction. With hardly any guidelines for negotiations, the negotiation process is a lively give-and-take session filled with straightforward wheeling and dealing, unprovoked backstabbing, outright greed, last-minute desperation, and even some unexpected camaraderie, all in good fun.
In summary, I can't say that this is my favorite game, but few other games can match the amount of fun generated by this game. It is unique in its' design and its' mechanics. It can be taught and learned very quickly, and is fairly quick to play through. But best of all is how little downtime there is - once the deal making begins, everyone is on their toes and ready to jump in when the right opportunity presents itself. I'll give it a very solid five-star rating.


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I'm the Boss is a game of deal making and negotiation, where you are an investor just trying to make a deal. Through intelligent negotiations, temporary alliances, and cutthroat bargaining you will rake in millions. But watch out for the other investors at your bargaining table who meddle in your affairs and try to take over your deals. As the boss, you stand to gain the most, but you can find yourself quickly cut out of a deal. In the end, the winner is the investor with the most money.

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Mayfair The Settlers of Catan Board Game Review

Mayfair The Settlers of Catan Board Game
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This is a game which was originally published in Germany as Die Siedler von Catan, where it has sold several million units and has many expansions and variants available. In fact, I am told that this game is the (worldwide) 3rd best selling game of the last decade. It's really a shame it hasn't quite reached the American mass market.
It's a game about building and trade. Each player builds settlements that can produce some of the 5 resources - Ore, Wheat, Wool, Wood, and Bricks - which can then be used to build roads and more settlements to expand your kingdom or upgrade your settlements to cities to increase their production. The thing that really makes the game is that there is always a hot commodities market, with players trading to trade resources they don't need in exchange for those that are more useful for their game strategy; each resource is useful in different combinations for building different things.
This is a pretty simple game that even younger kids should be able to handle. Anybody who can play Monopoly can play this game, and believe me, they'll have a much better time with the Settlers of Catan (you can even buy an expansion to handle up to 6 players).
A lot of people I know are somewhat daunted by this game because even though it's very straightforward, it's a bit different from your average American game. I speculate that the reason for this is that the Germans have a thriving mass game market, with a number of competing companies, while the US mass board game market is essentially monopolized by a single company, Hasbro. So while we are busy playing various Monopoly knock-offs, the Germans have benefitted from tremendous development. In terms of family entertainment, the rather small amount of effort it will take to embrace the Settlers of Catan will be well spent. And if you like it, it's just the tip of the iceberg. There are literally hundreds of extrememly high-quality family games coming out of Germany and Europe these days (although admittedly Settlers of Catan is among the best).

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In this award-winning board game for three or four players, Catan is an imaginary unexplored island, and players are explorers and settlers. The playing surface is made of hexagonal tiles that, depending on their placement, create a different environment each time the game is played. Settlers must use their resources to develop their island home, building roads and houses to create new towns. But watch out! There's a robber on the island, and that renegade can show up at any time to steal your valuable resources.
The game includes a rules booklet, a game almanac (with examples and advanced rules), cardboard hexagonal tiles, a plastic game sheet, small wooden markers (for settlements, cities, and roads), playing cards, and wooden dice. Settlers of Catan takes only 15 minutes to learn, and the game can be played in a simple version for beginners or in a more complex version for experienced players. --Marcie Bovetz


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Monday, December 9, 2013

Settlers of the Stone Age Review

Settlers of the Stone Age
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I'm a big fan of the "Settlers" board games, and I have played almost all of them. I didn't like Starfarers of Catan, because I thought it was too "gimicky" with that plastic rocket and all that. Settlers of the Stone Age is like a cross between Catan and Starfarers. The rules are a little more complicated, and there are more pieces, but it's not overwhelming.
There is one difference in particular that's worth mentioning. In Catan, it's not unusual for one player to dominate the board, receiving more resources per turn than anyone else, making it harder and harder to beat him as the game progresses. That is because in Catan, the player's empire always grows. Not so in Stone Age. A player can only have five camps (the equivalent of settlements in Catan), and there are no cities. If a player wants to build a sixth camp, he must remove one of his other camps first. This encourages players to keep moving, rather than to keep growing. I think that's a nice complement to Settlers of Catan.
There are three drawbacks to this game. First, setting up the board takes longer, because there are more pieces. Second, there is less variety in the board because the terrain layout is fixed. And third, although it was possible to have only two players in Catan, you really need at least three for Stone Age. With only two players, the game isn't balanced, and one player usually beats the other by a wide margin. If you're looking for a two-player Settlers game, get the Settler of Catan Card Game.

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Come join in the adventure that is the dawn of Humankind! Will your tribe journey far and fast ? Will they surmount the pain dangers of this world ? Will they bring you victory and survival ? Are you ready to play in this newest creation of Master game designer Klaus Teuber Based on the award-winning Settlers of Catan game system, but presenting players with all-new challenges unique to the dangers and opportunities of the Stone Age. The first branches of this family began a journey that spanned thousands of years, eventually leading them to Australia and America.In this exciting game, you will guide the journey of one of these branches. You must struggle to spread your people over the whole world. In order to expand your branch humanity you must develop certain talents: advances in the preparation of food will allow your people to spread faster and wider, while new hunting techniques can protect them from dangers.

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Terra Nova Review

Terra Nova
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I bought this game thinking that it was one that I'd had when I was little and I wanted to share it with my niece. Unfortunately, I was wrong! This wasn't the game from my youth. Now the good news. It turns out that it was still a decent game. It is easy enough to learn for even very young children to be able to play, but still has enough strategic challenge to make it interesting for the adults. This probably wouldn't have been a game I would have purchased had I not checked it out as carefully as I usually do, but it turns out to have been worth the price I paid.

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Ready, set, your boundaries that is. A strategic game from Europe with an elegantly simple rule set. Players lead nations in this new world where the most valuable resource is the land itself. The clever system of movement and boundary building gives you the tools you need as you wall-off a piece of Terra Nova. However, it is your strategic vision that will ultimately decide whether or not you will rule the land. Contains game board, 88 border stones, 44 pioneer playing pieces, and 4 scoring counters. For 2-4 players. Ages 13 and up.

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