Showing posts with label cooperative games. Show all posts
Showing posts with label cooperative games. Show all posts

Thursday, January 30, 2014

Red November Review

Red November
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I played this game for the first time a few months ago, and enjoyed it so much that I bought it at a local game shop the next day. The game accommodates 2 to 8 players, and the game dynamics adjust along with the number of players.
As someone who enjoys Risk and Monopoly, this game appeared complicated at first, but after playing it became much more intuitive.
As opposed to most board games, where players compete to reach a specific goal, Red November requires all players to cooperate in escaping a doomed submarine. Over the course of the game, pressure in the sub rises, fires start, Krakens attack and floods fill various rooms. Players are equipped with tools that help them overcome the challenges and rescue friends in danger.
Reading through the rulebook might intimidate some players to start, but after playing through a few turns, the game mechanics become much more intuitive. Plus, if even one player has played before, he or she can help guide new players as everyone is working together.
The board itself is made of thick cardboard, the pieces are all well made, the instruction book is pretty clearly written, and the artwork throughout is unique and humorous.
Overall, the game is absolutely worth your time and money. If you are willing to invest a half-hour reading the rules and have a bit of patience when starting out, you will have an absolute blast.
Pros:
- Players work together to escape the submarine. This helps new players adjust easily and keeps every player interested across everybody's turn.
- The physical board and pieces are well-made and durable.
- Most games are over in less than an hour
Cons:
- May be a little bit intimidating to start.

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Have you ever wondered what happens when you put Gnomes, submarines, grog, and a Kraken together? You will finally know the answer to this burning question inRed November! Red November, an original game by Bruno Faidutti and Jef Gontier, is a cooperative race against the clock. Players assume the role of gnomish adventurers trapped inside of a doomed submarine. As players move their gnomes around the board, more and more fires, floods, and reactor failures pop up all over the ship. To make matter's worse, there's a hungry kraken outside the porthole looking for an easy meal! Gnomes must extinguish the fires, pump out the flooded rooms, shut down the nuclear reactor and keep the submarine intact until help arrives. Players must guide their gnomes to tools capable of fixing the problem or have their gnomes down a bottle of grog to work up some liquid courage and avoid disaster! Red November is for 2-8 players, ages 12+ and takes about 1-2 hours to play. Red November contains: Gameboard, 8 Gnome cards, 8 Gnome pawns, event cards, item tiles, and rules.

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Thursday, January 16, 2014

Lord of the Rings Board Game Review

Lord of the Rings Board Game
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When I saw only one review for this game--and a very bad review at that--I felt obligated to give my opinion so that people can make a more informed decision about purchasing this game.
Personally, I love this game and it stands out from my collection because of its co-operative game play. Instead of playing against each other, the object is to work together to beat the game (destroy the ring)--just like the Fellowship in the books/movies. In that way, it is great lesson in teamwork--for those of you interested in the educational aspect of this game (keep in mind that it's meant for ages 12 to Adult however, because of the complexity).
It's challenging in its normal game play and can be easily adjusted to further increase the difficulty. There have been many times that the game has defeated us--making victory that much more sweeter when we do win!
There are also expansion packs available for the game for when you're ready for something new. If you look at the reviews for some of the expansions (Friends & Foes, Sauron, & Battlefields), you'll see that a lot of other people really do love this game. I think it's the best game based on "The Lord of the Rings" yet.

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Your task is to stop the Dark Lord Sauron from winning back the One Ring, which Frodo Baggins has inherited, and which Sauron will use to forever enslave the land. You must journey through Middle Earth, taking on the challenges of four of the most hazardous regions of the land - Moria, Helm's Deep, Shelob's Lair and Mordor - and destroy the ring in the volcanic fires of Mount Doom. Join Frodo and his friends Merry, Pippen, Fatty, and Sam on a perilous adventure across Middle Earth, using skill and fortune to guide you while preventing the Ringbearer from becoming corrupted.Created by master designer Reiner Knizia, this innovative game follows the book closely, is fully illustrated by celebrated Tolkien artist John Howe, and won the Games Magazine Family Game of the Year award. In addition, this game is unique and original in which players must work together to defeat the game itself, a daunting task that will challenge even the most experienced players. Includes 1 Master Board, 2 double-sided Scenario Boards, 1 Sauron figure, 5 Hobbit figures, 6 markers, 60 Hobbit cards, 5 Character cards, 5 Gandalf cards, 35 feature cards, 23 square Event tiles, 11 round Life tokens, 32 shields, 1 Ring, 1 die, 1 Hall of Fame sheet, and instructions. For 2 to 5 players.A 2004 Games Magazine Games 100 honoree in the Family Strategy category.

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Monday, January 13, 2014

Calaboose Review

Calaboose
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want a game to play with a group of friends that like to chat and laugh!- than this is the game for you- it takes a while to get the hang of it, but when you do- what fun- my 7 year old has just as much fun with it as my 15 year old- and, when he is distracting him, can even beat him! a great family time game - check it out!

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Sunday, December 15, 2013

Pandemic: On the Brink Expansion Review

Pandemic: On the Brink Expansion
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Pandemic is one of those games that defies logic. First, it's one of the few purely co-operative games out there, with no one even designated as a traitor later on. Second, it actually gets harder the more people you play with, not easier. After several breezy sessions with just my girlfriend and I, we proceeded to get spanked when we tried it four-player. It was a blast to try and beat this game, as it's always a challenge, and winning is usually done by the skin of one's teeth. With the release of the expansion, you have a variety of new smaller scenarios you can add individually, or you can group them together in interesting combos to make the challenge even more difficult. I have still never even tried this game on heroic because it's so difficult, and now there are even harder challenges to face with a disease that acts completely unpredictably, a fourth deadly disease thrown into the mix, and possibly even a bio-terrorist on the loose (which adds a little competitiveness into the game). On top of that, the makers includes some petri dishes for storage containers, which is a wonderful idea for storing containers, and it really makes the game look sharp! Also, even though it was never a huge problem, they included a set of smaller player pieces to allow for boards often crowded with disease. Z-Man games really cares about making quality games with excellently-made components. I highly recommend this to anyone who has the base game, and if you don't have the base game, stop your life right now and order it!

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Pandemic: On the Brink is an expansion to our popular cooperative game, Pandemic, wherein players take on roles to work together to find cures to 4 diseases. This expansion to Pandemic includes new event cards, new role cards, rules for five players, and optional game challenges to increase the difficulty, such as the 'Legendary' difficulty level, the Virulent Strain challenge, the Mutation challenge, and the Bio-Terrorist challenge. These challenges can be mixed together to make the game even harder.In this expansion you will find six new roles (plus 1 revised OpEx and a Bio-Terrorist), eight new special events, and several challenge kits to be added to the basic game play. Virulent Strain challenge: makes one disease become particularly deadly in unpredictable ways. Mutation Challenge: adds a fifth (purple) disease that behaves differently than the original four. Bio-Terrorist Challenge: pits one player against the others! You may also play with 5 players and play on Legendary level. Other components include: 12 purple disease cubes, 12 pawns in a smaller size, petri dishes to store your diseases and pawns, a bio-terrorist pad for that player to record his actions.

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Saturday, December 14, 2013

Rheinlander Review

Rheinlander
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Alright...short and sweet.
Pros:
- Great game. Had fun with friends (18-22 y.o.) and parents
- Complex, but not complicated.
- Well-made board and pieces
- A cross between 'Sequence' and 'Risk'
- Combines luck and strategy so that no player dominates every time
Cons:
- A bit boring with only 2 people

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Hundreds of years ago the heart of Europe was divided. Powerful dukes ruled their duchies from their castles on the banks of the Rhine, and earned a rich income from their wealthy cities. Struggles for power were everyday, and frequently the intervention of the more influential bishops was necessary. Now you have the chance to expand your rule over the Rhine country. Outwit your opponents to expand. Outwit your opponents, and gain more power. Who will become the new ruler over the Rhine? This game casts players in the roles of dukes who are trying to establish duchies along the banks of the Rhine River. Players hold a hand of cards that correspond to numbered plots on each bank, and they place knights in open plots for which they hold the corresponding cards. After establishing duchies, players attempt to expand them to include more plots of land as well as buildings such as castles, cathedrals, and cities. These buildings both add to the value of a duchy and provide their owners with advantages during game play Players: 3-5Ages: 12 and upPlaying Time: 45 or more minutes

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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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Monday, December 9, 2013

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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Saturday, December 7, 2013

Dragonheart Review

Dragonheart
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I bought this for my wife for Christmas and we have played over 50 games of it since then. An average game lasts about 15 minutes and game play is quick and intuitive. Dragonheart is won by the player who accumulates the most points. Points are gained by capturing sets of cards off of the game boards through various conditions. Each card you play potentially triggers a response that can cost or gain you points based on what your opponent plays. The games ends when the third of three sets of Ships are played on the board. This relatively open ended closure is one of the strategic elements we enjoy the most. In tight games, we will quite often play through a whole deck. In games with a clear point leader, strategy shifts as the leader attempts to close the game out and the other player attempts to prolong it.
This is a great couples game, and has become one of the ways my wife and I decompress from a days worth of autistic children and busy work schedules.

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An evil wizard has placed the Great Dragon, the protector of the realm, into a stony slumber, its fiery breath locked away in a ruby jewel called the Dragonheart. With the land's guardian imprisoned, trolls and fire dragons run amuck, barely held in check by brave knights and canny huntresses. Meanwhile, enigmatic sorceresses tap the magic of the Dragonheart to their own ends. If you can bring order to these factions before your opponent does, you'll control the fate the Great Dragon... and the realm itself.Dragonheart is a quick and easy-to-learn card game for two players, playable in only 20 minutes. Players try to accumulate points by playing cards to and collecting cards from the game board. The player with the most points at the end of the game determines the fate of the Great Dragon, and the land itself.

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Sunday, December 1, 2013

Zombie Ninja Pirates Review

Zombie Ninja Pirates
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This is a great card game for 2-6 players. The game is easy to learn and it plays quickly. The art and quotes are hysterical. This is a great game to play with a few friends while hanging out, or while you're waiting for the rest of your group to show up. If you like games like Munchkin or Fluxx, you'll probably like this game.

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Zombies are cool! Ninjas are cool! Pirates are cool! Mad Scientists are also cool! But the coolest thing is a card game where you get to play all four types while scoring points and getting nifty objects in your chest that make you cooler and help you win. In Zombie Ninja Pirates players try to become four different types of people -- Zombies Ninjas Pirates and Mad Scientists. During the game they can collect objects to help them or hurt their opponents. Strategy is important since players are limited on what they can do each turn. At the end of the game a fast-paced lightning round can make or break the winner.

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Wednesday, November 27, 2013

Tribune Review

Tribune
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Tribune is a new game from Fantasy Flight Games. Players vie for control of various factions of Rome in order to become ruler. The first player to amass the enough victory conditions is the winner.
Tribune is a worker placement game. Players are given 5 followers (read: workers) to place on the gameboard. Each place on the board gives players faction cards, denarii or the chance to take control of a faction.
Players need faction cards to take control of the 7 factions in Rome. Faction cards are color coded to correspond to the various factions. Faction cards also have a value on them (usually from 1 to 10). To take control of a faction, players must play more faction cards than the previous owner played or place faction cards with a sum value higher than the previous owner played. This makes for some interesting dynamics since more small cards are definitely better than a couple of high value cards.
Players need money (denarii) to buy more faction cards. Some places on the board give players cheap cards, other places are more expensive. This means you have to choose to place your workers where you can a) get the cards cheap and b) get the most useful faction cards.
There are two opportunities for blind bidding. One space on the board gives players 3 cards for very little money. But there is a blind bid. Also, the placement of the chariot is done by blind bid. The chariot prevents the takeover of a faction that you already own. I really enjoy blind bidding in boardgames. And Tribune is no exception.
When a player takes over a faction, there are two benefits: 1) a "take over" benefit which happens immediately; 2) a faction benefit which happens during every round of the game that you own the faction. Each faction's benefits are different. Here is where the theme of Tribune could use some more refining. The factions more or less give you tokens. The tokens are merely items to be collected in order to win. The tokens and the faction differentation are not really thematic. It feels more like a Roman veneer than an immersion into Roman culture.
The game takes about 5 minutes to set up (10 minutes the first time you play). The game can be played in about 60 minutes with experienced players (up to 90 minutes with newbies).
This game is a welcome addition to most game collections. It will see some play. But I believe most hardcore gamers would acknowledge that Tribune, while fun, is not their favorite.

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In ancient Rome, tribunes were highly esteemed individuals elected by the people to represent them politically and militarily. In the board game Tribune: Primus Inter Pares, players take on the role of a powerful and ambitious patrician family. By applying influences and manipulating controls over the various factions, they attempt to pave their way to victory in order to attain the high office of the tribune.From the mind of the highly acclaimed Die Macher, , Karl-Heinz Schmiel, the gameplay in Tribune is a combination of worker placement and set collection. Each round the players take turns by positioning their followers on the board to garner cards, achieve objectives and/or attempt to take over factions. In order to gain control of a faction and to utilize its benefits, one must play a set of cards from that specific group. That person will remain in command of the faction until someone else stages a successful take-over by having another set that is either of higher quantity or higher sum of values.Victory is achieved when a player has met the required number of objectives as specified on the victory condition card selected at the start of the game, which is dependent on the number of participants. Alternatively, you can choose to forego the use of a condition card and play with the point-value option. In this variant, the game ends when someone has collected a certain number of the faction markers and the winner is the one with the highest scores as determined by the points assigned to each achievement.

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Thursday, November 14, 2013

Descent: Quest Compendium Review

Descent: Quest Compendium
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You like dungeon crawling boardgames with miniatures? This is a collection of some great scenarios written by game authors like Kevin Wilson and Monte Cook. Just remember to download the errata available on the Fantasy Flight Games website.

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Delve into the dungeons of Terrinoth with a veritable who's who of the hobby game industry! The Descent: Quest Compendium presents a hardbound volume of sixteen of the most cunning, deadly, and puzzling scenarios for your gaming table, brought to you by a cadre of acclaimed and award-winning game designers and authors including Keith Baker (Gloom), Kenneth Hite (Where the Deep Ones Are), Mike Selinker (Yetisburg), and John Kovalic (Dork Tower).

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Wednesday, October 30, 2013

Snapple Real Facts Game Review

Snapple Real Facts Game
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I absolutely love this game! My sister brought it home for Christmas, and I liked it so much I bought it online when she left town. It's a lot of fun for any group of people, and it will make you laugh until you cry.

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This team game is fast-paced and refreshingly fun!It features offbeat Real Facts, like the kind you find under Snapple bottle caps.Just turn on the electronic Snapple bottle, and shake it 'til a Real Fact disc pops out. Think of it as a bottomless bottle of Snapple, filled with facts instead of flavor.Players act out the missing words to the facts, charades style, while the other players on their team try to guess what they are.Meanwhile, the bottle acts as a timer, making a funny cap-popping noise as it ticks the seconds away.It's a palatable party game that will leave you thirsty for more!Game comes with 1 electronic Snapple game bottle, 500 Real Fact discs, 100 Wild discs, score pad, and game instructions.Requires 3 AAA batteries, which are not included.For 4 or More Players, Ages 12 and Up.

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Sunday, October 13, 2013

Rio Grande Games Race for the Galaxy Review

Rio Grande Games Race for the Galaxy
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The sensation of the 2007 Essen convention, this is a card game for two to five players with tremendous replayability. If you're familiar with San Juan, the game is similar: you have a deck of cards that can either be played on a tableau or used as currency. Each card has a cost (that can be modified by existing cards on the tableau) and grants certain powers and scores. The idea is to play cards that build your powers that can then be translated into victory points. But, unlike San Juan, every player has a different starting point; there is an additional level of complexity and strategy from the variety of cards available. Like San Juan, there are many different ways to win. The space theme is nicely done, and expansions are expected. Scales nicely: it's as fun with two players as with four, though strategies are slightly different.
I think the symbols on the cards are intuitive, but I've seen inexperienced gamers complain about the number of symbols. The symbols are color-coded and would be unreadable to the color-blind.
Less than a few months after its release, RftG's rating already in the top forty all time on the Board Game Geek website, which is unheard of.

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In Race for the Galaxy, players build galactic civilizations by game cards that represent worlds or technical and social developments. Each round consists of one or more of five possible phases in each round, each player secretly and simultaneously chooses one of seven different action cards and then reveals it. Only the selected phases occur for these phases, every player performs the phase's action, while the selecting players also get a bonus for that phase. For example, if at least one player chooses the develop action, then the develop phase will occur; otherwise it is skipped in it, each player may simultaneously select a development from his hand of cards to build. After revealing the cards, each player adds his development to his tableau of cards on the table and then discards cards from his hand equal to its cost. Each player who chose develop discards one card fewer as his bonus. Explore allows a player to draw cards and select which of them to add to his hand. Settle allows a player to place a world in his tableau. Some worlds produce goods, represented by face down cards, when produce is selected. These goods can be discarded for victory points or sold to add cards to the player's hand by selecting consume. With cards, players can settle new worlds and build more developments, gaining both victory points and card powers that provide advantages in certain phases. The player, who best manages his cards, phase and bonus selections, and card powers to build the greatest space empire, wins. The winner is the player with the most victory points.

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Thursday, September 19, 2013

Pandemic Review

Pandemic
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Pandemic is the sort of rare game that appeals both to geeks and to people who like party games. It's relatively lightweight as boardgames go--each player has four moves, and the rules for them are relatively simple. Yet there is a lot of probabilistic strategizing to be done by the folks of that nature.
The game itself is relatively tough. The diseases -- the board -- wins about half the time in my group, and often in very mean and surprising ways. This makes it all the more fun when we win.

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Four diseases have broken out in the world and it is up to a team of specialists in various fields to find cures for these diseases before mankind is wiped out.Players must work together, playing to their characters' strengths and planning their strategy of eradication before the diseases overwhelm the world with ever-increasing outbreaks.A truly cooperative game where you all win or you all lose.

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Tuesday, July 16, 2013

Infection Review

Infection
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I love this game. We just got it from Goodwill, and me and my sister played it tonight (my sister is 15.) We loved it! But the board was hard to look at and find stuff. This is an awesome game! BTW The ages are 9 to 90 LOL but anyone can play it! Buy this game and you'll adore it. I think it's funny how they have ones like 'the kissing disease" and funny ones that you'll be astonished that you got! :) Great game!

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This is a fun educational board game for Doctors, Nurses, Medical Students, Health and Science Teachers, Hypochondriacs, and anyone else with an interest in the medical condition.

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Wednesday, June 12, 2013

Drakon Review

Drakon
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Drakon is one of those rare games that has stood the test of time and as such has benefited by multiple tweaks and improvements throughout the years. Fantasy Flight Games is currently up to the third edition of the game, which is notable for its inclusion of larger dungeon tile pieces, improved graphics, and plastic molded figures to represent the heroes and title-villain.
The game play itself though is what has kept Drakon on the best seller's list year after year and this edition wavers little from the tried and true formula. This is a tile-laying game at its core and as is so often the case with Tom Jolly's titles, strategy comes in two simultaneous directions: Advancing one's self while inhibiting everyone else. Contrary to common misconception, the dragon (Drakon) isn't the prime opponent of the game but rather are the one to five players sharing the table with you. The idea is to be the first to collect 10 coins worth of treasure from Drakon's hoard ("10 coins worth" because the value of the coins varies from 1 to 3. Since players are instructed to keep their coins face-down at all times, nobody at the table can be sure who's in the lead at any given moment. This is probably a good thing since a majority of the dungeon tiles are designed to put the screws to your opponents!
The pace of the game is brisk and quite intense at times due to the fact that, as stated above, the titles being laid consist of traps, tricks, and snares designed to separate hero from gold. Fortunately the game comes with a handy reference sheet for each player to keep before him defining each of the tile symbols and their in-play use. Not every piece is a trap either; some allow a player to swap out a tile at their own choosing, others allow them to remove any tile that may be causing them grief, and others still allow for warping directly should a player find themselves in an ugly situation. The beauty of the game is that with 72 tiles and a nearly infinitesimal number of combinations, the game is unique each and every time it's played.
While I'm usually partial to a well-illustrated permanent board when playing a fantasy-themed game, the truth of the matter is that Drakon benefits immeasurably by the lack of restriction associated with having one. Aside from a start-tile (which itself can be rotated to keep things interesting), it is the players who build the dungeon as they go along. After even a few rounds of play, the styles and unique patterns that will begin surfacing on the table are quite impressive. I, for instance, found myself relying upon tracking down coins early on then shifted my strategy in later games to build long runs of titles that did little more than penalize my opponents as I traversed them. Good fun, all, and a testament to the game's versatility.
Learning the game is pretty much a non-event even if the rules aren't quite as concise for a beginner as they could have been. The box's recommendation of ages 10 & up is pretty accurate. The length of the game is perhaps the most indefinable factor of all for two primary reasons. First, because every single dungeon built is unique, one player's ability to snag 10 coins worth can be nearly instantaneous or take several hours (depending entirely upon tiles played and resulting circumstances). Secondly, the steepest part of the learning curve is associating each of the tile symbols with their corresponding action. Initially it's a bit cumbersome, as players should expect to be referring to their "cheat sheets" nearly constantly. The natural flow of the game increases exponentially as players become more familiar with the pieces over time. Within a few evenings of play, my friends and I found the pace to have increased dramatically. I imagine it isn't preposterous to reach a point where seasoned gamers could toss down tiles as quickly as they're picking them up (which would bring a whole new strategy-set into play). The box suggests game time will last between 20 and 60 minutes and indeed, that does appear to be the median of the curve.
As an added bonus, and one not even mentioned on the box or in the product description, Drakon technically includes both the pieces and rules to play several variations of the core game. Among these is a "heroes" expansion in which the choice of which hero used in the game has influence over the outcome since each class (knight, thief, wizard and so on) presents a unique ability that can be used once per round. Another variant makes it necessary to not only gather the required gold pieces, but also to reach a certain tile to be considered the winner. Another still is designed strictly for team play which turns gold collecting into common pools to keep the challenge equal despite a player advantage and finally there is a fixed value alternative which, unlike the core game, does not require players to flip their coins over to assess their value. Rather the first to pick up 5 coins simply wins then and there.
In all, it becomes clear very early on as to why Drakon has been so successful throughout the years. Gameplay is intuitive and clever and the strategy required to win is layered with surprising depth (a depth that seems to become even more impressive as gamers become more experienced). Individuals looking for a quick half-hour time killer will find much to enjoy as will those seeking something deeper as it's nearly impossible to play just one round!

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The old dragon Drakon has captured a brave band of adventurers who have sneaked into her lair to steal her gold. But rather than eat them immediately, Drakon has decided to make it a game: Greed shall set one of the adventurers free. She sends the frightened adventurers into her magical, mad, vaulted chambers, and the first one to collect ten gold from Drakon's maze gets to go free. The rest get to be lunch. Drakon is a simple, exciting, fast-paced game of greed and desperation for 2-6 players. Build the dungeon, steal gold from your buddy, and come out alive! It's every man, woman, and dwarf for himself! This 3rd Edition of FFG's classic game features new components and artwork, including seven incredibly detailed plastic figures!

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Sunday, June 2, 2013

Alhambra - The Vizor's Favor Review

Alhambra - The Vizor's Favor
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This game is a great family game. It may not be good for younger children. But if you are able to think through and strategize it is great. Moves at a quick pace, even for the deep thinkers.

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Game Description: This expansion contains four different modules, which can be combined individually or all together with the basic game. The Favor of the Vizier allows players to take a turn out of order. The Exchange office contains cards which allow buildings to be purchased using 2 different currencies. The Bonus Cards include secret tiles which can be revealed to count as an additional building of the type shown. The Building Huts has extra tiles which can be built as an additional action choice (in addition to buying and placing buildings, rearranging ones Alhambra, and taking money) and which count as 0-3 of a given building type, depending on adjacent tiles.

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